Bungie has spent too much time and effort listening to the small but fanatic group of players who only play to do Raids A large majority of Destiny 2 players rarely do Raids. They do the weekly items plus Dungeons, strikes, Lost Sectors, Gambit and Crucible.
This needs to stop. Bungie would have a lot more regular players in Destiny 2 if they spent more time on the Campaigns, making new maps for strikes, Gambit and Crucible.
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Raids have their place, but the rewards they offer are no longer worth all the stress, raised blood pressure, and lost sleep raids are known for. The puzzles are what’s killing raids. Bungie argues dungeons are for solos and raids are for friend groups etc, but I want to see a soloable raid. Less teeth grinding puzzles and more just add clear and simple puzzles. If they have to add highly complex puzzles just to simulate difficulty, then it’s not difficult it’s just aggravating
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Edited by Motorhead England: 6/29/2025 11:11:47 PMI have a certain amount of empathy with this post. The top mode in Destiny has always been the raid. It was the ultimate challenge for a team, and had the best rewards. But because of certain pressures from a certain section, they stopped being challenging and fun, to downright frustrating and a total ball ache. It went from clan members running raids regularly to the point where players are saying, " I've done it once, never again". And I think it's all because of some players selfish and arrogant attitude, who believe they are the only ones worthy of collecting the top end loot. Raids used to be a team event where 6 people could get through several layers of bosses with increasing difficulty, by helping each other and collectively claiming the loot. Those guardians who needed a bit of extra help could be given less mind challenging tasks, but were still a valuable asset to the team. So Bungie bowed down to the elites and from then on, it was up to everyone to play their part. Classic example being VoG, where there was a way to get the most experienced players to get teleported on the final boss stage. They squashed that idea so that less experienced or less confident players can be teleported and usually causes a wipe. Another crafty way by Bungie to make content more frustrating instead of challenging. Raids used to be an event for [i]teams [/i]of 6, now they are an event for 6 individual players on the same team. Our clan just doesn't raid anymore.
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Edited by Chunk: 7/1/2025 12:19:44 AMI don't think Raids are killing Destiny If I had a choice going forward, I would prefer to see 4 Dungeons a year rather than 1 Raid and 1 Dungeon a year. imo Dungeons > Raids
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I agree a huge waste of resources, could make better content for more players
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Edited by wes238: 6/30/2025 3:24:19 AM[quote] players who only play to do Raids . [/quote] That's their "core" audience. People who log in one day a week, do 3 raid boss checkpoints, then log off. Replies are as expected. I used to defend "endgame" too, but got tired of friends/clanmates quitting and having to "find some friends" or "lfg". I haven't done Salvation's edge yet. I have all the exotics except Euphony and Conditional finality. Don't have a desire to "farm" lfg [b]and[/b] the raid. Just like an alcoholic will never admit alcohol is killing them, bng (and it's defenders) will never admit codependency ("MMO social game") is hurting (has hurt) their game. (Edited, strong words.) All the people they told to "go play something else" have. They probably won't return.
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No I don't think raids overall are killing destiny. I think the world's first raid race is killing destiny. We have too many super competative people racing to get a fake WWE belt. This makes bungo want to make the raids super difficult with no reason behind some of the mechanics, looking at you salvations edge 4th encounter. If the raids seemed more approachable people would play. But no most people see the raid race even though it's on contest and say nah that's too convoluted for me to try, even though most of the time everything ends up being pretty simple. Also if there was no worlds first raid race, they wouldn't have people complaining about how certain builds are broken, because there would be no competative nature in pve except speedrunning, which i think should be the only competative thing. At the end of the day these raids are now being designed for the raid race, which is just terrible game design.
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Edited by BackdoorBacon: 7/1/2025 8:13:44 PMOnly a small minority of players raid. As the player-base shrinks it’s going to be harder and harder to put a group together to complete raids. Sad to say but their limited dev time, money and efforts are better placed in activities accessible to the larger player base.
