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Bungie Supports Essential Healthcare Rights

At Bungie we believe that everyone has a right to choose their own path and that freedom is expressed across all facets of life. The leaked draft decision by the U.S. Supreme Court to overturn Roe v. Wade represents a blow to freedom in America and is a direct attack on human rights.  

By creating a divide between those who possess the fundamental right to make healthcare decisions that are right for them, and those who do not possess that same freedom, this decision, should it become final, will have far-reaching consequences that will be felt for generations across socio-economic lines.  

Bungie is committed to safeguarding the freedom and privacy of its employees and providing support to all employees affected by this decision.  

Standing up for reproductive choice and liberty is not a difficult decision to make, and Bungie remains dedicated to upholding these values.

If you would like to donate to organizations that support rights to healthcare, these are a few you might consider:

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GUARDIAN GAMES CUP

Каждую неделю у команд будет по два часа, чтобы собрать как можно больше медальонов и сдать их у пьедестала, зарабатывая очки для своего класса. В течение двух часов в неделю количество сданных медальонов учитывается для каждой из команд. Все просто!  

Капитан каждой команды может выбрать до пяти других участников боевой группы, с которыми он будет зарабатывать медальоны и стримить по два часа на каждой из этих недель:

  • Первая неделя: 3 мая, 22:00 МСК – 9 мая, 22:00 МСК 
  • Вторая неделя: 9 мая, 22:00 МСК – 16 мая, 22:00 МСК 
  • Третья неделя: 16 мая, 22:00 МСК – 22 мая, 22:00 МСК  

Мы будем следить за командами и обновлять их результаты во время еженедельного обнуления каждый вторник в 20:00 МСК, чтобы вы могли сами увидеть, кто одерживает верх!  

При подсчете очков мы учитываем только официально зарегистрированных участников команд и для наиболее справедливого сравнения будем определять средний результат каждой команды (общее количество очков команды, деленное на количество участников), так как команды будут разными по размеру. 

Мы также приготовили впечатляющие призы для команд-участниц. 

  • Лучшая команда в классе получит на память особые серебряные трофеи с выгравированным на них BungieID или именем Стража (3 команды).
  • Лучшая команда в целом получит на память особые золотые трофеи с выгравированным на них BungieID или именем Стража, а также персональные рисунки на тему Игр Стражей с изображением их Стражей, выполненные талантливым Gammatrap (1 команда). 

Следите за стримами и анонсами в соцсетях, потому что вы можете выиграть эмблему «Следуй за Светом», которая распространяется только стримерами-участниками. 

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Destiny 2 Hotfix 4.0.1.2

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ACTIVITIES

  • Vow of the Disciple
    • Removed class items from Master difficulty reward pool for encounter completions. 

Your role as a moderator enables you immediately ban this user from messaging (bypassing the report queue) if you select a punishment.

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Community Focus – Grant Stoner

Every single Community Focus has mattered. Every single Guardian offers something unique to our community and this is our way of saying thank you for being a part of it. With our latest Community Focus, it’s going to get a little bit personal. 

As a gamer with Multiple Sclerosis (MS) – a nervous system disease that affects mobility, coordination, vision, and more – and a former journalist who has covered the ways the disabled perspective and the gaming industry intersect, I’ve always been deeply passionate about furthering accessibility within video games. For that reason, it is my immense pleasure to introduce Grant Stoner: a writer you might have seen in some of the biggest publications in the world, like IGN and Fanbyte, that has been loud and proud when it comes to educating this space on what it means to say, “gaming is for all.”  

He’s also a total beast when it comes to kickin’ some foe butt in Destiny 2. 

Grant! I’m excited to have you here! Before we get started, go ahead and tell the Destiny 2 community who (and how) the heck you are!  

Hi there! I’m a freelance gaming journalist specializing in the examination of accessibility and the disabled perspective. My articles highlight new accessible innovations from studios, review games based on their accessibility from someone with a physical disability, and most importantly, elevate disabled voices through longform features. My goal as a writer is to show the gaming industry that stories discussing disabled people are not niche nor inspirational. Disabled people deserve the same recognition and respect as our able-bodied peers. 

And finally, I’m TIRED. 

You’ve done a lot of great work in the gaming space, with contributions to so many big publications, can you talk a little more about your journey into game journalism and accessibility work? How did you get started?  

Growing up, I always wanted to be a game journalist. It has always been a dream of mine to write for publications and interview developers. When I was an undergrad in college, I joined the school newspaper where I primarily reviewed games. Yet, I actively avoided writing about accessibility and the disabled experience because of my own internalized ableism. Then, one of my best friends (he still is to this day!) wanted me to review the Nintendo Switch for his publication, but he would only publish it if I reviewed the system based on its accessibility. So, I reluctantly did, and a few months later, my review won second place in the Keystone Press Awards. Since then, I have decided to try my hardest to exclusively focus on accessibility and disabled voices. After graduating in 2019 with my master’s degree, I joined Can I Play That as the Mobility Editor, and the rest is history! 

I love that you talked about your initial struggle with internalized ableism, I think a lot of people can relate to that. It’s a journey! With all of the work you do, what do you hope for the future of accessibility in gaming? How do you feel about the progress being made over the past few years?  

I want disabled people to be able to play as many games as possible without dealing with frustrating unintentional barriers. Unintentional barriers are mechanics in games that are not intentionally placed by developers, which can often cause the most issues for disabled players. And since I’ve been doing this professionally since 2019, there is such an increase in awareness and a willingness from studios to create accessible gaming experiences. More studios are including extensive accessibility menus, building their games from the ground up to be as inclusive as possible without the need for numerous options, and they are actively bringing in accessibility consultants and working with disabled writers to discuss their latest inventions and contributions. There is still work to be done, but it’s been absolutely incredible to see how much developers care within the past few years. 

I know how exhausting it can be sometimes, especially with our shared background, being a voice in this space when talking about accessibility in games. Do you experience that fatigue at all? How do you overcome it and push through?  

I am tired all the time, but I think most of that is because I’m a freelancer, so I never have time to truly rest! [laughs] Aside from my own personal fatigue, it can be very exhausting to continue to have to prove to the gaming industry why disabled people deserve to play these games and why disabled people are not these mythical inspirational beings used to make able-bodied people feel better about themselves. This is especially true when dealing with the “difficulty discourse” that continues to rear its ugly head every few months, as seen most recently with the release of Elden Ring and its difficulty level. I’ve written stories about it, friends have written stories and filmed videos about it, but people become so reactionary to topics surrounding difficulty in games that it can be a lot to deal with sometimes. That being said, I love when I get to interview other disabled people and elevate their voice. I get to make them the star for a specific story. I get to give them a platform where they can discuss what works, what doesn’t work, and more importantly, talk about why they love gaming. Because at the end of the day, it’s not about me, it’s about the people I’m highlighting. 

OK, OK, look. I tried not to talk about Destiny right out of the gate, but I’m dying to play with you and so I need to know the most important question to ever have been asked in the history of questions: What do you main?  

Warlock. More specifically, Void 3.0. I’ve been playing a Warlock since the original Destiny! During previous seasons, I used to main Stasis and Tickle Fingers. My absolute favorite was Chaos Reach, but that was nerfed into oblivion. I’m not bitter, I promise. 

I’m a little sad not to have you on Team Titan, but I respect it. Space Wizards are the beesiest of bees knees.  

One of the best parts about this job is that we get to see a wide scope of community reactions, which has revealed some wild conspiracy theories about the story so far and where we’re going next, so it would almost be illegal for me not to ask: what’s the most out-there theory you’ve heard so far? Have you got any imaginative ideas on where you think we’re going next?  

This isn’t really a theory, but I just really want to see Zavala and Caiatl admit their feelings for each other. Like, we all see it, right? In all seriousness, I am really beginning to think that the Traveler isn’t this force for good, and I think the new expansions are going to really explore how it is almost this tool of destruction disguised as a beacon of hope. 

I’m pretty sure even our readers could hear my excited squeal when you said Zavala and Caiatl, that’s my (non-canon) pair! Speaking of what’s next (in this less-than-smooth segue), if you could craft the ultimate subclass, completely to be whatever you want it to be, no questions asked, what would that subclass look like?  

Chaos Reach 2.0 where every ability just shoots a massive beam. Grenade? Giant laser beam. Melee? Another giant laser beam. Super? Two giant laser beams. In actuality, probably a poison subclass that spreads damage over time. Warlocks are really powerful when it comes to crowd control, but I think having a class that does nothing but damage over time and area of effect abilities that spread would be wildly exciting! 

Yeah, but you totally sold me on the giant laser beam! Another thing I love about your work is that your personality can be felt in it all, so this next question is purely selfish because I want to hear your thoughts: Who is the character from the Destiny universe that you’ve connected to the most, and why? 

I don’t know if I’ve really connected to anyone from the Destiny universe specifically, rather, I’m grateful that Destiny led me to my clan! They are some of my closest friends and we always love to joke around and support each other in whatever ways we can. Without Destiny as a whole, I don’t think I would’ve connected with them! 

Right. So, crying is on the bingo card today, apparently, because that’s wholesome as heck. Is there anything that you’d like to see make a comeback to Destiny 2, or something you’d like to see evolve into something different?  

You brought back Xenophage, so I have absolutely nothing to add (Chaos Reach, enough said).  

Touche’.  

Thank you so much for chilling with us today, it was a blast! Before we let you go, let that mic drop and shout out anyone you want to give a little extra spotlight to. Also, where can folks find you to  check out some of the projects you are working on? 

One of the biggest things I want to change with my work is that I want the industry to look beyond the handful of disabled people that are continuously called upon. This is absolutely not a dig at them, as many of them are very dear friends! But, because disabilities and the disabled experience is such a personal aspect, the only way to truly advance accessibility is by listening to as many voices as possible. So, I really encourage others to check out people like Carlos Vasquez, Chris Robinson, Erin Hawley, Mike Legum, Kristie Matheson, Neera Burner, James Rath, Sherry Toh, and even yourself, Hippy! But beyond everyone I just listed, I implore the greater gaming industry to continue to seek out disabled voices. If you really want to make a difference, start including as many people as possible. 

If you want to keep up with me and my work, feel free to follow me on Twitter! Though, just a warning, I mostly scream about POKÉMON and journalism. 

And that’s a wrap, another phenomenal Community Focus in the books! Thank you so much to Grant for joining us today and sharing his story, I encourage you to check out some of his work! 

The ‘ol record player is on repeat again, but we can’t shout it from the rooftops enough: we love hearing your tales and learning more about you, both in relation to the Bungie experience and outside of it. Thank you for being you and never stop showing the world your inner Light, because it’s so bright, I’d swear that the beacons were lit and Gondor was calling for aid.  

Until next week, get that vitamin D, smash those personal goals, and don’t forget to hydrate! We’ll see you soon.  

“I should go,” 

<3 Hippy 

Special shout out for photo credit to Elizabeth Woolner on Unsplash

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This Week at Bungie – 4/28/2022

This week at Bungie, we’ve been heads down making sure Season 17 is poised to rock ‘n roll and recovering from that whopper of a TWAB last week. I’m not going to lie, I really struggled writing this, only because the previous one by DMG dropped lots of solid info about sandbox changes, weapon tweaks, and more. This TWAB will be less extensive, but we hope you enjoy what we’ve got lined up to talk about this week. That, and we still have a few surprises up that proverbial sleeve, but we want to keep some aspects of what is next under wraps. We don’t want to ruin the surprise, after all.  

This week, we’re talking about the return of our yearly tradition which is the Guardian Games. Each year, Warlocks, Hunters, and Titans go head-to-head to prove who is the boss (even though it’s clearly Titans). Hunters took the gold last year, so Warlocks and fellow Titans, it’s time to suit up. This year, we’re changing things up a bit. 

We’ll also be talking more about Season 17 reward changes, pool rotations, and more. So, without further ado, let’s get into it.  

Eyes up, Guardian, it’s that time of year again. Next week, Guardian Games 2022 will kick off on May 3 and is free for all players of Destiny 2. This event is a tradition and it’s the perfect excuse to get into that friendly competitive spirit.  

While the spirit of the annual class battle remains the same, Guardian Games 2022 does have a few changes that players can look forward to. First things first, what determines the winner? Much like previous Guardian Games, participants will be tasked with depositing those hard-earned medallions at the Podium in the Tower. You know the drill: medallions can be earned by completing certain activities and mini quests called Contender Cards and Platinum Cards. These activities are designed to be flexible, so if you’ve got the time, we’ve got those shiny medallions.  


 

Higher-tier medallions, which grant more points, can be earned in activities like raids, dungeons, competitive PvP (Trials of Osiris and Survival), the Seasonal activity (PsiOps Battlegrounds) on a higher difficulty, and more. Lower-tier medallions, which are important too, drop in content like Gambit, Vanguard Strikes, Quickplay Crucible, and other Throne World activities at the standard difficulty level. Gold medals can be earned by completing Contender Cards in easier activities, whereas Platinum medals drop when Platinum Cards are completed on tougher content. Basically: Play what you want, snatch those Pinnacles, and scoop up some shiny medallions to bank at the Tower.  

But wait, there’s more.  

