What If: NHL Coach John Tortorella Became a Raid Leader?

When John Tortorella retired from coaching hockey, everyone assumed he’d find his way back to a bench eventually. Maybe as a consultant or a TV analyst. Maybe some vague “special advisor” role that lets the front office say they have him without actually having to listen to him.

Yet, nobody bought the idea that he was actually done.

Least of all Torts himself.

The problem was simple. He still had the itch. The hunger for preparation. The desire to hold accountability. The specific, unrelenting challenge of taking twenty different personalities and pointing them all in the same direction at the same time. Without that, what was he supposed to do with himself?

He looked around. The NBA felt too soft especially with the flopping, and he would never stand for that. The NFL had too many coaches coaching other coaches. Baseball season was way too long that he’d have aged out before anything meaningful happened.

Then one night, his son pulled up a Mythic raid stream on the TV.

Torts watched for about ten minutes without saying a word.

Twenty players. A single boss that had skewered them hundreds of times. Hours of reviewing the same mistakes. People arguing over positioning. Everyone searching for any possible edge.

He leaned forward and murmured, “Why isn’t anyone holding these guys accountable?”

His son didn’t have a great answer.

Three weeks later, John Tortorella created a World of Warcraft account. Two months after that, he joined a guild. Six months in, he was raid leader.

Mythic Crown of the Cosmos: Pull 43, 9:14 PM

“Alright, everyone shut up for a second.”

Discord goes quiet. You could almost hear him push up his glasses.

“We are forty-three pulls into this boss. Forty-three. And I’m still watching people move like they just downloaded the game this morning. That stops tonight.”

Ready check goes out.

One icon stays shows a question mark.

“Where’s our Mage? Where’s Bicsy?”

A sheepish voice filters through.

“Sorry. Bio break.”

“Are you serious? We called a break fifteen minutes ago. You picked now to discover human biology?”

No response.

“Get settled. We’re pulling.”

The pull timer appears.

“Five. Four. If you are holding defensives like they’re collectibles, I want you to think hard about your choices. Two. Everyone breathe. One.”

Pull.

It actually looks decent. Nobody dead. The first set of adds were going down nicely. For a brief moment, it feels like maybe tonight is the night.

Then a Monk with an Obelisk rolls and overshoots causing lines to lance into the rest of the melee team.

Raid over in seconds.

Silence on Discord. Complete, total silence.

Torts exhales slowly into his mic. The kind of exhale that says he is choosing his words carefully and it is taking real effort.

“Unbelievable.”

Nobody moves. Nobody types in chat. Someone’s dog barks faintly in the background.

Finally, the Monk:

“My bad.”

“Your bad.”

Torts lets that sit for a moment.

“You just turned twenty people into a loading screen. ‘My bad’ is what you say when you spill someone’s beer.”

One of the players tries to help.

“I think there was some overlap with the—”

“No. Stop. There’s no we in that sentence. Everyone else was positioned correctly. Everyone else read the room. You were out of position, and you panic rolled.”

The healing officer, bless his heart, tries to smooth it over.

“It’s okay, guys. Early pulls are for learning. We’ll get it cleaned up.”

“We’re on pull forty-three.” Torts says it quietly, which is somehow worse than yelling. “If we’re still figuring out where to stand, we’ve got a much bigger problem than this boss.”

Uncomfortable silence.

“Alright, let’s go.”

Pull 51, 9:47 PM

They reach phase 2 for the first time all night.

A healer dies without a defensives used. Not a single one.

Wipe.

“Okay. Timeout. Timeout.”

Torts sounds less angry than genuinely baffled, which is its own kind of terrifying.

“Moses. Talk to me.”

Nervous energy in the voice. “Yeah?”

“You have Pain Suppression. Desperate Prayer. Healthstone. Health Potion.” A pause. “You died with all four of those sitting in your bars completely untouched. Walk me through the thought process there. I’m genuinely asking.”

Silence.

“Were you saving them for a special occasion? A birthday? New Year’s? Anniversary?”

More silence.

“Use. Your. Defensives.” He says each word separately, like he’s reading them off a sign. “That’s not optional. That’s not a suggestion. That’s the job.”

Pull 63, 10:31 PM

The raid is really fraying at the edges now. You can hear it in the shorter answers, the longer gaps between pulls, the way nobody’s cracking jokes anymore.

