Tag Archives: Wrath

A Cataclysmic Problem

It has become a sad little game. Logging onto WoW and peeking through my fingers at the Guild roster or my friends list. Who isn’t going to log in? How many weeks has it been since I talked to that person? I wonder if they are playing Rift. I wonder if they are okay. As far as I know, only one absence is logically explained and has assured the guild he will be back when things get straightened out. But then, he lives in Japan, so I am pretty much willing to give him a pass.

People like to point fingers at Rift. But it’s not Rift. Rift was lucky to come out at the right time, in the right place to fill a void for WoW players.  But it could have been anything, any fun fantasy MMO with pretty graphics that does any of the numerous things players have been begging for in WoW, and they would have gotten a whole slew of dissatisfied customers. People aren’t leaving WoW for Rift because Rift is a better game. People are leaving WoW for *anything* because they are simply tired of WoW and what Blizzard is doing with it.

The problems:

1. Cataclysm is too hard.

For those saying “l2play noob”, shut it, and leave. Cataclysm is too hard. It’s that simple. Fewer people have killed Nef than had killed Kel’thuzad or Prince at this point in the expansion. Call people Wrath babies all day, but that doesn’t change the fact that people like raiding, like getting epics, and like DOWNING bosses. What they don’t like is endlessly wiping for hours because ONE person screws up (and it is never the same person). In a 10 man raid, a team should be able to lose 2 people and still manage to pull off the kill. In a 25 man raid, a team should be able to lose 5 people and still pull off the kill. Take a moment to consider the fights and how ONE person can screw even a 25 man raid.

BWD: Magmaw – one person with a parasite runs into the group, probable wipe. One person jumps on the head and doesn’t know how to work the chain, probable wipe. Omni – A person gets fixated and doesn’t move quickly enough, tanks and or heals get a slime blown up on them, definite wipe. A person doesn’t control their pet, Magmatron’s shield blows, definite wipe. Maloriak – Miss an interrupt? Wipe it up, the tank just died. Chimaeron – Tank’s taunt missed, through RNG I feel the urge to add, wipe it up. Or god forbid, the raid makes it to the final push and there aren’t enough mages, warlocks, and shaman, to spawn things to distract him. Artemedes – One person targeted and doesn’t move fast enough, entire raid wipe.

ToW: Conclave – ONE person knocked off Rohash platform, raid wide debuff, wipe. One tank misaligned his jump, falls to his death, raid wipe. One missed taunt to pull Anshel off his healing thing, raid wipe because he isn’t going to die fast enough. Al’Akir – the master of RNG wipes with tornadoes spawning on healers or tanks and spawning right when wind blasts start up.

BoT: Trash – wipes if one of the cc-ers goes down. Halfus – miss an interrupt, taunt, or big heal on the tank that is holding 2 dragons? Hope the trash doesn’t respawn before running back. V&T – One ranged not moving fast enough, one tank getting sucked into the basement, one purge happy healer, one person not running the right way for fire breath… wipeity wipe wipe. Elemental Monstrosity… what in this fight doesn’t cause a wipe if it happens to a tank or healer? Cho’gall – Slimes resist the earthbind totem? Kiss the healers goodbye.

RNG is not fun, especially when it controls the success or failure of a boss fight. My issue with all of these abilities is not that they exist, because many of them show nice challenging boss fights. My problem is that the price of even minor failure is DEATH. Didn’t move fast enough? Dead. Didn’t run the right way? Dead.

So what is Blizzard’s response to this? It will get easier as the expansion ages. This is possibly even more short sighted than the “resilience will fix it” comment. Yes, out-gearing the content will make it easier, but that doesn’t help guilds who are losing raiders left and right NOW.

2. 5 levels simply wasn’t enough.

There aren’t enough new zones for 80-85. There wasn’t enough time to feel like we were going from easy to hard. Replacing ICC epics was going to be hard enough, but replacing them with greens at 81 is just painful. At least with Wrath we held on to them for 6-7 more levels. (Some even making it all the way to Naxx.) When I hit 80, I hadn’t even touched Stormpeaks or Icecrown. Only a few quests had been completed in Zul’drak, and about half of Shalozar. Sure, I was one of those weirdos who did both Borean and Howling Fjord, but still, I had a ton of content. And I didn’t do dungeons as I was leveling, so those were totally new at 80, plus heroics!

