The DLC dungeons are pretty hard even in their normal versions. They should only be made available at level 45 or so. As for disbanding the groups, I agree with disabling the disband function on groups queued in grouping tool. But to be honest there are lots of awful players out there. When I get a really bad group I can't get to the end of the dungeon I usually choose to leave. If I explain the strategy over and over again but people keep making the same stupid mistakes and wiping it's frustrating and continuing with them is often a waste of time. Even if I'm the leader and I choose to leave the group does not disband, and they can continue with whomever comes along invited or he is unlucky enough to be distributed by the tool in this group.
Well, I played lots and lots of random dungeons with PuGs. And in some I could see the fail from the first trash pack. For example when I saw a Templar DD fully clad in heavy armor alternating between wrecking blow and Jesus beam and struggling for 2 full minutes to kill the tigers at the entrance of VCoA I was pretty much sure the group will fail miserably. I did leave such groups at the 1st boss after the 1st wipe - I was the last one standing with full aggro as the others have died standing in red, not blocking, rolling and while still alive struggling to kill even the lowliest trash mobs. So some groups don't even deserve those 15 minutes.
P.S. That Templar was V10 or higher
NeillMcAttack wrote: »#PUGlife
It's a silly system tbf, it makes no sense to punish players based poor matchmaking, spoilt brats, and others inabilities! Saying that, you never really learn anything PUGing, the best advice here is to simply join a guild and try to run dungeons with consistent groups. You will get them done faster, learn far more about mechanics, roles etc, and game becomes ten times better.
Still no update excuse for the shoddy system in place now of course!!