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Destiny 2 Update 2.6.0.1

Nightstalker Way of the Trapper (Top)

Shadowshot: Fires an arrow that damages enemies and debuffs enemies nearby

  • Damage sharing for the Nightstalker player specifically reduced from 100% to 50%
    • Now all allied players have 50% damage sharing on tether

Nightstalker Way of the Wraith (Middle)

Flawless Execution: Headshot kills while crouched grant invisibility and truesight

  • Truesight now lasts 3 seconds (down from 9)

Shattering Strike: After performing a Flawless Execution, your melee attacks have a longer lunge range and weaken enemies

  • Advanced warning: When we made the change to Flawless Execution this also unintentionally nerfed this ability to only last 3 seconds (it was directly tied to the truesight). We have prepared a fix for the 4.6.1 patch to restore the weaken and lunge range increase to last the entire 9 seconds regardless of truesight and invisibility status.

Instant Reloading

Goal: In the beginning, Lunafactions and Rally Barricade did exist, but they were clunky to use. They still had dramatic impact on gameplay even in that state, but eventually we decided to make their effects easier to handle. The problems they introduced always existed in the game, but over time these have become magnified due to new abilities, perks, and weapons introduced into the Destiny 2 sandbox. The impact of something that takes all reloading out of the equation means that other perks or effects like the Hunter’s Marksman Dodge or the Sealed Ahamkara’s Grasps can simply fall to the wayside – Even swords take a hit in comparison, being one of the few weapons that naturally never needs to reload.

Reloading is one of those mechanics that are simple, but have wide ranging consequences. Because the effect on gameplay of removing reloading is inversely proportional to the size of your weapon’s magazine and how slow your general reload animations are, weapons like Rocket Launchers and Shotguns can benefit greatly compared to other weapons. This, alongside the increase in general access to damage bonus effects like Well of Radiance left us with the decision to remove this effect from these two sources, as they were causing things to quickly snowball out of control.                               

Titan Rally Barricade

  • This ability now provides a large increase to reload speed for the duration of the effect
  • This ability no longer automatically reloads your weapons from reserves

Warlock Rift/Well of Radiance

  • Lunafaction Boots now provides a large increase to reload speed for the duration of Well of Radiance
  • This exotic no longer automatically reloads your weapons from reserves

Super Energy Regeneration

Goal: These changes will reduce the speed with which players are able to earn their super which supports difficulty and reduces the current ability to trivialize certain content through excessively chaining supers. Systemically, we want to reduce base sources of supers on a large macro scale without diminishing the feeling that your actions are gaining you a worthwhile energy boost. By reducing the speed at which you gain super we can make mods and perks feel more worthwhile. We still want it to feel like you can make meaningful progress not only through normal play but by augmenting super energy through teamwork, class choices, gear, and skillful play.

New Energy Granted by Super Orbs:

  • Super Orb: 7.143% (50% reduction)
  • Masterwork Orb: 2.5% (50% reduction)
  • Kills: (25% reduction)
    • Minor: 0.6%
    • Elite: 0.96%
    • Mini-boss: 1.8%
    • Boss: 3%
    • Player: 3%
  • Assists: (25% reduction)
    • Minor: 0.3%
    • Elite: 0.48%
    • Mini-boss: 0.9%
    • Boss: 1.5%
    • Player: 1.5%

Damage Multipliers

Goal: At Destiny 2 launch, damage buffs were fairly sparse – There was Empowering Rift for a small increase, and you could combine it with a weakening effect such as Hammer Strike, but very little else. As time has gone on, we introduced Well of Radiance, Weapons of Light, Guiding Flame, Frontal Assault, etc, and combining these effects has resulted in player damage output far beyond what was previously available. Even with just a small amount of them, a player can go from 1x damage to 3x and beyond, causing there to be an extremely large gap between standard player output and theoretical output.

By preventing the larger effects from stacking, we are able to keep each of them around without having to do something in response like raise boss health to compensate for these tactics, as well as create more of them. As an example, Lumina would not have been created in world where the damage bonus effect of Noble Rounds stacked with other damage effects, and these changes are simply an extension along those same lines.

While the weakening effects never stacked, we also took a look at them and adjusted their values as many of our more powerful units would simply evaporate when touched by one of them, but we compensated for that in other ways, such as either extending the duration of the effect or in the case of Shadowshot, making it affect power weapons.

