Again the argument about RNG being good or bad for cosmetics, a lot of people just see this as “rarity”, but rarity could come from a 100% drop chance behind an actual challenge (Mythic mounts, Glad mounts). Also, Maizou wants good quality of life with her imputs, i got the 4 MoP World bosses mounts via farming and its really time consuming. I’d suggest at least reduce the spawns to 2-5 mins, its a game that should have gameplay, not a waiting room…
Also, we’ve examples of changes to mounts like the mechagon meta achievement (Mechadone) changes in the middle of SL because some items had a really low drop or the future love event and other event mount changes, Devs already acknowledge the fact that RNG can be really bad for the community, RNG has 2 components the attempts ratio and the actual % drop, if i could farm sha of anger with just 1 character instead of creating an army of alts that would be easier. (And I mean kill it 50-100 times per week with 1 character).
Also, rarity its a matter of player perspective, someone that got the sha mount when the boss had RNG spawn points could said that’s achievement was harder that me, that got it from the current sha spawn point. Same for other mounts that got changes over years like love rocket.
We’ve examples of mounts in SL from rares with low drop chance but also the same mounts are in the covenant vendor for offerings.
Actually, we got a bad luck mechanic for mounts like MoP World Bosses, its the black market but the frequency and high cost make this a difficult option, imagine if these mounts show in the daily BMAH 2-3 times per week always on all realms, the price will get lower eventually, but we got a lot of thrash there and the frequency of good mounts is low.
As collector, I’d like to see more rarity challenges with evergreen content like the mage tower rather than RNG that just waste my time, drives new players away from collecting (due to the alt army meta required to beat odds) and provides an excuse for adding new mounts achievements every 4 years instead of more frequently. A healthy drop % and attempts should be the middle ground if you dont like “handouts”, the reward desing should be designed around a player with 1 single character, just check how many weeks/years will take for a player with 1 character to reach another player amount of attempts…