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Edited by trin: 7/2/2025 3:56:24 PMtrin
chyba pojebany jesteś - 7/2/2025 3:43:21 PM
An average player does 2 checkpoint clears of a raid and not 30 full clears in day. IMO the portal is a good edition for the newer players/less passionate, it’s a well thought out system just put together extremely poorly. -
Jones ~Æternum~
Bring the audacity - old
Def some truth to this. The game is catered to elitists. Build crafting has done what Gally did in D1. If you don’t have this build… no raiding allowed. But it’s also other high end activities. You get left behind because you don’t want to invest time to figure out some gimmick to play around. I just want a mindless good time. More shooting less thinking. Emphasis on shooting not ability-ing. -
TACO_Adept
Washington DC - old
Raids and Dungeons are the thing that sets the game apart from others. If you want mindless shooting, go play COD or something else. Catering to casuals is what's killing the game. -
Could not disagree with this post more. Bungie's best PVE content was Raids. Dungeons have replaced that lately, but Raids still need to continue to be a main source for guardians. My fondest memories of this game were always in Raids, and I'm sure many others feel the same.
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Raids give D2 life, and set it apart from other looters I don't raid much anymore, but to suggest they are killing D2 is asinine , greed and poor decisions are killing D2 In Destiny's brightest days, Raids were front and center
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These players tend to also be the most dedicated
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I hate that you've made me come out in bugies corner, but it’s understandable to feel like Bungie focuses heavily on niche, high-end content like Raids and Trials, but the reality is more nuanced. While those activities are designed for hardcore players, the majority of development effort still goes toward broader, more accessible content — and the numbers back this up. It’s true that a relatively small segment of the player base engages with Raids or goes Flawless in Trials. But that doesn’t mean Bungie is catering exclusively to them — these activities are aspirational, competitive endgame content designed to retain long-term engagement and give the game prestige. In a given week, only ~10–15% of players complete a Raid. Trials of Osiris participation in 2023–2024 ranged from 200k to 500k unique players per weekend, out of ~1.5M to 2M total active weekly players — that’s 10–25%. However, Flawless completions were much lower: usually less than 5% of all Trials players go Flawless in a weekend. So yes — these modes are niche. But they’re not the dominant focus some suggest. Bungie does listen to that community — but not to the exclusion of everyone else. Campaigns Are Getting Better, Not Ignored The claim that Bungie should “spend more time on campaigns” ignores the fact that they've significantly increased narrative investment: Witch Queen introduced Legendary difficulty campaigns for the first time, with strong praise. Lightfall had a full Legendary campaign (though divisive). The Final Shape brought Destiny’s most cinematic and emotionally resonant campaign yet — praised by critics and players alike. Post-Final Shape, Bungie transitioned from the old seasonal model to Episodes, expanding story content throughout the year. PvE and PvP Balance — Not Ignorance Bungie isn’t ignoring Strikes, Crucible, or Gambit — but content refreshes are paced due to development bandwidth and actual player engagement patterns. Strikes and seasonal PvE content are among the most-played activities every week. Gambit sits at the bottom of player engagement (under 5%) — which is why it's currently in maintenance mode. Crucible sees ~20–25% of players weekly, but only a fraction play Trials consistently. Bungie has said PvP updates will be more curated, with fewer but more meaningful changes (e.g., gunplay tuning, matchmaking updates, map refreshes like Multiplex in 2023). Raids and Trials appear overrepresented because they’re loud, visible, and competitive — but they make up a minority of actual player activity. Meanwhile, Bungie continues to improve campaign content, create Dungeons, support core playlists, and evolve the game’s structure (as seen in The Final Shape and Echoes). Calling for better support of strikes, campaigns, and maps is valid — but suggesting they’re being ignored in favor of Raids and Trials just doesn’t hold up under the numbers. While the campaign is a one-and-done for just about most players these activities That Keep Players Around (Retention Drivers): Dungeons and Raids (Endgame PvE) Reason players stay: Chasing god-rolls, armor sets, exotic catalysts, and challenges like Master difficulty clears. Staying power: Weekly lockouts, rotating pinnacles, and triumphs keep hardcore players engaged for months. Examples: Ghosts of the Deep, Duality, Root of Nightmares, The Final Shape’s Salvation’s Edge. Even players who don’t Raid regularly still aspire to do it — it’s a long-tail engagement tool. Seasonal/Episodic Activities Reason players stay: Ongoing story progression (now via Episodes like Echoes), seasonal loot