No. This is going to effect everyone who pugs, even if you want to cover your eyes and ignore that fact. Nothing good comes from encouraging poor behavior.
Irrelevant. I donât bail on a key due to whether it could be timed. Thatâs not even a consideration.
What I look at is whether itâs worth MY TIME. Do I want to keep carrying these fools to victory and chalk up another key making them look more competent than they really are? Do I want to continue putting in 150% effort when everyone else is cruising at 10%?
That was definitely the case in the ToP 12 yesterday.
Hunter doing 1.6m DPS calls out one of the other DPS, then leaves, 1 death on the key and it was the healer. Perfectly timeable but someone got the blushes and wanted to cry and then hide.
The other two dps were perfectly capable of carrying him.
I still think this is a garbage change.
That just seems insanely petty, I couldnât care less what happens if the key goes up
These people are essentially just npcs to me
Donât get me wrong, I think itâs a garbage change unless the systems are in place to prevent a hostage situation, which is very unlikely imo
Unless you have a 100% hit rate of failed keys in pugs, no, it wonât.
I appreciate the exaggeration, though.
Nah.
Sometimes the NPCs need a reboot.
I donât leave often, but when I do, itâs for extreme cases of those things specifically.
The people refusing to pug anymore are going to have an impact on my ability to find keys to begin with. Second order effects are thing you should learn about them.
Youâve clearly never played a moba of you think this isint going to breed extreme toxicity lmao
Donât want to disband because we ainât timing?
No problem friend Iâm gonna start standing in fire, not avoiding mechanic, stop healing party members, doing the minimum dps.
Unless you always get good groups, yes it will. Math isnât your strongsuit either.
I came into S2 late after a bit of a hiatus. I remember doing my 2nd or 3rd Floodgate at a low key level (still learning the mechanics) I pulled a bunch of extra packs that we ended up killing perfectly fine with zero deaths, and the overqualified mage still said âidiot groupâ and left. This was like a +4.
Even ignoring that: Forcing someone who does not want to be there to stick around is good for nobody.
I confess that, as a healer, I sometimes leave a TW dungeon if I am getting aggro over & over and getting killed, or if I cannot find the tank because they are going too fast (and I donât mind going fast!). Will this apply to TW LFG? Or just M+?
TW already has its own deserter debuff system.
Eh Iâm not remotely bothered by it. I find people tend to exaggerate potential problems way too much and the toxicity in mythic plus especially in 10âs is really not that high.
Also and especially early in a new seasonâŚI tell you if you leave a perfectly good 10 in Week 2-3 of a new seasonâŚNo system is needed to tell you that people are going to go out of their way to avoid you for the rest of the season.
Just premade groups in M+. Queued content already had its own reasonable deserter system.
Dawg, do you know what game youâre playing?
How many keys do you leave on average in a single season and how many would you say you clear?
Itâs WoWâs competitive environment that I think should be taken somewhat seriously
People are punished for leaving pretty much every competitive game, the only issue is WoW probably has too much grey area to enforce it correctly
My guy, we arent exaggerating anything. We remember og cata heroics and why you get deserter when you get kicked. The same thing is gonna happen
Not to steer off topic but itâs highly unreasonable these days. USED to be fine.