My opinion on all raids, now that we've seen a high-light version of each one.

VoG: 8/10—

One thing that I've always thought stood out about Vault of Glass is the Gorgon area. Maybe it's because my group got stuck there for an hour or so when it released (before guides existed), but it's one of the most unique sections in all of Destiny.

Not only is it more than a jumping puzzle, it added a different kind of thrill, which make it stand out. Plus, as many people probably forgot, back in those days Hunter's were viewed as the worst PVE class (Sunsingers for revives and Titans for bubbles), so this section gave them a chance to shine, similar to how invisibility was also their main use in Crota's End.

The rest of the raid, however, is almost a glorified strike, but Crota is at least pretty exciting.

Similar to my feelings about Hunter's in Vault of Glass, I think some people are a little hard on Crota's End. There is no denying it is short, the least mechanically driven fight in the raid, less overall skill is needed and so forth, but it does a good job of pushing group balance.

One of the issues I have with Destiny is how accessible it is. Don't get me wrong, this stuff is great, but choices like Titan, Warlock and Hunter are mostly preference. What VoG and Crota's End did was attempted to give specific classes a way to shine.

Hunter's could invisible past the thralls, with this being the one and only place Don't Touch Me has a use, and was invaluable for sword bearers. Titan's can stun Gatekeepers, making it easier to sword them and throw down bubbles to save time (Deathsinger) or weaken enemies. Warlock's got the short end of the stick, but being able to come back to life allowed for riskier plays.

When you compare the amount of creative uses for these classes in VoG, CE and even KF, it outweighs them in Wrath of the Machine. Obviously tethers/bubbles increase damage, can save you and so forth, but in the grand scheme they don't change the game quite like a Hunter using invisible on Crota.

The following seven hours tend to consist of mechanics, wiping because of a minute mistake on a small mechanic, and more mechanics.

I always liked what King's Fall was trying to achieve. Unlike VoG and CE, KF tries to force everyone out of their comfort zone and take up a more active role. This is also the main theme of the challenges (more people get the brand, everyone holds gaze, more is expected from everyone) and appears in every section.

This is coincidentally part of the reason King's Fall is loathed by some. It requires more from everyone, so the skill required is higher. This makes it less enjoyable to do, pushes greater restrictions and not the same level of coasting you see in Crota's End.

but still has a lot of mechanics.

The neat thing about Wrath is that it's basically the spiritual successor of King's Fall. More people have a role/need to be involved, but they made it more accessible.

I wouldn't be surprised if Wrath resonates with people for the simple fact that people feel like they're actually doing something. In Crota, you could quite honestly fire your primary into space and as long as someone is shooting a rocket, he will go down; but Wrath forces you to throw bombs, pick up cannons, move parts and be a member of the team. And, if you happen to die or mess up, it isn't a wipe like it usually is in King's Fall.

/r/DestinyTheGame Thread