Player Damage Buffs

  • Player Bonuses
    • Bonus damage effects that apply to all of a player’s weapons simultaneously no longer stack multiplicatively. The highest applicable bonus will be used instead
      • This does not affect single weapon buffs such as Rampage, Kill Clip, or exotic weapons that increase their own damage. These will still stack multiplicatively.
      • Buffs that provide bonus damage will still exist simultaneously on the player, so in the event that the one with the highest multiplier wears off the next highest will be used instead.
      • This change affects the following weapons/abilities (Empowering Rift, Frontal Assault, Guiding Flame, Sun Warrior, Inertia Override, Well of Radiance, Lumina/Noble Rounds, Weapons of Light)
  • Notable exceptions: Vengeance (One Eyed Mask)
  • Frontal Assault
    • Bonus damage is now +20% (Previously +25%)
  • Sun Warrior
    • Bonus damage is now +20% (Previously +25%)
  • Well of Radiance
    • Bonus damage is now +25% (Previously +35%)
  • Weapons of Light
    • Bonus damage is now +35% (Previously +25%)

Enemy Debuffs (Weakened)

  • Shadowshot
    • Incoming PvE damage is now +30% (Previously +35%)
    • Incoming PvP damage is now +50% (Previously +55%)
    • This effect no longer excludes power weapons
  • Tractor Cannon (Repulsor Force)
    • Incoming PvE damage is now +30% for all elements (Previously +33%/50% for Non-Void/Void damage respectively)
    • Incoming PvP damage is now +50% for all elements (Previously +33%/50% for Non-Void/Void damage respectively)
  • Hammer Strike
    • Incoming PvE damage is now +30% (Previously +50%)
    • Duration increased from 6 to 10 seconds in PvE
  • Shattering Strike
    • Incoming PvE damage is now +30% (Previously +50%)
    • Duration increased from 6 to 10 seconds in PvE

Reduced Super Damage Resistance

Goal: Since the launch of Destiny 2 we have slowly introduced buffs to supers, especially roaming supers. While we believe supers should be powerful they should not be mindless. We want supers to be more risky in both PvE and PvP. We want players to think about positioning and timing more. Not so long ago we experimented with Spectral Blades by lowering the damage resistance substantially. These changes were generally well received and improved the experience of the super for both the person running it and the person who was running from it. In PvE players shouldn’t feel like their super makes them invulnerable and casting one should call for situational strategic thinking. In PvP players need to feel like they can challenge a super and that with skillful play there’s a chance they can beat it. 

  • Super Damage Resistance removed from masterwork armor
  • Inherent Super Damage Resistance lowered by category (see below)

Low- 54% → 49%

  • Nova Warp
  • Thunder Crash
  • Blade Barrage
  • Nova Bomb
  • Well of Radiance

Medium – 56% → 51%

  • Hammer of Sol
  • Daybreak

High – 60% → 53%

  • Fist of Havok
  • Burning Maul
  • Sentinel Shield
  • Arc Staff
  • Arc Lightning
  • Shadowshot

Other (unchanged)

  • Spectral Blades – 52% / 54.4%
  • Golden Gun – 0%
  • Chaos Reach – 40%
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One More Sleep

Five years ago, we began a journey together (and for some of us at Bungie, many years before that when Destiny was just an idea). There have been great, unbelievable days and dark, dark days (I won’t repeat myself, but the closing of Director’s Cut, Pt. 3 touches on it), and in five years, A LOT has changed from September 9, 2014 – you, me, the Bungie team, Destiny, and the world. 

During 2019, we’ve developed and shared a clarity of vision we’ve never had before in Destiny. We’re finally going to make the Destiny 2 we’ve always wanted to make—one world that you and your friends are going to meaningfully change and make memories in. This year, our team has felt the full weight of what we’re responsible for (even on your worst days in the game, no one is harder on us than ourselves). But we now have a unified purpose. A calling. 

October 1st is the first step toward what we want Destiny 2 to become. Everything we’re doing this fall is more than just any one part – it is Destiny 2 fundamentally evolving and in some ways starting new. It’s Shadowkeep, it’s New Light, it’s Cross Save, it’s you, me, and our friends together. It’s all of it. 

This isn’t just the next chapter of Destiny 2, but the next chapter of us. 

Tomorrow, that journey begins again for all of us and many, many others. These past few months have been awesome with you. Thanks for being the bright points of light shining in the night. You are Destiny’s stars. Be that light for the new Guardians wandering around the Tower, soloing a public event, dropping into Crucible for the first time, or trying to learn Raid mechanics you can do with your eyes shut. We were all Kinderguardians once. 

Let’s help each other, make some memories, and head back to the Moon and see what’s been going on there for the last five years. It’s weird to say five years in, but given the year we’ve had: we’re just getting started. 

See you soon. 

Luke Smith

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This Week At Bungie – 9/26/2019

This week at Bungie, we’re on final countdown for launch.

It’s been a long summer of reveals, travels, interviews, and updates. Now we find ourselves in that old familiar clearing at the end of the path. This is the final weekly update that we’ll have before we blast off on another adventure.

Our new launch trailer is making the rounds. Here it is if you haven’t had a chance to watch yet.

[youtube https://www.youtube.com/watch?v=LFYJTudJ540?wmode=transparent&rel=0&fs=1&w=1136&h=641]

Today, you’ll find us ticking all the boxes on the pre-flight checklist. There are some final items we want to cover before you set out to investigate the mysteries of the Moon. Here’s what you’ll find during a lengthy final scroll:

  • Combat Changes
  • Progression and Economy Changes
  • Patch Note Preview
  • Ritual Weapons and Perk Changes
  • Set It Straight
  • Wear It With Pride
  • Bungie Rewards

Let’s start the clock.

