There are simple ways to improve the whole LFR loot distribution system and experience without spending much development time. As a programmer who has worked on large-scale projects (maybe not as large as World of Warcraft), these changes could be added in a couple days time and pushed for alpha/internal testing very rapidly.
Enhancing roll bonuses in LFR based on need:
- Check what the player is queued as => If the player has queued for a particular role, they should only be able to get a roll bonus on items that they need for that role. Example: Players should not be able to get a roll bonus on DPS gear that drops when they queued up as a healer originally. I am pretty sure that this is already in place, but I believe that there was an exploit before (not sure if it is fixed) where a person could respec during rolls and get the bonus for that spec (e.g. a Paladin who was Holy could respec to Retribution during a roll and get the roll bonus for say a DPS trinket even though they entered LFR as a Healer). Implemented currently as a Roll bonuses += 100.
- Player has loot already equipped/bank/inventory/void storage => If this is true, a player should not get a roll bonus on that drop. Simple to implement. Implement by removing all roll bonuses (Roll bonuses = 0).
- Player has better version of loot => If a player has the normal or heroic versions of the LFR item that dropped, they should not get a roll bonus on that drop. Also simple to implement. Implement by removing all roll bonuses (Roll bonuses = 0).
These changes would make rolls more fair than they currently are. This would discourage groups of friends queuing together and rolling on gear that they do not need and giving it to a buddy. It would also eliminate needing on tokens and gaining roll bonuses for offspec gear.
Evaluating performance is a difficult thing to do, but nonetheless something that should also be looked at.
Enhancing roll bonuses in LFR based on performance:
I'm assuming that this would be done on a per-fight basis (if you wipe on the encounter once, it would reset the next time you did the encounter). The players that perform well should get some sort of bonus to their roll. This bonus need not be big (could range anywhere from 0-30 extra points). I'm sure that internally you, Blizzard, have ways of obtaining information about average damage and healing done for each class role per fight. Additionally, there are also ways of looking at the item level of a player and taking that into consideration when giving out this extra bonus. For DPS and healers, as long as the player meets this average damage and healing done, they could earn extra roll bonus points. If they exceed the average by a lot, they earn more points. Likewise, if they are way below the average, they would not earn as much extra roll bonus points. For tanks, it's a little different. As long as the tanks can keep aggro and do not die (stay alive for most of the fight), they should be able to accrue roll bonus points. You could take into consideration the average damage taken for each tank/DPS/and healer per encounter. Higher damage taken usually implies poorer performance on the part of the player (e.g. standing in fire / taking avoidable damage [like those Hour of Twilights...]).
OR, perhaps, another way of doing this would be to follow Superbleeder's suggestion:
i would like to see some kind of performance bonus to role, but not like player x does more than player y so he gets a bigger bonus. But like a minimum barrier where if you do more than it, you get a bonus, if you do less you dont.
These incentives would encourage better performance in LFR (giving it your all). If a player puts more effort in, they would have a larger chance of winning an item. This would make the entire LFR experience better.
I welcome any and all suggestions and comments to my ideas on the LFR loot distribution system. I think that enhancing roll bonuses based on need would be easy to implement (one workday). Enhancing roll bonuses based on performance would be a little trickier to tackle, but still very doable.