TL:DR EDIT: What if keys had a mulligan system?
By “failed” here, I mean that the run was incomplete.
Having keys deplete by default for a failed run is very bad for the game. For example, it makes people incredibly picky about who they bring
Moreso though, it can be an incredible waste of time.
Further, this game doesn’t function very well when numbers are low … and numbers are quite low right now. M+ being built to function only when millions of people are playing this game completely breaks down when something like Diablo is released.
While I personally don’t leave keys unless someone is really rude, I also don’t have a major thing against key-leavers, though I understand your frustrations if you do as well
Ideally I would like a system that does this:
Keys have a line in their tool tip, “Charges: 3”
If you leave your own key, your key drops down a full level but keeps its charges
If you complete a key under time, it goes down a level and switches to another key and remains at max charges
If SOMEONE ELSE leaves your key incomplete, it instead drops a charge, so it would now read “Charges: 2”
If you run out of charges THEN it drops a level. I think 3 charges would be nice but this system would still be hugely beneficial if it were 2 charges instead of 3.
Finally, since the leader can’t leave their own key we won’t have a situation where leaders leave keys right before they are completed but over-time.
One other thing could be done to prevent issues: If keys below a certain level were only the ones with charges this could maintain the “continued success” model that the developers want.
Keys below a certain level every season don’t give any added gear benefit and people are just there to improve their score. For example all gear benefit is gone from a 21 over a 21 this season. Keys at this level or above could simply start with 1 charge instead of multiple charges