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Destiny 2 Hotfix 2.8.1.2.

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Armor

  • Fixed an issue with Titan exotic Wormgod Caress which was allowing for upkeep of the Burning Fists stacking melee buff far beyond it’s intended duration.
  • Fixed an issue with Warlock exotic Winter’s Guile which was allowing for upkeep of the Warlord’s Sigil stacking melee buff far beyond it’s intended duration.
  • Fixed an issue where players could earn a Sentinel Super within 10 seconds using the Grasp of the Warmind carry object.
  • Players can no longer melee while holding on to the Grasp of the Warmind carry object.

Clans

  • Fixed an issue where the additional Clan Bounty unlocked from reaching Clan rank 6 was not being made available from Hawthorne

Progression

  • Fixed an issue where it was possible for the Small Fireteam XP Boost from the Season Pass to apply the wrong XP Boost.

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Community Focus: Aviixe

From time to time, I scour the depths of the community looking for pieces of art to inspire different builds in Destiny. Some pieces inspire my Gunslinger to embrace a darker vibe, or my Warlock to adorn the bones of a slain Ahamkara to enhance their Void abilities. Not only does this push me to some role-playing, it also improves my fashion game as I search for the perfect look for an Arc-charged Titan.

Our designers also frequently reference concept pieces to guide their hand on the feel of a season or activity. It’s pretty magical what a piece of art can do, and the subject of this week’s Community Focus has created some great content that, as a Destiny player, you can feel in your heart.

Please give a warm welcome to our friend, Aviixe.

Good morning! Hope you’re doing well. Let’s get you introduced to our wonderful community. Tell us a bit about yourself.

Aviixe: My name is Stephen, most people on the internet know me as Aviixe. I spend much of my time as a “self-taught” artist, always pushing to improve my skills, and I do commissions alongside that as well.

I played videogames pretty early into my childhood, my earliest memories being dominated by Halo and the LEGO games. My other siblings and I enjoyed playing four-person split-screen multiplayer on Halo CE, Halo 2, and Halo 3. I was always a pretty avid artist, drawing on anything and everything I could, but it wasn’t until shortly after the original Destiny came out that I decided to take art seriously. The game itself and its concept art looked beautiful, to put it simply.

You’ve got strong beginnings, Guardian. Let’s talk more about your art. When creating new pieces of Destiny art, how do you usually get started? What’s the spark of inspiration that gets you going?

A: I find just about every visual aspect of Destiny equally inspirational, whether it be a set of armor, a fun, new exotic, or a grand, gorgeous vista. But I think what I like most about Destiny are those moments of camaraderie between fellow players, strangers or friends.

Whether it’s a moment like having a dance party with some random players in the Tower, successfully completing a Seraph Towers public event without failing a charge cycle and everyone in the local chat is excited over getting the Triumph, or making a nerve-wracking comeback in the Trials of Osiris and your fireteam is recalling the highs and lows of the match. Those kinds of feelings are what I want to instill in my art.

Let’s talk gear. What Exotic have you been using lately?

A: Guardian Games has made me rediscover my love for the Sunbracers Exotic. It was actually the first Exotic armor I got back in Destiny 1, and the ornament that was introduced for it in the Black Armory season made me love it even more. The normal appearance and the ornament both look beautiful and I think it’s difficult to find an armor combination where they don’t look good. It’s also obviously very fun to be able to spam a ton of grenades with the right armor perks equipped, which made it super handy to quickly farm laurels in the Guardian Games. I don’t use Sunbracers as often as I’d like to, simply because different activities demand different loadouts, but they definitely stand out as my favorite Exotic.

Good on you for helping Warlocks secure the Silver bond from Guardian Games. Where do you find yourself most often when playing Destiny?

A: Honestly, my favorite mode is patrol. I really enjoy walking through the different beautifully crafted environments, looking through all the nooks and crannies, taking in all the little details, watching the clouds roll over or the sun setting.

I could spend hours with the HUD turned off, sitting against rocks, and taking screenshots from various vantage points. It’s kind of more fun than having an actual photo mode, though it’d be super awesome if that could be introduced to Destiny!

A true Wayfarer. You have my respect. If people wanted to follow you or your artistic endeavors, where would they find you?

Anything you’d want to say to the community while you’re in the spotlight?

A: The Destiny artists community is insanely supportive and I’m grateful for all the friends I’ve made over the life of the game. Their art is incredibly inspirational and they help me strive to be a better artist every day. Shout-outs to IanPesty, PlainBen, Lucero, Matt Oishi, COSMICraven, Lazesummerstone, Lilly, Lintu, Faysal Mekki, Dulcamarra, Marou and countless more wonderful community members. Lots of love and appreciation to my Destiny playmates as well, past and current, for providing a myriad of fun memories. Shout-outs to Gabe, Phil, Ethan, Nate, Tim, Matt, Dillon, Paul, and both Jons. Also, thanks to Bungie for all the work you do on Destiny. <3

Thank you for spending time with us, Aviixe. It’s always a pleasure to have artists in focus. Have a great weekend, and we’ll see you starside! 

If you have any recommendations for future Community Focus articles, feel free to let us know! Additionally, if you’re an artist in the Destiny community, be sure to submit your pieces to the Community Creations page on Bungie.net. We frequently share content from this portal, and grant a unique emblem, created specifically for artists, to those who are featured.
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This Week At Bungie – 5/14/2020

This week at Bungie, a new quest was discovered.  

Guardian Games has come to a close. Hunters won the first day, but Titans showed up in force to completely dominate the rest of the event. Warlocks took home the silver, and Hunters still look frabjous.

The final Iron Banner of the Season is also live this week and, along with it, players have discovered a new quest. The community has been tasked with helping Rasputin by completing Seraph Tower events and are currently working to complete the objectives on EDZ, the Moon, and Io. 

We’ve seen feedback that the Tower events are too difficult and that it’s hard to wrangle up enough people to join the cause. We have made some server-side changes to lower the difficulty of the event to help alleviate frustrations and increase your success rate. 

We made an error when we calculated how many completions were required, so yesterday we introduced bonus multipliers to help the community’s progress and get you all on your way to the next step. You can read more details on the changes we made here.


Max Power Level

Back in February, Luke spoke about upcoming plans for Legendary gear infusion. The Destiny Dev Team has more details on how this system is going to work. 

Destiny Dev Team: Today we’re going to talk about changes to the Infusion system that are coming to Destiny 2.  These changes are going to be visible starting in Season 11 but won’t start impacting your arsenal until Season 12.  More on that in a bit.

We want the sandbox to feel interesting, exciting, and dynamic, and to evolve in compelling ways over time in the same way that the game evolves. Our weapons are the primary way that players interact with the world, and Season over Season we want players to discover new weapons that feel powerful, have interesting new perks to explore, and power the builds that players craft in new and unexpected ways.

The changes to the Infusion system we’re talking about today are designed to promote the following:

  • We want you to more frequently earn and enjoy more powerful and standout gear.
      • Right now, if a new Legendary weapon isn’t better than the current best-in-class, there is no reason to replace your existing weapon with it.
      • If a new Legendary weapon is better than the current best-in-class, we risk power creep, removing challenge from the game, or making the item mandatory/the only option for challenging activities.
      • Both above points apply equally to new mods and perks, as well.
  • Powerful weapons can be era-defining, but eventually those eras need to end so that new eras can begin.
      • We want strong weapons to have their time in the sun, and whenever possible we want you to expect and prepare for powerful gear to cycle out of the endgame meta.
      • We can’t solve this by just making weapons that are always “better” than the previous ones. This will steadily lower time-to-kill in both PvP and PvE, until the combat sandbox is neither fun nor tactical.
  • We also want to foster a gradually evolving meta that regularly promotes experimentation and debate.
      • We believe Destiny is at its best when you have new desirable things to pursue and when you have active debates with your clanmates about which of those new things to bring into the new raid, or which is going to be hot in Trials next Season.

With those goals stated, let’s break down how the changes will work:

  • Each Legendary weapon and piece of armor will have a Max Power Level it can reach through infusion.
      • Exotics will not have a Max Power Level.
  • The Max Power Level for these items will be set at the player Power Cap attainable 3 Seasons after its release Season (4 Seasons total).
      • This means all Legendary gear has a one-year span of time during which it can be used in activities where being at or near the player Power Cap is important (difficult and Power-enabled activities).
  • The Max Power Level for these items will be visible in game in Season 11, but no items will be at their Max Power Level at the start Season 11.
      • This means all your gear will be relevant in all activities during Season 11.
      • You’ll be able to see what the Max Power Level is for all your gear, and plan accordingly.
  • At the start of Season 12, weapons and armor released in Seasons 1-8 will have a Max Power Level at the Season 11 player Power Cap
  • Gear from Seasons 9, 10, 11, and 12 will all be infusible to new player Power Caps for 1 year after their release.
  • Weapons and armor from the Last Wish and Garden of Salvation raids, will be granted exceptions and will have a higher Max Power Level”

Example of how Max Power Levels will be displayed in Season 11

Those are the basics. But you may have additional questions, such as:

  • Can I still use gear that has reached its Max Power Level?
      • Yes. You will always be able to equip and use any piece of gear.
      • Reaching the player Power Cap is beneficial, but not strictly required, for most activities in Destiny. You can continue to equip and use all gear in these activities.
  • This applies to armor as well as weapons?
      • Yes – all Legendary gear that provides Power will have a Max Power Level.
      • Starting in Season 12, armor will no longer have a Seasonally rotating fourth mod slot. Instead, there will be a mod slot that accepts mods introduced into the game throughout a full year. We recognize that the current need to replace your armor every two to three Seasons, and hoard armor from past Seasons, is undesirable.
      • Transmogrification, which we talked about in the TWAB last week, will give you the ability to keep your favorite looks and apply them to new armor pieces with higher Max Power Levels.
  • When gear drops after its debut Season, what will its Max Power Level be?
      • It will have the same Max Power Level as it did in its initial release Season.
      • Note, this is different than gear that is re-issued. See next question.
  • Will gear ever have its Max Power Level updated?
      • Not directly, but gear can be re-issued in future Seasons.  
      • These re-issued versions will have a new Max Power Level based on the Season in which it is re-issued. 
      • We’re going to experiment with how and when gear is re-issued into the game throughout Year 4.  Let us know what you think of the different methods as you experience them.

