Vow of the Disciple Raid so far imo and changes for Master that can be made
Let me start quickly with Vow Master mode. Is it good? Meh, its alright and Bungie did the right thing by lowering the cap, but all of that is ultimately undone when the raid is just difficult because of additional champions and added modifiers. I enjoyed the first encounter and beat the challenge, but as we got to Caretaker we noticed a significant spike in "difficulty", not because of Caretaker, but the champions. First encounter was challenging and was slightly below the difficulty of Caretaker, but was still doable and felt manageable. Now with that little tangent out of the way let's move on to the main point of the post.
First of all, the idea of an increased light level for a raid is fine, we had it in D1 and it was fun. The problem is the difference between the hard mode of D1 raids and master mode of D2 raids. In D1 Hard mode raids incorporated unique mechanics that made you think and be on your toes. Callouts and teamwork were fundamental and it really felt challenging, rewarding, and memorable. Then we move to D2, after the prestige mode and its failures in Vanilla, we finally got master mode VOG in Season of the Splicer. Was it good? No, and the reason was definitely because of what I call "Artificial Difficulty", which is basically just using champions to fill up the raid and make encounters artificially difficult without really feeling different or engaging. This makes it feel like a drag to go through and its not fun in the slightest.
Comparing this to Prestige mode it had a similar feel, however like its predecessor, Hard mode, it incorporated new mechanics that made the encounters feel challenging, along with an increase in power level. Now I propose two solutions for Bungie to do, and I also understand the numbers for people doing raids and master raids is low, but regardless here are my suggestions:
A. Rework Master mode from the ground up for a future season and incorporate new and interesting mechanics to flesh out an encounter and make it feel fresh. Keep the increase in power level and a few modifiers, remove champions and if they want add in a few more ads or make certain ads in groups majors. For rewards they could keep the adepts and make them actually useful and maybe add a new variant of the raid armor (or keep it as a high-stat focused).
B. Remove Master Mode and just add contest mode as the replacement, no additional champions like Master mode, but keep the Adept weapons and not add in new armor variants.
Now these are just my two options for you as a company Bungie, fun and working with the community helps build up changes that can become amazing over time. I'm not saying every change is good, but after a patch happens they can see if something works or doesn't work and changes it accordingly.
Enjoyment is the forefront of any gamer and when you make something challenging by adding in something more of like a champion, then it creates a sluggish and tedious experience for any player.
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