It also took me 3 weeks to go from 70 to 80. It took me 3 days to do that for 80-85. Even when leveling my alts, it takes a short amount of time. And I always ding in Twilight Highlands regardless of how many instances I do while leveling. At that point, I only have that zone left to do.

3. Old content being revamped is great, but you have to please the bleeding edge too.

There simply needs to be more to do. I am thrilled at the updating of the old world. But where is the stuff in the old world for level 80-85? Where are the quests in Stranglethorn for the bored level 85 to escort newbies down to Booty Bay? Where are the level 85 Argent Dawn quests in Eastern Plaguelands? Where are the quests at the Ironforge Airport?

4. Dye, Appearance, and Housing.

How many years have players been asking for Armor Dyes, Appearance tabs, Soulbound armor bags, and player/guild housing? As long as I have been playing the game.

Did anyone else notice that it is one of the BULLET points on Rift that a player can dye their armor? Champions touts their character customization and creator for good reason. Players like to stand out from the crowd. They like to ROLEPLAY of all things. It’s why I always hate when affliction gets nerfed. I don’t WANT to be destruction. I want to be affliction and I want to be good for my team as affliction. I also don’t want to look like a unicorn vomited on me. Many players site LotR Online as a great example of player customization because of the appearance tab. Tons of WoW players, including myself, love to collect old armor and holiday clothing. Now we have overloaded banks and every new acquisition is an exercise in torment of what to delete.

Blizzard argues that they want players to recognize instantly when someone is wearing a set of armor. They want players to see the pretty art their artists created. This is a fallacy. I play three classes at level cap right now. I played 5 classes at level cap in Wrath. I could maybe tell you distinguishing characteristics of TWO of the armor sets I wore. I could maybe spot 3 or 4, if I was looking at them in game and correctly identify them as tier 10 armor. I know for a fact I can only do it for two sets of tier 11. I am not looking at players to tell how awesome they are, I am right clicking and inspecting to tell how awesome they are.

The solutions: Never present problems without a possible solution.

1. Nerf bat or buff bat. I vote buff.

So how do they fix the difficulty? Well really there are only two easy options. Nerf the bosses or buff the players. Nerfing the bosses is bad business. Then all the “hard cores” start whining about dumbing down WoW. They can’t just toss a buff on the whole raid like ICC, because then imagined elitism springs up.

But buffing players… Now that’s fun. Big numbers is big fun. An amplified, worgen tomed, fully buffed, spell power potted Curse of Doom on Netherspite for 52,000 damage? Yes please. (My point is made by the fact I remember that SO CLEARLY.) But they can’t just go in and buff everyone 15% across the board. They have to be sneaky about it. Buff this ability on this class, buff that ability on that class, buff armor gains on tanks, buff slow heals on healers, etc etc. Stealth buffs? Even better.

2. Patch soon, patch often.

If all the content is going to be reworked old content, it’s got to be fast. Patch every other month if possible. Especially if they are going to continue updating old content. In addition, every patch needs to carry with it minor buffs, minor additions (like to archeology, stats, and achievements), and possibly a pet or mount. Any updates to Holidays and Holiday bosses are stellar too.

Also, note for the next expansion, having the amount of exp to get to 81 be less than the amount of exp to get from 79-80, is not a good thing. The time invested needs to be equivalent to the previous levels. Consistency is key.

3. &4. Fidelity vs Agency. Omg, Kent was right. And suck it up princess. As designed just doesn’t fly anymore.

First off, players are willing to accept things that are expanded over time. Look at archeology. Players are willing to accept shorter dungeons if it means more of them. Players are willing to accept getting poor loot drops if there are more ways to get the odd piece they are missing. Players are willing to accept something not being perfect if it means they get something neat. Fidelity and agency are a trade off, but far too often Blizzard seems to make the wrong choice on which one to go for.

One example of this is the linearity of a quest zone and the inclusion of cutscenes. This is exceptionally noticeable when playing with another player. Ever tried to do Uldum with 2 people? It *sucks*. When one player completes a quest and it auto ports them somewhere while playing a cutscene, the other player is left in an old phase, alone, and has to fend for themselves. I like linear stories as much as the next RPGer, but in WoW, there needs to be a feeling of open world. I can remember doing quests and deciding to not do a “thread” of quests. Just skip it, that one is too annoying, or just isn’t fun, so I will just skip over it to this other quest. Blizzard killed that in Cata though. Each quest is a part of a big long chain. If the player tried to skip over this step, they can’t progress the zone.