Something new coming to Guardian Games this year is Strike Scoring, which factors in play time only for Guardian Games playlists. Additionally, we’ve got Strike Medals, which are designed to reward players for pulling off some pretty impressive feats, like taking out a ton of enemies with a fancy little combat jig like Shatter. This should also help with players that feel like they are being matched with others that just zip right through strikes. Why rush through when you can score some additional points by going ham and showing the bad guys what’s up? 

There are two Guardian Games playlists: Training and Competitive. And when you play matters. Let’s break it down: 

  • On Tuesday, Wednesday, and Thursday, the place to be is the Training playlist. Here you can earn practice scores (the combined score of your entire fireteam). 
  • On Friday, Saturday, Sunday, and Monday, it’s time to get sweaty in the Competitive playlist. This is where you’ll earn exciting rewards. 
  • Players can earn buffs in the Recreational, Training, and Competitive playlists by ranking bronze, silver, gold, or platinum. These last until the next weekly reset. 
  • You can use these buffs in the regular Vanguard Ops playlist. 

Players will also be able to unlock torches to light in the Tower based on their highest score past a certain threshold. For example:  

  • Lighting the bronze, silver, gold, and platinum torches grants rewards and a glow that can be seen on the right shoulder of a Guardian’s armor.  
    • So you can feel extra pretty.

Lighting the torch is monumental when it comes to the Guardian Games experience, and we want Guardians in Destiny 2 to feel that significance in-game. For any personal medallion deposits, there’s some more glow action on the way with an accompanying left shoulder glow, as well. Any progress is an accomplishment, and we want you to feel proud of the time you put in.  




The overall structure for Guardian Games is designed to focus on skill level, meaning that higher scores are achieved by taking on tougher activities, defeating enemies, staying alive, and completing an activity in a timely manner.  

New bounties have also been thrown in for this year’s festivities to help players feel inspired to engage in the Guardian Games Strike and Battlegrounds playlists; a little nudge for players to engage with the event-specific Vanguard Medal system, if you will.  

Since there is nifty new content this year, we’ve also updated our Contender and Platinum cards, as well as our medallion rewards, for completing those new challenges. New raid? Check. Legendary and Master Lost Sectors? Check. New Seasonal content? Yup, also check. You can choose to spend your time in the newer content, but it’s not required to participate. More options, more ways to play. Keep it fun, keep it fresh, but also keep the core spirit alive for what Guardian Games is, and that’s a community-wide effort to show off some class love.  

Let’s get to the rewards, shall we? What are they? For those that have an affinity for Submachine Guns,  The Title is a new legendary SUBARCHTYPE that will be available during the event. According to Jason Briggs, a Test Lead at Bungie, The Title “is a Hakke Void SMG for the Energy slot that is an aggressive frame with a unique origin perk, Classy Contender, which grants class ability energy with final blows from this weapon. It has a wide range of perks that it can roll with, and players will have many opportunities to earn fully Masterworked drops with double perks in both the third and fourth columns.” 


Class Items can also be earned, as well as another shot at Heir Apparent and its catalyst, so the sandbox is about to get a little more interesting during the Guardian Games celebration. 

Oh, and did we mention that the players that score in the top 10 percent at the end of the event will get a spiffy new emblem to show off? Yeah, we’ve got that too: 


The emblem for the player that scores in the top 10 percent will be awarded after we combine their highest scores from each week. When the event ends, the combined score will determine who made it to the top of the player base for Guardian Games. This will unlock a special Triumph and boom, emblem awarded.  

With every player having their own unique play style, most have a main class. This is awesome but does mean that not every class has the same number of Guardians competing for that Guardians Games win. Last year’s games included a 10 percent “catch-up” buff that allowed for each class to have a fighting chance, regardless of how many players are in that class pool. This was to encourage players to feel like they have equal footing regarding competition, and it seemed to work out pretty well in the end. But there is always room to make improvements, so this year, each team’s score multiplier will start with whatever value they ended on during last year’s festivities. Titans, having placed 3rd the most days, will have the largest boost. Warlocks, with the second most days in 3rd place, will get a moderate boost. Hunters, having placed 3rd the least number of times, will get the smallest boost. A little added bonus includes a minor 4 percent bump to their multiplier for the class in second place, with a 10 percent bump for those in third place.  

We heard you liked the graphs in the last TWAB, so we’re throwing one in here for good measure to break down participation rates of the three classes since the launch of The Witch Queen, seen below. This graph breaks down the time spent for all three classes ramping up towards this year’s Guardian Games since the launch of The Witch Queen, giving us a little insight into where everyone is at these days and what sort of class engagement we’re expecting to see: 


As mentioned in a previous TWAB, Guardian Games 2022 kicks off on May 3 and will run until May 24, so get that gear ready and make your fireteam proud. 

With Guardian Games on the horizon, we’re excited to see the three classes battle it out once more, but that doesn’t mean that the games have to be limited to just in-game. Oh nay-nay, we’re very excited to announce that Guardian Games Cup is happening at the same time, and it is a brand new out-of-game event that ups the ante a bit, and for a good cause.  

So, what is Guardian Games Cup? Well, we’re pretty community-focused here at Bungie, if you couldn’t tell, so we thought it would be fun to task some hardcore Guardians with the hefty responsibility of being a shining beacon for their class. Which class will claim that podium’s top spot? We’ll have to wait and see, but Guardian Games Cup takes that anticipation and brings it into the real world with the help of some competition-loving creators.   

From May 3 to May 24, some of your favorite streamers will team up from around the world, a whopping 42 teams across 14 territories in total, duking it out to show why Titans are the best. Oh. Wait, I can’t say that. Why, [insert your favorite class here] deserve that shiny gold medallion. The top team will even win a custom digital piece by Gammatrap. But why stop there? Guardian Games Cup will be yet another amazing charity initiative with the Bungie Foundation, and because of that, there will be some prizes both in and out of Destiny 2 for participants to enjoy when donations are made to Direct Relief. One of those prizes even includes a rad piece of artwork from the incredibly talented PherianArt

We’ll have more to share soon, including which teams you can cheer on as they go for the gold. It’ll be a good time filled with friendly competition and camaraderie. We hope you join us!  

With a new Season comes new rewards. The next Season is going to be a doozy, but we want you to experience the story and its surprises on your own, no spoilers here! That being said, we did want to share some of the rewards that are coming down the pipeline.  

With Season 17, the ritual weapons available when ranking up will be the Heavy Machine Gun, Chain of Command. Like previous Seasons, this reputationally-driven reward will come with a unique ornament that depends on the vendor:  

  • Crucible 
    • Mandated Artillery Ornament 
  • Gambit 
    • Insubordination Ornament
  • Vanguard 
    • Standard Regulation Ornament

For those itching for new Playlist weapons:  

  • Crucible 
    • Riptide Fusion Rifle 
  • Gambit 
    • Dead Weight Shotgun 
  • Vanguard 
    • Strident Whistle Bow

For Nightfall drops (includes both standard and adept versions)  

  • Horror’s Least Pulse Rifle 
  • D.F.A. Hand Cannon 

And finally, Trials of Osiris:  

  • Forgiveness Sidearm  
  • Burden of Guilt Fusion Rifle 
    • The Messenger Pulse Rifle and Shayura’s Wrath will be leaving the Season 17 pool. 

Season 16’s weapons will be shifting over into the standard loot pools with the Crisis Inverted Hand Cannon in Crucible, the Herod-C Auto Rifle in Gambit, and the Vanguard Shotgun Fortissimo-11.  

We’ll have more to share about Season 17 closer to launch date, but for now, these are the “pew pews” to look forward to.  


 

Another week, another update from the rockstars over on our Player Support team. This week, they’re offering up an update on the Broken Barrier Emblem, known issues, and the usual maintenance schedule.

This is their report. 

Hotfix 4.0.1.2

Next Tuesday, May 3, Destiny 2 Hotfix 4.0.1.2 will be released. View our Destiny Server and Update Status page for maintenance times, as well as the timeline below:    

  • 9:00 AM: Destiny 2 maintenance begins.    
  • 9:45 AM: Destiny 2 is brought offline.     
  • 10 AM: Destiny 2 Hotfix 4.0.1.2 will begin rolling out across all platforms and regions.     
  • 11 AM: Destiny 2 maintenance completes. 

The Broken Barrier Emblem

The Broken Barrier emblem has been added to accounts for players who participated in the Festival of the Lost armor ornament vote for Team Monsters vs. Team Mechs. 

Known Issues

While we continue investigating various known issues, here is a list of the latest issues that were reported to us in our #Help Forum
  • Attempting to cast a Nova Pulse too soon after entering Nova Warp will cause the cast to fail. 
  • Casting Nova Pulse with low Nova Warp super energy may cause players to be removed from their super prior to the ability damage being dealt. 
  • Antaeus Wards Titan Exotic leg armor does not change glow color based on equipped subclass. 
  • Weapons and UI elements may not successfully load when players enter the Mindscape in PsiOps Battlegrounds. 

 

Hippy: Because I’m comfortable with who I am and knowing I am a walking meme trainwreck, I obviously must include some sillier picks this week (though very much still impressive!), because being too serious all of the time is bad for your health. I’m not ashamed, I’m not proud. 

The first video is absolute PvP domination in the most epic way possible. The second video is a nifty fan-film that also mixes up drama and comedy, and honestly – it was just an enjoyable experience to watch. Don’t believe me, check out our latest MOTW picks below:  

Movie of the Week: Master of Destiny 2: The Movie

Movie of the Week: Justice, a Destiny 2 Fan Film 

OK, OK, one serious choice, got it. This Matrix / Destiny 2 crossover was just too good to pass up, so we’re doing a threefer this week:  

Movie of the Week: Matrix, but in Destiny (warning for brief flash effects at the 00:15 mark) 


 

Sam: Happy Thursday Guardians! I am such a sucker for a really rad tattoo and this first piece is exactly that. I believe my actual (out loud) exclamation was “Woah!” when I first saw it. With the second piece, it just made me smile thinking about my old clan. When you find a good raid team (not if, when, I promise there are Guardians who will play with you if you are kind) hang on to them, and if you can, have some really rad art made showcasing you all.

Art of the Week: Unveiling Tattoo

Art of the Week: Raidin’ with Friends

TAG TEAM BONUS ROUND!  

And this week, our bonus round was found by our magical Community Manager, Bruno! 

Art of the Week Bonus Round: The First Disciple Will Mourn

Don’t forget to tag #AOTW #Destiny2Art and #MOTW for your chance at some of that delectable limelight (does not actually taste like limes, heads up).  


The Bungie Foundation continues to shine a bright light on a sometimes-bleak world and we’re not just saying that to sound edgy or existential. There is a lot of good that comes from this initiative, including a heartwarming milestone raised for Ronald McDonald House! We’ve got Bungie Foundation’s Christine Edwards here with the latest update!  

Christine Edwards: The Bungie community never ceases to amaze us! You all exceeded our past fundraising records with a whopping $306,820 raised for Ronald McDonald House! That equates to over 10,000 nights for families to stay in a safe and welcoming environment so that they can focus on their child’s healing. With the average family staying at the House for two months, you have ensured that roughly 170 families will have all of their needs cared for throughout the entire course of their child’s treatment. That is absolutely incredible and something we hope you feel so proud of. 

We’d like to share a message from Ronald McDonald House’s Director, Vanessa Kirk Briley: “Each year we are overwhelmed with gratitude for the generosity of the gaming community. Destiny players embrace the annual Kilts for Kids fundraiser and have raised more than $300,000 already this year to help support the families at the Seattle and Anchorage Ronald McDonald Houses! The Ronald McDonald House family thanks the Destiny family!”


We are hard at work to deliver the prizes that you all earned through your donations. Please expect emails from us no later than May 6, 2022 with redemption details. 


We’ve said it before, and we’ll continue to say it – you are hands down the best community out there. Thank you for continuing to demonstrate that your compassion and generosity is making the world a better place. 

To check out other rad Bungie Foundation initiatives, be sure to check out the official website right here.  

While not a novel like last week’s TWAB adventure, we hope you enjoyed what we showed off. Before we let you go, we have just one more thing for Trials of Osiris lovers out there. The next Trials Labs will be directly impacted by you. On May 3, players will receive an email from Bungie that will allow you to vote for which map you’d like to see in the next rotation. On May 5, the vote will close and the winning map will be revealed in next week’s TWAB. In my best Ru Paul’s Drag Race voice: “You’re a winner, baby.” The voting poll will look like this, you will click on the picture of the map that you want to play next and then that’s one vote towards the next featured battlefield for Trials of Osiris. 

 


Have any impressive clips from matches on any of these maps? Send them in by tagging #TrialsLabsVote between now and when voting starts for a chance to see your clip featured on Bungie.net!  

We know that emails are still an issue for some players, and we want you to know that we are looking at alternative ways to do fun things like this in the future. In the meantime, there have been a few troubleshooting techniques that we’ve seen high success rates for, so feel free to mosey on over here to learn more.  

