A Torch for Raider.IO: Addressing Boosting & M+ Score Accuracy

Hello everyone, I want to bring up an important issue regarding Raider.IO and its impact on the WoW Mythic+ community. Over the years, Raider.IO has been an invaluable tool, helping players track their own progress and assess others’ experience in M+. I truly believe the creators of Raider.IO built this platform to improve the game, and for the top 0.1%, it works flawlessly. High-end players with dedicated teams can rely on the accuracy of the system.

However, for mid-tier players like myself, running keys between +10 and +14, Raider.IO has created serious challenges—unintentionally, of course, but challenges nonetheless. The Problem: Boosted Players & Inaccurate Score Representation When I post a +13 key, I rely on Raider.IO to gauge applicants. If I see a 3149-rated player signing up, I assume they’ve timed +12 keys consistently—maybe even two-chested some of them. Based on this, I invite them, expecting competence. But then reality hits.

-The player: Doesn’t know the mechanics
-Doesn’t use interrupts or stuns
-Dies twice on the first boss
-Leaves instantly

What happened? Boosting.

Last night, I did some research. I searched all over the internet (not the dark web, don’t worry!), and found that you can buy a +14 key for just €10. That’s all it takes to inflate someone’s score.

The Consequence: A More Toxic & Distrustful Community Raider.IO has become so influential that people pay to artificially boost their rating, making it harder for real players to get into groups.
This has created a toxic cycle where: Players fear inviting others because they don’t know if their score is legitimate. Boosted players get into high keys they aren’t ready for and ruin the run. Frustration grows, and people become more skeptical, judgmental, and exclusionary in Mythic+.

A Call to Action: Raider.IO Needs a Solution Raider.IO, it’s time to clean this up.
The system must evolve to track these patterns and provide better information to group leaders.
Some ideas for improvement:
:heavy_check_mark: Track leaving behavior – how often has this player quit mid-run?
:heavy_check_mark: Analyze score progression – did this player suddenly jump from 8+10 keys to multiple +13 and +14 runs with teammates far above their rating?
:heavy_check_mark: Implement a red-flag system – let us see when a player’s score might not reflect their actual skill level.
I don’t have the perfect solution, but something must change.

Climbing the M+ ladder should be about skill and effort, not buying a number. Getting a high score is fun. Playing with legitimate, skilled players is even better.

It’s time to fix this.

Leaving is not against the code of conduct. While it is very annoying, if done within limits, it’s far better than struggling in a particular M+ run with no end in sight.

Similarly a player might get good team mates, who will teach them the ropes and accompany them on higher keys. I am one of those guys.

I like to stick to 8-9 for crests, but sometimes I just into a 11-12 if my pals are online and they are asking.

Anything with user input can and will be abused. No thanks.

We had, it’s just not updated: Proving Grounds.

Players can complete increasingly complicated solo challenges and get ranks/score from them, which then can be seen at M+ applications.

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That’s why you don’t go by peoples rio - you check their logs at warcratlogs.com. As you indirectly say; RIO score isn’t a valid measurement for skill - logs are however. There you can see how much a player interrupt, how they use their defensives, pots, cooldowns, yeah… everything.

To me, the squish and delves is to blame. You now have lesser key levels, with a wider range of players fighting over the spots. People who previously did 15-20 keys with blue logs are now grouped together with people who did 25-26 keys with orange/purple logs because of the squish and insane difficulty curve at 10-11-12.

This has nothing to do with people at 3k score.

Impossible to say since incomplete runs don’t reach the API.

I don’t see it happening but a little “boosted” icon in their profile there would indeed be hilarious.

Also, 3k score isn’t “mid tier”. I know its a long way from the big leagues but its still almost top 1%.

2 Likes

I agree with you that leaving a Mythic+ (M+) run isn’t against the code of conduct, and it’s often better than being stuck in a run that feels hopeless. However, the main issue is when people leave too quickly—like after a single wipe at the start or after the first boss. This happens way too often. Unless it’s a very high-level key (like +17 or above), there’s usually still plenty of time to recover and complete the run. When people leave early, they’re wasting everyone’s time.

With the new system introducing immunity for keys +12 and above, I’m worried it might make things worse. People might start leaving even before the countdown timer hits 5 seconds, which could create a mess.

There will always be two sides to this issue. My post isn’t meant to provide a solution but to spark a discussion. Hopefully, it can encourage people to come together and find a way to improve the situation.

Regarding the idea that anything with user input can be abused, I agree that abuse is possible, but that doesn’t mean the idea itself is bad. For example, the M+ score system is a good thing, even though it’s sometimes abused. A “red flag” system might not be perfect, but I believe there’s something that can be done to make things better.

As for the suggestion about Proving Grounds, while they were useful in the past, I don’t think they’d solve the current problems we’re facing. We need a different solution, but I’m not sure what that could be.

Id argue a dps/healing stress test could be a nice addition to rio score.

Tracking leavers would be nice indeed. Just show the number to the player and let them decide. Like how many dungeons this player left first in the last year.