Combat Changes

As discussed previously, damage numbers in Destiny 2 have been a bit out of control. We’re making some adjustments so the numbers shown are smaller and easier to comprehend without affecting the percentage of damage you’re dealing. We’re also adjusting how your Power works when you go up against enemies tougher than you. Here are some more details on what to expect. 

PvE Damage Numbers Display

Goal: To provide players with useful and legible feedback for damage dealt to enemy combatants across many years of Power progression.

  • Displayed damage numbers for damage dealt to non-Guardian enemy combatants are crunched
      • Damage dealt is displayed using fewer digits to enhance readability of damage output
      • Occurrences of displayed damage getting capped at 999,999 should be significantly reduced or eliminated
      • The exponential curve used to calculate damage numbers for display is replaced with a new linear curve that is built to last for many years
      • As players grow in Power, displayed damage numbers increase at a much more measured pace than previously
      • This is a UI update only; player damage output, whether measured as hits to kill, time to kill, or DPS, remains unchanged by this update

PvE Difficulty Tuning

Goals: Widen the sweet spot where fighting higher-level combatants provides a fun, challenging, and rewarding combat experience for a more enjoyable Power climb. Also, allow players looking for even greater challenges to confront much higher-level enemies.

  • Combatants that are 10–40 levels higher take less time to kill and deal less damage
  • Higher-level combatants continue to increase in difficulty up to 100 Power levels above the player
  • When enemies are 100 Power levels or higher above the player, they are immune to damage
  • Nameplate icons on higher-level combatants have been updated to reflect these changes
  • These changes affect only higher-level combatants; the at-level or over-level experience remains unchanged

Progression and Economy Changes

Every Season brings with it some tweaks to the Power climb. Shadowkeep is going to deliver significant changes to how you grow in strength. We also want to make you aware of changes to various currencies and the Eververse Trading Company before you set out to power up your gear.

Rewards Power and Progression

  • All non-powerful rewards now drop 3 to 0 points below your highest equippable Power level, up from 15 to 20 below
  • Year 2 powerful reward sources have changed to Legendary rewards
    • These sources no longer have a chance to drop a random Exotic instead of the Legendary gear
  • Bonus Exotics that drop from Nightfall: The Ordeal will drop at the character’s highest equippable Power level
  • Under- and over-leveling activities no longer adjust how much Power is received from the rewards
  • Experience no longer fuels a player’s character level, which has been changed to be level 50 for all characters
      • Experience instead progresses the Season Pass, Seasonal Artifact mod, and Power progressions, as well as the unlocking of destinations for new characters
      • Experience rewards have been rebalanced with the introduction of the Season Pass and Seasonal Artifact progressions
  • The Power granted from the Seasonal Artifact is additive with the Power of the player’s equippable gear, but does not increase the Power of gear drops
  • All existing gear has had its Power increased to a minimum of 750; new characters will begin Destiny 2 at Power 750 as well
  • The Power bands for Season 8 are as follows
    • Floor: 750
    • Soft Cap: 900
        • All drops up to this point will be upgrades to the most powerful item in your inventory or vault
        • Beyond this point, only powerful and pinnacle rewards will increase a player’s Power
    • Powerful Cap: 950
        • All non-powerful/pinnacle rewards are capped at 950
        • Pinnacle rewards are the only way to raise Power above this point
        • Powerful rewards are equivalent to the character’s highest-equippable Power beyond this point
    • Pinnacle Cap: 960
        • This is the highest Power at which gear drops; also known as the “hard cap”
        • The Seasonal Artifact bonus Power allows characters to attain values above this level
  • Prime Engrams
      • Prime Engrams now gain charges more quickly, drop more frequently, and have a higher maximum charge cap (nine charges, up from six during Year 2)
      • The Power gains have been rebalanced for the increased frequency, providing +3 Power, down from a range of +4 to +7
      • Players who have completed the “Prime Example” quest prior to Shadowkeep’s release will earn charges, but those charges won’t drop until the character has reached 900 Power
      • This will help players avoid spending charges early for gains that are most beneficial during the Soft Cap to Powerful Cap range

Bright Dust

  • Bright Dust is now earned by completing Crucible, Gambit, and Vanguard weekly and repeatable bounties
      • We chose to grant all of Bright Dust from ritual weekly bounties rather than spreading it out across the weekly and daily bounties so players could more easily earn Bright Dust without having to make sure they complete every single daily
      • Players will be able to do the repeatable bounties as many times as they like
      • Any Crucible, Gambit, or Vanguard completed bounties need to be turned in before maintenance begins on 9/30 as these changes will reset them; other bounties—Gunsmith, clan, Eververse, etc.—can still be claimed after Oct 1
  • Eververse items no longer dismantle into Bright Dust, and instead grant legendary shards and glimmer
  • New Eververse items for Season of the Undying will become available for Bright Dust two weeks into the Season
  • Eververse items no longer require Bright Dust to reacquire them(or re-roll perks) from Collections; instead, they cost the same materials that reward items of the same type/rarity use
  • Fireteam Medallions have been removed from the store, deprecated into Fizzled Fireteam Medallions, and can now be dismantled into Bright Dust to recover their purchase price (50 Bright Dust)
  • Gleaming Boon of the Vanguard price has been lowered to 150 Bright Dust
  • Gleaming Boon of the Crucible price has been lowered to 500 Bright Dust

