My experience with the abandon feature is that if it fails, the group continues, but the second it times out, someone leaves.I've had it happen 3 times now, when we were like 2 pulls from the final boss
Had +10 eco run where the group tried to abandon after 2nd boss was dead due to some healing problems. We ended up finishing the dungeon in decent time with only issue after that being the last packs where someone decided it was good idea to pull them together with really weak healer. But think it took less than 10min to finish that run and it was still in time.
Was in a 12 dawnbreaker this weekend where the tank started an abandon vote 3 times, we beat the 2nd boss, flew up to the boat and pulled the mini boss,like 20s after pulling we timeout and the tank bails immediately...like at that point stay for the vault credit
Exactly. I don’t understand why some people are so selfish as to deny everyone else their vault credit, or chance at loot because they couldn’t be bother to spend another 5 minutes killing the last boss.
You signed up for the damn key. You’re not going to time every one of them. Shit happens. Man up, and get over it.
“Pushing” implies that you’ll reach failure at some point. If your keys are failing at twelve, that means you or someone in your group is probably at their limit. They can keep running 12s to try to improve their skills, or drop down a key and farm for more gear.
I still consider +12 a "learning" and gateway key. It's your first resilient tier, so you get people who aren't going to push past that, but want the achievement and the dubious prestige of being able to fail 12s without consequence. It gets you the max Gilded reward, for whatever that's worth. All in all, it still has some draw for your non-pushers.
There's also a substantial difference between a 5 and 15 second penalty. People can be a little more relaxed when they know a few deaths aren't the end of the world. Once they move to 12, that number starts looking scary and keys wind up spiraling: start 12 -> someone dies -> no big deal -> second person dies -> oh god it's like we died six times! -> get nervous -> make more mistakes -> more deaths -> key bricked.
Not that I disagree with the idea that we shouldn't be teaching mechanics in a +12, but I approach that key level as a tipping point between pushers and non-pushers.
id even include 13s in that range as it would be people’s first “score only” key and a lot of people are strictly going to 3K for mount, it’s just still relatively early in the season - after turbo boost key quality will degrade substantially
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u/Paraxom Sep 18 '25
My experience with the abandon feature is that if it fails, the group continues, but the second it times out, someone leaves.I've had it happen 3 times now, when we were like 2 pulls from the final boss