I only chose Get Gud because I feel like a "No" answer is to throw my hat in with the "needs to be changed" argument. I'm sure plenty of people agree with you. I personally think it was the best option for making it more difficult without doing something that might discourage so many people from doing it. Harder mechanics and bigger power gaps would certainly discourage people. Why waste time developing something with 100% of the players' money for just 1% of the players to enjoy. Balance is key, and this was a good solution to balance things out.
I actually thought the tokens (and rally banners) were an awesome addition. So many newer players will go into their first raid (and other activities) with a better understanding of the rules of the game now. Making the campaign feel closer to a collection of mini dungeons is what I feel sets this expansion apart from everything bungie has done in the last 7 years.
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The campaign's longer missions were fun, but they were really long for 1 res per person mechanics. If they were a bit shorter and had like 1 or two more missions it wouldn't be as bad and I probably would've been encouraged to go through it again on my Warlock with friends, but the [b]heavy[/b] penalty for playing with multiple people is a big deterrent from playing it again with friends, especially since the res tokens aren't pooled. It would've been better if they were handled the same way that GMs and Lost Sector tokens are handled. The res tokens are pooled and anyone in the fireteam can use them until there are none left. The 1 person who can survive to get every res is able to do so without causing a wipe because the person who died the most doesn't hold on to the last res token and causes everyone to wipe to the crazy short Light Fading