A Balance Druid says something into the void:

“I don’t know, damage might just be a little low overall—”

“Damage isn’t the problem.”

Nobody pushes back.

“You want to know what the problem is? I’ll tell you what the problem is.” Torts doesn’t sound angry anymore. He sounds like a man who has thought carefully about something and arrived at a conclusion. “We’ve got passengers in this raid. Guys or gals who are technically present and physically moving but mentally checked out. Raiders who are hoping the pull works out without them having to be the reason it does.”

A long pause.

“I’ve coached good teams. Good teams are boring to watch. You know why? Because they do the same thing every time. Consistently. Correctly. On purpose. Over and over until they can’t do it wrong anymore. Until it’s completely ingrained into their muscle memory.” Another pause then. “Right now, we’re freestyling Mythic mechanics like it’s jazz night. It’s not jazz. There’s no improvisation on this boss. There’s one way to do it, and we already know what it is.”

Nobody says anything.

“Let’s go.”

Pull 75, 11:18 PM

The raid is running on fumes. Answers are coming in single syllables. The jokes stopped a long time ago.

Torts is quiet for a moment before the ready check goes out. Longer than usual.

“I want to say something.”

The raid waits.

“I’ve been watching every single one of these pulls. Every wipe. Every reset.” A pause. “And I can see it getting better. I can see progression. Moses, you’re climbing the defensive usages charts. Draxy, your positioning is fantastic. I know it doesn’t feel like that right now. When you’re in it, all you can see is the wipe screen. But I’m telling you, that phase three we just ran was cleaner than anything we’ve done all night. The back and forth movement in phase two with the obelisks and the bait is automatic now. You’re not even thinking about it anymore and I don’t have to say anything about it, you’re just doing it.”

A few people unmute to breathe. Someone types a single “fr” in raid chat.

“That’s how it happens. Not all at once. You just keep grinding the edges down until there’s nothing left to fix.” Another pause. “We are close. I don’t say things I don’t mean, and I’m telling you right now — we are close.”

He sighs, and initiates a ready check.

“Everyone wants Cutting Edge. Not everyone wants to do what it actually takes to get there.” He clears his throat. “But tonight you’re doing it, and I can see it.”

Green checks light up across the raid frames, one after another.

Pull 81, 11:52 PM

Clean opener. Mechanics landing exactly where they’re supposed to. Healer cooldowns are rotating properly, timed and deliberate. Intermission and phase two go by smoothly enough that the team enters phase three ahead of schedule by pushing the boss down to 40% before Alleria’s energy even reaches full.

Final phase.

7%.

5%.

Someone dies due to a mistimed tether snap. Nobody says anything. Nobody panics. The healers adjust and keep moving. John barks, “Get him up.”

3%.

2%.

1%.

The boss falls and the Cutting Edge achievement flashes on their screen..

For a half-second there’s nothing as the game freezes for a moment. Then the cut scene starts and twenty people realize what just happened. Discord erupts. Screaming. Actual screaming. Someone’s holding down their push-to-talk and just making noise. The Warlock is playing some kind of victory song through his mic. The Druid is typing in all caps in raid chat.

Torts doesn’t say anything for a while, and just lets it happen.

When the celebrations die down, he starts speaking

“There it is.”

More cheering.

Someone, laughing: “Torts, are you proud of us? Like, actually?”

A long pause. Long enough that a few people start to wonder if he’s going to answer.

“Ask me again after you’ve cleaned up that phase three positioning.”

Laughter.

“Same time next week?”

“Same time next week. And whoever died at 3%, pretty sure it was Bicsy — I saw it. We’ll talk. Your timing was off.”

The raid starts to break up, people start trickling offline, the Discord slowly going quiet. Somewhere in the background you can hear someone still doing a victory lap in raid chat.

Torts sits there for a moment.

Then he opens up the raid plan for Bel’oren.

He’s one step closer to the raider’s version of the Stanley Cup finals, but he’s not done yet.

There’s still work to do.

Matt’s Notebook: So Close, yet So Far

Just another relatively uneventful week of raiding over in my corner. Death Jesters is still working on Middnight Falls. We did end up seeing intermission a few times. The sheer scale and scope of just the planning required down to the interrupt rotation, crystal assignments (even grips), intermission positioning, and all that is sheer insanity. I think I’ve spent more time planning this one encounter than I have for all of the other encounters combined.

