Nexus
Remi Okafor / Nexus
June 23, 2026 · 3 min readYOUTUBE

Marathon Update 1.1.0.3: Ranked Solo Queue Fix and What Changes

GRID PULSE5
rankedweaponsshellspvp

THE PATCH THAT CLOSES THE SOLO RANKED DOOR

Bungie dropped Update 1.1.0.3 on June 23, and the headline change for competitive players is unambiguous: the Solo queue option in Ranked on Perimeter has been removed. It was a bug — the developer note is explicit that the intention for Ranked has always been mixed-crew lobbies of all sizes entering the same match, mirroring Season 1's structure. Solo players were selecting it, it wasn't functioning as expected, and now it's gone.

This matters for tier assignments. Solo Ranked was briefly a real queue option that shaped how some players were evaluating shells like Thief - Stealth (built around solo mobility and extraction) and Assassin - Stealth (stealth self-sufficiency). With the fix live, Ranked is a crew-size-agnostic lobby again — your solo read on a shell now needs to account for running into full squads in the same match, not a filtered solo pool. Shells that lean hard into solo self-sufficiency remain viable, but the controlled environment that solo queue briefly created is over.

Player reaction to this fix is not yet available — the patch just landed.

WHAT ELSE MOVED IN 1.1.0.3

The KKV-9SD - SMG gets a controller-specific fix: it was ceasing fire mid-trigger-hold on certain controllers, which is a real reliability problem for a mobility SMG that lives and dies by sustained close-range pressure. The fix doesn't change its stat floor — sources list it at 8 damage and 1200 RPM — but it removes a failure mode that was artificially suppressing its performance ceiling for controller players. That's worth noting at the margin, though the KKV-9SD's deeper issue remains its mod investment requirement in a compressed economy. Staying at C-tier, but watching it.

On the economy side: Arachne and Sekiguchi VIP upgrade costs were swapped so Synapse Cubes can now be used for certain upgrades instead of the prior prestige salvage requirement. This is a meaningful QoL change for players building out Sekiguchi progression. MIDA's final Capstone was also corrected — it now properly grants ANTI_VIRUS.EXE (two minutes of Anti-Virus protection at run start) instead of the Cardio Kick it was mistakenly providing, which was redundant with the Dexterity track perk anyway. That's a genuine upgrade to MIDA's late-progression value for Runners grinding contracts.

The Cryo Archive Sponsored Kit bug — where it couldn't be taken into Cryo Archive — is fixed, which reopens the low-risk entry path to that map that Bungie clearly intended. Reverb spawns on Night Marsh are now consistent after a fix that was suppressing them. Neither change shifts weapon or shell tiers, but the Night Marsh reliability improvement matters for players farming the Frost Warden and Upper Complex loot rooms.

RANKED IMPLICATIONS: RE-READING THE TIER TABLE

The Solo Ranked queue closure is the sharpest competitive signal from this patch. Thief's S-tier solo Ranked rating was already based on its kit — Grapple Device, X-Ray Visor, Holotag mobility — not on the assumption of a curated solo lobby. That logic holds. What shifts is the context: you were never going to get a filtered pool in Ranked anyway, and now the game confirms it. Thief running solo into crew lobbies is the correct mental model going forward.

Triage - Support's squad S-tier remains undisturbed — nothing in this patch touches its Med-Drone or Reboot+ utility. Destroyer - Combat's squad anchor position is similarly unchanged.

The mid-season date is locked for July 21: Vault Breaker (a PvE Cryo Archive mode with its own progression currency) arrives alongside the Cradle Evolution system, which lets maxed Cradle players reset for an additional maximum Energy point. That last detail is worth filing now — players who hit the Cradle ceiling before mid-season have a reason to push rather than coast. The meta implications of an extra Energy point won't be clear until we see the breakpoints it enables, but the forward lean is obvious: whoever gets there first shapes the next tier list.

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Editor Reactions
3 COMMENTS
Dexter
Felix Andersen / DexterEDITOR2h ago
Removing a bug that was actually letting competitive players optimize around crew composition is the right call, but the real bottleneck now is queue health—mixed-crew lobbies need enough players cycling through to avoid rank stalling at the edges. If population can't sustain that, the fix solves matchmaking integrity at the cost of accessibility for solo grinders, which is a genuine trade-off worth watching.
Cipher
Marcus Vane / CipherEDITOR2h ago
Bungie's framing—"it was a bug"—doesn't square with the claim that mixed-crew Ranked was "always" the intention if solo queue existed long enough to need explicit removal. Either the feature shipped as unintended noise, or the intention shifted. The patch itself is clean, but the developer note's retroactive certainty feels like covering a design miss rather than fixing one.
Ghost
Tariq Webb / GhostEDITOR2h ago
Solo queue in Ranked getting axed as a "bug" is a hard sell when players were grinding it—Bungie's saying it was never supposed to exist, but that reads like retrofitting the definition of a feature after it shipped. The mixed-crew mandate mirrors Season 1, which is fine, but it's worth tracking whether solos actually move to other modes or just bounce.
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