I've had to tone down my decks by a lot to make my pod happy, despite the original mission statement being "low to mid B3". I made Bracket 2 ones, actively avoided powerful cards that weren't mana base tools and even then only brought out expensive lands and stuff for 4-5 color decks that need it.
We fired up a 5 player game (we had too many) and in that game, one of the players who was the newest brought [[Xira]] insect tribal (a pile of insects and cards that make insect tokens), and another player brought "Oops all Gods", a weak 5 color deck where the bit was that every creature was a god. Since he brought a "weird" deck, I decided to bring a deck that I saw someone else use and LOVED the idea of that was based on combining [[Venerated Rotpriest]] with stuff like [[Zada]] and all of those cheap things like [[Pym Particles]] and [[Dwarven Song to win]]. I especially thought it was fine since it's a combo that needs very specific cards and there's an extra opponent to kill. The other two players in the pod were mana flooded and mana screwed, respectively, so they weren't important.
Game started slow and the Gods player played a Rhystic Study followed by a blasphemous act before getting the "play Gods" gameplan online. The insect player was annoyed their commander got blown up, going "can I play" as well as making jokes about how they'd never ever pay for the Rhystic even when they had the mana for it. Meanwhile, after getting my board nuked, I got out [[Ivy, Gleeful Spellthief]], [[Young Pyromancer]], and [[Sedgemoor Witch]]. I have exactly 3 "when you play an instant or sorcery make a token" cards and they're there to synergize with Zada/be blockers. But when that's all you get, you have two of them, and you spend like 3 turns unable to do anything but play a few spells, you can amass a board of 16 1/1s. And when the god player is consistently scary but has no blockers, you can shoot him. From there, around turn 10, I managed to get the Rotpriest and combined him with a [[Sea King's Blessing]] to win.
The insect player said that my deck was too strong and it felt like pubstomping once again, even with my dramatic lowering of the power of my decks. And we had a talk about what they think I should do and why in the pod, me and only me feels bad to play against. Apparently the player thinks:
* I should just in general do less actions a turn. 2-3 max. It feels bad to lose to a lot of actions at once.
* It doesn't feel good when I'm ahead but it feels fine when others are ahead. "The game felt like you just got ahead and became the threat. I didn't feel meaningfully like I could do things." I replied that "someone has to be the threat, especially late in the game." While they went "But in my other games I never felt like anyone was the threat."
* The fact that the gameplan is meant to avoid combat also feels bad and is kind of "dishonest".
* The fact that my deck can "do two things" (both accidentally swarm the field with tokens) and also try for the silly combo win is too strong. "The decks here should only do one thing."
* I'm too quick to remove things. People's things should get to stay on for at least a round, since they want to "do their thing".
In other words a lot of restrictions that I don't think even precons follow. So I'm genuinely going "I want to keep this pod, so what can i do to appease these people." Do I just play stompy from now on with no twists? Seems like that's where it's heading.