Severely is obviously a bad idea, you just need a small penalty to discourage giving up way too easily. 10 minute lockout from LFG would probably be fine, scaling up to 20 minutes for repeat leavers & resetting after a day.
I did a 19 8 minutes over with 22 deaths, so that’s 2 minutes over from deaths and wipes that were on crawth so quite a long run back. If you really think that there is no way to recover from 1 wipe on a 20 you’re delusional because you can depending on where it is. First first in AA, probably, Fenryr in HoV, probably not.
Nah man, if you leave a key, someone shows up at your house takes your child and pet and sells them off to the highest bidder because you wasted a nerds time on the internet. Don’t have kids? Organ harvesting.
People won’t group with you if they think they’ll be punished for leaving.
We need to spice it up a bit. -5 rating per leave as a base level. As the key level increases, the more rating you lose every time you leave.
And they get a mandatory “The Bricker” title for 1 month.
Like the person above me said, people will be even more stingy when it comes to picking people or applying to groups if there is a penalty for leaving.
Or they just won’t leave and you’ll be 2 to 4 manning it anyway.
Okay, even if I disagree, this made me laugh.
Everybody is so hung up on this being a black and white thing.
- Someone left my key, they must be punished!
- I don’t want to be forced to stay in a bad run, don’t punish leavers!
I’ve brought this up before but the same folks are saying the same things like it’s one or the other so maybe I need to start advocating it more.
It does not need to be so binary.
Have to leave a run? No problem, it happens, we forgive you! Do you have a tendency to leave a lot of runs? Hmmm, maybe you need a gentle reminder that once you join a key, it’s good to stick around. Did you continue to consistently leave runs after you were reminded? You’re no longer able to apply to groups in group finder until you’ve restored trust, but you are still free to make your own. Do you continue to bail on groups, even though you made them? You’re locked out of group finder for two weeks.
I don’t care who you are, everybody has to leave a group now and again. This shouldn’t be held against you. It’s only when you have a consistent trend of leaving groups that you should be expected to experience consequences.
For your average joe, you will see no change here, but those folks who chronically leave groups when things don’t go perfectly (you know who you are)? Well, if you feel threatened by a system like this, that’s the point.
lol, dumbest idea ever
Its not about holding you hostage. I just want to see when I’m inviting people to a group, how often they’re leaving keys so I can decide if I’m willing to take that risk. A scoring system like that would normalize into something that’s generally acceptable based on the lead or group’s goals.
The difference between a player that leaves 10% of the keys they join versus someone that leaves 90% of the keys.
The first - they must have joined some bad groups.
The latter - they’re likely the problem in those group or they join groups that they could have clearly seen wouldnt be successful but chose to try anyways, leave and make it impossible for them to finish.
Also, all of this is only a discussion because the negative consequence for someone leaving falls on the person who put up their key. They shouldn’t be penalized when events are out of their control.
IF
Group Goal Setting = Completion
AND
Time < 5 minutes past expiration
AND Player leaves group = True
THEN 60 minute cooldown (deserter)
IF
account deserter count > 5 in past 48 hours
THEN 1 week cooldown (deserter)
Let’s just punish EVERYONE who wastes our time in-game, whether super early leavers or people who punch above their weight and consistently fail at mechanics or have throughput far below their ilvl.
Why not?
I swear to you, 90% of the people who post this kind of “punish early leaver” stuff have bricked so many of others’ keys and wasted so much of others’ time that it really is often the worst offenders who complain. That’s also why they almost never post on their mains. Otherwise, you’d see 80% of their keys are untimed and they tried to jump up to a Ruby Life Pools 18 on Tyrannical after having only completed a 13 RLP on fortified.
They aren’t really objecting on principle to people who waste others’ time. They are objecting that they themselves can’t waste others’ time by holding others hostage to a key while they get carried to completion at one hour and 60 deaths into the run.
So let’s put our money where our mouth is and make a deal. Let’s lock people out of keys for a day if they leave early. In exchange:
Your overall DPS in your last run is only 70% of what your spec at your current ilvl can do? You’re locked out of keys until tomorrow.
You died 5+ times to avoidable mechanics in 20 minutes? You’re locked out of keys until tomorrow.
And so forth.
1/8 Keys have been successful? Can I ask:
1.) What role are you running?
2.) Are you punching above your weight in keys that are too high?
3.) Are these all your keys?
Call me crazy but it sounds like you could be the problem. I am a brand new WoW Tank that started tanking a couple weeks ago, having never done M+ and only PvPing for years. I have run maybe 12-15 keys (All Pugs) and only 1-2 have fallen apart. Read the guides, learn the mechanics/interrupts and you should be fine.
Outside of removing key depletion, there really isn’t much Blizzard can do about this without causing additional issues.
How about buffing the group in response to somebody leaving so the other players can still opt to finish the key if they choose?
Like, if a person’s kicked or leaves the group, the remaining players get a 20 per cent HP, damage, and healing buff, but five minutes is removed from the key timer.
Granted, it’s not going to work if a healer or tank leaves…
The problem with them punishing leavers is that its impossible for them to make any kind of automated report system and I doubt blizzard is willing to have someone look at logs of the entire freaking dungeon to find out what happened and discern if anyone acted toxic. They’re just never gonna do that in a million years.
Also begs the question of if its ever justifiable to leave? Maybe you landed yourself in a key where people suck and you can tell you’re not timing this in a million years. Do you just have to play along? Soft afk until the timer runs out? Put in a vote to disband?
They should make 2 changes to m+ to be able to enforce a leaver penalty
- There needs to be a max time to completion, if you fail to hit that time the dungeon just ends. Something like an additional 50% of the timer as ‘bonus’ time before the run is over.
- If you leave before the end of that timer you get a massive IO penalty for leaving. Since this isn’t arena you can’t just ‘go again’ to make it back, you can only do harder dungeons to fix your rating. After someone leaves the group can disband without penalty
The leavers will learn really quickly that they’ve tanked their IO by leaving and make it that much harder for them to reach any of the keystone achievements.
No, we need to incentivize staying, like bring back Bwonsamdi. If you punish people they’ll just find another way to grief. If it’s a reporting system, it’s going to be absolutely loaded with griefing.
Some people are just going to ragequit, not a lot you can do about that. Most people leave because they don’t want end up in one of those posts with the 3 hour key with 200 deaths.
Bad Overwatch matches don’t last an hour and a half.
Okay great, so someone puts you on follow and afks until the hostage timer runs down.
Or they get really mad and just repeatedly wipe the group so the death penalties bring the timer to zero faster.
Wonderful system you’ve devised. /clap