This goes for dye on armor and appearance tabs too. Saying this was “as designed” just doesn’t work anymore. Sure when WoW was the *only* good MMO out there, we accepted this. But other MMOs are ripping off WoW and allowing for more freedom. The Blizzard artists need to let go and accept that players want to play THEIR way, not the way an artist wants them to. Yes, someone is going to take Paladin tier 2 and turn it into Hello Kitty pink, red, and white. But just as often someone is going to leave it red, gold, and black and look just as awesome. Also dye can prop up a flailing profession or become a major gold sink.

Even quests that are fairly simple go into this dungeon and kill this dude, or go and gather these rare items for me, in out of the way, hard to reach places, will fill a need in the old world for level capped players. Anyone else remember farming to get a flying mount to get access to the Highland Pools and the Shat’ari Skyguard dailies? I do.

One final point is about Guild leveling and reputation. As I said before, Guild Rewards are a powerful thing. Being in a level 20+ guild on my main and having all my alts in a level 2 guild, I can honestly say the difference is noticeable and painful. It will be slightly eased by the inclusion of a tabard in 4.1 that will help players earn rep with a new guild, but this doesn’t help new guilds. Players aren’t willing to move on to a guild that is a better fit at the risk of losing their perks. I have heard, from multiple people, about recruiting coming to a standstill because players simply aren’t willing to start over on rep or join a guild that is lower level than the one they are in. Guilds advertising in trade that are under 15 or so are practically laughed out of the channel. I have always maintained the best thing about WoW is playing with friends. When the player feels punished for playing the way they want to play or for changing their mind, something is wrong.

It may not be dying per se, but WoW is definitely feeling some pain. I worry about what might happen if this trend continues. People can argue all they want, but the dwindling raiders in my guild and the dwindling people on my friends list speaks for itself. The really worrying thing is that for each player that leaves WoW because of any one of these problems (or RNG), another player is likely to follow, especially if they find a new multiplayer game to play. And so the negative feedback loop starts until there is no one left but the gold farmers to play with.

Respond, if you please

Video games tend to draw controversy. It’s okay, we ask for it. We know we are asking for it and deal with it when it happens. This is how the ESRB was born after all.

The thing that bothers me though, is when a video game gets a ton of bad press, then makes attempts to correct the “problem” and receives no response from the media or sites that complained so loudly to begin with. I get why national media doesn’t do this (though really with everything on the internet they could at least make a small post). But what stops small blogs from responding?

The example that spawned the thought for me is the “Torture Quest” brouhaha in WoW. When Wrath of the Lich King launched, players tore into the content, much as they always do. A few weeks after launch, someone wrote a blog post about a quest: The Art of Persuasion and about how horrible it was and how they were going to stop playing WoW over it. The quest requires you to “torture” a captured enemy for information. For whatever reason, many players (ironically most had done the quest, but never really paid attention to *what* they were doing) latched on to this and got *bent*. How dare the developers force them to TORTURE INNOCENT PEOPLE. Rawr! Pitchforks! Torches! Bad Blizzard Devs!

To which I replied with “Really? THIS is where you draw the line?” Seriously. We are discussing a game where my main character, Joyia has 181,866 TOTAL KILLS. She has KILLED almost 200,000 THINGS in the game. (I also want to point out her kills that yield experience or honor, ie meaningful kills, are at 67,405, meaning that she has killed 114,461 creatures/humaniods/players that were only for loot and sometimes not even that.) In that same zone there is a quest to collect HUMAN EARS. In Hillsbrad they have you poisoning some farmer’s dog. In Hillsbrad again they have you COLLECTING SKULLS. These are just the thoughts off the top of my head. My first reaction was “What’s a little torture on top of the wholesale slaughter of thousands of creatures, many of whom were unarmed or non-aggressive.”

My second thought was “Well, okay, but this guy, NOT INNOCENT.” And he isn’t. He is an evil wizard attempting to destroy the WORLD. Imagine a crazy, powerful being, attempting to launch every nuclear weapon in the world at once. It’s your job to stop him. Would you step down the dark side to prevent it? Even if it meant my own death at the hands of Justice, I am pretty sure I would. This isn’t puppy killing we are discussing. This guy is a mass murder (as much as any player character) and is actively killing puppies himself.

