You know, I don't have a problem with the current roll system (being individualized that is), but what I do have a problem with, is relying on RNG.
I'm not saying the entire system of RNG should be eliminated, but there could be some improvements to LFR.
Rewarding Good Behavior
Players who avoid Area effects and take no damage from Area effects during encounters have a 10% increased chance of winning loot.
Players who follow simple mechanics such as stacking up during a meteor strike for example, and do it every single time during the encounter have a 10% extra chance of winning loot.
Tanks have 20% increased chance of winning loot
Healers performing the best in heals have an additional 10% chance of winning loot (stacking with 1 and 2)
DPS who perform the best in damage on an encounter have a 10% chance of winning loot (stacking with 1 and 2)
AFKers
Players who do under a minimum amount of damage that are AFK or auto-swinging will not only receive no loot nor a 28g bag, but will be marked with a 5 minute debuff that's visible on the raid frames. You may kick a player marked with the debuff during combat and with only 5 votes.
If a player is not kicked and receives this debuff twice in a single dungeon, they will be automatically removed the dungeon and unable to queue for a Looking for Raid group for the rest of the day until reset.
Difficulty
This is where my crossroads are because while LFR was never meant as a way to gear up but a way to see the encounter for people who don't have the time to be in a real raid group; a lot of people only use it to gear up and could care less about seeing the end game boss. So, while I'm sure there will be some who disagree, this is just my opinion but here's the changes I would make.
Looking for raid encounters have had their difficulty in tune with that of normal raids.
However, in order to queue for a Looking For Raid encounter, you will have to speak to your class trainer and pass the quest chain "A Trial Of Combat".
A Trial Of Combat
This will ensure that you're raid-ready before queuing up for a dungeon and is similar to a solo scenario.
DPS
Stage 1 - You will have to avoid a small and slowly forming AoE effect on the ground while damaging a boss.
Stage 2 - Not only do you have to avoid a slowly forming AoE effect on the ground while damaging a boss, but you now must do a certain amount of damage while doing so while a timer counts down.
Stage 3 - There will be two bosses present (similar to twin encounters). The encounter will be the same as 1-2 but the screen will also tell you to switch bosses at certain points during the encounter and you must switch as the boss you're not supposed to be hitting will receive a 100% damage absorb buff and you will be timed.
Stage 4 (Final) - The AoE effect on the ground will not be as slow anymore and will do damage to a player only 2 seconds after it forms on the ground. There will be two bosses on this stage that require you to constantly switch between bosses and your damage will have a minimum requirement during a certain time.
However, adds will also spawn and while they will not attack you, you will need to switch to the adds and kill them, because if you don't, they will heal the boss, making your encounter hard due to a time constraint.
Healers
Stage 1 and 3 will be the same thing essentially but instead, you must heal a DPS NPC who will periodically take damage and periodically debuffs will be placed on them that must be cured within a certain amount of time or they will take fatal damage.
Stage 4 (Final) - While this will remain the same as the DPS trial (except that you're healing an NPC), you will now have 4 NPCs to heal and debuffs will be applied to all of them at random points during the encounter. Some of them will also receive a new debuff that will be visible and obviously different than the debuff that needs to be removed. If you remove this debuff, it will be fatal and will instantly kill the NPCs re-starting the entire trial.
Tanks
Stages 1 and 3 will be the same thing as the DPS stages.
Stage 4 (Final) - While this will be very similar to the other stages for other rolls, you instead will need to constantly taunt monsters off of NPCs players and there will be another NPC tank helping you tank the second boss. Once he has a certain amount of stacked debuffs on him, you must taunt off of him or he will receive a fatal blow.
If you die during a Trial Of Combat encounter, you will reset the entire trial and start over from Stage 1. This is a MANDATORY requirement in order to queue for Looking For Raid, due to the fact that LFR now has normal difficulty. Other players may see how many attempts it took you to complete the Trial of Combat by inspecting you and the number of attempts will be visible for all of those to see.
Items
LFR items have been tuned up to normal difficulty items due to the item change and the Ilvl required to participate has increased as well.
Punishing Bad Behavior
Players who continuously stand in Area effects and ignore mechanics will now receive a debuff after so much damage taken during LFR encounters. They will receive a stacking 5% damage taken debuff every so much damage that stacks to 500%. This will last the entire encounter, and is not removed if there is a wipe.
The Determination debuff has been removed
Those are just some of my thoughts on the current Looking for Raid system and some of the changes I would like to see in it. I would like to hear your thoughts on it. I've included a poll to see what people think.