We’re sure you’ll have more questions that aren’t covered above, so please let us know!

We’re committed to Destiny 2 continuing to grow and evolve for years to come, and a part of that continued evolution is the curation of an interesting, exciting, and dynamic player sandbox. The introduction of Max Power Level will allow us to create exciting new gear more frequently without significant concerns of permanent power creep, which is unsustainable in any game. This also should open up creative and experimental builds, season over season, while letting you anticipate and prepare for how the sandbox will change over time.

Please continue to share your thoughts and feelings about these changes as you get your hands on them.

[REDACTED] Engrams

We spoke a lot about rewards last week, but still have some more juicy nuggets to share with you on some additional plans we have for next Season. Here’s Creative Lead Robbie Stevens with the details. 

Robbie Stevens: Hey everyone, 

In Season 11 we’re trying something new with how and where you can earn Seasonal rewards. 

  

So far, every Season in Year 3 has followed a formula where the Seasonal activity (Vex Offensive, Sundial, Bunkers/Seraph Tower) asks for a significant amount of playtime to earn new rewards. While we believe that new content should be one of the best places to earn new rewards, we also realize that Destiny 2 is a big game and it can be frustrating to have so much of your playtime dictated by and focused solely on Seasonal activities. 

  

So, in Season 11 Seasonal rewards will drop from completing core activities (Strikes, Crucible, Gambit) as well as basically every other activity in the game, (see the full list detailed below). We want to make engaging with the entire game feel rewarding, and for every play session to give you a chance at earning Seasonal loot. In addition to new rewards, Season 11 also features two returning weapons each from Season of the Undying, Season of Dawn, and Season of the Worthy, for a total of six weapons that are free for all players. 

  

Okay, we’ve talked about some of the places where you’ll earn rewards in Season 11, now let’s talk about how you can influence those rewards to chase god rolls and high-stat armor.  

  

Over the last few Seasons we’ve introduced Weapon Bounties that give you agency to chase specific rewards. While addressing bounty fatigue will be an effort that extends beyond Year 3, for the upcoming Season we’ve moved away from Weapon Bounties as part of that effort. Instead, we’re introducing a new type of [REDACTED] Engram that contains the majority of the Season 11 rewards, and by spending Seasonal currency you can influence the contents of this [REDACTED] Engram.  

  

To clear up any confusion let’s imagine if we launched this [REDACTED] Engram in Season of the Worthy. Imagine this engram contained all the Season of the Worthy weapons and armor. Now imagine you could take this engram to a Seraph Bunker and spend Seasonal currency to Focus the contents of this engram so it only contains the Seventh Seraph SMG and Shotgun. By focusing [REDACTED] Engrams in Season 11 you can choose your rewards, this includes the ability (once you’ve earned it) to Focus engrams so they only contain Season 11 armor with high-stat packages.

  

All free players and Season Pass owners will receive [REDACTED] Engrams while playing Season 11, however only Season Pass owners can access the full suite of Focusing categories in Season 11.

  

Here is preview of the [REDACTED] Engram focusing categories that all players can access after completing the Season 11 opening quest: 

  • Season 11 Armor Focusing reduces the number of rewards in the engram so it only contains Season 11 armor. 
  • Previous Season Weapon Focusing converts the rewards in the engram so it only contains the six weapons that are returning from Season of the Undying, Dawn, and Worthy. 

  

When Season 11 launches, all players will get three focusing categories and Season Pass owners will have access to an additional 15

  

List of Activities that Reward [REDACTED] Engrams in Season 11: 

  • [REDACTED]  
  • [REDACTED]  
  • Public Events 
  • Strikes 
  • Gambit 
  • Crucible 
  • Dungeons 
  • Raids
  • Adventures 
  • Nightmare Hunts 
  • Forges  
  • Reckoning 
  • Menagerie 
  • Escalation Protocol 
  • Blind Well 

Note: In addition to the above list, [REDACTED] Engrams have a chance to drop when defeating combatants anywhere in the system, similar to Legendary Engrams. They share the same loot pool as Legendary Engrams and when you hit that loot pool you have a 66% chance to earn a [REDACTED] Engram and a 34% to earn a Legendary Engram. 

  

We hope this preview of Season 11 gives some insight into how we’re approaching the communities’ feedback in the short term.

Guardian’s Heart

Earlier this week, we wrapped our Guardian’s Heart Charity Initiative that had been going strong for the last month. We asked you to help support Direct Relief in their efforts to deliver supplies to hospitals and healthcare workers around the world. Guardians everywhere answered the call in full force and together you raised $788,923.19. Smashing our goal of $700k. 

We’d like to thank everyone who donated, and everyone who volunteered their time to help spread the word by streaming in one of the 39 Bungie Bounties that we put on during the event. It’s been inspiring to watch this community come together once again to make the world a little better during a tough time. 

More Fixings

The Player Support team is keeping an eye out for any issues players are reporting and have updates on how we are handling them.

This is their report.

HOTFIX 2.8.1.2

On Tuesday, May 19, Hotfix 2.8.1.2 will be available to players. Below is a timeline of Destiny 2 maintenance for Hotfix 2.8.1.2:

  • 9 AM PDT (1600 UTC): Destiny 2 service maintenance begins.
  • 9:45 AM PDT (1645 UTC): Destiny 2 is taken offline on all platforms.
  • 10 AM PDT (1700 UTC): Destiny 2 Hotfix 2.8.1.2 begins rolling out across all platforms and regions. Players will be able to log back into Destiny 2 at 10:01 AM PDT.
  • 10:01 AM PDT (1701 UTC): Destiny 2 is back online on all platforms.
  • 12 PM PDT (1900 UTC): Destiny 2 service maintenance concludes.
  • For future release timelines when they are available, players should visit our Destiny Server and Update Status help article. For live updates as this maintenance occurs, players should follow @BungieHelp on Twitter or monitor our support feed at help.bungie.net.

UPCOMING RESOLVED ISSUES

Below is a list of issues that will be resolved with the release of Hotfix 2.8.1.2:

  • Season Pass Small Fireteam XP Buffs will now work as intended.
  • The Wormgod Caress gauntlets will no longer grant infinite 5x Burning Fists when repeatedly taken on and off.
  • Removing the Winter’s Guile gauntlets will now properly remove all Warlock’s Sigil perks.

ERROR CODES

On Friday, May 8, a potential fix was implemented for those experiencing frequent WATERCRESS error codes. Since May 8, we have been closely monitoring WATERCRESS reports and have noticed a significant decrease in WATERCRESS errors appearing. While we continue to progress toward a resolution, we recommend anyone continuing to experience WATERCRESS errors to report in our #Help forum.

We are continuing to monitor increases in BEETLE, RABBIT, BEAVER, and ANTEATER error codes.

GUARDIAN’S HEART

The Guardian’s Heart Initiative ended on Tuesday, May 12. Any donations made after 10 AM PST on May 12 are not eligible for the Guardian’s Heart emblem. 

If you donated within the Initiative’s timeframe and still have not received your emblem, please contact the Bungie Foundation with your donation receipt order number and date of donation for assistance.

CURRENT 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 Ascendant Champion triumph is not unlocking for some players.
  • The Enhanced Fusion Rifle Loader, Enhanced Auto Rifle Loader, and Enhanced Bow Loader mods are not dropping as intended.
  • The Clenched Fist perk for the Stronghold gauntlets is not working as intended.
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.

Streaming Now

Now let’s check in with the movies that caught our eye this week. 

Movie of the Week: Velocity

Honorable Mention: Eye of the Storm

As always, these winners will be receiving a special emblem as proof that their creations were featured here. If you won, make sure you have a link to your Bungie.net profile in the description of the video.

We hope you enjoyed the little preview we gave you of the new [REDACTED] Engram coming next Season. Next week, we’ll share more changes coming to how you earn rewards in Season 11. Some of you know what a world loot pool is. Many of you have no idea what I’m talking about. Don’t worry, we’ll talk next week.   

<3 Cozmo

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Community Focus: BroFish

Our focus this week is a content creator from Mixer who loves raiding in Destiny. Despite the name, she is not a “Bro,” but at the same time she possesses all of the positive qualities you might find in one of your “bros.” She likes chilling with her community and taking down bosses. 