Also, just another small reminder, DMG is taking some much-deserved time off over the next few weeks and we want him to be able to enjoy that time peacefully so he can feel rested, rejuvenated, and ready to take on the world. If you need help, the rest of the community team and the official Bungie channels will be there to help … just without the cool yellow beanie. We do have bread, though… 

Until next time, stay kind, don’t forget to hydrate as the months get warmer, and go out there and do some good.  

Anyway, bye!  

“I should go,” 

<3 Hippy 
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Destiny 2 Hotfix 4.0.1.1

Destiny 2 Hotfix 4.0.1.1 > News | Bungie.net News | Bungie.net”>

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Activities 

  • Fixed an issue where killing a Hive Ghost was granting more than one revive token in activities. 
  • Fixed an issue where Grandmaster The Lightblade and Birthplace of the Vile were not contributing to the Total Conquest Triumph. 

PvP 

  • Fixed an issue allowing players to exit the play area on Eternity. 

Gambit 

  • Fixed an issue where killing the Envoys would not drop the Primeval’s shield. 
  • Fixed an issue where the Primeval would not appear after  banking 100 Motes. 

Gameplay and Investment  

Armor 

  • Synthoceps 
      • Fixed an issue where the Biotic Enhancements perk prevented shattering an encased player with an uncharged melee. 
  • Renewal Grasps  
      • While equipped, Renewal Grasps now increases the base cooldown of the Duskfield Grenade from 62s to 152s.  
      • The outgoing damage penalty applied to players affected by a  Renewal Grasps’ Duskfield Grenade has been reduced from 50% to 20%.  
          • Damage unchanged vs. PvE targets. 

Weapons 

  • Fixed an issue where The Summoner Auto Rifle on Saint-14’s rank reputation rewards is missing a Masterwork. 

Abilities 

  • The Offensive Bulwark Void Aspect now grants 60% less bonus grenade energy regeneration in PvP game modes. 
  • Titan Barricade’s base cooldown when the Bastion Void Aspect is equipped is now 82s, up from 53s.  
      • This matches the recharge rate of Warlock Rift. 
  • Skip Grenade impact damage reduced from 8 to 4. Skip Grenade tracking strength now begins to decrease after 1s, down to 50% strength after 3s . 
  • Axion Bolt base cooldown increased from 91s to 152s. 
  • Whisper of Chains now provides 15% bonus damage resistance against players when near a Stasis crystal, down from 25%.  
      • Unchanged vs. PvE targets. 

General 

  • Stability and crash fixes. 
      • Fixed a memory leak contributing to crashes and instability. 
  • Reduced the text chat spam throttle to allow for more messages to be sent by a player before receiving the “You’re sending messages too quickly!” message.

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Community Focus – Knitehawk

Happy Friday, Guardians! I wanted to write something clever as an introduction for our newest Community Focus, but this Guardian is way cooler than anything I could come up with so how about we just hop right into it?  

Please give a warm community welcome to Knitehawk!

Happy Friday, Guardian! Please tell us who you are, where you are from, and what got you into content creation? 

Hi Guardians! I’m Knitehawk! A Twitch Partner that absolutely loves to help the community with all things PVP! I’m from Texas, born and raised! I’ve been gaming for quite a bit of time now and I like to believe Halo started me off on this amazing journey! I grew up in not the best of ways and gaming became my “safe haven” as a way to keep myself out of trouble as well as express myself. It allowed me to become the person I am today and help create a welcoming community.  

I love that gaming being a safe haven has been such a common sentiment across much of our community. So, what specifically got you into Destiny? 

I have always been a huge fan of all things Bungie ever since I came across Halo! Destiny came out while I was attending Full Sail University (Film/TV Production). I heard that a new Bungie game was coming out and I should check it out and that’s exactly what happened! After a 16-hour production shoot, I went to a midnight release of Destiny at the GameStop that was right behind the university, and well, I have been playing Destiny ever since!  

Oh gosh, those midnight releases feel like a lifetime ago, yeah? Do you have a specific type of content you spend more time in Destiny? 

I like to focus mostly on the PVP side of things, as competing in esports is a huge part of my background. I know that competition brings out the “heat” in players, but my community is the opposite of that. I always joke that we are all “positive vibes over here,” but it’s actually true. Every weekend when we do Trials of Osiris, I always make it a point to have my community ask questions about why I play a certain way or why I might even suggest a certain playstyle. I do this so it’s an open discussion about PVP, because I don’t think there is truly one answer on how to do it. Everyone has their own playstyle; you just need to build it. I want everyone to feel welcome when it comes to PVP.  

I love that every time I have been in your channel during a Trials weekend I have actually learned something, and I pinky promise I am not just saying that!  

If you had to pick — I know, I know — what do you main and what is your favorite loadout?  

This is a tough one! I have been experimenting with so many different characters and builds since The Witch Queen! I would have to choose Void Hunter (Moebius Quiver) with Thorn and 1000 Yard Stare! Thorn has been my favorite exotic weapon since Destiny 1! I absolutely love sniping, before the 1000 Yard Stare returned, I used Adored and then, before that, the REVOKER! Reaching over 25k defeats with the Revoker will always be my favorite achievement, because that weapon was amazing and so unique!  

25k with Revoker?! Good gracious that a lot! Alright, it’s time for an easy question. What kind of vibe does your channel maintain?   

I can almost answer this in one word: Family. I’m Hispanic so family and family traditions are a huge part of who I am. When you join the Hawkling community, that’s exactly what you become, family. We welcome anyone who wants to hang out, talk about life, and find new ways to have fun in the Crucible. Also, there’s a rule (I didn’t make this up) if I ever fall off the map, you have to clip it and never let me forget.  

Oh, I love that your community is called the “Hawklings,” that’s precious as heck. So where can people find you?  

You can catch my stream Thursday – Tuesday on Twitch  and every Friday – Monday, you will find me helping the community reach the Lighthouse! I am also heavily on Twitter where I try to find out what everyone is trying out in PVP or sharing things I have learned about the Crucible. I also post a bit of everything Destiny-related on my YouTube, including weapon reviews, builds for PVP, and more! If you want to see quick bits of how streams go or even some pretty interesting pvp clips, you can check out my Tiktok

Anything else you want to add?   

I want to say thank you to everyone who has had a helping hand in building Destiny. You have not only created an amazing game, but Bungie has created a community like I’ve never seen. I am so happy to be a part of this community. 

Massive shoutout to the Hawkling family and everything they have done for me! Especially our mods — because of them, we have constant content and reminders that I forget to see where I am jumping. This has been a wild six years of creating content and enjoying Destiny. I can’t wait to see what the future has in store for us and our community. 

Thank you, Bungie, for this opportunity. <3 

Heck yeah! The Lighthouse is a pretty rad place to go, so if you need to go for the first time (or just want a new tour guide) head on over to Knitehawks’s stream this weekend! If you missed last week’s Community Focus with Liana and InDeeDee, please make sure you go check that out right now. And also, don’t forget to tag Liana, Cozmo, Dylan, or myself with any and all Guardians you would love to see featured, we are always looking!  

*high fives*  

Sam   

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This Week at Bungie – 4/21/2022

This week at Bungie, we seem to have written a short novel about upcoming weapon sandbox changes. 

Hello, dear reader. I’d like to kick this TWAB off with a quick word of advice; never end your drafting phase with your introduction. I’ve been kicking this thing around for about 15 minutes now, trying to figure out the best way to launch you into yet another Mega-TWAB worth of sandbox information. We’ve got quite a few changes planned for next Season, and we’re excited to start spreading the word. 

Let’s keep our conversation about the live game short and sweet, shall we? It’s an interesting week, to say the least! Master difficulty for Vow of the Disciple has kicked off, with just a few short weeks left before Guardians begin to claim their raid titles. Grandmasters continue to push the limits of player skill, buildcrafting, and general gameplay strategy. Iron Banner has come and gone, but Trials of Osiris returns this Friday with some light changes to the post-Flawless experience. There’s still quite a bit to do, especially if you’re trying to finish off each fresh Triumph released with The Witch Queen and Season of the Risen. All said, we’re having a good time, and we hope you are too.


Even with a solid launch in our sails, the winds of change will always catch up to Destiny. As mentioned, we’ll be talking about how those winds are shifting the sands of our weapons sandbox. Some of you know the Destiny sandbox like the back of your hands. In some cases, well enough to release a forty-five-minute video about the intricacies of Shotguns. Well, do we have some changes ready for you… 

I’ve been known to recommend grabbing a drink of water and a snack for larger TWABs, and this is no different. Take this at your own pace, have a good time, and ask questions once you’re through. Our community and sandbox teams will be at the ready to issue clarifications as we can, and will follow up in future posts, TWAB’s, or other means of communication if necessary.   

That’s a big Sandbox… 

In a few short sentences, we’ll be passing the mic over to Staff Designer Chris Proctor. Chris joins us today as a representative of the team, speaking to a few hundred bullets of sandbox patch notes that were developed by a group of rag-tag Guardians here at the studio. Each of them contributed many, many hours of their time to get these changes prepped and ready for Season 17 (beginning May 24), and we’re expecting Crucible strategies to shift a bit in just a few short weeks. 

For those that aren’t in-tune with the intricacies of the Destiny sandbox, this will be a lot to take in. You might need to wait a bit for a fellow community member to break down some of these changes to be less daunting. From a high level, we’re covering the following today: 

  • A handful of goals from the team. 
  • Glaives, commentary on their design, and some plans for future tuning. 
  • Flinch and airborne gameplay, and how we’re pushing these into buildcrafting. 
  • Tuning one-hit kills in the Crucible. 
  • General tuning for Special ammo, Exotic weaponry, Legendary archetypes, and a slew of weapon perks.

Let’s get to it. 

Proctor: G’day G’dians. 

In Season 17 the sandbox team is making changes across all aspects of the sandbox to improve the player experience of PvP. Here are the weapons team’s goals to support that. 

Introduce levers to tune how players build for airborne gunplay 

Destiny has extremely fluid and expressive airborne movement, but that movement must be balanced against grounded players lest it become oppressive. We want players who enjoy that play style to be able to build into it, but they’ll have to make tough choices about what they leave behind to do so. Successfully engaging in the air will no longer be as simple as “put an Icarus Grip mod on it,” but the upside for heavily investing in it will be higher. 

Allow players to mitigate for flinch 

Excessive flinch is a frequent complaint from players, most importantly when using Primary weapons and taking large chunks of damage from enemies. Players should be able to invest in flinch resistance, and baseline flinch should be lower on Primary weapons, but hand-tuned per archetype so that the weapons that need flinch resistance have the easiest access to it. 

Reduce the number of one-hit kills in PvP 

Sandbox overall wants to reduce the number of one-hit kills in PvP, shifting combat more towards Primary gunplay. With weapons this means tuning Special weapons, both the effectiveness of specific weapons and Special weapon uptime overall, and one key primary outlier. 

Address common feedback on weapons across all game modes 

Each Season the weapons team looks at Legendary and Exotic weapons that are over or under-performing and make adjustments – Season 17 will be a larger pass than usual, with more of a focus on underused weapons and PvP balance. 

With our goals stated, let’s get to the meat of it all. First up, Glaives. 

Glaive-a-rave 

We’ve noticed that several aspects of how Glaives interact with weapon and armor perks don’t match player expectations, and want to take some time to clarify the intent, the changes included in Season 17, and the logic we’ll use for future changes. 

A Glaive melee is a basic melee attack, not a weapon attack, doesn’t consume ammo and deals Kinetic damage. So, it’s more like an unpowered punch than a Sword swing. 

Allowing buffs to weapon damage to apply to Glaive melees would be too powerful for something without an ammo limitation, particularly in PvP where even a small damage buff would allow for incredibly fast two hit kills. Also, in general we’d prefer to increase Glaive melee damage directly (as we’re doing, in fact!) instead of effectively making weapon damage perks mandatory on Glaives. 

Glaives already have a long lunge distance, and increasing this at all results in unreliable behavior over the network, so no melee lunge distance buffs apply to Glaive melees. 

Our intent is: 

      • Glaive melees should activate perks that trigger off base melee damage or kills (for example, ammo refill from Grave Robber, weapon damage buff 5x stacks on Swashbuckler, ammo refill from Sealed Ahamkara Grasps). 
      • Glaive melees should not activate perks that trigger off powered melee damage or kills, or require expending subclass melee energy (such as Combination Blow or Assassin’s Cowl). 
      • Glaive melees should benefit from melee damage buffs (such as Winter’s Guile or Wormgod Caress). 
      • Glaive melees should not benefit from weapon damage buffs (such as Rampage, Kill Clip, Swashbuckler). 
      • Glaive projectiles should benefit from weapon damage buffs. 

With that expectation set, there are some inconsistencies with how these are implemented in game, some of which we’ve already fixed, some which we’ll look at in the future. 

Once we have these guidelines consistently implemented in-game we may look at specific cases where this doesn’t match player expectation and do something custom, updating descriptions where needed for clarification, but our primary goal is that players be able to predict how a Glaive interaction will work. 