Regardless, after a few months, the furor died down and no one really talked about it again. Fast forward to Cataclysm. Early in Hyjal, one of the introductory leveling zones for level 80 players, there is a quest to capture a harpy (a known and common enemy mob throughout the game)  and interrogate her about her master’s plans to reincarnate an ancient for the bad guys. Ancients are super powerful beings. Having even one on your side is the equivalent of bringing a tank to a knife fight. The player, once damaging her to about 25% is given two “speech” options. One to “Soften her up” the second to “Ask her about their plans.” The first results in a bit of “smacking around” and some comments from the npc holding the harpy in place for you.

This is very obviously Blizzard’s response to the fuss over the Persuasion quest. First, the player doesn’t need to “rough” the npc up to get her to talk. Just asking her she volunteers the information the player is looking for. Second, if the player does “rough” her up, the npc has 8 canned responses, 5 of which could be construed as negative towards the player for using violence. Finally, at the end of the conversation with the harpy the player is given the choice, to kill her or spare her. Both options return a “positive” response from the npc. “It’s your call, <name>. Marion brought this on herself when she attacked our matron’s sacred shrine.” and “You’re a better person than I, <name>. But I suppose the harpies are just pawns here.” if you choose to kill or spare respectively.

It allows the player to play as they chose, as opposed to following the designed path. I love it. This is a prime example of  “Player Driven Stories” as discussed at GDC this year. The player drives the story. Both of my healers let her off, sparing her life. My DK and Warlock both killed her. My DK chose to soften her up until the npc said something to the effect of  “Okay, we still need her to answer questions.”

Regardless, it was a superb response to player’s comments on the “interrogation” from Wrath so why couldn’t the detractors at the very least acknowledge that Blizzard took their concerns under consideration and made an effort to appease them. Although I still feel it is a bit hypocritical to run around ripping out skulls then get squeamish at a bit of shock therapy.

That’s why they are called “heroic”

The great race began at midnight, then barreled on into Tuesday morning. Camping spawns, blitzing from zone to zone, barely reading quest text. All in the hope to be 85 as soon as possible. Of course, it isn’t just getting to 85, it’s all about the epics. Those lovely purple items that make a character so powerful and makes them truly feel like a Hero. This means getting what gear is available and running dungeons until the player’s eyes bleed. In true Blizzard fashion, dungeons come in two flavors, Regular and Heroic. Heroics drop better gear and points which can be exchanged for gear.

In Wrath, many players complained that Blizzard went too far into the “welfare” epics. Implying that by having an epic item drop off the last boss of a heroic instance, allowing players to buy epics with badges dropped from heroics, and having “major patch” dungeons drop the mid level of epic, they had made epics less awesome and amazing.

First off, the belief that something in the game is “rare” or “special” is a fallacy. Nothing is difficult to get, provided sufficient time and persistence. Want all ICC 25 gear? Join a guild that has ICC 25 on farm and show up every run. Want Kingslayer? It was sold on many servers for less than 10k gold. Also rarity in this game is completely relative. Take the Celestial Steed and Rivendare’s Deathcharger for instance. The Celestial Steed is obtained from the Blizzard Pet store for $25. Rivendare’s Deathcharger is a notoriously low drop rate mount from Stratholm. The average number of Stratholm runs to get the mount is 100. Most players give up after about 20, especially since it is not a guaranteed drop after 100 runs. Pinecone of Echo Isles will point to his 242 runs to acquire this mount as proof of the vileness of the RNG. (Random Number Generator.) Logic dictates that the Celestial Steed then would be more common, thus less rare than the Deathcharger’s Reins. Over the entirety of the game, this is likely true.

However, the player base is split across four regions, hundreds of servers, and two factions. So in reality, the rarity of something in relation to a player is really only drawing from a few thousand players at most. In Booze Hounds, of Echo Isles, the Celestial Steed was dubbed “too expensive” for many of the adult players with children. To that end, only 4 of the guild members had the purchasable mount. In contrast, many of these same players were completely willing to spend downtime in the game farming Stratholm, and as a result there were no less than 8 of Rivendare’s coveted mount. In this small sample the Celestial Steed was more rare than the Deathcharger, despite the ease of acquiring it. In the end, when playing WoW, it doesn’t matter what the entirety of the game has, it matters what you, as a player has and the people you play with (generally your guild). The rarity is relative. Was Kingslayer rare? Not in BH, where nearly everyone, including a few alts had the title.