Please meet BroFish.

Welcome to your Community Focus, tell us a bit about who are you and what do you do for a living?

BroFish: My name is BroFish and I am a full-time content creator on Mixer.

What got you into gaming?

BroFish: When I was six I moved to a new town, and the first friend I met had Pokémon Yellow on the Gameboy Color. I would go over to her house every day after school and play Pokémon. I’ve been playing games ever since.

Playing games is one thing, streaming them is on another level. What first got you into streaming?

BroFish I first learned what livestreaming was when Prison of Elders was revealed in May of 2015. I saw ProfessorBroman laughing and having the time of his life, and I wanted to know more about streaming. After spending months watching streams, I decided to put myself out there and stream so I could meet more people who played Destiny. 

I started on Twitch four years ago doing raid carries here and there, but I had yet to find my home. This is where Mixer came in. I switched to Mixer in March of 2018, after hearing good things from friends who had switched to the platform. I felt incredibly welcomed by everyone and the community was so strong. Being able to interact with your chat with zero delay made a huge leap for community interaction, which always comes first to me. I knew within the first week that I had found my new home, and I knew I wanted to build the Destiny directory on Mixer. I’m proud of how the directory has developed in the past two years and I can’t wait to see where it goes in the future.

That POE stream was a great one. Let’s talk memories, what’s a moment in Destiny history that is still with you today?

BroFish: There was a point during Age of Triumph where I was asked while streaming to do a raid with a number of leading community members in the Destiny directory. This sticks out for me because it was the first time I felt that I truly had a larger place in the Destiny directory and it made me want to strive to grow myself and my brand so that I could in time lead and inspire others to chase their dreams as well. 

Despite me accidentally muting myself on Discord for half of the raid, I still have lasting friendships that came out of that Wrath of the Machine raid. The Destiny Community is strong, and it saved me when I was going through a lot of pain and hurt. I’ll always be grateful to Bungie for creating this world and to the Guardians I get the privilege of sharing this world with.

Tell me more about yourself – hobbies outside of streaming, random stuff that you enjoy doing other than videogames even.

BroFish: I played volleyball for seven years in school, even receiving medals at the national championships. I played basically every sport my school had to offer. I also enjoy drawing and doing puzzles or anything which challenges my brain. I also shamelessly watch “Judge Judy” and “Jeopardy” in my spare time.

Everyone loves Jeopardy right? What was your first console game/PC game? How did your gaming habits evolve from Pokémon?

BroFish: From Pokémon I started playing other JRPGs. My first console game that I fell in love with was Final Fantasy X. From there on I played a lot of other RPGs like Assassin’s Creed and Zelda as well. Then, six years ago, I picked up Destiny for the first time and played it for 12 hours straight, and I was hooked on looter shooters from then on.

What class do you call home? What’s your favorite build in Destiny when it comes to subclass/weapons.

BroFish: I started playing Destiny 1 as a Hunter, but once I tried Warlock I completely fell in love with slap fights and floofing around. I love dunking on people with Nova Bombs, or channeling my inner tickle fingers with Stormcaller. 

My favorite build usually consists of some sort of hand cannon/sniper or scout rifle/sniper build. I fell in love with Randy’s Throwing Knife the second I used it, and I was a huge user of Vision of Confluence and Fatebringer in D1. My favorite armor piece by far was the Nothing Manacles and I miss them so, but I do enjoy running Crown of Tempests with Stormtrance.

Where can people find you online?

We want to think BroFish for taking the time to share her story and give us a chance to learn more about her and her channel. Make sure you give her a visit at the links above and drop in on one of her streams to say hi.

We plan to keep seeking out interesting people in our community. If you have any ideas on who we should focus on next let us know us on Twitter or our forums.
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This Week At Bungie – 5/7/2020

This week at Bungie, Guardian Games nears the finish line. But before we dive into our weekly update, here’s a word from Luke Smith about a topic on many players’ mind these days: Eververse.

Rewards in Destiny 2 

Hey everyone, 

This week’s update is going to look at some of the changes coming to Destiny 2’s rewards. As you know, rewards for your character come from a variety of places: Playlists where you find random folks to play with, aspirational activities like Raids, Trials, and Dungeons where you form up a Fireteam, and even Eververse, where you sling some Silver or Bright Dust back at us for items you want. However, in today’s Destiny 2, the balance of the game’s rewards is not where we want it to be. To be blunt, there isn’t enough pursuit out in the world. We’re going to fix it. 

Let’s get to it. 

All of this and more is planned for Destiny 2 Year 4: 

Vanity and Accessory (Ships, Ghosts & Sparrows) Changes 

We will be adding a Transmogrification feature to Destiny 2. 

    • This will allow players to turn their Armor into Universal Ornaments.
    • We plan to allow players to do this with in-game effort OR Silver. 
    • This feature is in early development and is expected sometime during Year 4.

Each Season we will deliver an aspirational pursuit for armor. We haven’t done this consistently in Destiny 2. 

    • This armor will come from activities, not the Season Pass nor Eververse. 
        • As an example: We removed the Eververse Armor from Season 11 and itemized it into an aspirational activity, because this is the right thing to do for the game. 

We are improving the rewards for Aspirational Activities (Raids, Trials, Dungeons)

    • Going forward, Aspirational Activities will reward players with power, items, and vanity.
        • When we build an Aspirational Activity it will have at least one accessory to pursue. 
    • The team is working on Adept Weapons for Trials of Osiris.
    • Trials will get new Armor (aka not reprisal), accessories, and weapons in Season 13.
        • Trials will get new Armor every year. 
    • Destiny’s next Raid will have brand new Armor, Weapons, and Exotic Accessories to pursue (no spoilers).

Beginning in Season 12, we will no longer be selling ships, ghost shells, sparrows, or armor ornaments in Eververse that are visually based on themes from Aspirational Activities.

    • We are not planning on changing existing items as that is time we could be spending on itemizing the future. 

Core Playlist Rewards changes (Strikes, Gambit, and Crucible)

We are adding a new set of Armor for the core playlists (Strikes, Gambit, and Crucible). 

    • This armor shares a set of new geometry, with decals and shaders specific to the activity. 
    • We will create new sets like this each Year (e.g., Year 4, Year 5, Year 6, etc.) 
    • This set will arrive alongside the next Expansion. 

Starting in Season 12, we are adding a new Pursuit Weapon each Season.

    • This weapon can be earned by playing your preferred Core playlist.
    • This weapon will have activity-specific Legendary Skins that can be unlocked in each playlist.

We will no longer be selling new Legendary Weapon Ornaments in Eververse

Dust and Engrams.

We are making it easier for you to earn Bright Dust. 

    • We will be moving away from character-specific ways to earn Bright Dust and more toward Account-specific paths. 
    • This change is geared toward giving one-character players significantly more Bright Dust than they earn today. 

We’re updating the Bright Engram to be more relevant than it is today. 

    • The earned Bright Engram in the Season Pass will be updated to include various Year 3 Eververse items previously sold for Silver and Bright Dust. And going forward, that Bright Engram will update each Season to include Eververse items from 3+ seasons prior.

On behalf of all of us at Bungie, we hope you and yours are safe and well. We know you could be doing anything with your free time, and so, so many of you are spending it in our worlds. Thanks, and stay safe. 

See you soon, 

-Luke Smith 

And now back to your regularly scheduled TWAB!

Nearing the finish line

Look, you know it. I know it. Titans have taken a stand, owning the Guardian Games since Day 2 of the event. They’ve held strong against the book-reading Warlocks. They laugh in the face of fashion-centric Hunters like myself. After years of taking a backseat and avoiding the spotlight, Titans are showing off their Light brighter than they ever have before. 

The more I think about this, the less surprised I am. Going into the event, I knew Titans would show up… maybe not to this extent, but Titans always have a way of being there when you need them. Day in and day out, Titans are standing strong in the face of darkness to protect the citizens of the Last City. Even if I was hoping for more Hunter wins, I can’t help but acknowledge the unrelenting strength here. Good stuff, Titans. You all deserve a bit more credit than folks give you.

We still have a few days left of this event, all contributing two points to daily standings. Warlocks, Hunters… these are your last chances to make a statement. Will you swap placements before the end of the games, or have you embraced your second and third place standings, respectively? Let’s see what you’ve got.

Now, let’s look at the rest of this week’s topics. Guardian’s Heart is coming to a close, and we have a final list of Bungie Bounty targets for you to hunt in support of charity, as well as a forecast of the final Iron Banner for this season. 

Guardian’s Heart Update: Final Week

The Guardian’s Heart Charity Initiative has entered its final week. If you’ve been following along, we hit our $700,000 goal last week! Knowing this community, though, we aren’t even close to done yet. At the time of writing this article, you’ve already helped raise another $50k to help those impacted by the COVID-19 pandemic. We still have a slew of Bungie Bounties to place on the heads of our community in support of this charity event. Here’s who you’ll be looking for over the next few days:

May 8 – Phammy at 1:00 AM on PC (Australia)
May 9 – Zoe_ at 5:00 AM on PC (UK)
The Guardian’s Heart Initiative ends at 10:00 AM Pacific on May 12, 2020. If you would like to support this charity initiative and receive the Guardian’s Heart emblem, please donate $20 or more to the Tiltify page before this deadline!

