I think its not simply the quantity of content that is the concern, but also the quality. A lot of things have already been talked about on this forum like the recent savage tier, island sanctuary, relic step, etc. etc. What hasn't been talked about as much has been the recent ultimate, which is THE piece of content from the 6.3 patch. Even though very few do it, it does bring a lot of attention to the game. Even Yoshi P stated to those who don't do the content to at least tune into the streams to view it. They understand the importance of it.

However, this implementation was probably the most un-polished by far. Even more unpolished than their first ultimate (UCOB). There were already 2 MAJOR bugs they had to fix which should've easily been caught by simple testing. There is no way they actually tested the fight when groups kept getting a healer/dps sniped by the absurdly quick auto attack from Phase 3. Then there was also the recent bug fixed of the magic vuln snapshotting the tank. Extremely punishing fight breaking bugs in their fifth installment of an ultimate. The icing on the cake for me though isn't even actually a bug XD. Phase 6's setup was quite clearly implemented to force a standard comp (2 tanks, 2 healers, 4 dps). They failed miserably, however, since the phase doesn't actually require 2 healer LBs to be used. I think its awesome that another group was able to complete an ultimate with only one healer, but considering this ultimate was built with the intention to force a double healer double tank comp, it is hilariously sad. It shows no signs of proper testing once again.

The only good thing about the ultimate is that it is considered the most difficult one to date, and its omega themed. Otherwise, it is pretty uninspired and not properly tested. I could go into even more issues with how it is built (using the buff cap, tight nisi passes in a game with horrible tick rate to name a couple), but the point has already been made.