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This Week At Bungie – 05/28/2020

This week at Bungie, we look to the sky.

Ever since this Season began, the Almighty has been hurtling through space on its collision course with Earth. The Cabal are not known for their graceful defeats. Every day we spend preparing our long lost Seraph to mount a response, that derelict destroyer rockets ever closer to our home, spelling certain doom for the City.

Rasputin is at full power. We’re as ready as we’ll ever be. Now, eclipsing our own sun is a stark reminder that a great threat approaches. Eyes up!

What’s Next?

Destiny has been a shared pastime for long enough now to have established some strong traditions. Each year we spend in service of the Guardians, we can mark our calendars by the next development milestone we’ll reach or the next event we’ll attend to spread the news. Some of us have had the remarkable privilege to travel the world and meet some of you fine people to talk about what comes next.

This year finds us all in a scenario that puts us all very far away from business as usual. Basically, all flights originating from our Tower are grounded. Development of Destiny 2 continues, only we are all working from the safety of our homes. We have exciting news to share with you about our plans, but it won’t happen at some fancy convention under hot lights. Instead, we’ll use the Internet.

If you are familiar with the rituals and cycles that mark a year in the life of a Guardian, you must be curious as to when we’ll begin a conversation about what is next. We can’t put a date on that just yet, but we will very soon. That’s a promise. We know you’re hungry for that news and we’re just as eager to deliver it.

Keep your eyes trained on @Bungie for updates. We’ll stream our announcements in the usual places. You’ll learn about the next Season of Destiny 2 at the same time that we talk about the next chapter in this story that has been unfolding all year long.

Diving Deep

In recent editions of “This Week At Bungie,” we’ve taken the cue directly from the community on what we should talk about. Our attention has been focused on your feedback. Our words have pointed toward what we plan to do to bring the game into alignment with what you’ve been talking about. With a summary of what we’ve promised and some updates on our progress, here is Production Director Justin Truman.

Justin: Hey everybody.  

Five weeks ago, we promised a series of deep dives on the state of Destiny, and how we plan to change it in Season 11 and Year 4.      

We enlisted seven members of the Destiny Team to provide as much detail as we could, and I’d encourage you to go back and read any of the topics you may have missed:  

We covered a lot of ground, and while we are going to continue to provide updates each week to topics you care about, we want to shift our focus in the coming weeks.    

We’ve said a lot about changes coming in Year 4, but we haven’t talked about how Year 4 begins. Very soon, we’ll do just that.

I kicked off this series of deep dives with some promises, but I want to end the series on a more personal note. Being unable to go to the office, trying to figure out how to keep building this game we love from our laptops and our couches has had me thinking a lot about commitment.  

Videogame development is messy. Evolving Destiny 2 in an open, transparent way involves showing (and shipping) plenty of missteps along with the improvements. But it continues to be worth it, every step of the way, because I can honestly say this is the most welcoming, most passionate community of players I have encountered, in any game.  

We’re committed to this game, to staying transparent about our plans, and to this relationship we have with our community. The reasons we started on this journey 10 years ago haven’t changed. We’re committed to building a world anyone can be a part of, where everyone can feel powerful, and where you might reconnect with old friends or make some new ones.

So we look forward to continuing this conversation, and continuing to evolve Destiny together. And in 12 days, we can’t wait to show you more of what we’ve been working on.  

Stay safe out there, Guardians.  


Ready for Prime Time

More Twitch Prime Rewards rolled out this week. If you already have an active Prime subscription, visit this page to link your Bungie.net account and claim your rewards. Amanda Holliday will then be holding your goods to be claimed the next time you visit the Tower. Here’s a look at what you can get this month:
  • The Prospector – Exotic Weapon
  • Belvedere – Exotic Weapon Ornament
  • Hecuba-S – Exotic Sparrow
  • Pintail Shell – Legendary Ghost Shell

Triumphant

From one Season to the next, from one expansion to another, one constant is that that Player Support Team will be there to monitor your reports from the wild frontier. The #help forum is their base of operations. Their mission is to keep you out there fighting the darkness.

This is their report.