Again, thank you to everyone who has donated thus far. I don’t think any of us could have imagined a pandemic like this in our lifetimes. To see Guardians coming together once again to support those in need warms our hearts. Thank you.

Iron Finale

Next week, Lord Saladin returns to the Tower, hosting the final Iron Banner of the season. If you dig 6v6 power-enabled combat, this is your time to shine. Saladin will bring his final round of weekly bounties, each of which rewarding pinnacle power gear. Let’s say you’ve been striking out on that final Heavy Weapon – Iron Banner may grant you the Rocket Launcher you need to finish your pinnacle journey for this season.

As this is the final Iron Banner of the season, this serves as last call for a few rewards.

  • Iron Remembrance Armor Sets
  • Cast Iron Emblem
  • Iron Precious Shader

Additionally, this will be your last chance to earn the Point of the Stag Pursuit Bow. This weapon will not be available during Season 11, so get in there and complete your quest! Who knows, maybe you’ll fall in love with a new Bowfriend.

Iron Banner and Bonus Valor will be available from 10 AM Pacific on May 12, running through 10 AM Pacific on May 19. 

Bug Bashers

I’ve said it before, and I’ll say it a thousand times more: The only good bug is a dead one. The Player Support team is vigilant, diving into as many #Help threads as they can each day to diagnose issues, distribute help articles, and find new issues in Destiny 2. 

This is their report.

SMALL FIRETEAM XP BUFF

Fireteams who play together, stay together, which is why it’s important to reward them for their dedication. Earlier this week Bungie Help tweeted out an issue identified with the Season Pass Small Fireteam XP Buff:

An issue has been identified with a fix in progress where a small amount of the Season Pass Small Fireteam XP Boosts aren’t always applied to players appropriately. Regular XP Boosts aren’t impacted. Stay tuned to our This Week at Bungie blog post this week for more information.

We concluded that, in the worst case scenario, this issue is unlikely to have impacted players more than a single Season Pass rank. We expect to deploy a fix by patch 2.8.1.2 on May 19.

ERROR CODES

Destiny Player Support is investigating increases in connection-based error codes, including BEAVER, ANTEATER, and RABBIT, with priority set to NEWT and WATERCRESS errors.

As we continue to investigate solutions for players affected by persistent WATERCRESS errors, Destiny Player Support has set up an investigation timeline for players to track the progress of our internal investigations into the issue. This thread will continue to be updated with the latest information as it becomes available and until a solution is found. 

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 Doom Fang Pauldron exotic Titan gauntlets gain Super energy inconsistently on Void melee kills. 
    • The Warlord’s End perk on Felwinter’s Helm exotic Warlock helmet activates inconsistently with melee and Finisher kills.
    • Performing a Finisher while wearing the Severance Enclosure exotic Titan chest piece will not count Finisher kills towards bounties. 
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.

Friendly Competition

We’ve seen a few suggestions on how Guardian Games could have been scored, aside from Laurels and Medals. This week’s MOTW winner took a swing and what the event could look like with specific challenges and score by judges.

Movie of the Week:  The Guardian Games

Honorable Mention: The Gunslinger

Do you have good talent and a great editor to make your content shine? Throw your video on the Creations Page. If you’re featured, you’ll receive a shiny new emblem for your troubles.

The end of a TWAB usually means that we’re nearing the end of a Thursday… which leads to another weekend of Trials. While Trials is a predictable Friday offering, we’ve seen some feedback that things shouldn’t be too predictable.

This week’s Trials of Osiris map will be [Redacted]!

Wait, what? Didn’t I confirm that Trials maps were on a set rotation per season? Yeah… I totally did. But that’s the beauty of a live game, things can change. The team has been looking at your feedback daily since Trials launched, and some things are a bit easier to change than others. For the foreseeable future, Trials maps will be on a random rotation. If anything changes with those plans, we’ll be sure to let you know.

Have a good weekend, and we’ll see you again next week.

Cheers,

-Dmg04

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This Week At Bungie – 4/30/2020

This week at Bungie, Titan domination continues.

Guardian Games continues into its second week and, after a good showing by Hunters on Day 1, it’s been all Titans all day every day. The book readers haven’t scored a win yet, but are optimistic they can rally.

After Day 1, we saw a lot of players asking about score weighting since the results seemed to play out like the population of classes predicted. Since Titans have been relentlessly destroying the other classes, we have seen players asking if there may be some other issue going on. As a Hunter, I too am in disbelief as I watch our flag try to bury itself into the ground. We’ve been double checking behind the scenes and digging into the data to get a better picture of what’s going on. Here is Senior Designer Peter Sarrett to share some of our findings.

Peter Sarrett: When we first started planning Guardian Games, we knew there were more Hunters than other classes in the population and we’d have to do something to account for that so that the competition would be fair. “Fair” can mean different things. Our goal was that each class should have an equal chance to win regardless of its size, and that participating in the event should never hurt your team. 

That last part is important, because it ruled out the simplest approach of basing results on the average contribution per class. While this would effectively normalize the classes based on how many people participate, it would also create a situation where participating at anything but a maximal level could actually HARM your team by bringing its average down. Dipping your toe into the event by depositing a single bronze medal per day would be worse for your team than just staying home.

So instead of normalizing based on participating players, we decided to normalize based on the pool of potential players. For each class, we counted every character who played at least one activity over the 30 days prior to the event and then divided that result by the total across all three classes. The result is the scaling factor that we apply to each medal deposited. This method means that medals from Warlocks and Titans count more, counteracting Hunters’ population advantage, and ensures that even a minimal level of participation helps your team. The more members of your class that show up to play, the better your class will do. It also means we don’t have to worry about players creating tons of dummy alt accounts once the event begins to try to tank a team’s chances. 

On Day 1 of the event, Hunters won not simply because there are more of them, but because a greater percentage of them showed up and contributed. On Day 2 Titans arrived and began outperforming the Hunters. Warlocks are, no doubt, considering all the angles and planning for the right moment to strike. 

This graph shows how many of each class actually participated, relative to how many characters each class had active during the prior 30 days of the event beginning. You can see the tight correlation between more bodies in the game and the outcome of the competition:

But that’s not the whole story. Titans haven’t just been overwhelming the competition with a flood of muscle mass. They’ve also been out-depositing the other classes on an individual basis. On average, each Titan has contributed more medals to their cause than each Hunter or Warlock. This was even true on Day 1 but, on that day, there were enough Hunters participating that they made up in bodies what they lacked in output.

 

So we can see that Titans are outperforming on two fronts: a higher percentage of their ranks are showing up to participate, and when they do, each of them is depositing more medals than their competitors. If Hunters or Warlocks up their game and get more of their compatriots to pitch in, there’s still time to steal the momentum.

We’ve seen the reports of shenanigans with players finding glitches to turn in more medals, or even be dedicated enough to delete characters to be able to put in extra medals for their team. We dug into the data to see if this was something to be concerned about and found neither case was having any impact on the results. 

It’s also worth mentioning how the flags in the Tower work. At the start of the day, all the teams are even and so the flags begin at the midpoint of their poles. This represents equilibrium, where all teams have an even 33.33 percent of all accumulated points for the day. As medals get deposited and teams move away from equilibrium, the flags adjust. We expected that teams would stay fairly close to each other, and that all the action would occur in a narrow band around the equilibrium point. If a team ever pulls 5 percent ahead (with a total of 38.33 percent or more of all points), their flag will hit the top of their pole. Likewise, a team dropping 5 percent behind (at 28.33 percent or less) will hit the bottom of their pole. If a team goes beyond these values, their flag will just stay pegged at the top or bottom until the values come back into that +/- 5 percent window. 

We don’t plan on making any changes that will affect the results in any way. Our goal has always been to create a competition that is decided by how much each class engages with the event, and not which class has the largest roster. Titans are currently engaging the most, but we will see if they keep it up.

Evolving Seasons

Last week, we touched on upcoming Trials of Osiris changes and how we are tackling cheating issues in Destiny 2. This week we want to talk about our Seasonal model and some improvements we are working on to make it better. Here is one of our Creative Directors Evan Nikolich to share details on what to expect. 

Evan Nikolich: Hey everyone, 

The Story Continues

We have been making progress carrying the overarching narrative Season over Season in Destiny 2. Saint-14 and Osiris led to the Warmind which leads to… [REDACTED]

It’s not perfect yet. The bridges between Seasons can definitely be improved, and we could do a better job of recognizing prior Seasons’ narrative threads in the active Season. 

In Year 4, we are going to build a better interconnected narrative and, more importantly, let players be a part of that narrative no matter when they enter the current year. This means if you start playing in March 2021, you could go back and experience the Season 12 and Season 13 narrative content. We want our stories to feel more cohesive, flow with meaningful momentum Season over Season, and lead to an exciting climax each year.

That said, for a narrative to have weight, there needs to not only be meaningful change but also a meaningful way to experience the history of the world. 

We haven’t preserved enough history for a player who comes in mid-year to have any concept of what came in that year’s prior Seasons. As a result, players can feel left behind later in the year and unable to experience the stories or to acquire prior Seasons’ weapons and gear. The Forsaken Season Pass allowed its content to build up over the course of the year, and that’s where we’re heading in Year 4.

