Quote Originally Posted by Mawlzy View Post
I don't think the primary issue is that people are frustrated that they're losing. It's the fact that, when a premade is on the field, their agency is massively reduced. It's a similar problem healers face in PvE when tanks have so much mit and self-heal that the primary function of a healer is removed. I completely agree with you that individuals should take responsibility for their weaknesses rather than blaming others. But in some cases the fundamental problem is game design.
And the only thing I can tell you, in response, is to just make your own premade. You do have that ability and option available to you. The other option is to become a team commander and direct your alliance to victory. Often times the big problem is that people, apparently, need to be told what to do and where to go because they just don’t have the ability to figure it out for themselves.

The only real power of the premades in FL, as far as I can tell, is the DRK pull followed by the multiple AoE blasts (along the either WAR shout, RPR fear, or DNC seduction to remove the guard). But, if people are choosing to actually pay attention and anticipate the situation of the DRK pull, then it has a much reduced effect. But if people just constantly insist on standing there, clumped together, just mindlessly firing away and ignoring the possibilities, then they'll just get caught in it time and time again. At some point, one needs to just learn and adapt, and that can only happen when one is finally willing to admit that their own actions and failings are the reason they are having problems.

I used to think similar to you about these exact same things. But, then I decided to look at what I might be doing wrong and figure out ways of mitigating the situation and improving my own playing. Once I did that, DRK premades became much easier to deal with (and let's be real, the only premades causing all this trauma are the DRK premade builds). The key was to keep my brain thinking, reading the flow of battle, maintaining situation awareness, anticipating trouble moments that could get me killed, and preplanning my next actions in anticipation of changes in the battle. Also, knowing which team I need to be focusing on attacking. I’m not always perfect at it, but I’ve gotten a whole lot better than what I used to be.

I will agree at least one issue of design. Guard needs to not be so easily removed or circumvented all the time. For some classes, it's the only thing they have for a defensive measure.