SEAL THE DEAL

  • Almighty 
  • Flawless
  • Conqueror
Players must earn these Seals and equip the associated Titles by the weekly reset on June 9, 2020, in order to be eligible for the Bungie Reward. Reward codes must then be claimed from the Bungie Rewards page by June 12, 2020, 9:59 AM PDT.

SEASONAL TRIUMPHS

As we approach the end of Season of the Worthy, certain Triumphs will no longer be available to earn in-game. Triumphs leaving at the weekly reset on June 9, 2020, include:

  • Full-stack Warmind Security
  • Object-Oriented
  • Season 10: Nightfall
  • Season 10: Vanguard
  • Season 10: Glory
  • Season 10: Power Bonus
  • Multi-Threaded Spelunker
  • And more.

THE LIE

Last week, Hotfix 2.8.1.3 was released to resolve an issue preventing players from progressing “The Lie” quest. Players will now have until the end of the Season of the Worthy to complete this quest and claim the associated reward before it become unavailable.
Players who continue to observe issues with the quest “The Lie” should report them on the #Help Forum.

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 Bonus Clan Bounty is not gaining progress from Nightfall: The Ordeal completions at Grandmaster difficulty.
  • Zavala’s Authority ship shows the left engine thruster before the ship appears in orbit.
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.

Trending Now

You know that old question about the tree that falls in the forest when there is no one around to hear it? The Movie of the Week is our answer. If a Guardian fires their favorite Exotic weapon, and it didn’t make it into a montage, did it make a sound? Here are some of the finest existential moments we discovered during our online wanderings this week.

Movie of the Week: Bunker Rave

Honorable Mention

The filmmakers have received the most storied emblem as evidence that Bungie is their number one fan. If you want your work to reach our eyes, your best venue is our Creations page.

Don’t call it a TWAB. I’ve been here for years.

Sure, @A_dmg04 and @Cozmo23 own this beat, but I wanted to take a shift. I’d love to be dusting off my travel luggage right about now. I’ll miss seeing your faces and making new connections out there in the world. That will happen again. For now, the traditions that shape what makes a Guardian a Guardian, year after year, must be obeyed. We’ll be firing all our cannons very soon.

We hope you’ll be around to enjoy the fireworks.

DeeJ, out.

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A BUNKER BUILT FOR TWO

Steps disappear into the darkness below. Bulbs begin to buzz and flicker to life, revealing the shape of the room. A low platform extends through the center, flanked on both sides by hastily abandoned desks and consoles. Soft mechanical clicking and whirring sounds fill the air as data storage bays awaken under a blanket of dust.

Code begins to scroll across a massive collection of monitors hanging in a circular pattern in the center of the room. Random at first, the text begins to coalesce and take shape – growing to fill several of the screens with a bright golden orb that quickly scans the room before setting its gaze on the entrance. The eye of Rasputin waits.

And wait he must. The image of the Rasputin’s bunker vanishes from Dima Goryainov’s monitor as Bungie’s senior concept artist alt-tabs into a conference call. It’s 3:30 PM and that means it’s time for his team’s daily coffee break. “It’s our time to chat,” he says. “Usually we’re pretty heads down, so we try to hang out and talk about whatever’s exciting us – things that inspire our creativity.”

Finding inspiration in his peers and outside of games is something Dima is no stranger to. It’s an approach that has served him well while working on Destiny – particularly when he was tasked with designing a space in Season of the Worthy that would help players grow closer to a legendary character not known for his interpersonal skills: Rasputin, the Warmind.

A tall order, considering that at this point in Destiny’s story, Rasputin’s relationship with the Vanguard was tenuous at best. But when a new threat appeared in the skies above the Last City, a choice presented itself to both parties: work together and survive or perish alone. For Guardians, surviving meant partnering with Rasputin in a way they never have before.

The team at Bungie knew that Rasputin being open to an alliance was only half the equation – the easy half. Getting Guardians to trust him with their lives would be much harder. It required heavy lifting from writers, designers, engineers, and artists like Dima. And so, the task of making the most powerful military intelligence ever created a little more personable began.

