Right now, PUGs are underused and are generally a tool for discrimination towards casuals. If you don't have achievements and great gear, you end-up not being invited to any group, or kicked shortly after you get in.
Why are they bad:
- Raids above Normal are quite unforgiving to new or undergeared players
- You get in unexperienced players in, you get a quite high chance of wipe
- It privides elite players a chance to discriminate other players, to abuse them and treat them bad in general
How to improve them:
1. Remove health reset mechanic on bosses. If you wipe, boss does not return at full health. Either stays at same level, or get some back, like 10%.
It seems like removing some of the thrill of the encounters - even if you wipe, you don't loose much. But if you compare the level of frustration and level of satisfaction that this mechanic brings, you probably will notice that throughout the years you got much more of the first. And that's not what games should be for, no?
Adding a simple title-rewarding achievents for not wiping can fix this for you.
2. Rewards scale with performance.
- get back raid currency.
- all bosses or mobs have a limited value of currency to give upon kill. That is distributed among party members proportionally to their performance in the encounter.
- if you pull off 15% of the group's total dps, you get 15% of the reward to yourself, and the rest party members distribute what's left.
- DPS, healers and tanks have all separate reward pools to draw from.
- if the group only has 1 tank or healer, they are evaluated regarding pre-set statistics and get proportional reward
- no RNG drops from bosses. All bosses have a loot table, upon killing it you get a panel to "purchase" the loot you want with your currency
I think this will solve two major issues with nowadays raiding:
1. When using PUGs, elite players will not feel obliged to only allow other experienced players in the group. On the countrary, they will want to have less-performing players, ensuring more reward for themselves.
2. End of the frustrating boss resets that leads to disbanding of groups, end of thrice-frustrating RNG loot.
In the end, i think such a change will only improve the gameplay for everyone, good and bad players alike. There is no need to lower difficulty of any encounter, if your group is bad it will only take you more time to defeat a boss or complete a raid tier. If you are really bad, you will not be able to kill anything even though boss health does not reset. The fight will just prolong with hours and everyone'll leave.
Personally i believe that the current system "if your group is bad you never get pass this boss and cannot proceed in the tier" is bad and obsolete. As long as the group is intact, raid bosses should not reset.