Here’s what we changed during Season 16, largely bug fixes with some quality-of-life changes: 

      • Glaive projectile hits to reach maximum energy decreased from 6 to 4. 
      • Glaive melee can now be interrupted by Hunter dodge. 
      • The Grave Robber perk now pulls from reserves on Glaives instead of generating ammo. 
      • Glaives no longer get stuck in clang recovery when using a melee attack on each other. 
      • Sealed Ahamkara Grasps no longer reloads Glaives on projectile hits (but does on melee hits as expected). 
      • Glaive melees can no longer stunlock high-health combatants. 
      • Glaive melee kills are now tracked in match history, for bounties and so forth. 

Here’s what’s changing in Season 17: 

      • We’re pushing Glaives deeper into their roles of hard-hitting melee damage and near-complete protection when shielded, as well as increasing projectile speed to make them more reliable at range. 
          • Note: the Glaive shield grants 97.5% damage resistance in PvE, 75% in PvP. 
          • Increased melee damage vs PvE enemies (except for bosses and vehicles) by 25%. 
          • Reduced energy drain speed while shielded by 30%. 
          • Increased projectile speed dependent on the range stat: 
              • At 0 stat: increased from 30 to 60 m/s. 
              • At 100 stat: increased from 80 to 100 m/s.

Pictured: Guardians holding Exotic Glaives, which are about to be buffed in Season 17.

      • Exotic Glaives have all been buffed, in addition to the global Glaive changes which make it easier to build energy (projectile speed making landing shots easier and energy granted per projectile hit). 
          • Titan Glaive, Edge of Action: players now gain a Void overshield while inside the bubble, Helm of Saint-14 now applies to this bubble as it does for Ward of Dawn. 
          • Warlock Glaive, Edge of Intent: increased speed and acceleration of the healing turret projectiles. 
          • Hunter Glaive, Edge of Concurrence: tripled the damage of the wave detonation, increased the number of enemies it can chain to from 4 to 8. 

Global Changes 

Flinch 

Aim deflection on receiving damage, typically called flinch, is a common pain point, particularly on Primary ammo weapons. We’ve rebuilt the stability weapon stat to grant flinch resistance in addition to its other effects, with a maximum flinch resistance of 10% to 25% dependent on weapon archetype. With this change players can build for flinch resistance, more easily on weapons that feel flinch more than others, and less so on Special weapons, which we don’t want to be easier to use when under fire. 

From internal playtests, you may not feel the difference when using just one source of flinch resistance, but when stacking two or more sources the benefit is strong. 

      • Note that higher zoom weapons are more affected by flinch, which we took into account when tuning these numbers. 
      • Here’s the breakdown for flinch resistance with 100 stability: 
          • 25%: Autorifle, Submachine Gun, Bow 
          • 20%: Pulse Rifle, Scout Rifle, Sidearm, Machine Gun 
          • 15%: Hand Cannon, Trace Rifle 
          • 10%: Fusion Rifle, Shotgun, Sniper Rifle, Grenade Launcher (both Breech and Drum), Linear Fusion Rifle (both Special and Heavy versions), Rocket Launcher 
          • Note that a stability stat of below 20 will technically have a small flinch resistance penalty, but only around five weapons have a stability stat in that range. 
      • Mentioning here because it’s a related change, the Resilience character stat now grants flinch resistance of 0% at 0 stat, 10% at 100 stat. 
      • Examples (note that sources of flinch resistance stack multiplicatively): 
          • A 100-stability-stat Suros Pulse Rifle (with Suros Synergy active), 10 Resilience, No Distractions and two Unflinching Pulse Rifle armor mods, while buffed by Rally Barricade: 
              • 0.8 * 0.8 * 0.9 * 0.65 * 0.7 * 0.5 = 0.1x, i.e., 90% flinch resistance. 
          • A 70-stability stat Hand Cannon, 5 Resilience, one Unflinching Hand Cannon armor mod: 
              • 0.91 x 0.95 x 0.7 = 0.61, i.e., 39% flinch resistance. 

Airborne Gunplay 

Before getting to buildcrafting, we’ve made a fundamental change to the modifiers applied while airborne. Your Primary weapons will have less randomness in projectile accuracy in most cases, you’ll have less aim assist instead, and will need precise aiming to land your shots without building heavily into airborne. 

We’ve added a new weapon stat, “Airborne Effectiveness,” which is present on all weapons (except those where being airborne doesn’t have an effect, Swords for example), which maps onto aspects of airborne gunplay using these guidelines: 

      • With little to no investment (0-30 airborne stat), a character will have a smaller accuracy penalty than retail but will have significantly lower aim assist.  
      • With minimal investment (31-50 airborne stat), a character will have around the same in-air accuracy as Icarus-equipped weapons do currently, but with noticeably lower aim assist. 
      • With substantial investment (51-70 airborne stat), a character will have better accuracy than retail weapons with Icarus, with fewer misses due to randomness, but with reduced aim assist.  
      • With specialized investment (71-99 airborne stat), a character will have no airborne accuracy penalty, with very slightly less aim assist.  
      • With full investment (100 airborne stat), a character will have no airborne accuracy penalty, and the same aim assist. 

This stat has been hand tuned on all Exotic weapons, everything that shipped in Season 16 or 17, and everything that’s ever shipped as Trials of Osiris or Nightfall loot. Older Legendary weapons have a default value, set per weapon archetype to a value just below the middle of the allowed stat range. 

NOTE: this will be a hidden stat at Season 17 launch, similar to aim assist and recoil direction. You’ll be able to check the stat on a specific weapon through the API, and in Season 18 several previously hidden stats will be visible on the weapon inspection screen. 

      • This stat influences several aspects of airborne gunplay: 
          • Aim Assist cone penalty angles (i.e. auto-aim angle, reticle friction/adhesion angle) – a high-penalty to this angle at 0 stat, and a low or zero penalty at 100 stat. 
          • Accuracy cone penalty angle for Primary weapons: a lower penalty than currently at 0 stat, zero penalty at 60-100 stat. 
          • Accuracy cone penalty for Special weapons: a slightly lower penalty than currently at 0 stat, zero penalty at 100 stat. 
          • Headshot aim assistance: 0 at 0 stat, 1 degree at 100-stat on Primary weapons, Slug Shotguns, Linear Fusion Rifles and Machine Guns, 0.5 degrees on Sniper Rifles. 
              • This controls how forgiving headshots are while airborne – if this is zero, you must be pinpoint aiming precisely at the head to get the headshot, otherwise you’ll get a body shot even if your aim assist cone overlaps the head. 
              • Previously while airborne, players would get full aim assistance for headshots provided their aim assist cone overlapped the head at all
          • Pellet Shotgun spread angle – +25% at 0 stat, 0 at 100-stat (i.e., more Shotgun spread at low Airborne Effectiveness stat). 
      • What this means overall is that you’ll get fewer misses due to randomness from the accuracy cone while airborne, but reliance on aiming is much higher at low stat. To make this easier you will need to build into airborne. With decent aim you will land more body shots instead of crits. 
      • Before and after examples of accuracy cone penalty: 
          • Hand Cannon  
              • Before, 0.667 degrees airborne accuracy penalty 
              • After, 0 stat: 0.450 degrees 
              • After, 60 stat: 0 degrees 
          • Sniper Rifle 
              • Before, 3 degrees 
              • After, 0 stat: 2 degrees 
              • After, 60 stat: 0.8 degrees 
              • After, 100 stat: 0 degrees 
      • The Airborne Effectiveness stat comes from three sources: weapon, subclass, and armor. 
          • Weapon: 
                • The weapon’s base Airborne Effectiveness stat, with ranges varying from 0 to 10, and 0 to 30 depending on the weapon archetype. 
                    • Exotic weapons typically get bumped up, i.e., higher stat than Legendary weapons in that archetype (unless they’re already extremely strong). 
                • The Icarus Grip/Adept Icarus weapon mod: +15. 
                • Certain weapon perks, such as the redesigned Air Assault. 
                • Valid stat ranges for Legendary weapons (Exotics sometimes exceed these). 
                    • Hand Cannon: 0-25 
                    • Sidearm: 0-30 
                    • Auto Rifle: 0-25 
                    • Pulse Rifle: 0-25 
                    • Scout Rifle: 0-20 
                    • Submachine Gun: 0-30 
                    • Bow: 0-20 
                    • Sniper Rifle: 0-5 
                    • Shotgun: 0-5 
                    • Fusion Rifle: 0-10 
                    • Breech Grenade Launcher: 0-5 
                    • Trace Rifle: 0-15 
                    • Rocket Launcher: 0-10 
                    • Machine Gun: 0-20 
                    • Linear Fusion Rifle: 0-15 
                    • Drum Grenade Launcher: 0-20 
                    • Glaive: 0-15 
                • Higher tiers of Legendary weapons (Trials, raid, Nightfall) use the upper end of these ranges, as with other stats. 
                • Some examples of Exotic weapon outliers: 
                    • Sweet Business: 27 
                    • Merciless: 15 
                    • Fighting Lion: 12 
                    • Sunshot: 27 
                    • Skyburner’s Oath: 35 
                    • Rat King: 30 
                    • The Huckleberry: 33 
                    • Ace of Spades: 14 (as an example of an Exotic that is already plenty strong enough and doesn’t need to excel here) 
                    • The Chaperone: 1 (ditto) 
                    • Thunderlord: 26 
                    • Traveler’s Chosen: 35 
                    • [REDACTED]: 29 
                • Some examples of hand-tuned Legendary weapon stats: 
                    • Frontier’s Cry: 19 
                    • Deliverance: 9 
                    • Submission: 27 
                    • Silicon Neuroma: 4 
                    • Cantata-57: 12 
                    • The Messenger: 20 
                    • Hung Jury SR4: 22 
                    • Ragnhild-D: 3 
                    • Igneous Hammer: 23 
          • Subclass: 
              • The Heat Rises ability: +70 while Heat Rises is active (i.e., on consuming your grenade) 
              • The Tempered Metal ability: +20 after getting a Solar weapon kill 
              • The Whisper of Hedrons Stasis Fragment: +20 after freezing a target 
          • Exotic armor: armor that revolves around being airborne, or works on specific weapons, grants a bonus or penalty in the -50 to +40 range (or higher if conditional) 
              • Foetracer: +20 to all 
              • Mechaneer’s Tricksleeves: +50 to Sidearms 
              • Oathkeeper: +40 to Bows 
              • Sealed Ahamkara Grasps: +50 to all for 5 seconds after a melee hit 
              • Lucky Pants: +20 to Hand Cannons after readying a Hand Cannon 
              • ST0MP-EE5: -50 to all 
              • No Backup Plans: +30 to Shotguns 
              • Actium War Rig: +30 to Auto Rifles and Machine Guns 
              • Hallowfire Heart: +20 to all 
              • Lion Rampant: +50 hipfire only 
              • Peacekeepers: +40 to Submachine Guns 
              • Peregrine Greaves: +20 to all 
              • Eye of Another World: +15 to all 
              • Astrocyte Verse: +30 to all 
              • Ophidian Aspect: +10 to all 
              • Necrotic Grips: +30 to Weapons of Sorrow 
              • Wings of Sacred Dawn: +50 to all 
              • Boots of the Assembler: +30 to Lumina 
              • [redacted]: +30 to Fusion Rifles and Linear Fusion Rifles 

This means that in general if you want good Airborne Effectiveness (say 70 stat), you should pick a weapon with a high stat, put Icarus on it, and either equip an Exotic armor piece that helps, or run a subclass Aspect, Fragment, or ability, and if you want the best possible Airborne Effectiveness, you’ll generally have to go all in on weapon, Exotic armor, and subclass. 

Examples: 

      • Frontier’s Cry (with Precision Hand Cannon bonus), Icarus Grip, Lucky Pants: 
          • 19 + 25 + 15 + 20 = 79 Airborne Effectiveness 
      • Submission, Icarus Grip, Stompees, Tempered Metal active: 
          • 27 + 15 – 50 + 20 = 12 Airborne Effectiveness 
      • Tarrabah, Peacekeepers, Whisper of Hedrons active: 
          • 23 + 40 + 20 = 83 Airborne Effectiveness 
      • Skyburner’s Oath, Heat Rises active: 
          • 35 + 70 = 100 (i.e., capped) 

This is a big weapon system change. We’ll be monitoring how it rolls out and expect to make adjustments post-ship. For fun, here are some graphs showing the most used armor exotics across each class. We’ll be watching data (and feedback) once these changes are live to see how things shift!

Hunter



Titan



Warlock



Playlist Weapons 

The latest playlist weapons drop from Gambit, Crucible, and strike activity completions. Older weapons are available from vendor-rank packages or can be focused.


Pictured: Playlist weapons released with Season of the Risen.

These weapons are intended to provide interesting drops even for players who spend a lot of time in an activity. And while we want to keep the large perk pools to address that goal, we want to provide a way to reduce the duration of the chase for players who want a specific weapon. Also, since the older playlist weapons are still available as vendor rank-up rewards we want them to feel more relevant in a post-Origin-Trait world. 

      • Playlist weapons now have a chance to roll with extra traits in one or both columns, increasing with number of rank resets with that vendor during a given Season. 
          • Note, reputation resets each Season, so you’ll need to play these activities each Season to unlock the potential for extra perks. 
      • All playlist weapons from Beyond Light and later will drop with the appropriate Origin Trait. 