A DIFFERENT APPROACH

Dima has a unique style – a blend of graphic design and concept art that can be found throughout Destiny 2. From signage hanging on walls to the logos and iconography representing fictional organizations and foundries, it’s an aesthetic that has become inextricably linked with Destiny’s world building.

He explained that entering the game industry from a different direction began with the choice to major in graphic design and digital media instead of game art at the University of Advanced Technology. “The game art program was focused on taking direct inspiration from games and translating that into assignments. That seemed totally legitimate, but I felt that doing a program like graphic design would give me a more unique skillset. I was always interested in graphic design, industrial design, architecture, and comic books – things outside of games that I wanted to bring into concept art.”

Among the areas outside of games he draws inspiration from, he finds the dark and mysterious style of medieval design appropriate for Destiny. “A lot of it has this occult feeling to it,” Dima said. “The way it’s drawn is naive, like they’re not paying attention to anatomy, but it still works. I feel like that fits in a dark fantasy space opera.”

He also admitted a few personal influences he tries to not overuse. “I’m from Russia and I like to use things from my childhood that inspire me. Old Russian fairytales like Koschei the Deathless, Ilya Muromets, Baba Yaga, and many others. The summers I spent exploring the forest and the countryside in my great grandma’s village were a huge influence. I think I’m constantly trying to get back to that feeling I had when I was a kid.”

It’s the kind of goal that often results in work that feels tangible.

“Maybe it sounds cheesy,” Dima said. “But I credit that time with having an interest in stories about searching for adventure and mystery in different worlds. It’s why I became so interested in the world of Destiny and why I can’t believe I get to contribute to its development.”

A KINDER, FRIENDLIER WARMIND

When it came time to create the look of Rasputin’s bunkers, the request from the Design team was straight forward. They already had the gameplay systems in place and needed an area where players could communicate with Rasputin – a space that could evolve over time.

Dima had a very specific mood in mind. “On my reference board, I have a photo of Deckard’s apartment from Blade Runner,” he said. “I knew that was the feeling I wanted. It’s a dark-lit, super intimate, quiet place where players could go and hang out. I like moments in our game where you have silence. Where you’re not being shot at and you have a moment to relax and take a breath. I wanted it to be a space that you would like to be in even if you weren’t doing the mission or grinding the content.”

He thought back to one of his favorite games that had a similar vibe. “Deus Ex: Human Revolution is one of my favorite games of all time,” he said. “If I was in between missions, I could go back to Adam’s apartment and just sit and listen to the music and absorb the ambience – I wanted the Destiny version of that space.”

As pleasant as that sounded, it presented an interesting puzzle since the story called for Rasputin to be in this room with the player. And it’s one thing to make a space feel safe and inviting. It’s an entirely different thing to make that space feel comfortable when there’s a huge digital eyeball tracking you from the center of the room. Dima and his team worked to try and find subtle ways to make Rasputin less intimidating.

“Usually when you see Rasputin, he’s really far away in that massive chamber,” said Dima. “But in Season of the Worthy, the small bunker is a new place where you can be one-on-one with him as he slowly opens up to you while you learn more about him.”

Dima credits Bungie Senior Art Lead, Rob Adams with the idea to bring players physically closer to Rasputin. “It was Rob’s idea to bring Rasputin so low to the ground that you could come up to the screens and be face-to-face with him. Even a lot of the lighting decisions came from how close you’re able to stand to him. Drawing parallels between your physical and emotional distance was intentional.” Form followed function.

RASPUTIN GOES RETRO

Beyond resonating emotionally with the player, there needed to be an in-universe reason for the design of the room. So before putting pen to paper, Dima asked the question: Why did this bunker exist before players found it?

“As soon as you walk in, you understand that place was used for something,” Dima said. “This room had a purpose and a function – it wasn’t just made for gameplay. I had the idea that these bunkers were where Seraph researchers would speak with Rasputin and decode his communications.”

The relationship with the Narrative team immediately became apparent. “We work together as much as possible,” Dima said. “Sometimes Narrative will come up with ideas for a design or how a graphic should speak to specific elements. Other times, I’ll pitch something visual and it’ll end up working into the fiction.”

