It's fairly evident after RoN and the immense negative reaction from the top players in the community that Bungie decided to pull away from those types of experiences in favor of a more "competitive" type one. Unfortunately, the only way to do that was to jack up the difficulty to ridiculous levels, the last three raid launches have historically low clear levels not matched since Last Wish, and I feel like this has only been more fuel on the fire to the problem.
I am of the mindset that Bungie really needs to just muffle those top 0.1% when it comes to feedback at this point in the game. The game as a whole needs to really start pushing back towards a more casual audience (I know, a lot of people cringe at the "casualification" language here), we're not earning new players with raid races that are pushing even the top players to the utmost limits of the game. Desert Perpetual needed to be a DSC tier raid, not another SE tier raid as it pertained to contest, while the elite were clamoring over it and calling it "the best raid experience", the ship as a whole was still sinking (Steam capped at 28k yesterday.... on a raid launch day), and things are only going to get worse now.
I think Bungie needs to take a long break from this type of content at this point; Ship a dungeon with Renegades that is exciting to all players, even if they need to sacrifice the difficulty. We need to get more players involved in the endgame so they stick around and draw more players into the title. Future contest raids need to be on the RoN-DSC level, I don't care if we get a base raid that is easy, it draws a hell of a lot more players to the game versus a DP style DPS check wall. Especially if now we're going back to a Normal / Hard (Epic) style raid launch, you can make the base raid highly inviting to all players, then dial things up with the Epic mode.
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It was simplistic with lots of design flaws and inconsistencies, the first two encounters used the same mechanics. With the exception of encounter three you needed just two people that knew what they were doing. People liked it because they could be carried through it without having to move a finger. On top of that the boss had a tiny health pool and could be one-phased with minimal set up.