An Early ‘Destiny 2’ King’s Fall Raid Race Faces Bugged Subclasses And Disabled Weapons

Everyone was a tiny bit skeptical of the idea that Destiny 2 season 18, now called Season of Plunder, would be launching its raid race for the reprised raid just three days after launch.

Now we know that raid is King’s Fall (which was not exactly the biggest shock), but past that, we know that a whole bunch of things are, for lack of a better term, borked this season. And many are not going to be fixed by the time this raid race is run.

Since the season launched, there have been a number of high profile problems that have come up that are feeding directly into the potential strategies, or lack thereof, for this raid race. We have:

  • The main unprecedented situation is that essentially every Heavy Grenade Launcher in the game has been disabled, even blue ones, due to an accidental buff that took what was supposed to be a 10% damage increase and pushed it closer to 150-250% instead. It was great fun, and also a great way to ensure every boss dies way, way too quickly in a raid race. This marks the first time I have ever seen an entire class of weapons disabled for a raid race, and I’m honestly not sure if I’ve ever seen it…period. It will no doubt be fixed, but probably not in time.

  • One more weapon has been disabled, the controversial exotic that players can get by pre-ordering a $100 Lightfall bundle, which grants them the Quicksilver Storm Exotic Auto Rifle. It seems to be a little confusing what happened here. Bungie appears to think the grenade fire mode of the gun is doing too much damage, and it feels like they may just be playing it safe for the raid race and the other grenade shenanigans just in case it’s good enough to feel broken. Most players seem to think this is overkill, however, disabling the gun in all raids and dungeons for now.
  • Then, Bungie originally said the last row of seasonal mods was getting easier to access with less XP needed. That does not appear to have gone live, meaning some players will not have grinded the XP needed to unlock some of the best mod options of the season in the last row, when they should in fact have access to them according to what Bungie said earlier.
  • Finally, the last bug may be the weirdest but have the most direct implications for the raid race. There is a growing chorus of players who believe that 100 tier resilience, which is supposed to be a 40% damage reduction in PvE, is just not working as it’s supposed to for Arc 3.0 Warlocks and Titans only. Testing appears to show this is happening, but this is one bug that while Bungie says they’re looking into, it seems possible it may not be fixed by the raid race, negating two of the most popular subclasses of the season unless it’s emergency hotfixed.

The point being made here is not about Bungie having a buggy new season. In a live game, seasons usually launch with a good amount of bugs so this is hardly unprecedented. But the problem here is the timing of the raid race, and why some players believe the raid should have followed the more traditional release path of releasing the following weekend instead, rather than Bungie having to resort to extreme measures like disabling an entire class of weapon or throwing up hotfixes hours before the race starts (which at that pace, who knows what else could get messed up).

The idea is that with more time between season launch, discovery of bugs and issues, and the actual race, it makes more sense to just wait a bit and launch later. Again, with raid races being in contest mode, power grinding means nothing anymore, so the extra time isn’t really helping die-hard players get some super advantage over anyone. We’ll see how this goes, but it’s an odd situation, to say the least.

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