In this case, the fiction spoke directly to what excited Dima’s about Destiny. “Since these bunkers were from earlier versions of Rasputin, I knew that they were going to feel older technologically and that’s a big part of what Destiny is to me. Obviously we have holograms, but it’s not really super sleek Iron Man stuff – everything is tactile. Everything in Destiny feels like it has a history behind it and that it’s been touched. That’s way easier to do with physical things like screens and buttons.”

Dima leaned into the look of this older age and drew from his interest in industrial design. “There’s a single speaker in the room that Rasputin used to talk to the researchers,” he said. “The big cluster on the ceiling has all these cables, sensors, and cameras that point to the center of the room allowing Rasputin to see the person speaking to him. And as they’re speaking, there are people sitting at consoles recording everything that Rasputin is saying – decoding and storing it. So when you walk into a bunker, you start to understand the background of the Seraph researchers that made Rasputin.”

TURNING ON THE LIGHTS

The bunker is filled with elements that contribute to the atmosphere of the room while also adding to the story. Some flourishes, Dima admits, were added simply because he was looking for an excuse to design them. “I really wanted to have this analog map with physical bolts that light up,” he said. “But I kind of did that for me, because I really wanted it.” And why not? After all, who hasn’t fantasized about playing with a giant Lite-Brite?

“I didn’t really think that the map was going to get much of a reaction or that anyone was going to pay much attention to it. But from what I’ve seen, a lot of people have gravitated towards it and started speculating on what it might mean. People have messaged me and told me that it’s their favorite part of the bunker, so that was kind of cool.”

Inspiring elements continued to come from peers across the studio. One from Senior Artist, Eve Campbell and the Environment team instantly became one of Dima’s favorite things in the bunker.

“They made the screen effects look really cool when you’re talking to Rasputin,” he said. “The way he moves on the screens and tracks you across the room. It’s meant to be this intimate space that’s really comfortable but there’s this degree of uneasiness with him silently and constantly watching you. Even if you jump up and down his eye moves up and down with you.”

Instances like this, where creative partnerships resulted in something unexpected, kept surfacing. “Over time, we’ve evolved the collaboration process and it feels really organic,” Dima said.

Throughout his five years at Bungie, Dima has worked alongside peers invested in building living breathing worlds. Speaking with him leaves the impression that if you work with passionate people, a good idea – like a warmly lit bunker with a giant glowing eyeball – never stays hidden forever.

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Bungie Store Community Artist Series

We are pleased to announce the next installment of the Bungie Store Community Artist Series. This is the second collection of official merchandise featuring art from the Destiny community – and it’s available now!

Please join us in celebrating our creative and talented community with these limited edition collectible products. Each artist receives a revenue share of sales from their product design. The program is currently by invite only and we plan on adding more designs throughout the year.

My name is Jen Whaley. Online I’m known as Jennwhale! While I have experience working in various styles, my main focus is line-work; using both digital and traditional mediums. Bungie has wonderful artists that create incredibly gorgeous experiences that I love to celebrate with my own art. I love the Moon, Dreadnaught, and all things Hive! Creating fan art to spread the joy of Destiny was the goal, but in return, I got much more: a loving community and acknowledgment from the company who originally created the beautiful game I draw fan art for!

Drawing has always been my favorite hobby! Around five years ago, I discovered Prismacolor Premier Pencils, they are amazing at blending and I love working with them!

I really enjoy drawing characters and space, as I am super into astronomy. My style tries to reflect realism and I often choose to include gold in my artwork! Destiny is a huge source of inspiration for me as it is so aesthetically pleasing – I see it as an interactive masterpiece. Last year I graduated university with a Bachelor of Arts in Game Development. I am now a full-time freelance artist, pursuing a career in concept/illustration!

Hi! I’m Nathaniel and I started creating art at a young age with the work of the late Quinton Hoover (RIP) being my biggest inspiration. I love mixing genres and creating customized art from existing properties while trying not to illustrate what’s already been done. It’s both a fun challenge and my way of getting lost.

I love how Destiny combines styles from different cultures – I’m looking forward to an Oceanic theme! Making art is an extension of what I enjoy in Destiny and as long as there are good stories and characters, I’ll keep making art that the community can hopefully enjoy!