Activities will last the entire year

Beginning in Season 12, the core parts of the activity experience will live on after the Season has ended. For late players joining in future Seasons, we want to give you the opportunity jump straight into the heart of the older activity experiences without all of the previous Season-specific requirements. We want to remove any competing and distracting elements with the new active Season, which has its own ritual progression, but the actual activity experience stays. 

Let me give an example of how this might work in the future using Season of Dawn to illustrate. With our new approach, when Season of Dawn concluded we would have left behind the “Saving Saint-14” quest, the Exotic quests to acquire Devil’s Ruin and Bastion, and the Sundial activity. We would sunset the Obelisks experience to reduce clutter in the quest log and to keep bounty quantity from inflating across the game, and deprecate the Fractaline currency so it could be safely removed from the player’s inventory. The Obelisks were time intensive and we do not want to overload a player’s choices in engaging in the current Seasonal ritual versus the past Seasonal ritual. This is our current plan for Year 4 but, like everything else, these plans and exactly how content persists will change and evolve as we work. 

Destiny 2 will still have moments woven into the overall universe narrative where we remove old content and allow for new content and stories to grow in its place. As we’ve said in the past, we cannot continue to grow the Destiny universe infinitely. There’s lots of reasons for this – technical, resourcing, as well as from an overarching universe design standpoint. Finding the balance of creating and maintaining content in our ongoing narrative is a necessary part of continuing to build on Destiny 2.

Rewards Remain

With the Seasonal activities persisting, a player will need a good reason to go play them. The reason is in the rewards and we are planning on carrying a Season’s rewards forward throughout the year. In today’s Destiny 2, history is expressed by the things you have collected. We want players to be part of that chase no matter when they enter the year and to reduce the pressure to collect everything during a single Season. In the short term to acknowledge this step forward we are taking, we are adding some selected weapons from Seasons 8, 9, and 10 to an engram that will drop during Season 11. 

Long term, we want to make sure that the rewards we release each Season are available to players throughout the year. Continuing with our Season of Dawn example, the rewards that came out of Sundial would continue to drop from Sundial. How the drops will occur will change (as, narratively, Osiris has left and we have removed the Obelisks), but weapons and gear would still be present. This is the obvious solution, but it suffers from a design perspective in creating a narrow pursuit focus. Having the rewards in just one location oversimplifies the pursuit game and has the same effect of limiting the ways you can play Destiny. 

Our focus is to broaden and provide multiple ways for you to earn past Seasons’ rewards. In addition to the rewards coming from the Seasonal activity, we are thinking of having the Seasonal rewards be available to earn in the core modes of play as well (Strikes, Crucible, and Gambit). If you’re getting tired of playing Sundial, you’ll have the opportunity to jump into Crucible or Strikes and pick up a couple of the Season of Dawn weapons we’ve handpicked. As the Seasons roll on, the rewards will continue to get added to these core activities and, as a player, you can tackle the pursuits at your own pace in your preferred mode of play and feel the world growing in terms of rewards. 

To summarize, we’re going to move toward Seasons that can be experienced all year. The Destiny experience should grow each year after an expansion, have a meaningful evolving world, and a bunch of reasons to play. And then each year, we should take a step forward into a new expansion.

We’ve done this better in the past and we’re going to mine from that going forward to make our future Seasons that much more compelling. There will be much, much more Year-4 talk in the coming months. 

Bounty Hunters

Last week, we also told you we would address the growing concerns with the role bounties play in the game and what our plans are to make changes. Here is Design Lead Tyson Green to tell you more. 

Tyson Green: Bounties have come to be a central mechanic for any repeatable activity content in Destiny, so much so that we’ve seen them move towards being mandatory chores rather than opportunities to optimize. We have some changes coming to help bring things back into balance.

Shifting Away From Weekly FOMO

XP and Season Rank gains are currently balanced around large contributions from Weekly Bounties. The intent here was to provide a large amount of progress for a small amount of focused play every week, but Weeklies fall down here because you lose out on big chunks of progress if you miss a week, and they are strained between too little progress for single-character players and too much repetitive work for triple-character players.

While the specifics are still under development, as early as Season 12 we want to make this better by replacing Weekly Bounties with a mechanism that provides players with a set of non-expiring and account-scoped objectives each week that grant lots of Season Rank progress (more than the Weeklies they replace). That way the return on effort is better, more consistent between players.

Optional XP Optimization, Not Critical Path

Bounties have found their way into the critical path of some Seasonal pursuits, becoming primary sources for Seasonal progress. Starting in Season 12, we plan to steer away from this model in general. Bounties should focus on being an optional way to optimize for more or faster core progressions, like XP or Powerful gear by way of Challenges.

When it comes to optimization, we recognize that there is a very blurry line between “optional” and “mandatory”, and there’s no perfect balance that works for everyone. But we think the balance is tilted too far towards feeling like you need to do bounties to unlock Seasonal content, so we’re going to take this step to tilting back.

Event Bounties

Our Seasonal free events are also currently heavily utilizing bounties in their design. We have seen the feedback around Guardian Games being the most recent source of frustration, with too much emphasis on completing bounties to participate in the event. We don’t plan on making any changes to the current event as it’s ending in a few weeks, but are already looking at plans to adjust the role bounties will play in future events.

QOL Improvements

We don’t like that every play session starts with 10-15 minutes of loading up on bounties. We want to make it easier to grab bounties when you want to do them. To that end, we are looking at mechanisms like allowing bounties to be accessed directly from the Destination Map. These are a bit further out (think Season 13), but are on our roadmap.

We also don’t like it when a bounty you’ve nearly completed in the middle of the previous day’s play session expires right in the middle of today’s session. While we still see expiration as a necessary mechanism to keep half-completed bounties from hanging around forever, we’re going to relax some of the expiration times in Season 11 to give more time to close out yesterday’s “19 out of 20 grenade kills.”

Speaking of grenade kills, in general we’re dialing in the time to complete bounty objectives to be more consistent. Unexpectedly time consuming objectives sneak in from time to time, and we generally want objectives in upcoming Seasons to be a bit less restrictive in terms of how you play.

Guardians to The Rescue

The Bungie Foundation is our way of making the world a better place. We feel very fortunate to be making games that bring people together. It’s also rewarding to share some of our good fortune with people who need it. Right now, the world needs all the goodwill it can muster, so our community has been invited to share in that mission. 

Guardian’s Heart

We’re still raising money to benefit frontline healthcare workers who are putting their personal safety on the line to confront COVID-19. Just a few weeks into this month-long initiative, we’re knocking on the door of our goal. We are so grateful for your support. Thanks to our partners at Direct Relief, these donations will find their way into the hands of heroes all around the world. The parade of Bungie Bounties will continue to raise awareness for how this community is doing more than staying home and waiting for this whole thing to blow over. Here is who you can expect to hunt in the coming week:

Kilts for Kids

It’s time to don our tartans and raise money to bring families back together in their time of need. Bungie Foundation Manager Christine Edwards has the details on how you can help:

Christine Edwards: Social distancing won’t keep us from upholding our annual tradition of supporting Seattle Ronald McDonald House! This year, we present Kilts for Kids: Stay at Home Edition. We bring you our usual suspects – Mark, Forrest, and Yours Truly – as we highlight how we are passing time and keeping sane at home these days. 
While we all do our part to keep each other and ourselves safe, children and their families continue to battle with illness. Now more than ever, RMHC families need our help as they are even more isolated and face greater economic hardships. Help us achieve our $77k goal and cast your vote for Team Bungie by donating $10 or more. Every $30 donated will pay for a family to stay at the House for one night. Head to the RMHC Donation Page to cast your votes by Friday, May 15 at 5 p.m. PDT!  
 

Need a sweeter incentive? Check out these backer rewards* for donating to Kilts for Kids!

  • $50 and over – Receive one Plaid Pride Destiny 2 Emblem per valid e-mail address.
      • Donations over $50 are welcome but will not grant more emblems
  • $100 – The prize above, plus receive a postcard, signed by our K4K team and mailed to you.
  • $250 – All prizes above, plus receive a digital print of exclusive art made by Mark Flieg.
  • $500 – All prizes above, plus receive a physical print of Mark’s exclusive art.
  • $1000 – All prizes above, plus participate in a virtual “Date with Destiny”**
      • Spend time with Bungie employees via virtual call to chat about all things Destiny, followed by a Destiny play session with you and your fireteam.

*Rewards will not be automatically redeemed, as we must receive donor data from RMHC before reward distribution. An email will be sent to donors at each prize tour at the end of the event, no later than Friday, May 22, with instructions on redeeming each prize. 

**No secrets will be revealed. Bungie employees may not be able to answer every question you have.

Hotfixed

The DPS team is hard at work staffing our help forums and making sure known issues are known. 

This is their report.

SEASON OF THE WORTHY WRAP-UP

When Season of the Worthy ends at the weekly reset on June 9, 2020, there will be a number of items, activities, and triumphs that will no longer be available to players. A full list of items being removed at the Season’s end can be found here.

Please note that this list is subject to change as more items are added towards the end of the Season.

