I was going to post this to another persons thread. Then I got distracted and forgot whose it was, yada yada yada.
Anyway the person was talking about the lack of fun and the increased difficulty in the game especially in raids.
I wrote this long winded reply using the data from warmind.io to crunch some numbers.
Now I know that warmind’s numbers aren’t 100% accurate but I think they will serve the purpose for indicating how many people engage with the higher difficulty in the current endgame and why what Bungie are doing is a huge waste of time for the 95+ percentage of active players in the game.
Enjoy or not.
“Fun isn’t allowed in Destiny, thanks to those clamouring for harder difficulties, most of which will never, ever engage with it. EVER.
Look at Crota’s End contest completion and engagement, 1.189% completion in 48hours. Then they have 10,000 completions (out of 350,000 players) of normal mode which is about 3.189%
So if you assume (which is a fair assumption in my eyes) that those that completed it on normal tried to do contest and failed, less than 5% of the active playerbase tried to do the hardest level raid (contest)
I know that number is contrived, and probably vastly inflated in terms of the general active population, but let’s just use it as an example of Bungie’s idiocy and persistence in chasing niche markets.
Salvation’s Edge Contest only had 689 teams completing it. Can’t find other data about numbers completing it on normal in 48 hours.
Out of the 6 raids that can be completed currently on Master difficulty I’ve calculated the percentage clears on master against the normal versions of that raid.
SE 4.35%
CE 20.8%
RoN 2.54%
KF. 2.57%
VoD 4.00%
VoG 3.57%
Even with the anomalous high percentage of CE’s the average percentage works out at 6.31%.
That’s [b][u]6.31%[/u][/b] of the [b][u]raiding population[/u][/b] has completed master difficulty raids.
Without the anomalous high percentage of CE it’s 3.41%. 🤣. [b]Of the raiding population. [/b]
Let’s look at dungeons.
SD 3.62%
VH 2.66%
WR 4.96%
GotD 20.57%
SotW 6.68%
Duality 20.04%
GoA 26.74%.
We have no anomalous results here but maybe they’ve been skewed by the chase for artifice armour , but god knows why GotD should be so high. 🤣
Anyway the average of the [b]dungeoneer population [/b]that does master dungeons is 12.81%.
What is that compared to the general active population, you ask?
Well let’s see.
Like all the stats here they been taken and calculated from warmind.io.
It is said that only 11.38% of active players have ever completed a raid.
So approximately 6.31% of 11.38% is 0.718%.
That a whopping 0.718% of the general population have ever completed a master raid. Wow!!!
It is quoted that between 11-18% have completed a dungeon. Let’s take the highest percentage of that range, 18%.
12.81% of 18% is 2.306%. 2.306% of the general population have ever completed a master dungeon.
2.306 + 0.718 =3.024%
[b][u]Tl:dr Approximately 3.024% of active players have done a Master version of either a raid or a dungeon. [/u][/b]
The calculation methods have their own flaws, but they prove the point that engagement in the current endgame Master difficulty is so low that further increases in difficulty are not wanted or needed by the vast majority of players.
However I feel that about the figure for both is lower as there will be a lot of crossover between master raids and master dungeons. But around 3-4% is probably a fair assessment.
My point is this, who exactly wants more difficulty in the game currently? It’s is a very small percentage.
Very few people engage with the Master difficulty now. Why put even more difficulty in the game?
As usual I’ll get the typical whining few answering this post, either :-
1. Proving the point that they are one of the 3–4% or
2. Proving that they should be quiet as they have no skin in the game, having less Master completions than I do (60, 25 of which were Prestige raids in Year 1 🤣)
3. State they would do Master Raids and Dungeons if there was loot to chase.
To the last group, I will say just this. There will be (apparent) loot to chase in EoF, but I sincerely doubt that many of you will have any tier 5 gear at all.
If you’re tired of this 💩 , where Bungie constantly cater to less than 5% of the active playerbase then just pass on EoF, just don’t buy it.
What are you missing out on?
A raid most of you (~90%) will never play?
Raid difficulty that most of you (~95%) who raid will never engage with?
A lacklustre campaign that has difficulty levels most of you (~93%) will never engage with either?
Play FTP. If you’re a causal player then it makes little sense to buy EoF.
Hell I’m no casual, and I just can’t see a reason to purchase EoF either.
Those that get EoF, I genuinely hope that it is awesome and that you enjoy it.
Even more so, I hope that it’s that good that I eat crow and buy it a couple of weeks after launch.
Stranger things have happened, that horse becoming a Roman senator for one. 😂.”
English
#destiny2
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Edited by ben: 7/4/2025 6:02:50 AMAs someone who only plays this game for the challenging content I do wish raids and dungeons were more approachable in their normal modes, that content is really the peak of game design in d2 and it sucks that most players dont engage with it because they find it prohibitive. The jump from normal to master in terms of difficulty is not significant at all anymore so Id say its safe to assume more normal clears would translate to more master clears almost 1 to 1. While I think people should be willing to take the time to learn like the rest of us did I also acknowledge that destiny has a very casual playerbase that is not interested in studying the datto guide to be able to do the raid, and that it is hard to learn if you dont have a friend group because every lfg group asks for KWTD. I mean me personally I didnt try to do salvations edge until it had been out for a year and had to wait until I could assemble my friend group so that we could sit and learn it together because I knew I would get insta kicked from LFG with no clears even though I had taken the time to study guides. I really enjoy raid experiences like salvations edge and vow which are more on the harder side mechanically and require everyone to understand whats going on, but I also see how they have alienated the more casual base and I do wish there was some way to include them in this content I think explore mode raids would really be something worth pursuing now that it has been tried in dungeons