I was gonna argue against this, but after remembering a boss fight like the Cyberdemon in the new Doom, I feel like you're right. One of Destiny's biggest draws is/was(?) The amount of mobility your character has. A fight where you had to take advantage of you gunskill and dodging ability would be dope, it just goes against the casual principles Destiny is built on. Every raid so up to Calus (haven't cared enough to play the 2 after) you can hide weak links on your squad while with an active boss fight like that, scaled for six people, I can see an already small raid population dwindle even further.
its little stuff that irritates me about destiny that piles up and makes me eject the disc
take the bubble for example - bungie devs made this big deal about making destiny mobile but at the same time understood that the bubble was a real terrain asset, and not just a obstacle. yeah, you had a wall in front of you, but you also got an assortment of buffs for anchoring yourself within its soft range and you were actively encouraged to defend it as a trade off. there's nothing like that in d2, and its a complete departure from that understanding as a whole.
when it comes to bosses, we're looking at the thorn/ogre moon mission as a template for every strike boss now. D1 was actually a real step in the right direction with that one vex strike where you had to run an orb from one post to the next while the translucent wall pushed the entire field back and forth. i liked the cabal boss in d2 where you had to fight him in a changing laser grid, that's kinda dope - even if its the same base principle as the plates in a way. im just kinda bored by every encounter now. they're gear checks and step by step cooking.
also
they REALLLY acting like they didn't have this horde mode thing perfect with prison of elders
i do not get it lmao