Eververse

  • The Season 7 Best of Year One Engram has been retired, and in its place, players can now obtain the new Season 8 Nostalgic Engram
  • The Seasonal Milestone no longer grants a bounty; instead, it directly grants a Bright Engram
  • The Season 8 Nostalgic Engram is no longer earned at level up
      • Instead, the Bright Engram is now included in the free rewards of the Season Pass that are visible before level 100; it’s also awarded every 5 levels after level 100
  • The Eververse storefront is now available via the Director
  • Eververse bounties (standard and IGR versions) have been deprecated; any remaining bounty notes can be broken down into Bright Dust
      • You can still complete and turn in any outstanding Eververse bounties until they expire 

Glimmer

  • Players can now store up to 250,000 Glimmer
  • Glimmer rewards from the majority of sources in the game have been rebalanced
      • Most open world sources (public events, Lost Sectors, chests) have been significantly increased
      • Passive Glimmer gain on kill has been reduced
      • In addition to directly awarding Glimmer on kill, combatants will sometimes drop additional Glimmer chunks
  • Weekly bounties award a large amount of Glimmer in addition to their other rewards

Spider’s Exchange

  • The Spider welcomes new opportunities with four arms open and now deals in materials from all planets
  • However, the Spider has noted changes in market value, and has adjusted his exchange rates accordingly:
      • Glimmer exchange now costs 10 Legendary Shards or 20 materials, and yields 10,000 Glimmer
      • Tangled Shore daily bounties no longer award Glimmer, providing instead Etheric Spirals (in keeping with his competition)
      • Weekly wanted bounties no longer award gear, but now provide between 3,000 and 15,000 Glimmer in addition to the Enhancement Cores currently offered

Xûr

  • Xûr’s inventory pool and Fated Engram now include world-drop Exotics from Year 2

Patch Note Preview

We’ll have a bunch of bullet points for you to peruse next week. Here’s something to tide you over until then.

  • Added rally banners to Leviathan, Eater of Worlds, and Spire of Stars 
  • “The Shattered Throne” Dungeon is now available at all times instead of on a three-week cycle
      • It can also be launched and reset from the Director
  • Black Armory forges are now accessible through a Director-launched playlist on EDZ
  • Weapon mods are now treated as reusable unlocks instead of consumables; any mods you have in your inventory will be converted to unlocks
      • If the only copy of a mod you have is already in a gun, you will need to reacquire one to unlock it 
  • Discarding an Enhancement Core no longer deletes the entire stack
  • Borealis and Hardlight now match the Prism modifier when changing elements on reload, rotating through Void, Arc, and Solar
  • Fixed an issue where the Hunter’s Tempest Strike melee ability couldn’t be performed if the sprint button/key was set to Hold
  • The Phoenix Protocol Hearth perk will no longer award bonus Super energy on kills and assists to Warlocks inside a Well of Radiance if they do not also have the Well of Radiance (Attunement of Grace) subclass equipped
  • Fixed an issue where allied Golden Gun projectiles weren’t going through Banner Shields
  • Fixed an issue where the Queen’s Wrath perk for the Exotic Wish-Ender Bow wasn’t correctly highlighting players if their shield was depleted
  • Players who’ve obtained the Salute emote in the past can now correctly select it in their collection and assign it to their emote wheel
  • Multiplayer (buddy) emotes will now have a visible indication of where a player can stand to interact and initiate the emote
  • Failing the first encounter for any Black Armory forge will no longer award planetary destination materials. ಠ_ಠ

Ritual Weapons and Perk Changes

In Season of the Undying, pinnacle weapons will become ritual weapons. They will no longer have special perks and will instead be curated rolls. A previous article incorrectly showed two new pinnacle weapons. The good news is you will be getting three ritual weapons for each of the ritual activities: Crucible, Vanguard, and Gambit. Here’s the Destiny Dev Team on why we made this difficult decision and some information on upcoming perk changes. 

Destiny Dev Team: The decision to stop creating extremely powerful pinnacle weapons was made for a variety of reasons. The first was that the band in which “pinnacle” perk can exist is actually quite small, and most of them far exceeded the efficacy they should have been at. Another issue is that they cause problems in the player ecosystem, particularly in the case of the Crucible pinnacle weapons. Due to the nature of PvP and PvE, anything that works well in PvP is likely going be extremely effective in PvE as well. This forces players into the Crucible if they want the “best” loadouts. Even the title of “pinnacle” set a variety of unrealistic expectations. Rather than being the absolute height of Legendary power, they were supposed to be interesting novelties to chase.

These problems became more pronounced the more of them we produced. In the end, we decided to move away from pinnacle weapons. If you managed to collect them all, we hope you enjoy them!

While we’re on the subject of weapons, here are a few important notes on changes to how perks will work.