Stat Display Update 

Following the recent change to show numbers for all stats instead of just bars, we’ve opted to change the stat display on weapons to more clearly reflect their capabilities. All weapon stat bars now range 0 to 100, instead of being limited to some range in the middle of the bar.  

This change eliminates rounding and other errors, particularly on Adept weapons, Masterworks, and enhanced traits, and better conveys the bounds a weapon stat can exist within. This is purely a display change. No weapon behavior has changed, but you should expect all existing weapon stat bars to look slightly different.  

One-hit Kills and Special Ammo

There are several damage buffs external to weapons that allow weapons to one-hit kill without much investment, such as an Aggressive Sniper Rifle with High Impact Reserves, Eriana’s Vow or Le Monarque, specifically when combined with an external 20% damage buff. As an example, Empowering Rift can give many Sniper Rifles one-hit body-shot capabilities in the Crucible.


Most of these use the same buff under the hood, so we’ve adjusted them all at once. With these changes it’s going to be much rarer to get an easy one-hit kill with a weapon that wouldn’t typically allow it. 

      • Reduced the damage bonus for Empowering Rift, High Energy Fire, and Inertia Override from 20% to 15% against players (no effect in PvE). 

In addition, we want Special ammo to be less plentiful, making it more difficult to chain Special weapon kills. 

      • Disabled ammo scavenger armor mods in PvP. 
          • No matter how much ammo a player was carrying on death, if you pick up a Special brick you can only get one ammo for a Shotgun/Sniper Rifle (or “one kill’s worth of ammo” for weapons that require more than one shot to kill, e.g., Forerunner, Trace Rifles) 
      • Retuned several Special weapon archetypes and Exotic weapons (see below), with the general goal of reducing the effectiveness and uptime of Special weapons. 

Archetypes 

Special weapons, in particular Shotguns and Fusion Rifles, are responsible for more one-hit kills than we’d like in PvP. We still want them to be an option, but less ubiquitous, less effective at multiple ranges, and with lower uptime. 


Pictured: Special weapon usage in the Crucible, broken out by archetype.

Special Weapons 

      • All Special weapons have had their in-air accuracy significantly reduced. While we are okay with encouraging players to build into using their Primary weapons more effectively in the air, we do not believe a prevalence of airborne one-hit kill options is good for PvP. 
          • Special Weapons have a slightly larger airborne accuracy penalty than Primary weapons at 0 Airborne Effectiveness stat, reduced to 0 at 100 stat. 
          • Special Weapons have a similar airborne aim assist cone penalty to other weapons (around 50% at 0 stat), and this penalty can be reduced but not entirely removed by investing in Airborne Effectiveness. 
      • Sniper Rifles are fairly slow to ready, stow and aim down sights, which has made Snapshot feel mandatory for many players. 
          • Reduced Stow, Ready and Aim Down Sights times by 10%, i.e., all snipers are now snappier (there’s a matching change to Snapshot below).
          • Sniper Rifles have less access to ammo than Shotguns and Fusion Rifles (where kills drop ammo right in front of you), so we think ammo scarcity will prevent Sniper Rifles from spiking.

Pictured: Shotgun usage, broken out by Intrinsic.

      • Slug and pellet Shotguns are still overwhelmingly popular in PvP despite some recent changes, so we’ve touched them again with the goal of encouraging some diversity in Special weapon choice. We’re keeping an eye on this change, since we’ve touched Shotguns multiple times recently, and will adjust it if needed. With this change we expect Shotguns to have a shorter one-hit kill distance, but still be effective enough in that short-range kill role. This change reduces Shotgun one-hit kill distance by around 0.5m, because the importance of spread angle is just as high as damage falloff and this has not been touched. 
          • Reduced damage falloff start and end by 1m. 
          • Reduced aim assist and magnetism falloff start and end by 2m. 
      • Fusion Rifle usage is trending pretty high, particularly in Trials, and bringing Shotguns down a little more would make them too good an option, so we’ve made a global change. With these changes 20m+ Fusion Rifle one-hit kills should be very uncommon (through a combination of damage falloff and recoil changes). 
          • Reduced damage falloff near distance. 
              • 2m at 0 range (~2.7m when ADS with a 15-zoom stat) 
              • 1.3m at 100 range (~2.275m when ADS with a 15-zoom stat) 
          • Reduced damage falloff far distance. 
              • 1m at 0 range (~1.35m when ADS with a 15-zoom stat) 
              • 1.3m at 100 range (~1.75m when ADS with a 15-zoom stat) 
          • Reduced recoil scalar variance between 0 and 100 stability. 
              • 0 stability: unchanged at 0.750 
              • 100 stability: increased from 0.500 to 0.550 (i.e., increased the recoil penalty slightly) 

Pictured: Fusion Rifle usage, broken out by name.

      • When we rebuilt Fusion Rifles in Season 15, we wanted to differentiate the subfamilies dramatically from each other, which worked! Now that we’ve seen them in action for a couple of Seasons, we’re pulling back from the extremes a little. With these changes Fusion Rifle subfamilies are still very different from each other, but high impacts are stronger and rapid-fires and precisions should be a little less dominant. 
          • High Impact: reduced unmodified High Impact charge time from 1.000 to 0.960s, increased damage per burst by 10. 
          • Precision: increased unmodified charge time from 0.740 to 0.780s. 
          • Rapid Fire: increased unmodified charge time from 0.460 to 0.500, decreased damage per burst by 20. 
          • New charge time and damage per burst for all Fusion Rifle subfamilies: 
              • High Impact: 0.960s, 330 damage 
              • Precision: 0.780s, 280 damage 
              • Adaptive: 0.660s, 270 damage 
              • Rapid Fire: 0.500s, 245 damage 
      • Besides Divinity, Trace Rifles aren’t as popular in hard content as we want them to be (we particularly want damage type reworks of the oldest three Trace Rifles to have a chance to shine this Season), and they’re also more affected by disabling scavenger armor mods than other Special weapons. With this change they’re a better use of Special ammo against non-red bar targets. 
          • Increase Trace Rifle damage against non-red bar combatants by 20%. 
          • Increased ammo picked up per Special ammo brick from 18 to 30. 

Primary Weapons 

      • Auto Rifles and Pulse Rifles aren’t as competitive as we’d like at mid-range, and Lightweight Pulse Rifles are too hard to use to hit their optimal time to kill – with these changes we expect Auto Rifles and Pulse Rifles to better compete with Hand Cannons in mid-long range and outrange standard zoom Submachine Guns. 
          • Auto Rifle 
              • Increased damage falloff near distance by 0.75m. 
          • Pulse Rifle 
              • Increased damage falloff near distance based on the range stat: 
                  • 0 range: increased from 15 to 16m. 
                  • 100 range: increased from 22.5 to 24m. 
                      • (Note that this is the hip-fire falloff distance and is multiplied by the zoom value to get the aim down sights falloff distance). 
                  • Damage falloff far distance remains 40m regardless of the range stat. 
              • Increased Lightweight (450RPM) Pulse Rifle damage per bullet from 15 to 16 (with a 1.65x precision scalar this will increase precision damage from 24.75 to 26.4). 
                  • This won’t change the optimal time to kill in PvP but will reduce the number of crits required. 
      • Zoom is too important a factor on Submachine Guns, and Submachine Guns with low zoom don’t feel competitive in PvP. We’ve reduced the variance in zoom, brought the base zoom up from 13 to 14 and extended the damage falloff distance. With this change, several standard zoom Submachine Guns will be more competitive, but this does make the inaccessible Submachine Gun with highest perk/trait RNG (Multimach) compete less with Auto Rifles and it will no longer straight-up outclass every other Submachine Gun in PvP. 
          • Increased damage falloff by 1.5m 
          • Adjusted zoom values on most viable Legendary Submachine Guns and one Exotic. 
              • Shayura’s Wrath: 17 to 16 
              • Multimach: With max zoom scope: 17  to 15 (second highest zoom will bring this to 14 instead) 
              • Stochastic Variable: 13 to 14 
              • Ikelos (just noting the change from The Witch Queen here): 13 to 14 
              • Seventh Seraph: 13 to 14 
              • Every Waking Moment: 13 to 14 
              • The Huckleberry: 13 to 15 
          • We like Adaptive Submachine Guns and are starting to make them again. But in their current form they kill a little too fast with body shots, so we’ve reduced body damage to increase their body shot time to kill by one bullet without impacting their optimal time to kill. 
              • Decreased body damage from 12 to 11.25 
              • Increased precision multiplier from 1.35 to 1.44 
      • Precision Frame Hand Cannons have always been good while airborne, effectively having built-in Icarus Grip, and with the changes to airborne functionality we wanted to preserve that feel while translating their advantage to the new system. 
          • Intrinsic switched from a 75% airborne accuracy penalty reduction to +25 Airborne Effectiveness stat (this means that if you had a Frontier’s Cry with an Icarus Grip mod in it, you would be at 19 + 25 + 15 = 59 before factoring in armor or subclass). 

Heavy Weapons 

      • Machine Guns still aren’t where we want them to be in PvE, so we’re giving them an additional buff, but less so against bosses, where their extremely long range and deep ammo reserves would make them strong in too many roles. With this change they’ll shred most enemies without stepping on top tier boss damage options. 
          • Increased damage by 40% against PvE enemies (20% vs bosses). 
              • Xenophage and Grand Overture receive this buff, except for the bonus vs bosses. 
      • Sword stats have been inconsistent for a while now, so we’ve tidied all of these up (mostly cosmetic) 
          • Fixed several inconsistencies in stat display between different Swords (this has no gameplay impact). 
          • Increased the charge rate stat of Sola’s Scar from 20 to 50 to match Temptation’s hook.
      • Rocket Launcher subfamilies weren’t differentiated enough by the previous change, so we’ve made the differences more extreme. With this change we expect there to be a more marked tradeoff for the intrinsic tracking on precisions, and a greater benefit for the other subfamilies. Specified relative to the baseline, i.e. High Impact Rocket Launchers
          • Precision: -10% damage (both impact and detonation)
          • High Impact: no change (this subfamily has the highest blast radius)
          • Adaptive and Aggressive: +10% damage

