Outcome Does Not Excuse Bad Play¶
Core rule¶
Winning a fight does not prove the execution was good. Losing a fight does not prove every decision was wrong.
Good review separates outcome from process.
Why outcome bias hurts¶
If a zerg wins despite bad habits, those habits become harder to fix. Players say:
"It worked."
But a better enemy may punish the same mistake next time.
If a zerg loses despite a good call, players may blame the wrong thing and abandon useful doctrine.
Review layers¶
| Layer | Question |
|---|---|
| Caller macro | Was the movement, terrain, and target decision reasonable? |
| Role execution | Did each role perform the job needed for the call? |
| Build / comp fit | Did the formation have tools for the problem? |
| Roster readiness | Was the strategy within current player skill? |
| Fight result | What did the scoreboard show after the process? |
Do not mix these too quickly.
Good review language¶
Instead of:
"We won, so it was fine."
Say:
"We won, but our healers were disconnected and our DPS timing was late. A stronger counter-engage would punish that."
Instead of:
"The comp failed."
Say:
"The comp required faster support and cleaner spread than our roster executed. The failure may be roster skill-fit, not only comp design."
Training prompt¶
After every fight, list:
- one thing the caller did well
- one thing the roster executed well
- one thing that would fail against a stronger enemy
- one drill for next CTA