This isn’t Diablo, it wouldn’t work for a number of reasons.
First off, loot from WoW is primarily dropped from Bosses and weekly chests. Most quality loot you get does not come from world drops or random mobs, though it is true that raids can have BoE’s that drop from trash that can be good. However, most “good” loot is from bosses specifically compared to games that do have luck/magic find systems where the focus is on killing thousands of enemies in a short time with end game loot coming from them instead of bosses and very specific loot sources.
Second, any system like this that increases the chance of finding loot would come at the cost of base loot drop rates. Basically, if you added a secondary stat that increased your chance at getting loot the system would be built around the expectation of having at least SOME of that stat and thus that would become the new norm in terms of loot output. So baseline there would be a reduction in how much loot is generated without the luck stat to compensate for it’s existence in WoW.
Now, my second point has been counter argued in the past in some of the other threads on this topic, like here–
However we live in a timeline where this point, my second point in this thread, has kinda been proven true with the argument of The Great Vault and Bonus Rolls. Recently, the WoW dev team made a comment that Bonus Rolls will not be in Shadowlands because of the addition of The Great Vault as a system. That the more targeted and guaranteed loot system of The Great Vault rendered them no longer necessary in Blizzard’s view and thus that method of loot generation is being removed. This is EXACTLY what would happen with the addition of a “Luck” or “Magic Find” stat, it would come at a cost somewhere else because loot is far more focused in an MMORPG as opposed to how Dungeon Crawlers work. If a “Luck” stat were to be added then it would most likely be at the cost of baseline loot drop rates to counter balance what Blizzard expects the majority of players luck stat would be.
Third, don’t expect to get into pugs or any raid runs that are pushing content. The moment you willingly weaken yourself for a higher chance at loot is the moment you lose your spot in a group/get declined or kicked due to being inefficient. Not to mention that when the opportunity does present itself, IE your guild/raid/group in general is okay with it will probably be on farm content which will be content that you don’t really need to begin with gearing wise. So what would end up happening is that “luck” sets would be built for trying to farm BoE’s specifically to make money once that set of content is on farm and you don’t really need gear from anymore.
Fourth, for the situations outlined in the third point it would create situations where players are EXPECTED to have luck gear for farm content to better increase gold gain through BoE drops. I don’t know about anyone else but I don’t need an additional set of luck gear in my bags on top of alt spec equipment.
Luck systems work in dungeon crawler games like Diablo because you are killing thousands of enemies in short periods of time and the game is built around that. WoW, on the other hand, is an MMORPG built entirely differently in terms of how the content works and equipment is earned and it’s sources. Not to mention it’s community mindset is also entirely different
No matter how many times this topic gets brought up (Example 1 & Example 2 though there have been other threads on this), I have yet to see any actual good arguments on how it could be properly adapted to WoW. I honestly believe that is because it can not be adapted to WoW without serious negative consequences. It’s a system that works for dungeon crawlers however WoW is not a dungeon crawler.