Exotics 

      • All Exotics that shipped before the Forsaken release now have their kill trackers visible by default 
      • Fighting Lion needed a bit more of a buff, so we improved its reload speed when Thin the Herd is active a couple of releases back, and now we’re increasing its blast radius and damage. With this change it should be easier to get the damage you need to trigger its perk. 
          • Reverted the Season 15 Breech Grenade Launcher blast radius reduction, but just for Fighting Lion, i.e., increased blast radius by 0.4m. 
          • Increased damage by 5%. 
      • Eyes of Tomorrow as a raid Exotic ought to be better against tough PvE enemies – with this change it’s a solid option in this role, particularly with the Adaptive Ordnance perk active. 
          • Increased damage vs bosses and Champions by 30%. 
      • Leviathan’s Breath always felt like it should absolutely wreck Champions, and using its first shot to stun an Unstoppable Champion without it doing much damage felt bad. Archer’s Tempo from its catalyst is significant on paper but in practice that draw speed buff isn’t as noticeable as we’d like. Overall, we hope these changes make it feel a bit better against all types of Champions and other tough enemies in hard content. 
          • The Archer’s Tempo perk from the catalyst now has increased effect (just on this weapon). 
              • The standard draw time scalar for Archer’s Tempo is 0.75x, it is now 0.5625x on Leviathan’s Breath. 
          • Added a small delay before detonation on Champions, minibosses, and bosses – this allows the impact to stun an Unstoppable Champion and the detonation to deal bonus damage against the stunned Champion. 
          • Damage changed to be more of an even split between impact and detonation, and increased damage across the board by ~50%. 
              • Overall damage vs Champions is roughly doubled (even more compared to shooting an un-stunned unstoppable Champion). 
      • The Huckleberry had an underwhelming engagement range, updated zoom based on the change to baseline Submachine Gun zoom. 
          • Increased zoom stat from 13 to 15. 
      • Our experiment with pushing Xenophage into harder-hitting but slower-firing didn’t pan out, so we’re increasing the rate of fire and adjusting damage back to what it was. 
          • Increased rate of fire from 100RPM to 120RPM. 
          • Reduced damage per bullet to match the previous. 
          • Doesn’t benefit from the Season 17 Machine Gun damage buff vs bosses. 
      • Le Monarque is too oppressive when combined with external damage buffs, but we felt that it could be stronger in PvE – with this change combined with the damage buff change above we’ve introduced a 60-resilience gate on killing a Guardian in PvP with a crit while in an Empowering Rift or similar. 
          • Reduced poison tick damage vs players by 25%. 
          • Changed poison damage type from burn to poison (this is largely housekeeping, not gameplay-significant). 
          • Increased poison tick damage vs AI by 50%. 
      • Lorentz Driver can be difficult to fight against in PvP, in part because it does very high body shot damage. With this change, getting left super weak by a body shot should be less common, though we’re keeping an eye on how this change lands and may revisit it later.  
          • Reduced body shot damage against players by 20% (this will also prevent it from being a one-hit kill with a body shot while in an Empowering Rift, combined with that change). 
          • Body damage reverts to old behavior when in the weapon’s damage mode. 
          • Precision damage in any mode unchanged. 
      • Skyburner’s Oath felt like it didn’t have a niche, except for airborne memes, so we’ve made a bunch of changes aiming to improve its ease of use, give it some more utility and really push it into that airborne role. 
          • Increased ADS projectile speed to 9999 (i.e., this projectile is now hitscan). 
          • Both ADS and hip-fire are now 150 RPM. 
          • Hip-fire projectile no longer tracks, but arcs similar to a Grenade Launcher and has a larger detonation size than ADS. 
          • The hip-fire detonation also applies a burn to targets. 
          • The bonus range from the Masterwork has been rolled into the base stats of the weapon. The Masterwork now grants bonus reload speed instead. 
          • Has the highest Airborne Effectiveness stat of any weapon in the game (35). 
      • The Last Word plays very differently on mouse and keyboard than it does on controller, but the disparity doesn’t need to be that large. We’re keeping an eye on this one too. 
          • Reduced mouse and keyboard recoil penalty from 33% to 22%. 
      • Arbalest is more dominant than intended in hard PvE content, able to fill the anti-barrier role as well as shield breaking and boss damage. We’ve made a fairly small adjustment here but may need to look at it again in a future Season. 
          • Reduced damage vs Champions by 25% (will still break barriers in one hit). 
      • Graviton Lance’s catalyst didn’t help the weapon enough, and we wanted to give it a bit of a boost. This change gives it some interesting utility in PvE and PvP, particularly with the buff to Exotic Primary weapons in The Witch Queen. 
          • Catalyst changed from granting Hidden Hand to granting Vorpal Weapon and Turnabout. 
      • Grand Overture’s most recent adjustment switched the missiles to fire in bursts of 5, which allows for more granularity in unloading that damage, but sometimes you just want them all to fly out at once. 
          • Reduced time between bursts when in missile mode. Holding the trigger will now fire all missiles in a continuous burst, tapping will fire 5-round bursts. 
      • Coldheart: Arc damage type update, and Coldheart’s Exotic trait more or less being “is a Trace Rifle” no longer fits in a world with Legendary Trace Rifles. The ease of use on sustained damage was also pretty low. 
          • Sustained damage creates an Ionic Trace and collecting an Ionic Trace grants energy to all your abilities. 
          • Increased grace time before the damage ramp clears from 0.113s to 1.0s. 
      • Prometheus Lens: Solar damage type update, and generally this needed some tweaks to be viable 
          • Sustained damage applies a more useful burn to targets. 
      • Wavesplitter: Void damage type update, and the power-cycling mechanic was interesting but ultimately hard to capitalize on. 
          • Power level no longer cycles randomly, the default damage output is the same as the old middle tier. 
          • Picking up an Orb of Power now grants 10s of maximum power and caps at 20s, up from 5 and 10. 
          • Now suppresses targets while granted this mode by picking up an Orb. 
      • Osteo Striga’s projectile somehow shipped rotated by 90 degrees, looks a bit weird. 
          • Corrected rotation on the projectile model. 
      • Lord of Wolves is kind of a Shotgun, but has its own custom tuning. It wasn’t impacted by the previous Shotgun change, and was much too strong with Shotguns and Fusion Rifles getting reduced range, this brings it more in line.  
          • Reduced damage falloff start and end by 25%. 

Perks 

Note: Where an enhanced perk exists and an adjustment is needed, it’s been adjusted in the same way. 

      • Snapshot Sights has felt mandatory on Sniper Rifles forever, with this change a Sniper Rifle with Snapshot will feel about the same, but one without Snapshot will feel a lot snappier. 
          • Increased ADS animation speed scalar from 0.5 to 0.75 for Special ammo weapons, Primary ammo weapons are unchanged. 
      • Opening Shot has felt mandatory on Shotguns forever, in large part because it gives part of its buff as a damage falloff scalar – this isn’t something we like on short-range weapons. You can still feel the range bump with this change unless range is already capped, but it won’t let weapons push completely outside their intended engagement ranges. 
          • Removed damage falloff scalar. 
          • Increased range stat bonus from +20 to +25. 
          • Other stats from this perk are unchanged (+20 aim assist stat, 5% reduced accuracy cone angle, 10% reduced accuracy cone growth). 
      • Full Choke has been the go-to magazine perk forever (justified or not) – with this change other magazine options should be competitive. 
          • Increased spread angle scale from 0.95 to 0.9625 (i.e., narrows the spread a little less). 
      • Smoothbore has always felt like an awkward magazine perk, so we’re buffing it a little. 
          • Reduced spread angle scale from 1.1 to 1.075 (i.e., widens the spread a little less). 
      • Desperado is a strong perk in its current form, but we’d like to be able to put it on more weapons without breaking PvP. With this adjustment it’s still strong, has more PvE utility, and can be applied to Pulse Rifle subfamilies aside from High Impact if desired. 
          • Increased fire recovery scalar from 0.415 to 0.7 (i.e., doesn’t fire as fast with the perk active). 
          • Reduced duration from 7s to 6s, added a timer to the buff text. 
          • Removed the PvE damage penalty. 
      • Air Assault was shelved a long time ago, but adding the Airborne Effectiveness stat gave us the opportunity to turn it into a perk that actually does what it says on the description. With this change, airborne gunplay while wounded will be much more effective. 
          • Rebuilt now grants up to +60 Airborne Effectiveness stat when wounded (same trigger conditions as Eye of the Storm). 
      • Mulligan was never quite strong enough to warrant a pick previously, but buffing it would have been risky on Special weapons. With this change, it’s useful on rapid-fire Primary weapons where you don’t expect every shot to hit, occupying a similar role to Triple Tap (but inverted). 
          • Increased chance to return ammo on a miss from 20% to 35% on Primary ammo weapons. 
          • Unchanged on Special and Heavy ammo weapons. 
      • Compulsive Reloader shipped a little weak, with this change you can really feel the reload speed bump. 
          • Increased reload stat buff from +40 to +50. 
          • Added a 0.95x reload animation scalar. 
      • Adagio was allowing for a one-hit body shot kill with slug Shotguns. While this is possible with other perks such as Swashbuckler, the investment required to trigger the perk is much too low for that power bump. With this change a slug Shotgun with Adagio will be less of a monster in PvP, but will still be able to get headshot kills at greater ranges with the perk active. 
          • Reduced the damage bonus for Shotguns from 30% to 20%. 
      • Icarus Grip will now grant the Airborne Effectiveness stat instead of its previous airborne accuracy penalty scalar. 
          • Removed airborne accuracy scalar, now grants +15 Airborne Effectiveness stat. 
          • Adept Icarus Grip now grants +15 Airborne Effectiveness stat and +5 Handling. 

Well, that was quite a bit, wasn’t it? Let it soak in for a while. You may need to read a few sections more than once to understand the technical speak behind it all. Heck, you might not really understand the changes until they’re in your hands! In any case, we’ll be watching the conversation around these planned changes and answering things where we can. 

Wait, More Weapon Talk? 

While the following isn’t about weapon tuning, we felt it was important to bundle the following with the mega-TWAB of upcoming sandbox information to keep players like you in the know. Just before last Season ended, we announced a list of weapons that would be rotating out of Destiny 2 activities with little time to spare. Some of these weapons could be seen as “powerhouses” in previous sandbox metas, while others were just happy to be included. 

Next Season, and the Season after, will be no different. In an effort to keep loot pools from overcrowding as we continue to develop and release sweet new pieces of gear, we’ll have a handful of weapons from Iron Banner, Nightfalls, and Trials of Osiris rotating out at the start of Season 17. We’re also including a list of weapons that will be rotating out in Season 18 in hopes of giving you a full Season to target anything that might be missing from your collections. 

Leaving loot pools at the beginning of Season 17: 

  • Iron Banner 
      • Occluded Finality Sniper Rifle 
      • Finite Impactor Hand Cannon 
  • Nightfalls 
      • The Comedian Shotgun 
      • Palindrome Hand Cannon 
  • Trials of Osiris 
      • Shayura’s Wrath Submachine Gun 
      • The Messenger Pulse Rifle 

Leaving loot pools at the beginning of Season 18: 

  • Iron Banner 
      • Peacebond Sidearm 
      • Archon’s Thunder Machine Gun 
  • Nightfalls 
      • PLUG ONE.1 Fusion Rifle 
      • The Hothead Rocket Launcher 
  • Trials of Osiris 
      • Eye of Sol Sniper Rifle 
      • The Summoner Auto Rifle 

Note: Season 18 is a ways out! Weapons included in our planned rotation are subject to change.  

While we don’t have any firm plans to share, we can note that the team is aware of the feedback surrounding weapon rotations and availability and looking at opportunities in the future to address it. To keep expectations in check, this is likely a longer-term investigation, so don’t expect too much news over the next Season. Once we have more information, we’ll be sure to let you know. 

Stay tuned  for announcements on weapon rotation info and new weapons coming to each activity. 

Near Term Abilities Tuning 

With weapons talk out of the way, let’s shift back to some near-term conversations and happenings in Destiny 2. Well, in the near term, we do have some tuning for abilities and Exotic armors in the Crucible as well. Next Tuesday, April 26, Destiny 2 Hotfix 4.0.1.1 will become available with the following changes:


  • Axion Bolt base cooldown increased from 91s to 152s. 
  • Titan Barricade’s base cooldown when the Bastion Void Aspect is equipped is now 82s, up from 53s. 
      • This matches the recharge rate of Warlock Rift. 
  • Offensive Bulwark now provides 60% less bonus grenade energy regeneration in PvP game modes. 
  • Whisper of Chains now provides 15% bonus damage resistance against players when near a Stasis crystal, down from 25%. 
      • Unchanged vs. PvE targets. 
  • Renewal Grasps 
      • While equipped, Renewal Grasps increases the base cooldown of the Duskfield Grenade from 62s to 152s. 
      • The outgoing damage penalty applied to player victims in the Renewal Grasps’ Duskfield Grenade reduced from 50% to 20%. 
          • Damage unchanged vs. PvE targets. 

Stay tuned for the full patch notes article, planned for release alongside the hotfix!  

Gambit Labs – Mote Thief  


Looking to next week, we also have our second run of Gambit Labs coming into play. Invasion Swaps went off well, giving us great data and feedback on Mote dunking, invasion cadence, and primeval healing in a world where you invited opponents onto your playing field when hitting certain thresholds. For this edition of Labs, we’ll be experimenting with Mote Thieves starting on April 26.

Fundamentally, the original concept of the invader was Guardian as Taken Terror, overpowered and dangerous — something new to have to fight. While that is very compelling, we don’t believe it is the only compelling invader fantasy. We believe the sneaky Mote Thief is worth exploring, too. 

      • Normal Mote drain from having two Blockers is disabled.  
      • Instead, every second the invader is invading, one Mote drains directly from your bank to the invader’s bank. 

Keep in mind, invaders need to be near the bank in order to drain Motes. This won’t be too much of a hide-and-seek affair. Do you prioritize clearing the active front of enemies, or do you help your teammates address a beefed-up Titan relaxing behind their Barricade, looking to steal some of your hard-earned Motes? Hunters may throw a Smoke Bomb or two in an effort to jam up your radar, while Warlocks could throw a strategically placed Well of Radiance directly above your bank, making it easier to fight alongside the Taken Blockers they just sent over. 

We’re looking forward to your feedback and will be watching the conversation throughout the week. 

Prime the Drop Pod… for Rewards 

Just yesterday, I was discussing some fun Ghost Shell options with a friend seeking a new look for their companion. While it started with the question of “What looks best with the Butterbark shader?” it led to some fun commentary on cosmetic rewards in Destiny 2. Funny enough, this little Ghost Shell happens to be a part of this month’s Prime Rewards drop! Don’t know what I’m talking about? Well, here’s the quick summary: Sign up for Prime Gaming, link your Bungie.net account, get the sweet cosmetics listed below, with more rewards coming in future months. Seems simple, right? Well… it is! Lined up for this month, we have a killer Sparrow, a few ships jammed into one, and a fun little dance to do in the Tower. 

  • Tip of the Spear Exotic Sparrow 
  • The Tall Tale Exotic Ship 
  • Drop Pod Legendary Ghost Shell 
  • Taunt Dance Legendary Emote 

What… is Your Quest? 


 

It can be somewhat tricky keeping track of every quest that Destiny 2 has to offer. On occasion, quests may be abandoned to make some space in inventory, or to help focus on some of the more important storylines a player is completing. Where do quests go when they’ve been abandoned? While an easy answer for some, not all in the community are aware! This week, Destiny Player Support has a rundown on hotfix timelines for next week, as well as some general guidance for players seeking to cross a bridge on their journey to find the Holy Grail.  

This is their report. 

CONTEST MODE EMBLEM GRANT 

Players who completed the Vow of the Disciple raid during the 24 hour extension of Contest Mode have been granted the Day at the Pyramid Triumph and The Cleaver emblem.  

Qualifying players will need to visit their Postmaster and claim the Lost Package to unlock the Day at the Pyramid Triumph. Claiming this Triumph will then drop The Cleaver emblem. 