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This Week At Bungie – 5/21/2020

This week at Bungie, something unexpected happened on the way to the Moon Bunker.

Many of you have been chasing a Lie. Last week, you began your hunt with Ana, successfully defending Seraph Towers in the Winding Cove, Anchor of Light, and the Rupture (or watched as your fellow Guardians carried the weight…). You burned through a thousand enemies with your trusty Shotgun. Sadly, your quest for answers came to a halt on Sunday evening, all thanks to a faulty door on the Moon’s bunker.

Earlier this morning, Destiny 2 Hotfix 2.8.1.3 was released, unblocking your journey in finding truth behind The Lie. While we hate to see a bug ship, we’re excited to right the ship as quickly as possible.

Now, we look to what comes next. Season of the Worthy is winding down, which means it’s time for a round of previews from the team. This week, we’re hyper focused on Legendary Engrams and weapon tuning.

Decrypting the Future

Last week, we did a deep dive on how loot will be evolving Season over Season. With the upcoming addition of a Max Power Level to your gear, players have been asking how acquisition methods will be changing. We have a breakdown from the Destiny Dev Team on how we’re keeping the items you earn from Legendary Engrams and core activities relevant during a given Season.

Today we’re going to talk about some changes that are coming in Season 11 to the way the world loot pool works.  Because the world pool serves as a baseline of legendary gear that can be earned across different activities, we want to update and refresh it seasonally with meta relevant weapons, some of which were previously exclusive to specific activities like Gambit or Crucible. 

This shared pool can also be unwieldy — if you’re looking for a specific roll of a specific weapon, a pool too large can make it statistically challenging to find, much less with the roll you want. Starting in Season 11, it will be curated both for relevance and overall size, to strike a balance between number of rewards and the chance to get a sought-after drop. Every season gear from previous seasons will be added, and any gear that would no longer have a Max Power Level greater than or equal to the current Season cap will be cycled out to ensure that drops are Power relevant in the current Season. 

The World Pool for Season 11 will consist of the following weapons: 

  • Uriel’s Gift 
  • Elatha FR4 
  • The Old Fashioned 
  • Mos Epoch III 
  • Hawthorne’s Field-Forged Shotgun 
  • Last Hope 
  • Timelines’ Vertex 
  • Interference VI 
  • Dire Promise 
  • True Prophecy 
  • Jian 7 Rifle 
  • Enigma’s Draw 
  • Distant Tumulus 
  • Escape Velocity 
  • Honor’s Edge 
  • Gnawing Hunger 
  • Arsenic Bite-4b 
  • Main Ingredient 
  • Outrageous Fortune 
  • Truthteller 
  • Nature of the Beast 
  • Last Perdition 
  • Bad Omens 
  • Night Watch 
  • Toil and Trouble 
  • Wishbringer 
  • Last Dance 
  • Lonesome 
  • Long Shadow 
  • Steel Sybil Z-14

If you still need a weapon or weapon roll from the current Vanguard, Crucible, or Gambit playlists that isn’t on that list, go grab it now! 

Lock and Reload

Alongside the changes to the World Loot Pool, we have some changes coming to Destiny 2’s Sandbox. This week, we’ll be focused on weapons – specifically perk tuning. Here’s a quick breakdown from the team on what to expect:

Reload Perk Updates 

We’ve observed that players lean towards picking perks that increase their damage (e.g. Kill Clip) or reduce weapon downtime (e.g. Outlaw). 

The damage perks were adjusted quite a while back, but reload perks still don’t feel like choices. This tuning pass aims to keep them feeling powerful without being so dominant that no other choices seem viable. 

First, some information on the stats that impact reload: 

  • Reload Stat: 0-100, and maps onto an archetype-specific reload animation speed. 
  • Reload Duration Scale: Most reload perks also apply a small multiplier to the reload animation, so that if reload stat is capped, you still see a small speed bump.
  • Reload Empty Duration Scale: As above, but only applies if the magazine is empty.

Note that because most weapons have fairly high reload stats, decreasing a reload stat bonus from +100 to +50 will still max out the reload stat most of the time, and so doesn’t slow down the actual reload as much as it seems. 

