Heroic dungeon leavers

Ive been reading about the leavers in HC dungeons after a boss they needed, and was wondering possible fixes, what would people think about a 5% increased drop rate for the item you are trying to farm, that is applied when you finish the dungeon? so you can pick an item from the drop table where to apply this 5% ? and it would be increased by how many times you finish the dungeon where you can get that loot.

I just play tank and have the dps as my loot spec, Instant queue to get inside and can still clear some while waiting for people.

I have also “Farmed” items that only drop from the first boss but i still always stick to the dungeon until the end.

thats pretty based of you, but im just wondering if this would fix the problem that some people would have, instead of the deserter buff if you actually need to leave the dungeon.

Too complex solution that will require the implementation of another complex system on top of the already existing complex systems, in order to solve a small temporary problem.

If an item doesn’t want to drop, then use another or get a crafted one.

I was healing City of Echoes tonight, and predictably the tank and two DPS left after Avanoxx. I agree that it will be less relevant next week, but it’s annoying when it happens. I read a suggestion on another thread that the loot should be at the end. That would be fine, but then there would be issues with people getting kicked.

i dont think its too complex to implement a system where you increase drop chance for an item you want, its better than deserter debuff which makes all of the party to wait.

Why implement new solutions and whatnot ? Just slap good old deserter there and its easy

that would kinda backfire for people who actually need to leave the group for some family reason or something.

because reward is better than penalty? it would overall be better atleast for HC and m0 in my opinion

But why? They could just slap a 100% drop on anything, cuz reward right ?

U leave earlier u get punished , thats how it worked for X years and it worked just fine

If I leave due to family emergency, I am certain that a 30min timeout of not being able to do a dungeon in a video game will be the least of my concerns.

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you know why, you have to still work for the loot, but in that increased loot chance system it would entice the people who didnt get the loot they want from earlier bosses, to finish the dungeon, because they would more likely get it the next time. Just punishing leavers doesnt give any “carrot” to chase, it punishes people who do the early leaving yes, but it also punishes people who actually have to leave for a reason and people who join after the boss they need, and who have to now sit through the whole dungeon for nothing.

The best option would be to place the dungeon cooldown at 1 hour, it resets on dungeon completion so its either complete the dungeon or wait another 55 minutes to retry.

just one of the reasons, but can you see the point im trying to make?

that also sounds good, make the instant requeue the reward. but how would it otherwise entice people from not leaving.

I have an even better idea, and I’ve expressed it multiple times in these discussions:

Remove all loot from dungeons and raids. Make everything drop crafting materials. Get your equipment exclusively from crafting. That’s it. No RNG, no gatekeeping.

how would that work with the knowledge system and stuff

Knowledge Points are gathered from gathering stuff in the open world and from completing some weekly tasks. They are not tied to dungeon bosses or their drops.

If there are any Knowledge Points attainable from dungeons, simple solution: Move them to bosses in the overworld!

i mean but if the bosses drop crafting materials, it would conflict with the crafting system and therefore with the knowledge. unless they make a new crafting system just for dungeon materials from the bosses.

Why would it conflict with the existing system?

Let’s say that the requirements for crafting an item that is equal to the item level of the specific dungeon difficulty are: 10x MaterialA, 5x MaterialB, 16x MaterialC. And some Spark or something.

So Blizzard devs sit down and think: How many bosses do we want players to kill before they get the item? 10 bosses? Then we make each boss have: 100% chance of dropping exactly 1x MaterialA, 50% chance of dropping exactly 1x MaterialB and 100% chance of dropping 1x MaterialC plus 60% chance of dropping another MaterialC.

Simply add the crafting requirements for all items slots and divide by number of bosses that the devs want us to kill to reach that full equipment set. That’s it! Pure math!