The insane difference in how difficult runs are depending on RNG that the player can’t do anything to mitigate is what’s killing this raid. If I have “good” rng I can complete a run before reaching 60%. The exact same team and strategy can reach the timeout run killer with bad rng before reaching the final space anbility. And the bad rng streak seems more likely to occur, but even if the bad rng only happened 5% of the times it still serves no purpose. Why do you design a game mode this way? It’s not fun, and spending more money doesn’t really help against the bad rng so you give no incentive to spend money neither from a fun factor nor an advantage factor.