ERROR CODES

Destiny Player Support is continuing to investigate increases in connection-based error codes such as ANTEATER, BEAVER, and RABBIT.

The team has prioritized investigations into WATERCRESS and NEWT errors. As we are still trying to understand the root cause of this issue, a more detailed updated will be given in next week’s Player Support Report after more investigations have occurred.

RESOLVED ISSUES

Below is a list of issues that have been resolved with Hotfix 2.8.1.1 on April 29:

  • The Level 32 PDS upgrade can now be used to clear the Bunker by any character.
  • Rasputin’s Daily Seraph Weapon can now be claimed on any character.
  • The Grasp of the Warmind mod no longer allows for infinite ability energy.

CURRENT 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:
  • Players are having difficulty completing the Hunter Chain Reaction Guardian Games daily bounty. Nightstalker Hunters using the Way of the Pathfinder must defeat groups of at least five tethered enemies twice. This count will reset when the Shadowshot Super is activated, so if a player is wearing Moebius Quiver it will reset their count every time they fire Shadowshot.
  • Players who are unable to pick up the Show Your Laurels Exotic Ghost quest from Eva Levante can still gain progress towards quest – once progress is complete, Eva will offer the player the Exotic Ghost of their choice. 
  • Localization changes regarding the Hard Light Exotic Auto Rifle adjustments will not be available until a later date. Rounds fired from this weapon have reduced damage falloff instead of no damage falloff.
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.

Epic Chase Scene

Now let’s dim the lights and fire up the reels. It’s movie time.

Every week we pick our favorite community-created videos and share them here for the community to gaze upon. The creators also get to take home a special emblem for their effort. Here are this week’s winners.

Movie of the Week: Community Speculation

Honorable Mention: Odyssey 3

If you see yourself in one of these videos, please make sure you have your bungie.net profile linked somewhere in the description so we can send out your emblem. 

We hope we were able to give you a better understanding of Guardian Games and our plans for improving Seasons and bounties in the future. Next week, we plan to talk about Eververse feedback and some changes we’ll be making to the store in future Seasons.

<3 Cozmo

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Destiny 2 Hotfix 2.8.1.1

Destiny 2 Hotfix 2.8.1.1 > News | Bungie.net News | Bungie.net”> News | Bungie.net”>

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PlayStation Xbox Live Steam Stadia Twitch Battle.net

Combat

  • Fixed an issue that allowed Guardian’s to quickly regain ability energy by picking up Warmind Cells. 

Rewards

Exotics

  • Hard Light
      • Hard Light’s damage falloff now floors at 0.7x (Auto Rifles use 0.5x standard).
      • Split ricochet bonus damage between PvE and PvP.
          • PvE damage remains at 2.0x.
          • PvP damage is now 1.35x.
      • Removed a recoil adjustment that made the weapon more stable than intended.

Season Pass

  • Level 32 and 92 upgrades now unlocks for all three characters. Players who were previously locked out of these Season bonuses can now access them.

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Patch Note Preview: 2.8.1.1.

This Wednesday, April 29, we’re planning to release Destiny
2 Hotfix 2.8.1.1. This patch will have fixes for bugs that have popped recently,
and also has a quick tuning pass for a weapon that’s been shining a little too
bright in the Crucible since Season of the Worthy began. 

Hard Light, a name that may either strike fear or pure joy
in your heart, will be the subject of today’s article. Here are some notes from
the team on how this weapon will be tuned come tomorrow morning:

Dev Team: Hard Light has been at the forefront due to a combination
of recent adjustments to improve its usability and the adjustments to Auto
Rifles that came with patch 2.8.0.

Most of the adjustments coming on Wednesday
are to address its usage for mouse and keyboard users since the ability to
precisely aim regardless of range allows you to use the weapon at longer
distances, on top of being able to use ricochets more effectively.

Although weapons like the Fighting
Lion can also do what Hard Light does for indirect fire, they are generally
less effective during a direct confrontation. Hard Light boasts a lot of great
stats, and its impact grows with more players using it – eventually no cover is
safe. As such, we’re reducing some of the aspects that allow for indirect fire
and unexpected lethality in odd scenarios, while still retaining some of the
bonuses to keep the flavor.

  • Hard Light
      • Hard Light’s damage falloff now floors at 0.7x
        (Auto Rifles use 0.5x standard).
      • Split ricochet bonus damage between PvE and PvP.
          • PvE damage remains at 2.0x damage.
          • PvP damage is now 1.35x damage.
      • Removed a hidden recoil adjustment that made the
        weapon more stable than intended.
Stay tuned to Bungie.net for official patch notes, and
@BungieHelp on Twitter for updates on our release timeline.
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This Week At Bungie – 4/23/2020

This week at Bungie, the Guardian Games have begun.

Hunters, Titans, and that floaty class are facing off against each other in a friendly competition. We kicked off the event with a dev insight showing some of us at Bungie sharing our thoughts on who is going to win. 

Sure, there’s some light-hearted ribbing going on, but at the end of the day we’re all Guardians. Still though, the winners get to flex their class item in everyone’s faces, so get out there and represent your team.

Hunters won the first day, but Titans rose to the occasion to claim day two. It’s still far from over. One thing we haven’t told you yet is that during the final week of the event, every day’s victory will count for double points. So if any class is holding a fairly significant lead and thinks they can sit back and relax, they better keep on pushing or another class could pull off a comeback.

Before we move on to the rest of the TWAB, Production Director Justin Truman would like to speak on the current state of the game and our plans going forward. 

Justin Truman: Hey everyone,

If you’re like me, you’re playing a lot more video games now than you did last month. In these uncertain times, we want Destiny to be a satisfying escape rather than a frustrating grind.

There’s been a growing list of concerns with the game lately: Trials, the rise in cheaters, our new Seasonal model, the balance between rewards you earn vs. items you buy. We’ve been closely watching and discussing each of these topics as we read your feedback. When our community managers relay that everyone at Bungie is listening, I assure you, we are. 

We’re also working hard from our homes, trying to address and improve each of these areas for future releases. Nothing in Destiny is as easy as flipping a switch, and everything’s gotten trickier while working remotely. But as Destiny players ourselves, we struggle with the same issues you do, and we want to fix them as quickly as we can.

But fixing these issues isn’t good enough if we keep you in the dark the whole time, so we’re going to try something a little different. Every week for the rest of this Season, we’ll have updates from different members on the dev team covering the most important topics in Destiny right now, and what we’re planning to do about them.

Today we’re going to discuss Trials and our war against cheaters.

Next week we’ll be diving deep on our Seasonal model, and how we plan to improve it in the future as well as some info on bounties and our plans involving their evolution.

We have plans for future editions of the TWAB, but we also want to hear from you. What are other topics you want to make sure we discuss in the coming weeks?

Like you, we love Destiny and the community that makes it as special as it is. For a bunch of us, Destiny represents more than a decade of our lives, and we’re never going to stop trying to make it better – even if we have to do that from our beds and couches in this unprecedented time. I’m looking forward to sharing more with you in the coming weeks.

Stay safe out there, Guardians.

Trials and Tribulations

A few TWABs ago, we talked about some of the issues with how the Trials of Osiris rewards are currently set up. We have an update on how we’ll start addressing some of your feedback.

Our goal for Trials is to encourage players to chase seven win tickets. Resetting tickets should not be the most effective way to earn Trials gear. Rewards should show players that the further you progress, the better the payout. Players that have already gone flawless once over a weekend should be encouraged to repeat the experience on passages other than Mercy – to strive to earn more rewards and not sit at the bottom of cards picking on fireteams struggling to hit three wins or even just win a single match. 

Trials has always had a problem of being approachable for players who aren’t highly skilled PvP gods. We believe that players should be encouraged to make an attempt every week, regardless of skill. You should feel some value in dipping your toe in each week to see if you can get a little further than last week, to push yourself to improve and get better. While every single player won’t make it to the Lighthouse, you should feel like you can get meaningful rewards by pushing yourself and still get some rewards for spending time in the activity.

So what are we doing about it?

  • Problem: Token Rewards incentivizes players to farm to three wins and reset their card.
    • Solution: In Season 11 we’re planning on creating token payout milestones at 3/5/7 wins that give successively larger chunks of tokens. Bonus Tokens Passage should increase these payouts, and on a flawless run it will generate a significant token payout. 
  • Problem: Trials is unrewarding for players stuck at 1-2 wins.
    • Solution: Create a weekly bounty that encourages participation each weekend and does not require match wins. When redeemed, the bounty will reward the same item that comes from the three-win passage unlocking the engram for purchase that week.
  • Problem: Trials feels unrewarding compared to other endgame activities.
    • Solution: Inject more chances to earn Masterworking materials from Trials. Masterworking/infusion materials will come from 3/5/7 win payouts in Season 11. We’re also looking into possibly adding a new material-focused farming card in Season 12.  

These are our current plans for changes we want to make in the short term. We’re also still investigating improvements we can make in the long term. For example, you may be asking “What about Adept weapons?” We’re currently investigating a new form of Flawless award weapons for a future Season. They might not have the same name, but these weapons would have some differences in order to set them apart. Right now we are currently looking at giving these weapons the ability to replaces the weapon mod slot with an adept mod slot(name may change) that can accept custom-built mods in addition to the normal list of weapon mods. All of this is subject to change as we continue to develop but wanted to give you an early look. We’ll share more details in the future. 