QUEST ARCHIVE 

Players who are missing quests or who are attempting to reacquire previously abandoned quests should visit the Quest Archive in the Tower Courtyard, located next to the Postmaster. From here players can reacquire abandoned quests, organized by quest type. 

Players who are unable to locate their abandoned quests at the Quest Archive should also verify that they have checked all the vendor pages of the vendor who originally provided the quest. 

HOTFIX 4.0.1.1 

Next Tuesday, April 26, Destiny 2 Hotfix 4.0.1.1 will be released. View our Destiny Server and Update Status page for maintenance times, as well as the timeline below:     
  • 9 AM PDT (1600 UTC): Destiny 2 maintenance begins.    
  • 9:45 AM (1645 UTC): Destiny 2 is brought offline.     
  • 10 AM (1700 UTC): Destiny 2 Hotfix 4.0.1.1 will begin rolling out across all platforms and regions.     
  • 11 AM (1800 UTC): Destiny 2 maintenance completes. 

Below is a list of some issues that are scheduled to be resolved with Hotfix 4.0.1.1: 

  • The Summoner Auto Rifle from Saint-14’s reputation rewards is missing a Masterwork slot. 
  • The Lightblade and the Birthplace of the Vile Grandmaster Nightfalls did not count towards the completion of the Total Conquest Triumph. 
  • In Gambit, the Primeval’s shield sometimes did not successfully drop after defeating the Envoys. 

KNOWN ISSUES 

While we continue investigating various known issues, here is a list of the latest issues that were reported to us in our #Help Forum
  • The Renewal Grasps’ damage buff does not always function within a Duskfield Grenade’s area of effect. 
  • The Sweet Sorrow Auto Rifle has an overly bright muzzle flash.
  • Words in text chat may display vertically. This can be resolved by restarting Destiny 2. 
  • Lumina’s muzzle flash is bright compared to other hand cannons. 
For a full list of emergent issues in Destiny 2, players can review our Known Issues article. Players who observe other issues should report them to our #Help forum

Lights, Camera, PvP Domination 


 

Hippy: OK, phew. That’s a lot of words you had to pore through before getting to some dope community-created content, but lots of cool things we’re excited to share and even more are comin’ down the pipeline. While we inch closer and closer to the finish line of the current Season, we’ve got some delectable art and movie pieces to enjoy. The first one is too good to pass up; a beautifully edited video showing off some PvP domination while still somehow being a wonderfully choreographed experience made by one heck of a team. The second? Well, the second you should just watch, especially if you’re a Cayde fan.  

Movie of the Week: Wake Up 

Movie of the Week: The return of Cayde-6 

Weekly Art Stop 


 

Sam: Gosh I love Thursdays so much. The past week has been pretty magical on the Creations page, not that it isn’t every week, but you’ll see what I mean. Up this week, we have an introduction to Titan etiquette as I am personally trying to learn the way of the punch, but as a Warlock-main, the struggle is real. And because we cannot pass up a hauntingly beautiful drawing of one of our favorites, we have Sathona. 



As always, don’t forget to tag #Destiny2Art, #AOTW, and #MOTW to get a chance at that spotlight for your own creative contributions. Plus, we just love to see ‘em, so keep ‘em coming!  

Seven is the Magic Number… 

Depending on when you’re reading this, Trials is returning tomorrow after a short hiatus. It’ll be another Labs weekend featuring Capture Zones! Last time Trails was available, a pesky little bug had slipped in, granting a few additional Adept rewards to players on Confidence passages. 

Well, good news everyone! This was sort of a feature. While we discussed this in the patch notes on Tuesday, I still wanted to take a moment to highlight this change. Over the last few Seasons, we’ve seen some great feedback and data on Trials rewards. One piece of feedback specifically speaks to the Flawless pool that’s enabled each Sunday. While this creates a more welcoming environment for those of differing skill levels in the non-Flawless pool, we have heard feedback from those in the Flawless pool that things feel a bit more competitive without much of a change to rewards output. 

Moving forward, any player in the Flawless pool who is at the seventh win of a given passage will have chances for Adept weapons to drop post-match. Whether you still have Flawless passage or ended up with a couple losses under your belt, you’ll continue to have chances for post-match Adept drops once you’ve reached seven total wins. We’d been working on this change for a bit, but a small issue led us to backing out the change just before Season 16 began. Through that process, an alternate bug was introduced on Confidence passages, giving a slight preview of changes to come. Pardon our dust! 

In any case, we’re looking forward to watching the feedback roll in this weekend. I’ve heard this reward might be desirable for those who enjoy longer views on the battlefield. I never did snag a good roll on [REDACTED], so I’ll be spending some time in there this weekend. Maybe I’ll see you out there? 

With this 9k (our editor rounds up) behemoth of a blog article in the bag, I’m taking a few weeks off to relax in the… rain? Sun? You never really know during a Seattle spring. Whatever the weather, it’ll be nice to spend some time focusing on physical and mental health. There’s not a single doubt in my mind that I’ll play some Destiny (especially with some fun events on the way), but I might just hop in a car and start driving without a specific destination in mind. Maybe I’ll end up on a mountain, or maybe I’ll take a walk on a beach. Who knows where the road will take me. Now that we have more hands on the Community Team, we each have a few more opportunities to take a breather.

I hope you’re able to find some time this year for the same. Be kind to yourselves, to each other, and I’ll see you again soon. 

Cheers, 

-dmg04 

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Destiny 2 Update 4.0.1

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Activities 

  • The Wellspring: Attack: 
      • Fixed an issue that could cause teams to incorrectly wipe on PED difficulty during the ritual disruption phase of Attack if they completed the objective with only a few seconds left on the clock. 
      • Added failsafe to all carry objects in the ritual and boss phases so that they respawn in a reachable location if they are never picked up for 30 seconds. This should unblock the activity if they somehow spawn or fall out of bounds. 
  • Altar of Reflection 
      • Fixed an issue where the Altar of Reflection was not appearing, blocking players from completing Evidence Board Quest: Report: ALTAR-REFLECT 
  • Lost Sectors 
      • Fixed an issue where Rare (blue) engrams were dropping from PED Lost Sector chests 
  • Vow of the Disciple 
      • Fixed an issue where players could bring relics out of the Exhibition area. 
      • Fixed multiple places where players could get out of environment. 
      • Fixed an issue where the Resonant Shard timer would not decrement. 
      • Fixed an issue where the Symmetrical Energy triumph would trigger inconsistently. 
      • Fixed an issue where Rhulk would sometimes not transition back to his initial phase properly. 
      • Fixed an issue where players could have one of Rhulk’s weakspots open prematurely by depositing Emanating Force late in the encounter loop. 
      • Fixed an issue where The Caretaker could be permanently stunned before being able to deal damage. 
      • Fixed an issue where players could spread Leeching Force and charge it at the same time. 
      • Fixed an issue where The Caretaker’s dynamic health threshold UI would not consistently display for all players. 
  • Throne World (Freeroam): 
      • Fixed an issue where runes could appear before activating deepsight, and couldn’t be revealed again if player didn’t complete puzzle from the first try. 
      • Fixed an issue where a material node in Miasma bubble was not appearing. 
      • Fixed an issue where players could duplicate the Resonant Charge carry object. 
      • Fixed issue with available lucent executioner not rotating out of Flourescent Canal. 
      • Fixed issue with qualichor pursuit auto-completing reward step. 
  • Gambit: 
      • Fixed an issue where stacking the Primeval Slayer buff also ramped up super recharge to larger than intended rates. 
      • Fixed an issue where players could spawn into maps early by defeating themselves in the ready room. 
      • Fixed an issue where players would see an empty box next to enemy player names when invading. 
          • This should now consistently show the enemy players’ class icon 
      • Fixed an issue where placing Titan Barricade through the Allied Invasion Portal could disable said portal. 
  • PsiOps: 
      • Fixed an issue where revives did not award points for scoring. 
      • Fixed an issue where enemies sometimes didn’t spawn after entering the Dark Forest area. 
  • Trials of Osiris: 
      • Fixed an issue where Adept Trials weapons were dropping for wins past 7 on a Passage of Confidence without first requiring a Flawless ticket. 
          • Dev note: Funny enough, this is the biproduct of something we’ve been working on over the last season to improve Adept drop rates post-flawless, as well as help the Flawless pool feel more rewarding… which leads us to the next patch note! 
      • Once players have gone flawless in a given week, they now have a chance of earning Adept Weapon drops on any Trials Ticket that has earned 7 or more wins while the Flawless Pool is active, regardless of loss counts. 
          • This will reset weekly. 

UI/UX 

  • Invites 
      • Updated audio and visuals when receiving Fireteam Invites, Bungie Friend Requests, and Clan Invites 
      • Fixed an issue preventing Clan invites from consistently showing a tooltip within the Invite Management section of the Roster 
  • Roster 
      • Updated visuals on Roster nameplates to improve legibility, particularly when a player is using a nameplate with a bright background color 
      • Added a new privacy setting provide more control over who may see your Cross Save-linked identities. 
      • The Share Platform Names setting may be found in the Social Preferences tab on the Roster screen. 
      • Fixed an issue where Player Search would not consistently refresh info for a searched player if they changed various social or investment states, mid-inspect. 
  • Dares of Eternity 
      • Fixed an issue that was preventing the Dares of Eternity header UI from displaying game mode information during the activity intro cinematic. 
      • Fixed an issue that was causing icons in the reputation tooltip to appear squished. 
      • Seals and Triumphs 
      • Fixed an issue that prevented Seals from sheening when a triumph within them was available to claim. 
      • This could lead to situations where a pagination button would show something was ready to claim on another page but no seals would sheen when you changed pages. 
  • Text Chat 
      • Virtual keyboard support is now available for console text chat 
      • Updated text chat messages sent by the Destiny services to be more easily distinguished from Local chat messages 
      • Fixed an issue that could soft lock console players who attempted to send text chat whispers to other players 
      • Whisper chat has been disabled for console players while the team investigated this issue but is now re-enabled and available to all platforms 
      • Inventory 
      • Updated the background color for the number indicator on inventory item stacks that are full 
  • Director 
      • Increased the subtitle opacity on tooltips within the Director to improve legibility 
  • Seasonal Artifact 
      • Increased the opacity of mods within the Artifact screen that are still locked to improve legibility 
  • Miscellaneous 
      • Updated the Sort button UI to be consistent across all screens where it is present 
      • Shifted the Sort button upward to fill the space left by the removal of the Shaders tab alongside The Witch Queen 

Sandbox 

  • Weapons 
      • Fixed an issue where the “Eyes of Tomorrow” rocket launcher was not tracking as intended and would sometimes kill the wielder. 
      • Fixed an issue that was causing the “Empirical Evidence” sidearm to be less stable than intended. 
      • This has been updated to be closer in feel to the “Breachlight” sidearm. 
      • Fixed an issue where the “Explosive Personality” grenade launcher was displaying the wrong RPM stat in the crafting screen. 
      • Fixed an issue where the “Adaptive Munitions” perk would no longer increment when the target had a weaken debuff. 
      • The damage bonus from the “Bait and Switch” perk has been increased from 20% to 35% 
      • Fixed an issue where Drifter would always give the Stasis Containment Device from The Stasis Prototype Quest after the quest is complete. 
      • Fixed an issue where “Immovable Object” and “Tilting at Windmills” had unclear descriptions. 
      • Fixed an issue where grounded sword light attacks off an edge can be looped until the player runs out of ammo, letting the player move long distances through the air. 
      • Fixed an issue where the Divinity exotic weapon has two kill tracker columns. 
  • Weapon Crafting 
      • Adjusted Enhanced Chain Reaction and Enhanced Field Prep to provide benefits to more archetypes.  
      • Added an additional Deepsight Resonance extraction option that focuses only on Neutral Element. 
      • Added a consumable item that allows viewing of Element counts. Acquired from the Relic Conduit. 
      • Fixed an issue where the Father’s Sins Wellspring Sniper rifle didn’t initialize the kill tracker as active on crafting the weapon 
  • Armor 
      • Made adjustments to the physical melee scalar on Wormgod and One-Two Punch to prevent high damage output. 
      • Hopefully this completely removed the ability for Guardians to delete raid bosses in 4 shotgun blasts and two punches, but we’ll be watching for the next mega-melt strategy… 
      • Fixed an issue where elemental Siphon mods for helmet head armor cost glimmer to apply for each armor elemental affinity. 
      • Fixed an issue where Osmiomancy Gloves lost a grenade after dying. 
      • Fixed an issue where the activator for Exotic Hunter perk Voltaic Mirror could become perpetually enabled. 
      • Fixed an issue where players could continue to block a few seconds after the Arcstrider Super deactivated while wearing Raiju’s Harness. 
      • Fixed an issue where the countdown for the Resist buff perks were not synced with the duration of the Duskfield Grenade. 
      • Fixed an issue where the Shield Throw Void Melee was not giving the Fury Conductor buff for the ACD/0 Feedback Fence Exotic. 
      • Fixed an issue where sidearm mods were not dropping. 
  • Abilities
      • Fixed an issue where players could cancel Nova Warp’s cast sequence and spawn the initial detonation blast without costing Super energy. 
      •  Fixed an issue where Devour would sometimes grant less buff time if multiple targets were killed very rapidly. 
      • Added aim assist targeting to enemy Axion Bolt secondary projectiles to help players hit bolts that are chasing themselves or allies. 
      • Fixed an issue where the “Echo of Instability” fragment was not activated by initial explosions from Void Spike Grenades. 
      • Fixed an issue where players could remain Invisible by timing a Sword attacks with invisibility activations. 
      • Fixed an issue where the Hunter ornament, Nemean Strides, appears twice in the transmog menu when acquired and equipped. 