The following perks that alter these reload stats are being updated: 

  • Outlaw – Slowed this down a little bit. 
      • Reload stat from +100 to +50.
      • Reload Duration Scale from 0.8 to 0.9.
  • Feeding Frenzy – This was strictly better than Outlaw, so we’re changing functionality to be based on number of rapid kills.
      • Functionality changed to increase reload speed based on number of rapid kills, up to 5.
      • With 2 kills, reload speed is equal to updated Outlaw. 
      • With 3+ kills, is faster than Outlaw. 
      • With 4+ kills, is the fastest reload in the game (except Alloy Mag). 
      • Max possible reload duration scale from 0.83 to 0.8.
      • Max possible reload stat unchanged at +100.
  • Rapid Hit – Gave a huge amount of reload and stability for very little work, front-loaded onto the first precision hit. We have updated it so that it still feels good, but isn’t quite as powerful.
      • Adjusted stacking bonus to give less benefit for the first hit and more with subsequent hits.
      • Max possible reload stat from +100 to +60.
      • Max possible reload duration scale from 0.8 to 0.925.
      • Max possible stability stat from +50 to +25.
  • Drop Mag – Situationally really powerful without a massive drawback, as good as a perk, but in a magazine column. 
      • Reload duration scale from 0.85 to 0.9 (just brings it in line with Outlaw).
  • Field Prep – Unchanged, but for reference:
      • Reload stat +50.
      • Reload duration scale 0.8.
  • Alloy Mag – Unchanged, but for reference: 
      • Reload empty duration scale 0.6666.

Additionally, we’re fixing an issue where perks that grant partial weapon ammo did not respect shot count for burst weapons. This means that these perks will now work correctly on Pulse Rifles, Fusion Rifles, and Burst Sidearms, so these perks will be more common on those weapon archetypes in the future:

  • Slideways  
  • Slideshot  
  • Ambitious Assassin  
  • Subsistence  
  • Overflow  
  • Lead from Gold  
  • Clown Cartridge  

General Perk Retuning 

With opening up space by adjusting reload perks, we also retuned some other, underused perks, based on our internal testing and perk popularity and effectiveness data from our internal analytics. 

  • Dynamic Sway Reduction — Adds 10 Stability over time in addition to accuracy (this is way more powerful than it sounds).
      • Reduced reticle movement from Stability should now tell players this is working. 
  • Pulse Monitor — Take critical damage and you can quickly switch to your now-fully loaded Shotgun!
      • Reload amount from 0.35 to 1.0.
      • +50 Handling.
      • 5% faster swap speed.
      • This works on stowed weapons too, which was already the case but makes it a lot more useful.
  • Hipfire Grip — Now helps you hit shots closer to ADS ranges, still doesn’t affect damage dropoff or magnetism.
      • 1.2x aim assist falloff.
      • +15 aim assist.
      • +1.7 degrees precision hip fire angle threshold.
          • By default, when hip-firing a weapon, the center of your reticle must be over a target in order to get a crit, otherwise aim assist will give you a body shot. This change gives you a little leniency, so if the center of your reticle is not directly over a target you will still get the crit if you’re within this angle.
          • Has no effect on Sniper Rifles. 
  • Sneak Bow — Actually makes you sneaky now. Stealth buff! 
      • Now doesn’t ping radar when shooting. 

New Perks

Next Season, we’ll have new perks rolling exclusively on the Season of [REDACTED] weapons. Additionally, Iron Banner will be receiving two new perks on two reprised weapons. In future Seasons, these perks will begin to roll on other weapons.

While we don’t want to spoil the fun of discovering and testing new perks, we will leave you with the names of upcoming Iron Banner perks: Iron Grip and Iron Gaze. We are excited to see the community break these perks down when the new Season begins.

Upcoming Archetype Buffs 

Next Season, we’re taking a quick pass on a few weapon archetypes that have been underperforming.

