[b]For an average solo player that is not easy to play alone[/b] [i](means possible, but not easy, seriously, how can you not read this part right?)[/i]. And honestly, didn't this community show over and over again that it dislikes content that has timers tied to it? Bungie, why do you design missions that have an auto wipe mechanic after 5 minutes unless you reach a certain progress? I am sitting here, after 2 deaths, completely discouraged from playing this stupid mission, simply because I feel like a dev is sitting next to me, holding a (imaginary) gun at my head and saying "go play, if you don't reach the checkpoint in 5 minutes, you die". It is not fun. Why did you not design this mission, instead of a "5 minutes til complete planet being glassed" mechanic that kills you automatically, with a mechanic that just makes the remaining mission harder to play instead of killing you outright? Again, such mechanics are not fun. They are annoying to play against. Remember your D2 Y1 Nightfalls. People hated them for having timers that end the activity early unless you finish the strike before the time runs out. Stop pressuring players in such extremes. Stuff like that will make them only [b]not[/b] play such content. Edit: Seems like Reddit is a good source in this case for thoughts on this. This [url=https://www.reddit.com/r/DestinyTheGame/comments/te53of/what_did_people_think_of_the_vox_obscura_exotic/]2 Months old Thread[/url] has a lot of people saying "I hate it" too. Edit 2: Since I also play World of Warcraft, let me tell about a similar situation there. In WoW Shadowlands (a much hated DLC, rightfully so) there is a sol/group-activity called Torghast with several stages that have to be completed and a boss at the final stage (usually its 5 stages). When SL came out 2 years ago, Torghast was also timer-gated like this mission. Difference is, that the timer was not 5 minutes but like 30-40 minutes (due to the MMO combat sandbox which is typical slow compared to D2). When the timer runned out, a huge boss mob will start to chase you through the level (even during the boss stage) and auto kill you on contact. To make matters worse, back then you also had limited lifes and deaths also reduced the remaining timer time. Long story short, people hated it, timer and boss chaser got removed. People were happy. Activity became more fun even. Collectibles were added instead to give players a reason to stay on a stage and collect everything. Another Example from WoW. In WoW the Dungeons can be played on a higher difficulty (similar to GM NF). You also have a timer there of around 35-45min (depending on the dungeon). The Timer however does not auto kill you or end the mission when time is up. Your Mythic Key just doesn't get upgraded (keys are basically like a difficulty card back then in Y2 of D2) or even downgraded. But you can still finish the dungeon and get your loot from the chest after completing it. Much better system.
Another way to interpret a lot of people hating it and having issues with it is that many seem to have learning disabilities. The mission is literally as difficult as a normal strike. Yes 1st try is practice to die and learn what, where and when enemies spawn. After that if you are having issues it's got nothing to do with the game but ones own awareness and ability to learn from mistakes. So you died twice and want to give up. Yes... great attitude. Unlike you there are many that want to and can learn from their mistakes and in doing so overcome what initially is slightly challenging to eventually making it a walk in the park.