Collections and Customization 

  • General
      • Fixed an issue where multiple vehicles had missing flavor texts when viewed from their details menu. 
      • Fixed an issue where Prime Gaming entitlements didn’t unlock the One of US emblem in Collections. 
      • Fixed an issue where the “Ruinous Clash” shader appeared twice in the appearance customization menu. 
      • Fixed an issue where the “Paragon” Vanguard shader appears twice in the shader customization screen. 
      • Fixed an issue where the seasonal shotgun Reckless Endangerment couldn’t be reacquired from Collections after being dismantled. 

Clans 

  • General
      • Fixed issue where players have clan banners going into their postmaster every time the went to orbit 

Platforms and Systems 

  • PlayStation 4 
      • Background compatibility files now download at full speed while Destiny 2 is running. 

Miscellaneous

  • General
      • Several stability and crash fixes. 
      • Fixed an issue where seasonal pursuit weapon ornaments were not available on the exotic archive vendor. 
      • Fixed an issue where Exotic armor purchased from Xur had slightly different stats than advertised. 
      • Fixed an issue where Rahool Destination Material purchase options were not rotating with daily reset. 
      • Updated Vanguard ritual bounties to gate status effect bounties on matching element burn weeks. 
          • Ex: Void bounties should appear when Void is a featured element on the Vanguard Ops playlist. 
      • Fixed an issue where the Seasonal challenge for Scorn strike bosses could be incremented by completing any strike. 
      • Fixed an issue where Vostok and Eternity Crucible maps were not being weighted heavily enough for Season 16. 
      • There is now a tip leading to the Bungie.net/MentalHealth help page. 
  • Localization 
      • French: Fixed an issue where The Flow, The Metal emblems did not have text strings. 
      • Italian: Fixed an issue where Vanguard OPS weekly challenge objective tooltips would overlap. 

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Community Focus – InDeeDee

In kindness and in good faith, one Twitch Mom takes the streaming world by storm while brainstorming some amazing ideas for the world of Destiny. 

Part of the beauty of this ongoing Community Focus series is that it’s about celebrating everyone. The streamers, the crafters, the passionate players, the accessibility-drivers; every Guardian that makes up the Destiny 2 community has a little something special they bring to the world, and our latest spotlight is no exception. Meet Dee, also known as InDeeDee and – in her community – known as Twitch Mom. She is a Brit living in Australia doing what she can to make the gaming community a little bit brighter. She’s also very adamant that her name is not in relation to Pokémon, and that she came before her cartoon counterpart (so take that).  

Ready to get started? Let’s rock ‘n roll, buckaroos!  

Stoked to have you chatting with us today, Dee! Before we get rolling here, tell us a little bit about yourself! Who are you, how are you, what’s the good word?  

Hey everyone! I’m InDeeDee (not the Pokémon – I had the name first), but please call me Dee. A little bit about me? Hmm, I’m a gamer wife, a cat and Twitch mother, as well as a lover of all things fantasy and science fiction. I love to cook, I love to create anything my mind can come up with, and I love to inspire. I also recently moved to Australia from the United Kingdom for my marriage, so needless to say there has been a little bit of an adjustment period going on for me [laughs].  

Regarding games, I will play almost anything, though I can’t do the horror genre. I just really love to create content on anything that tickles my fancy. Destiny has definitely been my go-to game both on and offline. There is just something really relaxing when grinding for “pinnies” (Pinnacles), or just driving my Sparrow around the EDZ. Outside of Destiny, I teach streaming tips via my own personal little Twitch stream school based on my own past experiences.  

I love the term “Twitch Mom,” I think that’s adorable! One thing is for sure, the positivity in your community is absolutely infectious and your community seems to be the absolute sweetest. What made you want to start streaming in the first place?  

Aw, thank you so much! I started streaming because a close friend once told me, “You’re a bit of a socialite, you should stream.” Back then, I didn’t really pay much attention to him because he had only just gotten into streaming himself and my main focus was just to support him. But after a bit of nagging, he eventually roped me into trying it out for myself and honestly? It has been the best decision I have ever made. It helps me to spread a little positivity, and it helps me to be seen in a positive way, so there will always be a part of me that will be thankful to him for giving me that nudge.  

Friends supporting friends, you love to see it. Speaking of streaming, making content and creating communities is hard work and it requires a lot of focus. It’s also a massive investment! What sort of ups and downs have you had when creating your own mark on Twitch? Any advice for newcomers hoping to leave their own mark in gaming?  

This is a great question because I, like most, have had some serious lows, but the highs have always outweighed that for me. First and foremost is that being a Black woman gamer has been a challenge, as diversity has always seemingly been lacking in the gaming scene. So, when it came down to building a community in a scene that was dominated by a particular demographic, I kept pushing the boundaries I felt I was going up against and continued to reach out to others while joining other supportive communities. Because of that, I was able to create something that made me feel safe and confident, which I hope helped encourage others to feel the same.  

For anyone coming into the gaming world, my advice to you is to always believe in your own light, because that’s what people will notice you for.  

 

As a lover of puns, I am choosing to believe that the last part of that answer was a Destiny reference. Nice. Oh look, a segue! I love your Destiny content, specifically, especially when you stream raids! When did you get into Destiny and how has your relationship with this universe changed over the years? 

Thank you so much! I do love me a good raid; I’m still very proud that my team managed to clear the Vault of Glass, Deep Stone Crypt, Last Wish, and the Garden of Salvation raids (consecutively) in four hours and twenty-six minutes. It was such a proud moment for us and oddly, we know where we can shave even more time off now.  

Regarding when I started to dive into Destiny, it was pre-alpha for Destiny 1. A small group of us were able to be a part of the magic, as it was being created, as play testers and it’s been a heck of a journey since then. I will be honest though, my love for Destiny 1 was up and down, which caused me to take a small break when playing the first game. The breaks never lasted long because I kept finding people that loved playing and it always got me excited again to jump back in. When Destiny 2 dropped, I was excited because I loved the new changes from the first game. What I do love about Destiny 2 in comparison is that the story is so much more fleshed out. Yeah, the first Destiny had a story, but it felt like the skeleton of the series. Seeing the progression of it all through the years, though, has made me so happy. The narrative has really pushed my love for the game way higher, especially with how Beyond Light felt like it was getting us prepped for The Witch Queen, which has been phenomenal.  

The story has been one of my favorite parts too, and the ability that the narrative team has to make us care about characters we never thought we’d care about (looking at you, Crow). OK, OK, let’s pivot for a second because I need to ask you a question that is a tale as old as time: Team Titan, Team Warlock, or Team Hunter? 

I am Team Hunter through and through and have been since Destiny 1, though as time moved on, I did find an affinity for Team Warlock too. But no, I’m still Team Hunter, that won’t change. I do like a good Titan on my team, though [laughs].  I think that with the building mechanics that we all have, each class has the ability to be great, you just must feel comfortable in said abilities. I will add though that Titans need a little bit of Bungie love now, although Thundercrashing raid bosses in one damage phase is more than a little interesting. As a Hunter, I can say that we’ve gotten a lot of love from the studio, I wouldn’t mind seeing that love spread around to other classes.  

Speaking of our own characters and helping them live up to their full potential, let’s get creative for a second: imagine you could build your own dream subclass, no rules and no restrictions. What would that look like?  

Oh, this is fun! If I could create my own subclass, it would be called something like Kortex or Vesyl. It would be along the lines of having poison or earth abilities, where Guardians would be able to take down enemies like the Scorn.  

The color itself would be green, because that’s my favorite color, and the supers would look something like this:  

  • A throwing scepter (similar to the Synaptic spear) 
  • Dual blades with poison abilities that behave similarly to Spectral Blades 
  • A poison bow as a Super that has up to five arrows as part of its damage 

That’s my subclass.  

OK, you pulled that out really quickly, I’m impressed! But I like where your head is out and now you’ve got me all curious: what else would you like to see come to Destiny? Any features, story arcs, or characters you’d like to see make a return?  

As a Hunter, you honestly can’t expect me to leave out Cayde-6, but I understand that’s not really possible and likely won’t ever happen, so I’ll say Colonel, his trusty chicken.  

As a lover of Oryx (which, don’t laugh, but that’s what I named my car), I would love to see him return somehow. That being said, I think it’s about time for Xivu Arath to finally make her appearance. I think we’ve all been waiting for her to arrive just because she’s the strongest of the three siblings.  

As for features, I have a long list of things I would love to see in the game, but my main request would center around three asks:  

    1. Drops: Once a player hits a certain Power level, they will never see another blue engram drop. Instead, solely Legendaries or Enhancement Cores, maybe through in some Bright Dust everyone in a while and Prisms as a special (and rare) treat. A good example of why I think this would be important is because right now, there’s no real reason to do Lost Sectors or search out random loot chests after you reach a certain level in-game.  
    2. Silver vs. Bright dust: I think that Silver should be given a newer purpose, as we know that the store items have a chance of becoming available for Bright Dust soon after in the Eververse shop. I know I’m not alone in saying that Silver would be flowing if we could use it for things like legacy cosmetics or more vault space.  
    3. Shader creation: I know this is a total long shot, but it is something I’ve wanted for a long time. Guardians, we love to make our characters look amazing, and shaders are one of the easiest ways to make ourselves stand out. So, for me, I think that rotating the shader orientation to give us a wider color palette would be awesome, that way you could tweak where the colors go and how it pulls the entire look together. That, and the ability to apply shaders onto all Exotic ornaments for weapons would be amazing.  

To be fair, I’ve been thinking about this for a long time, if you couldn’t already tell [laughs]. 

Your brain is a phenomenal place, Dee. Well now I feel comfortable getting a bit weird, so hear me out. I heard this wild theory the other day that someone pitched that they thought that we, the Guardian, were secretly the Traveler. It was so wild, I could not really follow how they got to that conclusion, but it did send me into a rabbit hole of interesting fan theories. Got any juicy ones of your own for what you think will happen next in Destiny?  

Oh, that theory is intriguing but knowing that the Traveler is a being that grants the Light to whomever it sees fit, I don’t think that theory would fully work. But that’s not to say it wouldn’t be possible, more surprising things have happened.  

The Traveler’s twin is the Pyramid so we have the Light and the Dark, but a possible theory would surround what else is out there. What others like the Traveler are out there because we’ve heard that he is possibly not the first of its kind and the Witness, I think, is the overseer of it all. In fact, I wonder if we get to see the creators of all of these races that we have and if we’re just one small part of a bigger metaverse. 

Tinfoil hat, activate. 

The Witness, that was a trip. I remember audibly gasping in a meeting when we first learned about who they are. It’s going to get interesting, that’s for sure!  

Whether it be Destiny or your streaming journey in general, is there anything you’d like to say to the gaming community at large, while we’ve got you?  

From a Destiny viewpoint, I have always treated it like a relationship, so there have been ups and downs. But overall, it has been something I have loved because it’s allowed me to find people that I can connect with, be it through streaming or otherwise.  

To the gaming community, I want us – as a group – to keep elevating one another and to fully be there to inspire the developers that make the games we love to continue making things that we, as players, can relate to and love.  

I dig it. Thank you so much for taking the time to hang out with us today, Dee! Anyone you’d like to shout out here with a special message while you’ve got the metaphorical microphone? And, before we let you go, be sure to also let the community know where they can find you and help support you in your continued journey.  



Thank you so much for having me, I’ve loved talking about all of this! I would love to give a huge shoutout to Team Swifty, my clan. We’ve got some of the most amazing people I have ever met, we have everything from Witherhoard champions to PvP gods, and I adore them all. 

For those looking to find me outside of here, you can find me on Twitch and Twitter, as well as TikTok. For those that want to watch Destiny content, I am planning a Destiny 2 tournament in the near future where I will be giving the winner Silver. We’ve run a few previously, so doing another one is really exciting to me! We’re also hoping to run raids back-to-back again to see if we can beat our former best time, though this time Vow of the Disciple will be the latest addition.  

You should definitely go support Dee if you’re looking for a positive community, entertaining stream-age, or if you’re just looking for tips on how to get started on your own journey!  

And that’s a wrap on our latest Community Focus! I know we say this every week, but we’re going to just keep beating this particular drum because it’s true: thank you to all of those in the Destiny community. The ones who aren’t afraid to be themselves, the ones who aim to be their own Light in a seemingly murky world, and the ones who inspire us. You’re all incredible and never let anyone make you feel otherwise.  

Before we let you go, be sure to check out last week’s Community Focus articles. That’s right, we had two last week! You can learn more about Prone here and the accessibility efforts of MitchySlaps here

Until next time, be kind, kick butt, and get those drops!  

“I should go,”  

<3 Hippy