How about the Last Call team?

In my first major blunder of the season, I messed up the composition for Crown of the Cosmos. I ran two Priests (none of which are a Goblin or a Dracthyr). It was fortunate that one of our trial warriors had an Evoker lying around, and he offered to switch to playing it. Now I have to set up these inefficient grip assignments where our Evoker carries one, and the first Priest grips the second Priest. There’s also the Wyrmstone option that allows the Priest to teleport to the Evoker. What’s awful is if we lose the Evoker, it’s an automatic wipe since two of our healer Priests don’t have a natural way to get across. I gripe about the Mythic requirements, but I also understand that this is an exclusive part of the game, and the tools required are going to be strict. Some of my players have complained about it and lamented how it’s not fair, and blah blah blah. But I get it, the game has evolved to a point for Mythic where roster composition does play a part in the challenge.

I also wish I had trimmed the number of melee down further and stuck to ranged. Some of our melee guys appear to be fat and getting hit by things they shouldn’t be or there’s too much melee clutter and they’re tripping over each other, I’m not sure. We’ve been getting better at getting to 40% and trigger phase 3 on Crown ahead of schedule. Now we’re just trying to get more reps and solve the final phase. We’ve seen the final 3 platforms but are having some trouble maintaining health on the fifth set of tethers but I think we’ll get it this weekend.

DJs is still looking to recruit some healers. I can temporarily play as a Holy Priest or an Evoker myself since we’re going to be lacking a Priest buff (and Evoker utility). But we could also use another healer (any class). Come check us out!

Matt’s Notebook: Onto Bel’oren and Crown

Stuff gets harder now as we enter the final stretch. This past week was busier than normal with the new upgrade currency for weapons and trinkets. Although it was a big help, it felt like a big chore just getting all of that content done. I didn’t even get a chance to run keys on some of my alts. This season has felt like I didn’t get much of a chance to breathe because there was so much that I felt I had to do in order to maintain progress on my raiding characters. I’m hoping things can slow down a bit. My LC Shaman has all Mythic gear now, and I just need a few more Myth crests to upgrade the rest of my gear to max, then I don’t feel as compelled to max out my Mythic vaults anymore. I’ve got the Myth Crest upgrade discount achievement finally.

Let’s get to it, shall we?

  • In Death Jesters, I got the call up to come in on my Shaman as our principal Shaman was away on day 2. I got some reps in on Bel’oren. I hate that fight. The first phase 1 is conceptually easy, the second phase 1 has a lot of stuff going on in there. As we come out of the first egg phase, we either go to the entrance of the room (south) or we move to the west end of the room. I have not quite figured out the pattern in determining which way to go, and I am relying on our raid leader to make that call. We did limp into the second egg phase a few times (about 30% there). I think we can get it down this upcoming weekend.
  • Meanwhile, in Last Call, we’re able to clear and get Paladins down. Turns out the solution was just spacing out the Execution Sentences further than what we had. We kept about one Execution Sentence space between each one, and that allowed each group to not worry about hammers as much and focus on dodging Divine Tolls flying into the raid.
  • Crown of the Cosmos progression started, and we had a full day on it. Most of the time was spent on the first phase as we were tweaking our damage, adjusting Silverstrike arrow times, and generally working on the ooze control. Two Death Knights helped in pulling them in. I did my best by Thunderstorming the adds in. We did end up being more consistent getting into phase 2, except we spawned the add into the wrong platform a few times, and we lost a few players during intermission. With two Shamans, we can do a better job staggering our Wind Rush Totems and using totem projection to throw them just ahead of us as we traverse around it.
  • I did have a dumb pull where I got an Obelisk and just… backed off the platform, sigh.

On the recruiting side of things, Death Jesters is looking at some upcoming departures, and we’re opening up our recruiting. We’re looking to add another healer (any class), and another Disc Priest. The temporary measure is that I would play my Priest for now just to help with a Fortitude buff. My Shaman just can’t seem to maintain consistent damage throughout the raid. I think I’m hitting my spells too quick and am misfiring procs without buffing them accordingly. Too used to “always be casting” that I’m not taking the time to actually look and see what spells I have available, while dealing with all the boss mechanics being sent my way.

Have a great week!