Reduced the effectiveness of the following perks in PvE:

  • Rampage, Kill Clip, Swashbuckler, Multikill Clip, Desperado, Surrounded, Master of Arms, Onslaught
      • In general, these perks use the same damage multipliers for PvE that they did in PvP
      • The change to Rampage does not affect the Huckleberry
      • Onslaught and Desperado now change bullet impact values while active in PvE
      • Surrounded no longer multiplies precision damage on top of base damage, as it was benefiting some weapon types more than others as a result

Legendary weapons have become too powerful overall. In many cases, they even outclass Exotic Primary weapons, so we’re walking them all back a bit. All the way back in original Destiny, we had a perk named Crowd Control, which was Rampage’s predecessor. Crowd Control capped out at a bonus of +15% extra damage. At this point in Destiny 2, Rampage caps out at about +67%. That’s a 447% increase from the original iteration. Legendary damage perks have become so powerful, they simply invalidate non-damage related perks. 

Here’s a quick preview of the three ritual weapons you can earn in Season of the Undying. Because these weapons are no longer pinnacle weapons, the quest required to earn them is not as in depth as previous seasons.

Vanguard—Edgewise

Crucible—Randy’s Throwing Knife

Gambit—Exit Strategy

Set It Straight

During the run up to launch, we’ve been dropping videos, articles, interviews, and information all over the internets. Along the way, the fact-checkers called us out a few times. Today, we’re issuing some corrections to previous transmissions.

1. There was a shot of Trials of the Nine armor in the launch trailer by mistake. We wanted to clear up any confusion and let players know that the Trials of the Nine set will not obtainable in Season of the Undying.

2. We also had to revise our gameplay calendar for Season of the Undying. The menu of action is the same, but we are adjusting the timing of the Nightmare Hunts. The new schedule looks like this:

3. Back when we were first talking about finishers and some of the mods that go with them, we talked about how one of the mods enabled you to spawn Heavy ammo for your fireteam when you executed a finisher. That was still in flux at the time, and for balance reasons we ended up making a mod that will spawn Heavy ammo for yourself and a mod that will spawn Special ammo for your fireteam.

Wear It With Pride

At Bungie, our mission is to build worlds the inspire friendship. Our games become places where people—all kinds of people—can gather to share meaningful experiences. One of the most important aspects of friendship is acceptance. Earlier this year, we took to the streets as part of the Seattle Pride Parade. We also offered up a Pride Pin via the Bungie Store that was rumored to have an emblem that would come with it. The rumors are true, and we’ve chosen International Coming Out Day as the advent to deploy the in-game expression of acceptance. 

For the details, along with a personal story to capture the spirit of that day, here is one of our own…

Hi Y’all,

My name’s Nigel. You may know me from things like the Shattered Throne Ride Along, or this wonderful fan video made during our St. Jude’s charity stream. This is my first TWAB post and I’m a little nervous, so I’m going to use one of my favorite TV shows, Golden Girls, as a crutch.

Picture it. Tempe, Arizona 2009.  A sophomore in college. At this point in my life, I’d never really had a girlfriend or really found myself attracted to a woman. I refused to believe I was gay. Having seen so many coming-out stories go poorly, with family and friends abandoning people they loved, I didn’t want that for myself. So I ignored it by playing video games.

Dragon Age: Origins had just released, and my twin brother had been bugging me for a good week to buy it and play it. Quickly I found myself wrapped in magic and steel for an untold, but probably perfectly healthy, amount of time. During this time, I found myself conversing with one of the male party members, simply trying to raise his approval.

That’s when it appeared. The option to flirt with this character. I was as the kids say, “shooketh.” I sat for what must have been twenty minutes before deciding to click on it. He flirted back. My heart skipped. I was a ball of nerves and anxiety as the conversation continued with another chance to confess romantic feelings to the character. I thought I was going to vomit all over a simple choice in a video game. I debated with myself, what did it mean that I wanted to flirt with this character? Why did I suddenly feel like my entire existence would be changed with this one conversation? I clicked it.
And that’s when I learned about rejection. From a digital character. He wasn’t gay, and my heart sunk. But his next words were something I didn’t know I needed. “There’s nothing wrong with who you love. You are my friend no matter what.” I spent the next two hours on the floor crying, finally feeling that it was okay to be gay. I felt more comfortable than I’d ever felt in my life. I vowed, if I ever got the opportunity to pay it forward, I would.

Well I’m helping to pay it forward. I’ve spent a lot of my time at Bungie helping to make sure Destiny is a welcoming place. I have marched in the Seattle Pride Parade. I have helped set up the Trevor Foundation and other LGBTIQA+ charities. Most recently, I helped create those wonderful Bungie Pride Pins you keep seeing on our streams. I’m happy to announce that, on October 11, International Coming Out Day, we’ll be releasing a Pride emblem for your Guardian if you’ve purchased this pin. If you missed the chance to buy the pin back in June, mark your calendars, because we’ll be restocking our supply on the Bungie Store.

