One of the first King’s Fall Raid races from ‘Destiny 2’ faces buggy subclasses and disabled weapons

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Everyone was a little skeptical at the idea that Destiny 2 Season 18, now called Season of Plunder, would launch its raid run for the re-raid just three days after launch.

We now know that the raid is King’s Fall (which wasn’t exactly the biggest surprise), but beyond that, we know that a lot of things, for lack of a better term, have been screwed up this season. And many won’t be fixed by the time this raid race takes place.

Since the launch of the season, a number of high-profile issues have surfaced that are directly fueling the potential strategies, or lack thereof, for this raid race. We have:

  • The main unheard of situation is that pretty much every heavy grenade launcher in the game has been disabled, even the blue ones, due to an accidental buff that took what was supposed to be a 10% damage increase and pushed it closer to the 150-250%. It was a lot of fun, and also a great way to ensure all the bosses die too quickly on a raid run. This is the first time I have ever seen a whole class of weapons deactivated for an attack run, and honestly, I’m not sure I’ve ever seen it… period. It will certainly 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 Pack, which grants them the Quicksilver Storm Exotic auto rifle. It seems to be a bit confusing what happened here. Bungie seems to think the weapon’s grenade firing mode is doing too much damage, and it sounds like they may be playing it safe for the dash rush and other grenade shenanigans in case it’s good enough to feel broken. Most players seem to think this is overkill, however, disabling the weapon in all raids and dungeons for now.
  • Then, Bungie originally said that the last row of season mods were getting easier to access and less XP needed. That doesn’t seem to have gone live, meaning some players won’t have gotten the XP needed to unlock some of the season’s best mod options in the back row, when they really should have access to them based on what Bungie previously said. .
  • Finally, the last bug may be the strangest but it has the most direct implications for raid racing. There is a growing chorus of players who believe that the 100 level Resilience, which is supposed to be a 40% damage reduction in PvE, just doesn’t work the way it’s supposed to just for Arc 3.0 Warlocks and Titans. Tests appear to show that this is happening, but this is a bug that, while Bungie says it’s looking into, it seems possible the raid run won’t fix it, negating two of the season’s most popular subclasses unless it’s a hotfix from emergency.

The point being made here is not that Bungie is having a new buggy season. In a live game, seasons usually start with a fair amount of bugs, so this is unprecedented. But the issue here is the timing of the raid’s run, and why some players believe the raid should have followed the more traditional launch path the following weekend, instead of Bungie having to resort to extreme measures like disable an entire weapon class. or releasing hotfixes hours before the race starts (which at that rate, who knows what else could go wrong).

The idea is that with more time between the release of the season, the discovery of bugs and issues, and the actual race, it makes more sense to wait a bit and release later. Once again, with raid races in contest mode, the power grind doesn’t mean anything anymore, so the extra time isn’t really helping die-hard players gain much of an advantage over anyone. We’ll see how this goes, but it’s a strange situation, to say the least.

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