We know many of you are far more concerned about cheaters ruining your trips to the Lighthouse, and rightfully so. It’s a punch in the gut to lose on your final game to someone with a fully automatic Whisper of the Worm. Let’s now take some time to update you on the cheater war effort.

No Quarter

When winning every match is more important than ever, it’s no surprise that there are some who are willing to cheat or pay others to cheat for them. We asked Destiny Engineering Director David Aldridge to give an update on the fight for a fair fight.

David Aldridge: Let’s talk about cheating.

Cheating in Destiny 2 is up roughly 50 percent since January, and significantly more in the highest skill echelons. We expected a significant bump with the return of Trials, and we made a number of careful preparations, most notably partnering with Valve to integrate Steam Datagram Relay into our PC build to mitigate DDOS attacks. While many of those preparations were successful (e.g. DDOSing on PC is nearly extinct), we’re still not happy with the amount of cheating happening today, especially in Trials. When your pinnacle achievements are denied by encountering a cheater on a high Trials ticket, or devalued by seeing someone else with ill-gotten goods, that’s frustrating. Those frustrations are happening too often right now, and the vengeance of the Banhammer is often too far behind.  

That said, the Banhammer has not been idle. Before Season of the Worthy launched, we were averaging 656 bans or restrictions per week. In the first four weeks after launch, that rate more than tripled to 2133 punishments per week.

When it comes to tracking and punishing cheaters, we have to keep some of our plans and knowledge secret for obvious reasons, but we still wanted to give you a brief overview of the worst types of cheating we’re actively combatting: 

  • On PC (where most cheating occurs, unsurprisingly):
      • Memory-poking attacks to gain gameplay advantage (e.g. infinite ammo, infinite ability energy, infinite respawns, teleports) 
          • To acknowledge a valid point that we often see come up in community discussion, some of these attacks leverage Destiny’s unique hosting model, discussed here and at much more length here. We designed Destiny’s model to optimize for the feel and consistency of high-complexity, high-action, high-fidelity PvE experiences, while allowing the seamless blending of PvE and PvP. Unfortunately, that model comes with some unique challenges in providing PvP security guarantees. That said, we continue to invest in preventions and detections in this space, leveraging the servers that host and monitor every match. This is a subtle point we’ve struggled to convey over the years: we do have servers hosting every match, but in our hosting model, those servers don’t have complete authority over the game simulation to prevent all of these sorts of attacks naturally. This makes it more difficult (but not impossible) to mitigate these attacks. 
  • Aimbots 
      • <We have plans to address this problem, but will keep the details close to our vest to prevent further hacks and workarounds.> 
  • Wallhacks 
      • <Same as above> 
  • Lag switching 
      • We have detection and banning systems in this area, and we’ll continue to hone those. We want to be cautious here because some players suffer with unreliable internet through no fault of their own and aren’t using it to gain advantage. 
  • On consoles:
      • DDOS in Trials 
          • We have detection and banning systems around this (we’ve been evolving them since the original Destiny) but they’re imperfect because DDOS occurs entirely outside of the machine running the game. One long-term mitigation to this is adopting SDR on consoles as well, which we hope to do at some point in the future. 
      • Lag switching 
          • See above.

But you didn’t come here just to hear us describe the types of cheating in Destiny. The more pressing question is: What do we plan to do about it? 

  • We’re shifting more people to help work on this space. More eyes analyzing cheater reports, more developments in our anti-cheat systems, more people developing and testing new ban rules, and more fuel for the hammer. There are many details about new detections and preventions, but sharing those would give the bad actors a head start. The one thing I can say is that a big focus is rapid response – we want to get cheaters out of the pool more quickly. This is key to reducing the value of cheating, especially in selling access to cheats.
  • We’re changing a key policy – fireteammates of cheaters are no longer innocent. We now reserve the right to restrict or ban any player who has benefitted from cheating, even if they didn’t cheat themselves. This includes scenarios where players group up with or provide account information to a guide or carry service, which then cheats on their behalf. We want you to find new friends out there, but be sure they have your trust before you go. If you LFG your way into a fireteam with a cheater, get out and report them. If you ride them to a flawless, the Banhammer will come for you as well.
  • We’re considering requiring a much higher player time investment to play Trials. We’re interested in your thoughts on this. What if you had to have ~100 hours of play on an account to participate in any Trials match where a ticket with more than four wins was at stake on either side? Increasing the time it takes for a new account to become Trials-ready increases the power of our Banhammer (since cheaters can always create new dummy accounts), but it also adds barriers to honest, law-abiding PvPers that want to check out Trials. Would the reduction in cheaters be worth the increased barrier to getting your T-1000-aimskill buddy who’s running behind on Light to join your fireteam?
  • [REDACTED]. Because this is a cheating discussion, know that we have additional initiatives we do not intend to share publicly, in order to stay one step ahead of attackers. 

There are a couple of common misconceptions about Destiny security that are worth discussing here as well:

  • “Destiny does not have an anti-cheat”
      • Destiny does have anti-cheat that consists of custom security code and a third-party security product used by many other AAA games. We have a team of senior security engineers working on anti-cheat.
      • Anti-cheat isn’t a yes-or-no thing, it’s a constellation of possible mitigations. We’re always looking to add new stars to our constellation, and to strengthen existing ones.
  • “Destiny relies on player reports or humans to identify cheaters”
      • The vast majority of punishments issued come from automated detections. We use player reports to help us identify emerging threats. All automated detections are reviewed and verified by a human before punishment to minimize the risk of false positives.
  • •“Destiny should use Valve Anti-Cheat (VAC)”
      • Destiny does utilize some of VAC’s security features, and we have plans to utilize more. Bungie’s security team and Valve’s security team meet regularly to discuss the latest attacks and mitigations.

We’re also re-evaluating some of our decisions along the way – for example, we may have made a mistake in not having Trials behind the Season Pass paywall, which would have created more friction against free-account-recycling cheaters. We won’t change this for Season of the Worthy, but we’ll re-evaluate access requirements in future Seasons. At its best, Trials is a fountain of nail-biting space combat crescendos, and it’s something you can’t find anywhere else. We want that experience to be available to as many people as possible. But if we’re forced to choose, we will choose for Trials to be a sacred space, even if that means fewer people can play.

Our overall goal with Destiny security is to provide a competitive, fair ecosystem where cheaters are rarely seen and are rapidly ejected from the game. We’re not there right now, and we’re increasing the priority. We’ll keep you posted.

Guardian’s Heart

One week later, we’re already in sight of our total goal. To date, you have collectively raised well over $600,000! While we never doubted you, we never take you for granted. Thanks to each and every one of you for your support. 

This initiative was designed to last for a full month and we intend to keep rolling. Some truly awesome people have hosted their own Bungie Bounties to raise awareness for the cause. Those will continue. Here’s who you can look forward to hunting in the wilds of matchmaking this week. All times are PDT. 

As cool as the Guardian’s Heart emblem is, you can’t take it with you once you’re done playing. If you’re looking for a way to show your support in real life for the heroes of this global health crisis, the Bungie Store is getting in on the action. Now through April 30, all profits from the Bungie Foundation Pin benefit Direct Relief charity for COVID-19 efforts.

With your purchase, you’ll also get the free exclusive “Bending Borealis” emblem.

Ghost Ship

On our Season of Worthy page we had an error that stated that there would be a Ghost available on the bottom Seasonal reward track for Season Pass owners. It was meant to inform players about the ship that is currently being offered. Since it was our mistake and we did promise a Ghost we will be delivering a Ghost that you will be able to claim next Season if you have purchased Season of Worthy.

Here is a quick look at the concept art for the Ghost and what perks it will have.

Perks:

  • Guiding Light
  • Omni-Telemetry
  • Random Destination Perk

Sorry for any confusion. We’ll have more details on how to pick up your Ghost before the next Season goes live. 

Twitch Prime Rewards

Any player with an active Prime subscription can visit this page to link your Bungie.net account and claim your rewards. Amanda Holliday will then have your rewards waiting for you in the Tower. Here’s a look at what this month’s offering includes:
  • S’mores – Exotic Emote
  • Death to Kells – Exotic Ship
  • Star Map Shell – Exotic Ghost
  • The Whipcrack – Legendary Sparrow

Emerging Issues

The Player Support team is hard at work tracking down issues as players discover them in the wild.

This is their report.

ERROR CODES

Destiny Player Support is continuing to collect reports of players hitting WATERCRESS and NEWT errors. Our teams are still working on finding a fix for this issue.

We are also continuing to investigate increases in connection-based error codes such as ANTEATER, BEAVER, and RABBIT.

CURRENT 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:
  • Players must complete the introduction quest, The Guardian Games, before bounties and medals can be obtained.
  • The On Your Laurels Guardian Games quest sometimes doesn’t go into player inventories, or Eva Levante keeps offering the quest to players.
  • The Void Feast Guardian Games bounty does not count kills while Devour is active.
  • Warlocks have to get 10 charged melee kills using the bottom tree of their Voidwalker subclass.
  • The Lethal Buddy Guardian Games bounty does not gain progress from Arc Soul kills from the Getaway Artist exotic.
  • Warlocks have to use the Attunement of the Elements Stormcaller subclass even if they’re wearing Getaway Artist exotic gauntlets.
  • The Show Your Colors Guardian Games triumph shows as account-based, but must be completed on a single character.
  • The Daily Seraph weapons acquired from Rasputin bunkers can no longer be claimed even if players reach rank 92 on their Season Pass. 