Destiny and Bungie are places where we can foster community and work together, no matter your background. We at Bungie want to make sure no matter who you love, or who you are, that everyone belongs in the Tower. Or the Farm, if you’re into that.

Nigel speaks true. Thanks for being excellent to each other. Any players who previously purchased the Pride Pin will be receiving codes for the emblems through email. 

Bungie Rewards

Last week, we showed off a preview of the World’s First belt and some of the emblems you can earn in our upcoming pinnacle PvE activity. We weren’t quite ready to show off the awesome jacket Bungie Rewards will be offering, but the design is ready for the runway.

Any player who beats the “Garden of Salvation” raid and claims their code before the weekly reset on 10/15 will be eligible to purchase the raid jacket through Bungie Rewards. We are giving you some extra time to Power up this time. We know many of you don’t enjoy rushing through content, so even if you aren’t ready to take on the raid before 10/15, any player who completes “Garden of Salvation” during Season of the Undying will be eligible to purchase a special raid T-shirt through Bungie Rewards.

So… the shirt has some spoilers on it, but we’ll share out what it looks like after the raid is completed.

That’s not all! Players can also claim a free Eris Morn papercraft mask by completing the main Shadowkeep quest by the end of Season 8. If you’re already receiving Bungie newsletter emails, you’ll get a direct link the next day, or you can visit www.bungie.net/rewards to redeem it. Stay tuned for more Bungie Rewards throughout the season.

Full Steam Ahead

Player Support is waiting in the wings to support our next launch. 

This is their report.

Upcoming 24-Hour Maintenance

This upcoming Monday, September 30, Destiny 1 and Destiny 2 will be taken offline for extended maintenance on all platforms.

This maintenance will last for approximately 24 hours, starting at 10 AM PDT (1700 UTC), ending with the launch of Destiny 2: Shadowkeep on October 1. During this downtime, players will be unable to log in to Bungie.net or access Destiny API features.

For the latest information on this maintenance as it occurs, including download availability and emergent issues, players should follow @BungieHelp on Twitter or monitor our support feed on help.bungie.net.

Pre-loading Destiny 2: Shadowkeep and Update 2.6.0

Existing console players will be able to pre-load Update 2.6.0 during the maintenance leading up to launch. The moment we confirm that downloads are available, we’ll sound off from the support links provided above.

FOLLOW UP: Delay in Forsaken License Transfers for Migrating PC Players

Last week, we discussed the likely delay of Forsaken license transfers for migrated PC players on Steam. With the announcement of our upcoming 24-hour maintenance, we hope to mitigate any possible delay in Forsaken license transfers following the launch of Shadowkeep on October 1. If any such delays occur, we’ll be sure to sound off from the support links provided above.

PC Migration and New Characters on Steam

Following the launch of Shadowkeep and Destiny 2 Update 2.6.0 on October 1, players who link their Steam account to their Bungie.net profile will be able to manually trigger PC Migration.

Players should be aware, however, that any new characters created on Steam before performing PC migration will be overwritten when players migrate from Battle.net. This will result in the potential loss of new characters and gear, as well as Silver, Eververse items, and Season Passes—if purchased on these new characters before performing PC migration.

To make things as simple as possible, here’s the recommended order of operations for players who perform PC migration to Steam after Shadowkeep launches on October 1:

2. If desired, enable Cross Save so your preferred characters are available when you log in to Destiny 2 on Steam. PC Migration will still transfer your Battle.net characters to Steam, even if another set of characters is selected for Cross Save. This also determines which characters receive any Silver or Season Passes purchased on Steam before logging in.

4. Log in to Destiny 2.

5. Your Battle.net characters, licenses, and Silver will already be migrated to your Steam account, however your Cross Saved characters will appear if Cross Save is enabled.

IMPORTANT: Since purchased Silver and Season Passes are applied to the first character set that players log in with after purchase, we strongly recommend that players enable Cross Save before logging in to Destiny 2 on Steam. This will ensure that your desired characters are receiving your Silver and Season Passes on the Steam platform. Cross Save-enabled characters will be able to bring their Season Passes with them to any platform after they have been applied.

REMINDER: Destiny 2 and Silver Purchases on Battle.net

This week, we’d like to remind PC players that Destiny 2 game content and Destiny 2 Silver can no longer be purchased from the Battle.net Shop.

Existing PC players can continue to play on Battle.net until Destiny 2 undergoes maintenance for Steam launch. Players should also be aware that in order for recent Silver purchases to successfully transfer to Steam, players MUST log in to Destiny 2 on Battle.net before 10 AM PDT (1700 UTC) on September 30, 2019 to claim their purchased Silver.

REMINDER: Battle.net Code Redemption for Destiny 2

As another reminder, players should be aware that any Battle.net code they possess for Destiny 2 content MUST be redeemed on their Battle.net account before they perform PC Migration. Players who have already prepared for PC Migration have until the start of Destiny 2 maintenance on September 30 to redeem any unused Battle.net codes—to have that license transfer to their Steam account.

