It is challenging to assemble a reliable raid, but that doesn’t make the encounter content itself more or less challenging. This is core to the discussion.
The idea of doing content as mechanically difficult, but literally not rewarded at all makes for unfortunate psychology, and tends to disincentivize content. This point is important for game design, and entertainment systems that financially rely on players remaining invested in the game. I’d love to see WoW stay alive (with the resource backing that it has) for many, many years and expansions ahead.
Spammable content, etc. are all as they are, not necessarily as it could/should be. I agree there has to be gear dominance, and relative fairness for effort. The problem is that it’s so insanely far out of alignment, especially with now nerfing m+ drops an entire 1/2 of a raid difficulty level (now Normal | Mythic+ | Heroic in that order).
Current boss drop rate for meaningful loot (sans chest)
Same rate for m+ is 0% (sans chest)
Also, for scarcity, etc. these are all things that have been mentioned above.
There are also other options: allow players to “loot” one key per dungeon, etc. Many potential solutions to this solvable problem
This would likely lower subscription numbers, and be a bad development decision on it’s face. Not sure why I should be concerned about this - it should be good hygiene to express desires to the d&d team to opine on, and potentially use for game improvements. Developers rely on understanding user experiences and desired outcomes. This is valuable feedback that we’re providing (from all angles)