Now, having explained this odd view of rarity, back to the epics.

In Cataclysm, Blizzard returned to the “older” way of thinking. Epics no longer drop in Dungeons, Heroic or otherwise. Epics can no longer be purchased with badges (though likely this will change when the second raid tier is implemented). And Heroics are… frustratingly difficult. The key word is frustrating. Something can be difficult or challenging, but not be frustrating. In the Lich King fight, Defiles made the battle difficult, as the players have to spread out at just the right time, in the proper fashion to prevent chaining the effect. A challenge, with 10 people, but if the effect did chain, everyone knew why. It was obvious.

Heroic Deadmines presents a boss, Admiral Ripsnarl, who spawns adds after he reaches 75% health. These adds have 60k health and must be killed within a few seconds or they double in size and health. If they double 3 times, they explode, wiping the group. Logically, the dps roles all turn and burn these adds down as quickly as possible. When attempting this with my dungeon group we repeatedly failed miserably. In an attempt to understand what was happening, I looked at the various people in our group. Every single member was over the 329 item level required to queue for heroics. Most members were even up in the 340 item level range, in addition to 3 people having the achievement for Cataclysmic Superiority, meaning all of their gear is the blue level to start this expansion. We were a full guild group, with vent, and understood the mechanics of the fight, but it was very clearly beyond our ability. It’s possible we needed more burst dps (with 2 warlocks, we were in the killing things slowly but surely) but hasn’t Blizzard’s motto been “Bring the Player not the Class”? Our tank was well geared, even gemmed and enchanted. Our healer was well geared and healing efficiently. All our dps was doing 10k+. It felt absurd that we couldn’t take this boss down.

The frustration of this fight ruined the night. There was no explanation for why we failed. Everyone was geared at the level the game said we should be. Everyone was playing efficiently, avoiding damage, and fulling their role. This lead me to one conclusion. Either the gear requirements were “off” or the boss was. The boss needed a nerf, or the item level required to queue for the dungeon needed to be higher. With a well coordinated group, on vent, well balanced, we should have been able to succeed with minimal wipes. According to Wowhead, Ripsnarl is a gear check. Does your group have the gear needed to succeed. Blizzard said yes, the boss said no. The inconsistency needs to be addressed.

I don’t think heroics should be easy, I do think they need to be doable, with an understanding of why you fail. I do think that the gear required needs to be clear. In Wrath, a stair stepped gear requirement for harder instances was implemented and understood. Perhaps they need to revisit it for Cataclysm. The worst part was, when someone pointed out that we were wiping more than we had in Heroic Raids in Wrath. And even so, we weren’t fighting for Epics, we were fighting for blues… The group almost immediately fell apart due to the morale dive bomb. Say what you will about Wrath welfare epics… At least the game was fun and I didn’t go to bed more bummed than when I started playing that night.

The Wrathgate

As a game designer, one should always be on the look out for really good ways of doing things. Always playing new games to get new ideas and learning new tricks. Each exceptional game you play is merely a lesson in how to (or sometimes how not to) do something.

It also shows the mark of a good company when they are able to take a tried and true formula and improve on it. Blizzard did this with a sequence of quests in the most recent expansion of World of Warcraft, Wrath of the Lich King. Now there is still the standard fetch and fed-ex quests, but then there are quests that are clearly the main course of this expansion. One series of quests leads the player through the Dragonblight and hits several minor lore points before culminating in the event of the expansion.

Not only do they reward the player for their persistence with a glorious cutscene but it is followed up with a quest where the player attacks Undercity alongside King Varian and Jania, if you are Alliance, and with Thrall and Sylvannas if you are Horde.

Wrath of the Lich King, as an expansion, very much seemed to have the design philosophy “Make it feel like you are changing the world.” Phasing, a technology that allows the developer to change an area for each specific player was widely used in the expansion. As a player completes quests in a zone the NPCs, locations, even enemies change and shift to reflect the actions of the player. Quests chains tend to be much longer, far more lore steeped than before.