Players who migrate to Steam after our October 1 maintenance must also ensure that their Battle.net code is redeemed before they link their Steam account. Once a Steam account is linked, their Guardians, Silver, and game licenses will be migrated from Battle.net to Steam. This is a one-time process that cannot be repeated for new licenses. For information on Battle.net code redemption, players should visit Blizzard’s How to Claim a Code knowledgebase article. 

It’s worth noting that all content previously included in the base Destiny 2 game, Curse of Osiris, or Warmind, will be available to all players for free through the launch of Destiny 2: New Light on October 1.

Steam Limited User Accounts

Next week, Destiny 2 officially launches on Steam. Before it does, we’d like to make players aware of Steam’s Limited User Accounts.

In short, any player whose account has spent less than $5.00 USD on the Steam Store will have limited access to community and social features that are commonly used for spamming, phishing, and other abuse.

This will also apply to any Destiny 2 player new to the Steam platform who migrates from Battle.net. For more information, please see Valve’s Limited User Accounts support article.

Premonition Legendary Pulse Rifle

Following the launch of Shadowkeep next week, players will be able to view new items added to Destiny 2 using the in-game Collections. Before then, we’d like to make players aware of a known issue with one particular weapon listing.

Following the launch of Shadowkeep, the Collection listing for the Premonition Legendary Pulse Rifle will state that it is “found by exploring the Moon.” This weapon’s specific source is actually the new dungeon, which will become available sometime after Shadowkeep’s launch.

Players who encounter other issues following the launch of New Light, Shadowkeep, and Steam PC should report them to the #Help forum.

MOTW

All right, let’s see what we got. More movies on the field. Here are our favorites this week. 

Movie of the Week: Embrace your fears

[youtube https://www.youtube.com/watch?v=qPYa8WJztJQ?wmode=transparent&rel=0&fs=1&w=1136&h=641]

Honorable Mention: The Duke

[youtube https://www.youtube.com/watch?v=Smvx1BuF1PE?wmode=transparent&rel=0&fs=1&w=1136&h=641]

This is it. The last TWAB before launch. Are you ready?

The entire team has been working hard on this release. We got Cross Save in your hands early and are excited to see you experience all the content in Shadowkeep. New players and veterans alike will have new characters wake up on the Cosmodrome for the first time in Destiny 2. Please welcome new Guardians who may be just joining this incredible community. Thanks for sticking with us. We’ll see you star side. 

<3 Cozmo

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Shadowkeep Narrative Preview – Chapter Five

It’s been a long while since I’ve been to the Tower. Much has changed. I pray my departure hasn’t created an irreparable fracture. 

Ikora… you must forgive me.

I’ll tell her what I’ve uncovered—where I’ve been. She’ll see the meaning behind my actions.

“When I heard your ship was approaching, I didn’t believe it. Yet here you stand. It’s good to see you.”

“Ikora, my absence was necessary. What I have learned, discovered… Danger lurks closer than you realize. You must trust me. We’ve stood too long ignorant of the cataclysm brewing before us. If we do not act, we face yet another Collapse.  We must attend to that which the Hive have unearthed down below the lunar surface—”

“Eris. Breathe.” 

Her words bring a fleeting rush of relief.

“We know  about the Hive, as well as their recently erected Keep .”

A Keep ? They mobilize. It’s far worse than I knew.

“Then you will come with me, Ikora.” 

“Eris, you’ve barely had a moment to rest.”

“You must let me show you the truth. Then you will understand.”

“I have responsibilities here. A lot has transpired in your absence. We’re still recovering from our… losses.”

What lies behind pales in comparison to what we face ahead.

But I won’t fight with her. Not again.

“Then I will go alone.”

“Eris…”

“On this I cannot negotiate.”

I can see Ikora measure her options. She does not seek an argument either.

“At least allow me to help you mount an adequate response to a threat that, mind you, we don’t fully understand. Let the Vanguard support you.”

That will take time. Always time. The one element we don’t have the luxury of.

“But you’ll be gone before they can mobilize, won’t you?”

“We all do what we must.”

“Promise you’ll stay in communication with me. I don’t want this to be like last time.”

I nod to Ikora. Always the beacon of benevolence.

She deserves more than I can offer. My calling is not here. There is still work to be done. One last stop.

“I have to go.”

Her concern is palpable. It reassures me, oddly. The wound between us can heal. If we live long enough.

“Eris… This thing you’re willing to risk everything for… What is it?”

“I warned of a storm. Can’t you hear the thunder?” 

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This Week at Bungie – 9/19/2019

This week at Bungie, we went on the record about our plans for the third year of Destiny 2.

It takes a big team of talented people to make a game that truly feels alive. You can see a bunch of those team members, either hard at work or talking about our goals, in the newest Bungie ViDoc. If you missed this invitation into our studio, give it a watch now. Or give it a watch again.

[youtube https://www.youtube.com/watch?v=mEvVKCKdtfw?wmode=transparent&rel=0&fs=1&w=1136&h=641]

Shadowkeep is just the beginning—and it begins in under two weeks!