The Hidden Raid Problem No One Talks About: Instant Defensiveness

Here I am in the middle of a week, watching Max undergo another reclear before the Diablo 4 expansion was slated to launch. He gets to a part where he’s watching another guild go through their kill of Midnight Falls. But take a listen and watch what happens.

This raid just cleared the entire tier and secured their CE.

Instead of celebrating, players immediately started defending themselves about misplays or other errors.

“Yeah I died there because…”
“That wasn’t my fault…”
“I got screwed by…”

No one really paused to acknowledge the kill. That positive moment just seemed to dissipate and fade out.

The raid went straight into deflection. If you’re seeing this in your raid, it’s not just a one-off behavior. It’s now a team-wide cultural issue.

The Instinct to Defend

This type of behaviour doesn’t come out of nowhere. Players don’t wake up one day and decide to deflect responsibility after a kill. It usually builds up over time for a variety of reasons:

  • Fear of being called out: No one likes to be criticized in front of everyone else.
  • Fear of losing a raid spot: No one wants to get permanently benched.
  • Past experiences with harsh criticism: We’re talking harsh, toxic environments, making the game generally unfun.
  • A culture where mistakes are punished instead of being learned from: This can range from being made fun of or teased mercilessly.

So what happens?

Players get conditioned to protect themselves first by justifying what happened or blaming things beyond their control. It happens even in moments where it doesn’t matter anymore (like killing the final boss).

Why This Is a Bigger Problem Than It Looks

At first glance, it might seem harmless. Who cares if someone explains why they died after a kill? We need to take a step back though and re-examine this.

If your team feel the need to immediately justify themselves, it means:

  • They don’t feel safe making mistakes
  • They assume blame is coming
  • They prioritize self-preservation over team success
  • They’re mentally stuck in “defense mode” instead of “growth mode”

That has consequences. Teams that operate like this will end with one (or all) of the following:

  • They learn slower
  • They communicate worse
  • They take feedback personally
  • They spend more time assigning blame than solving problems

You can’t build a high-performing raid like that, and you end up with a raid team that’s stuck in early or mid mythic without the tools needed to progress past that.

The Missed Opportunity After a Kill

Post-kill moments are important.

They’re when you:

  • Reinforce good habits. Highlight positive game play from people and recognize them when they’re correctly done.
  • Identify real learning points. Show where people “got it” and spread it to the rest of the team.
  • Celebrate progress. The team got a new best (even if it’s a new phase or a lower percentage).
  • Reset the team mentally. From despair to excitement.

If your raid immediately turns into a courtroom, you lose all of that.

Instead of:

“Nice job, clean that up the adds next pull, and we can see more.”

You get:

“Let me explain why that wasn’t my fault.”

Now you’ve wasted everyone’s time.

Freedom to Fail Is a Competitive Advantage

One of the things Max mentioned is that they had to actively correct this behaviour early in their guild’s history.

They made it clear:

  • It’s okay to die
  • It’s okay to mess up
  • Not every mistake needs a full breakdown
  • If it’s not new or useful, move on

That’s the key. Say it with me!

Not every mistake deserves airtime.

If the team already understands the mechanic and what went wrong, rehashing it doesn’t help. It just slows you down and creates tension. High-end teams don’t obsess over every individual mistake. They focus on patterns and meaningful improvements. I don’t know how long your team raids for, but both of mine only go for six hours a week.

What Your Team Should Actually Be Doing Instead

After a kill, your raid should look more like this:

  • Quick acknowledgment of the kill
  • Identify one or two real issues if needed (or flag it for next week)
  • Move on

That’s it.

Not every death needs a speech, and not every mistake needs a defence.

If it’s something new, sure, call it out and learn from it. Absolutely make it a learning lesson for everyone, especially if someone died in a completely new way or missed a mechanic that’s crucial the first time. Go over it once, and talk about it as a team so they know what to expect and how to handle it if it ultimately does happen again. Certain things are worth drilling and repeating until the team gets it, but that doesn’t apply to all mistakes.

If it is already understood, it is wasting precious raid time.

How to Fix It in Your Own Raid

If you’re seeing this behaviour, it needs to be addressed directly.

1. Set the Expectation

Tell your team clearly:

  • You don’t need to defend every mistake
  • Not every death needs an explanation
  • Focus on team improvement, not individual justification

2. Change What You Reinforce

If you constantly call out individuals harshly, players will naturally start defending themselves.