In the Battle for Undercity, it uses phased zones of the three major cities: Orgrimmar, Undercity, and Stormwind, to keep the player from being distracted by standard gameplay. It also pushes the player to complete the event immediately, as they can’t choose which phase to enter. Once completed, the player receives an achievement, Veteran of the Wrathgate. Then from that point on, the area surrounding the culmination of the quest in the Dragonblight is forever changed. Fire burns, bodies are strewn about, weapons lay alongside the fallen. It looks like a battle has been fought, of truly epic proportions, and your character participated.

It should say something that I always make the effort to complete the Wrathgate series on every character I level in Northrend. The lore, the cutscene, the sheer beauty and poetry of the quest line and event is a treat I am unable to pass up. And I have done it 5 times. Each time I revel in the quests and get very excited as I approach the end. I watch the entire cutscene and feel the tears prick my eyes.

Blizzard has managed to take a standard formula, make it exceptional, and make it endlessly re-playable. It leaves my appetite for Cataclysm whetted, with the hope they not only continue to do this kind of thing, but expand and improve it.

(Note: This is also very true of the Death Knight starting area. I honestly wish that people could get a trial version of the game and just play a Death Knight until they were out of the starting area. Yes, many of the jokes and references would be missed by new players, but it is still one of the most well designed and interesting parts of the game. The starting area does many of the same things that the Wrathgate does, minus the cutscene. Unfortunately one must have a level 55 character and Wrath to be able to even start a Death Knight. My fingers are crossed hoping that the starting areas in Cata are at least similarly well done, if not exactly like the DK starting area.)

Tank, Heals, or DPS.

Just recently I entered the newest chapter of the saga that WoW has been for the last 4 years of my life. I transferred severs, and factions, to join a group of friends and in doing so brought my tank to a place where she was not only needed but welcome.

When I first raided, I raided as a warlock. I was a die hard fan of affliction and yet, bowing to guild pressure, became a shadowbolt spammer in Burning Crusade. At 80, I returned to affliction only to be disappointed that I had to work ten times as hard to achieve the same goals. After a time I decided I had hit the cap as far as a Warlock was concerned and looked to changing over to a new class. I had acquired my second account by this point and so set about leveling to 80 with a shiny new Death Knight and Priest duo. The Priest simply followed while my Death Knight ripped everything to shreds. It was quite simple, after all the DK was more than over powered and only required the occasional heal. Once the duo reached 80 I entered the wonderful world of raid healing with my Priest. So this is the point where I feel I am finally able to outline the differences between the three roles.

DPS is very simple. Target the tank. Target what the tank has targeted. Kill it. With a few exceptions or special case fights where you attack other things, for the most part this is how you raid. Stay out of bad stuff and kill the big thing. Specs, rotations and cooldowns aside, you generally use a select few of your major class skills and kill whatever it is that needs killing.

Healing is much harder. You have 25 targets and have to keep all the green bars as far to the right as possible. To be fair, it is a very difficult thing to do and requires a great deal of concentration. But for the most part it is whack-a-mole, especially in a large raid setting. In Dungeons it is a bit easier, with only 5 moles to worry about, most focused on a single player. If people die, you get blamed. However, I have noticed, healers as a whole get blamed, generally not a specific healer. It could be a dozen problems, most likely a squishy DPS pulled aggro or the tank is trying to tank in the wrong presence/stance/spec/gear, etc.

But of the three roles, I have found tanking to be the hardest, most stressful, and least enjoyable.

First, my gear is focused on Defense, so I can never do anything “awesome”. I don’t kill things quickly, I don’t have huge crits. Second, my repair bills are outrageous. DPS and Heals can avoid being hit and thus their gear lasts longer between repairs. After 3 heroics I have a 40g repair bill, without deaths. Third, it is apparently my job to save the stupid idiot who didn’t watch where he was going and aggroed a second group. These are very similar to the DPS who are so focused on being the top of the charts that they ignore the threat they are producing. The worst of these will blame me for *not* producing enough threat, even though they have top tier gear and I have gear two levels below them. If I die, the healer isn’t blamed, I am.

It really comes down to the fact that DPS can hide in a group of 15 (or more) other people, Healers can hide in a group of 8 (or more), but Tanks… well there is usually only one main tank and one off tank. You have your roles and if you fail, regardless of reason, you have 24 people who blame you. All the focus is on you. No pressure.