Its no secret that 5-mans at this point in-time have long since served there purpose now that gearing though first tier LFR has been made much easier via increased loot chance, coins and the shear amount of coins you can get from coin runs in the treasure trove.
So where do they fit in? No where at this time as there is no redeeming purpose for doing them outside of "practice" (though I would go LFR if I wanted slightly more meaningful practice).
My suggestion is really taking something that ToT introduced and instead making it more of a progression path rather than luck on a drop. I am ofcourse talking about Thunder-forged gear. At this time "if" you are the max point of progression that you can achieve you are not praying the RNG gods that your item drops but you are also praying again that it might also be thunder-forged. A double layer of RNG on when all stacked up together is a sizable difference in what you have (regular gear) and what you could have (TF gear). This is rather undesirable as most would agree.
I would instead have 5-Mans bare the way that Raid gear is upgraded in such a fashion. Envision harder 5-mans for a start, back to the way that cataclysm set the mark if not just a little lower just to make it doable for the general audience. From that point you got a good basis for adding Ulduar-style hard-mode triggers into these 5-man which can serve as the way to upgrade gear.
For example - Grim Batol first boss. Achievement is finishing the fight with 3 stacks of a (at the time) deadly buff on the boss. Have this serve as an example for such a requirement for the augments that you can earn.
With the base idea down there are various distributions and ways to acquire the augments such as -
(note - the augments would apply in a similar fashion to gems/enchants)
- An item that is class-bound that all viable classes can roll on at the end of the fight, similar to tier tokens. As it operates under 5-man heroic rules this would impose a 1-day lockout on achieving this item (this would even apply in LFG instances, you get one shot at one bosses augment per day).
- A daily to kill X boss under hard-mode conditions that will reward you with said augment.
Alternatively these could be earned out of doing Challenge Mode or a similarly styled difficulty. As its aimed at raiders the difficulty for achieving these items would be equiv to/or as close as a raid encounter. There is also no reason that these dailies and/or bosses could provide Valor/Coins for Bonus rolls. It awards you for doing what you want to do.
Now comes the question of balance as with all features there are no doubt methods to abuse. Here are a couple ideas on how this would fit in with too much abuse -
- Thunder-Forged is 6+, I would lower to 4+ and have it sit along side the current Valor upgrade system. This allows 12+ max on any piece of gear at anyone time.
- The augments can be various things such as base stat increases, additional stats added, specific stat upgrades. These are down the players choice allow more control how you want to shape your gear.
- Hard-Modes would only allow these augments to be available to players that have gear that can be upgrades. For example say the upgrades are split into 5 different tokens, spreading gear slots over them. If Head/Shoulder/Back token drops of X boss and said players has no upgradeable gear in these slots and/or bags the item will auto-pass. The system would check if items that do check these boxes for loot are soul-bound to avoid crafted/world-drop abuse.
- Only X amount of items can be held at any one time, likely 3. This negates stacking of augments to allow "power on a whim" for gear. This system is designed to take some time but not forever to upgrade a set of gear.
Problems this system could solve and some positives -
- Gear progression block at the hands of RNG reduced (to a degree).
- Raiders like to raid, so adding more PvE content styled to aid in raiding would add to the pool of content for this audience.
- A larger audience for 5-mans, and more commitment to this format of PvE
- Genuine challenges that don't feel artificially introduced. You do hard challenge, you get meaningful rewards.
- More leeway in balance for raids. Scale Flex/Normal/Heroic with these in-mind.
That's the general gist of my idea for making 5-mans relevant in the future with enough satisfaction for multiple parties and opinions.
If there is anything that you would like to comment on, add or any thoughts you might have on the state of 5-mans please feel free to comment.