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.

Talkies

It’s Movie of the Week time. If you are new here, here’s how it works: We go on a hunt across the community to find some of our favorite videos and then we highlight them here. Here are this week’s winners. 

Movie of the Week: Crayola Crew 

Honorable Mention: Dance Dance Evolution

As Justin mentioned at the top of the TWAB, we covered the first two topics in a series of write-ups about some of the biggest current challenges with Destiny. We plan to unpack new topics each week and give regular updates on how our efforts are going.

Next week, we plan on talking about our Seasonal model and bounties. We know there’s been a lot of feedback on bounties, especially since Guardian Games utilizes them for scoring. We’ll share some of the ways we’ll be changing up bounties and how they’re implemented in the future.

Bear with us as we work to steadily improve the game. Much like you, we love Destiny and we want it to be the best that it can be.

<3 Cozmo

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Destiny 2 Update 2.8.1

Destiny 2 Update 2.8.1 > News | Bungie.net News | Bungie.net”> News | Bungie.net”>

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Combat

  • Fixed an issue in which Ward of Dawn was not generating Orbs of Light .
  • Fixed an issue in which Ward of Dawn could not be activated while holding a Sword.
  • Fixed an issue in which casting Nova Bomb would consume your melee ability (Attunement of Hunger).

Emblems and Trackers

  • The “Playin’ the Odds” emblem earned through the Gambit intro quest is now always claimable from Collections.
  • Players who have completed the Divinity mission, but did not correctly receive the Exotic Trace Rifle Divinity, will now have it unlocked and available to reacquire in their Collections.
  • Players who have completed the Forsaken campaign will find The Lawless Frontier lore book entry “By Thy Tongue Be Damned” completed and available to claim.
  • Emblem metrics added for emblem stat trackers that were present before 2.8.0, and display the same data as before.
    • Trackers added:
        • Season 8 Season Pass Rank Earned
        • Season 9 Season Pass Rank Earned
        • Fractaline Donated
        • Kills as a Sentinel Titan
        • Kills as a Striker Titan
        • Kills as a Sunbreaker Titan
        • Kills as a Arcstrider Hunter
        • Kills as a Nightstalker Hunter
        • Kills as a Gunslinger Hunter
        • Kills as a Stormcaller Warlock
        • Kills as a Dawnblade Warlock
        • Kills as a Voidwalker Warlock
        • Gold Medals Earned
        • Longest Glory Win Streak
        • Total Valor Resets
        • Pit of Heresy Solo Flawless Completions
        • Kills of Final Bosses in Hive Escalation
        • Completed Nightmare Hunts on Master Difficulty
        • Medal Tracker – 7th Column
        • Medal Tracker – Annihilation
        • Medal Tracker – We Ran out of Medals
        • Medal Tracker – Ghost in the Night
        • Medal Tracker – This Crown is Mine
        • Medal Tracker – I Made This for You
        • Medal Tracker – Undefeated  
        • Wins in Trials of the Nine
        • Flawless Tickets in Trials of the Nine
        • Kills in Crimson Doubles
        • Defeated Opponents When Under Effects of Iron Burden
        • Black Armory Forge Completions
        • Kills of Haunted Forest Terrors
        • Deepest Branch of Haunted Forest Cleared
        • Recipes Baked
        • Completed Branches of Verdant Forest
        • Number of Revelric Light Triggers During the Revelry
        • Completed Tier 3 Encounters During the Reckoning
        • Completions of Menagerie
        • Completions of Heroic Menagerie
        • Candy Collected

Rewards

Armor

  • The Titan’s Phoenix Cradle Exotic leg armor now correctly creates sunspots that have an extended duration and apply their benefits to allies when the Titan wearing the armor gets a weapon kill while standing in a sunspot.
  • Fixed an issue where the Warlock’s Felwinter’s Helm Exotic would incorrectly trigger after swapping the item off and on again.
  • Fixed an issue where some faction armors were not correctly allowing players to apply Faction Rally ornaments to them.
  • Seasonal mod sockets have been added to all armors available from world drops. See this article for more details. 
  • Players who met the requirements, but were missing Prestige ornaments for the Eater of Worlds raid lair, will now have them unlocked and available for use.
  • New players can still obtain Prestige ornaments from completing the Prestige (Heroic) Eater of Worlds raid lair along with the appropriate Leviathan boss challenges.
  • Fixed an issue that could prevent Eater of Worlds Prestige ornaments from appearing in the ornament slot on appropriate raid gear.
  • The Titan’s Aeon Safe Exotic gauntlets now lists the same melee trigger requirement on both its Tooltip and Details screens.
  • The Mantle of Remembrance ornament for Hunters’ Exotic gauntlets Shinobu’s Vow will now properly replace the item icon to reflect the change in appearance.
  • The Diadem of Deceit Exotic ornament is now usable on the Year 1 version of the Warlock Exotic helm Crown of Tempests.
  • The Nano Redux Exotic ornament is now usable on the Year 1 version of the Hunter Exotic chest armor Raiden Flux.
  • The Huskcrushers Exotic ornament is now usable on the Year 1 version of the Titan Exotic leg armor Dunemarchers.
  • The chest armor mod Large Arm Reserves now properly provides increased ammo reserves for Shotguns.

Economy

  • Nightfall: The Ordeal Grandmaster difficulty now grants Season 10 Season Pass Exotic weapon catalyst quest progression.
  • Crimson Day Sparrows now have the correct event watermark (was The Dawning).
  • Duplicate individual emotes purchased separately from a bundle can now be opened.
  • Universal ornaments being sold for Bright Dust in the Eververse store now properly display the text “Already Purchased on Account” when owned.
  • Fixed an issue that caused the Warlock Season Pass universal chest ornament to erroneously cause an unreleased event’s universal ornament to also display as unlocked.
  • Trials of Osiris Ghost Shell will now drop with Crucible-related perks.

Power and Progression

  • Four weekly Powerful gear sources upgraded to Pinnacle (+1): Crucible, Strike, and Gambit challenges, and the weekly clan engram.
  • Fixed an issue where the Trials vendor engram was not previewing rewards at the correct power level.

Weapons

  • Fixed an issue with The Fourth Horseman where its Broadside perk would fail to replicate its effects over the network.
  • Fixed an issue with Breech Loaded (Special ammo) Grenade Launchers that resulted in them having a significantly reduced blast radius.

World Systems 

  • Completing Warden of Nothing now counts for a Fallen boss kill for the weekly Strike bounty: Serve the Servitors.
  • Fixed an issue causing Warden of Nothing to give double Champion Rewards.
  • For the Wish-Ender Exotic quest, any players who were missing Uncharged Tokens after turning in their Awoken Talisman and then completing the “???” secret mission, will now find them in their Pursuits.
      • If a player’s Pursuits are full, they will find the Uncharged Tokens added once they’ve cleared some space and then returned to orbit or re-logged into Destiny 2.
  • Dreaming City world chests are awarding Glimmer again.
  • Fixed an issue where players could get blocked from obtaining the Essence from the Bad Juju mission The Other Side, preventing completion of the Bad Juju Exotic quest Spellbound.
      • A player could get into a bad state if, before being on the quest themselves, they joined another player on the appropriate quest step, completed The Other Side mission, obtained the Essence, and then bound it to obtain Bad Juju.
      • Players in this bad state, who have obtained Bad Juju and completed The Other Side mission, but have not completed the Spellbound Exotic quest, will now be able to Bind Essence at the altar to complete it.
  • Fixed an issue causing a crash when players attempted to turn in their Awoken Talisman to the statue of Sjur Eido in the Shattered Throne dungeon.

UI

  • Made a change so that completed bounties now sort to the top of the bounty bucket, grouping them together. 
  • Friends listed in a player’s roster should no longer show up as black nameplates with zero Power.

General

  • Fixed an issue where the Champion Servitor’s invulnerability beams were not appearing during Seraph Tower events.
  • Fixed a string identifying for the four Seraph weapons to include the word “Source:” so players know where to obtain the weapons.
  • Fixed an issue where the  Rasputin bounty, The Lost Classics was not counting Classic Mix matches. 
  • Added the activity rejoin functionality in the Trials playlist.
  • Fixed an issue where fully upgrading a destination bunker sometimes doesn’t unlock the Warmind Security Triumph.
  • The “Seasonal Triumphs Complete” field now increments when Triumphs are completed.
  • Added Vex barriers to the Grove of Ulan-Tan Legendary Lost Sector.
  • Fixed an issue in the Seraph Towers public event where Ana’s dialog would still call out towers being overwhelmed when the towers are down and Champions are present in the final phase.
  • Fixed an issue with the Heavy Frame spawning away from its platform in The Quarry and Scavenger’s Den Legendary Lost Sectors on EDZ.
  • Fixed an issue affecting the difficulty scaling of several activities including Whisper of the Worm and Zero Hour missions.

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