Instead:

  • Focus on solutions
  • Keep feedback concise
  • Avoid turning every mistake into a lecture

Actually, call out the positives. Talk about what you liked. Name players individually who did something good (even if it’s during the pull), and recognize their effort or moves.

3. Protect the Post-Kill Moment

Don’t let it spiral.

If someone starts going into a long defense after a kill, cut ’em off.

“Doesn’t matter. Boss is dead. We’ll clean it up next time.”

We use Warcraft Recorder to capture our game play. It’s not something that needs to be immediately reviewed and it can be looked at after the raid is over. Celebrate the wins, since that’s the tone you want.

4. Normalize Mistakes

Make it clear that mistakes are expected and understood especially in progression. If players feel like every error is being judged, they’ll always be on edge. The team needs to relax and play loosely when starting out.

And that leads right back to defensive behavior.

If your team kills a boss and the first reaction is panic and justification instead of celebration, something is off. That doesn’t mean your players are bad. It means that the raid culture needs adjustment. The best teams aren’t the ones that never make mistakes. They’re the ones that don’t waste time pretending they didn’t.

I’m fortunate enough that this hasn’t happened in my raids yet. But if my team starts pre-emptively defending themselves before I ask questions, I’ve got my lecture in the back pocket ready to come out. If I were to put money on it, I expect it’d be one of my healers trying to present themselves in a positive light but addressing their own shortcomings right away. My first response is going to be, “I didn’t ask! Simmer down! You goofed, that’s okay, this isn’t a deposition!”

Matt’s Notebook: We’re on to Crown!

I can’t believe it’s May already. This last week just flew right by. Between the Diablo 4 expansion and Heroes of Might and Magic early access, there was so much for me to do. I didn’t even play any Battlefield this past week. It was another solid progression week, though. Let’s dive into it, shall we?

  • Death Jesters just started working on Crown of the Cosmos this week. We had one look into phase 3, which is the furthest we’ve gotten. There are a few scary overlaps, but with the upcoming nerf this week, we’ll most likely defeat it and start work on the big firebird soon.
  • Last Call makes some big strides this week and overcomes the dragons, putting us officially at 5/9 Mythic, and we’re over halfway to our goal of getting that CE for this opening tier. I felt that we should’ve killed it earlier. We came close to it a few times on Sunday night, but had some consistency issues. There are a few players who need to work on just general game sense and survivability. Having the awareness that not only is a fear breath coming and they have to get it out of the raid, but they have to find a spot to safely get to where they can be dispelled within range of healers. Our gloom positionings were great, and even if we had players go down, we were able to audible with backup players stepping in to help with those soaks.
  • We’re on to Paladins now, and we spent the better part of our second raid night just working on taunt swaps, positioning, and getting a feel for dispels. Our best pull was about 40%. Logs are showing that about a third of the kills here use six healers, while the rest are done with five healers. I’m a bit torn as to which way to go. We don’t have a dedicated sixth healer, and if we were to do that, I would have to step in and switch specs on my Shaman (who doesn’t have the stats or the trinkets to really go healing). My damage is fairly low here, so I’m just thinking about it. I don’t need to play at the absolute best, but if I can manage to help stay on top of dispels while contributing healing, that might be enough. I also wanted to give some well-deserved flowers to our bait team. They did a commendable job baiting out the charges once they got into a rhythm. There were a few charges that were missed, but they got the idea.
  • Now, the next question is at what point should we start considering raid extensions? I don’t know if we’re quite there yet. There’s still some lucrative gear. We didn’t even get any trinkets from Dragons today, even with all the bonus rolls that were used, which was disappointing. Maybe once we clear Paladins, we can start doing lockout extensions.
  • In Diablo 4, I made a Spiritborn. Campaign was great, probably one of the better storylines I’ve played in a long time. The end game is much more enjoyable. My only struggle is in finding a build that I like playing. I might switch classes and reroll to a Paladin or something instead.
  • Last thing I want to touch upon is Heroes of Might and Magic: Olden Era. Reminds me of when I was a kid again playing Heroes 3. Such a fun game and this new version is a lot of fun. Highly recommend it if you’ve played it before. The early access grants six factions.

I’m still looking to add some Aug Evokers to the team!