  • Slug Shotguns are underused in PvE, because they require crits to maximize damage, and didn’t reward that precision with higher damage per second.
      • Slug Shotgun PvE Damage + 30%.
  • High-Impact Pulse Rifles are underused in Crucible. While they have a very fast optimal TTK, that TTK was very hard to achieve, so we decided to soften that a little. 
      • High-Impact Pulse Rifle damage per bullet from 21 to 22. This changes it from 6 crits to 5 crits/1 body to kill a Guardian in PvP at most Resilience values. 
  • In analytics we see Bows are underused in challenging content, and locally we’ve observed that it feels terrible when a Bow leaves a red bar enemy at low health. 
      • Bow PvE damage VS minors + 10%.

Future Archetype Updates 

We’ve been evaluating feedback and our analytics data, and while we’re not done yet, we wanted to touch on three community pain points. Our current goal is to touch on these in Season 12, but we’ll be sure to let you know if plans change. 

  • Sniper Rifles – Community feedback has been that Revoker and Beloved dominate, and looking at analytics they account for 86% of Sniper Rifle usage in the Crucible – and if we include other low-zoom Sniper Rifles, the number gets even higher.
      • We’re specifically looking at how zoom translates into ease-of-use for Sniper Rifles. We’re investigating changes that make choosing a Sniper Rifle zoom more of an interesting choice. 
  • Hand Cannons – We’re evaluating the Hand Cannon subfamilies.
      • As an example, we’re breaking out Aggressive Hand Cannons to let us tune their range independently of the others.
  • Adaptive Auto Rifles – Auto Rifles in general are highly represented in Crucible, but generally feel balanced. Adaptive Auto Rifles are a little higher, so we’re looking at them. 
      • We’re not rolling back the Season 10 buff, but we’re adjusting the tuning a little to give other Auto Rifle subfamilies a chance to shine. 

Moving forward, we plan to make more regular weapon balance changes, we’ll have more to share on cadence and scope later.

In the know

You may have noticed, @BungieHelp on Twitter is freshly verified. If you don’t follow this account, get to it! Player Support, partnered with the Bungie Network Operations Team (BNOC for short), runs this account to keep you up to date on maintenance timelines, bug investigations, and more. Accept no substitute. If you want more details on what’s happening outside of a 280 character limit, read on.

This is their report.

HOTFIX 2.8.1.3

Earlier today, May 21, Hotfix 2.8.1.3 was released to players. This hotfix was designed to resolve the issue with “The Lie” quest not progressing, and the bunker door should now open as expected.

As a result of today’s hotfix, the Felwinter’s Lie Shotgun will not appear in player Collections once acquired. This will be resolved in a future update.

If players are continuing to observe issues with the quest “The Lie”, please report them to the #Help Forum.

ITEMS LEAVING AT END OF SEASON

As the end of Season of the Worthy approaches, several items will be removed from Destiny 2 on June 9, 2020, at the weekly reset. Some of the items leaving at the end of the season include:

  • Access to the Seraph bunkers on the EDZ, Moon, and Io.
  • Warmind bits.
  • 4th Horseman Exotic quest.
  • The Lie quest.
  • Legendary Lost Sectors.
  • The Warmind Khanjali Seasonal Artifact.

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:
  • We are continuing to monitor increases in BEETLE, RABBIT, BEAVER, and ANTEATER error codes. 
  • Some players still have the Guardian Games milestone visible on their characters.
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.

Clip it

Good play? Clip it. Team wipe? Clip it. Idea for a montage? Write that down, do the thing, clip it. Got a bunch of clips? Splice ‘em. Got a Creation? Submit it.

Movie of the Week: Brightside

Honorable Mention: Wonderful World(s)

If you’re hunting a MOTW emblem, make sure to submit your video to the Creations Page on Bungie.net. Link the Bungie.net accounts of anyone who helped in the video description, or we won’t know where to send your prize!

And once again, we come to the end of a TWAB together. How many have we shared together now? The last few have been filled to the brim with news on upcoming changes, and we’re only a few short weeks until the next Season of Destiny 2.

Wait, what’s that? The Season’s almost over? Sorry, gotta cut this short. I have a Conqueror title to earn.

Cheers,

Dmg04

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Destiny 2 Hotfix 2.8.1.3

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  • Fixed an issue blocking progress of “The Lie” quest.

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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