If the dps were all at 4 mil and heals not able to keep up on the first pull in flood the key was probably not going to end well. I have no idea or comment on the op’s ability as a tank
It might no be boosting, I’ve done a lot of keys where a DPS gets hard carried, or a really bad tank gets carried. It’s a natural part of PUGs. But yea, I’m sure a lot of people buy keys, I doubt those people are pushing or getting into relevant keys though. Most boosting I’ve seen is just selling vault keys and getting people enough IO to get into those vault keys later.
Or, change how rating is calculated? So for example, make it so that rating is earned after completing each of the specific dungeons from the season’s pool of dungeon all at a +2 key. Then, you would be able to progress to having to be successful in a +3 key in each dungeon. And so on and so on. Would not alleviate boosting, and would probably require more boosting ($), but perhaps along the way, players that are being boosted might learn the mechanics on their way to higher keys.
Because there is a predictable problem with it. There’s already almost no incentive for players to run low level keys, and your suggestion would easily lead to situations where someone can’t find any keys because there are no keys low enough for them to join in the dungeon they still need.
The reality is that a super majority of problems being complained about in this thread could easily be solved with in-game tracking of average statistics visible by other players, and/or ratings that other players could give and average out.
“Was the player communicative/friendly? 1 for toxic, 10 for extremely helpful”
“Was the player performing his role well on a 1 to 10 scale?”
“Did the player fail the mechanics for this dungeon? On a 1 to 10”
“Would you invite them to another run? Yes or No”
So you could then at a glance see that jimmy was rated as performant(backed up by those statistics), but failed mechanics(also backed up by deaths to ground effects or whatever statistics could proxy it), and was toxic/only has 15% willing to invite them again.
Make the stats/ratings rolling values, with soft resets on season changes (with a bit of clamping so toxic players have to really change). There, mythic plus, and pug raids is solved.
Blizzard will never do this though, because those baddies are paying customers who will never change, and will probably quit if people could effectively screen them.
I dounderstand the sentiment but I also realize that bricked keys are a part of the system because we all want to game and we all want rewards. We can’t eliminate bricked keys entirely and honestly, if we could…that would remove all risk and challenge of the system.
What you’re essentially asking for is to be provided a way to play with bots that guarantee victory up to your own personal ceiling. That’s just not how pugging works.
It sucks bro, I get it. I’m disappointed in my group or in myself plenty, but I move on to the next one. It’s just the nature of pugging.