Gear isn't the problem, LFR has ILVL limits. People are slacking/afking/just not very good. There is no way developers can fix that.
Afking and slacking in LFR happens because two factors exist.
1. It is possible to AFK and slack with very low risk of punishment (i.e. getting manually kicked by the group). Since everyone else also slacks and afks, this makes this very unlikely unless you are completely afk. Even if you do slack or AFK the only punishment is that you have to queue again. Because there is almost no blowback from slacking or afking, players do that frequently.
2. The content itself does not interest players enough to actually participate. LFR also attracts players not interested in the actual content, but just the rewards, seeing it is a grind needed to progress. This causes a lot of players being inside LFR with no real interest of actually doing LFR.
These two factors combined make it so a lot of people AFK and slack, since there is a possibility to do so and the content itself is not good enough to not do so.
Both factors is a result of development design and could also be fixed. Wether that would be better or worse is a whole new other debate.
Volun-told - A supposedly optional event, award, assignment, or activity in which a person (or persons) are required to attend either by persons-in-charge nominating them or their peers expecting them to be there. The individual often has no say in the matter, and non-attendance in frowned upon.
I am so tired of seeing terrible people, being admired, for being terrible people.
So basically LFR would be more tolerable if it gave you more rewards?
Kind of an obvious solution isn't it? Wouldn't -anything- be more tolerable with more rewards?
BoA weapons drop from garrosh as a reward for putting a bit of effort in, steamrolling LFR in a 550 chara shouldn't reward jack for alts, if it's not "tolerable" don't do it no-one is forcing you.
Now available pieces of gear like weapons can have a bigger impact where some players are sitting around with a dungeon weapon while still meeting the ilvl requirements. As much as some players hate them if there was some catch up dungeons the spotty gear would have been less of a problem and a player can already gear up as fast doing timeless island as doing catch up dungeons in prior expansions.
Blizzard could throw a lot more powerful gear at the poor output issue but it takes a lot to overcome such poor performance that it is better to nerf LFR again especially in mechanics if the focus is just groups wiping less.
Last edited by nekobaka; 2014-01-02 at 05:49 AM.
DS LFR -> 13 levels behind
mogu/heart/terrace -> 13 item levels behind.
ToT -> 20 item levels behind.
SoO -> 25 item levels behind + flex is added.
Back when the gap wasn't that bad(ToT was still kinda fine) you'd have normal mode players and hardcore players still run LFR for those trinkets, and even after a while it's still worth running it on alts since the item level for those trinkets and weapons are pretty good stepping stones to enter normal modes.
Now it really isn't worth running LFR, I ran LFR for 1 week on my rogue alt (500->519, with flex) and I have no need to do it aside from me having 491+476 daggers since I can depend on flex on the other less important pieces, so instead of spamming LFR like before I just do flex, so that's one potentially decent geared and skilled(for LFR content) player out of the equation.