chases, vendor upgrades. Staying power: Weekly missions and time-gated narrative progression. Examples: Riven’s Lair (Season of the Wish), Breach Executable (Echoes), and future Episode missions. These are typically the most played activities by the broader base, because they’re accessible and narratively driven. Core Playlist Activities (Strikes, Gambit, Crucible) Reason players stay: Pinnacle farming, bounties, reputation grinds, seasonal challenges. Staying power: Always available, easy to matchmake into, and tied to rewards like Nightfall weapons and shaders. Strikes and Crucible are especially sticky for casual players and solo queue farming. Lost Sector Exotic Farming Reason players stay: Target-farming new or missing exotics solo. Staying power: Rotating daily activity, especially when tied to new subclass exotics (Prismatic in Final Shape). A low-effort but effective retention tool, especially post-expansion. Trials of Osiris and Iron Banner (PvP Events) Reason players stay: Prestige, loot (adept weapons), cosmetics, flawless titles, competitive grind. Staying power: Time-limited, so people return on weekends or monthly rotations. PvP mains stick with Trials or Iron Banner during off-seasons, even if they skip PvE. Exotic/Secret Missions Reason players stay: Puzzles, lore, timed events (like Presage or Zero Hour). Staying power: Often become repeatable for catalysts or secret triumphs. These bring players back in bursts — not constant engagement, but high spike appeal. TL:DR Campaigns = Onboarding + Narrative Foundation Dungeons/Raids = Endgame Loot/Challenge Episodes/Seasons = Ongoing Content Loop Core Playlists = Daily Habit Loops Trials/Iron Banner = Competitive Engagement Bursts Lost Sectors/Exotics = Targeted Grind/Replayability The content that draws people in is what the core players are sticking around for is raids for pve and Trials for PvP. Campaigns are a one and done, but set the tone of the game for the expansion.
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Edited by LikwiD_SmOkE22: 7/1/2025 1:08:16 PMThis is literally false. What's killing destiny 2 are the higher ups ignoring the feedback of their devs. Of course you would have a grand total of 3 clears.
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Raids are what makes Destiny the game it is. Also the "small fanatic group" is like 20% of the whole player population, just because you don't play raids doesn't mean to take that away from the hundreds of thousands that do.
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if there were no raids there would be no destiny
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No, and by "no" I mean hell no...
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No Elaboration: Just no, choosing to not find friends or lfg for a raid is personal choices you make. It's that simple, people do interact with the content to grind, it is repeatable. How many times are people going to play a mission like the final shape campaign? Raids can be done by anyone who desires as such. And raids have been part of the campaign Lore. So yeah, no Just because you don't interact with them doesn't mean that it's just for the elite. You just choose not to do it.
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what killed/kills destiny was the FTP choice they did. Cheaters. Casuals that complain about everything. im just waiting for the day they start to complain it is hard to travel to tower. Imo casuals is killing destiny.
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What killed this games is filthy casuals like you
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Raids are the climax of the story, the final fight, and the conclusion of content releases. You kill Oryx, The Witness, Crota... The campaigns and strikes build up to the raid. They help tell the story of why we need to face the final boss in the raid of the season. No offense, but it doesn't sound like you understand the game.
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Maybe it is less about the time and effort spent on raids and more about the lack of time and effort spent on other parts of the game. Let the better players have their raids, but it shouldn’t come at the expense of other parts of the game. We had excellent raids in the distant past and still had new content across the rest of the game.
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One of the worst takes I have ever seen. Congrats
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I disagree; it's elitists that are killing Destiny. There are plenty of us who raid who also want more out of the rest of the game, and want raids to be doable for the majority of players. But there are also the PvP elitists who keep crying that they aren't getting fed enough casuals to farm in standard PvP and Trials, yet also don't want to sweat in Comp. And I'm sure if Bungie hadn't soft-sunset Gambit long ago, there'd be elitists there ruining the mode with their requests too. But I do agree that the majority of resources should be spent in places other than raids, like the Ritual playlists, locations and dungeons. Although I am also a serious proponent of Explore Mode for every raid and dungeon, so players can go into them purely for story and base loot.