They’re Not Belts

On Saturday, October 5, Guardians will venture into a new raid: Garden of Salvation. Many of you have been to the Black Garden before, but don’t be fooled—an entirely new challenge awaits you. 

Contest mode will be active for the first 24 hours, similar to the Crown of Sorrow World First competition. While Contest is active, players will face an enforced challenge throughout the raid. Power beyond certain levels will provide no additional advantage for a given fight (e.g., for the first fight, Power above 890 doesn’t provide an advantage, and for the final fight, Power above 920 doesn’t provide an advantage). 

After the 24-hour period ends, we will disable Contest mode, and players can take full advantage of their higher Power to overcome the raid’s challenges.

As always, we will be watching as fireteams race to claim the prestige of being World First to complete the raid. Their prize, besides bragging rights of course, will be this custom-made Garden of Salvation World First Belt.

The Big Show pointed out during our World First ceremony at GuardianCon (now known as GCX) this year, that they are not belts; they are titles. But since we have “titles” in the game we are going to keep calling them belts. Sorry Big Show.
You can read the full rules here. The gist is: Only the final six players of the winning fireteam to finish the activity will receive a belt. The first fireteam to complete the raid and return to orbit will be declared the winner. Unlike in previous raids, the winning team won’t receive an Exotic drop from the final encounter, so don’t rely on your loot stream to determine whether you may have won. We’ll check our data before crowning the official winners from @Bungie.

If you are not first, you don’t have to be last. All Guardians who complete the raid within the first 24 hours will be able to show off this exclusive emblem.

We also have this emblem available to anyone who completes the raid at their leisure. 

Stay tuned as we reveal more Bungie Rewards in Season of the Undying!

Applied Science

There has been an annoying bug in the UI where you would try to apply something like a shader or a mod and nothing would happen. The bar would fill up, but the desired action would not be applied. Sometimes it would fail multiple times. You could feel your blood pressure rise with each futile attempt. Back in update 2.5.0, we issued a fix for this issue. And it worked… kind of. But any fix that doesn’t completely solve the problem is no fix it all. So we went back to work. We have a fix that should squash this bug for good coming up with Shadowkeep on October 1. Here is the Destiny Dev Team to give you some behind-the-scenes info on what was going on with the apply button and what we are doing to fix it.  

Destiny Dev Team: The inconsistency of the apply button stems from overly aggressive safety features designed to protect your character from accidental UI interactions. 

The first safety feature was cursor movement detection. If we noticed any amount of cursor movement while the apply button was held, we’d cancel the action to prevent you from accidently applying your action to the wrong item. Because it is fairly easy to experience a small amount of mouse movement while clicking a mouse button, this restriction impacted PC players much more than console players. We removed the cursor movement detection in 2.5.0. Now we only check to see if the cursor has moved off the item.

The second safety feature is a bit more complicated. Let’s say you’re applying a mod. While you’re holding down the button, a new mod shows up in your inventory at the start of the list, and shifts all the other mods displayed in the UI over one slot. The cursor is now hovering over a different mod, but the cursor hasn’t moved. In this kind of situation, we want to make absolutely sure that we don’t insert the wrong mod because that action can’t be undone. To protect against this, we cancel the action if we detect any change to your character page. This is problematic because there are a myriad of stats we track and countless things happening around you that can cause a number on your character page to change. Even if you’re sitting in orbit, getting a clan XP notification is enough to cancel the apply button.

While the protection described above serves as a good general safety net, it has clearly reached its limits. In 2.6.0, our plan is to tweak this protection. When we detect an update to your character page, we will check if the cursor is still hovering over the same item. If the cursor is still over the same item, we won’t cancel the action.

Preparing for Launch

As we go over our final checklists before launch, player support will be acting as your ground control. If your mission to the moon experiences any unexpected issues, let them know on the help forum and they’ll get the right people working the problem. Remember to read the gauge before you stir the tanks. 

This is their report.

Update 2.6.0 Deployment and PC Migration

This week, we’d like to begin setting expectations on what the Shadowkeep launch experience will be for existing PC players on October 1.
On October 1, prior to the official launch of Shadowkeep, Destiny 2 will be taken offline for maintenance on all platforms. During this maintenance window, PC players who have linked their Steam accounts to their Bungie.net profile will automatically have their Guardians and Silver transferred from Battle.net to Steam.

Once maintenance concludes and Shadowkeep has officially launched, PC players who’ve undergone Steam linking will be able to launch Destiny 2 on Steam and immediately access their Guardians and Silver. However, migrated PC players should be aware that there will be a delay in the transfer of their Destiny 2: Forsaken licenses from Battle.net to Steam.

After the launch of Shadowkeep, Forsaken license transfers for Steam-linked PC players will continue in the background until they are complete. While that work is underway, PC players can access all Destiny 2 content not reliant on a Forsaken license, as well as new Shadowkeep content if owned on Steam. And of course, all New Light content will be available to all players, for free.

Examples of Forsaken content that will not be available to migrated PC players during this window:

  • Forsaken campaign missions
  • Forsaken quest content
  • The Last Wish raid
  • The Shattered Throne dungeon

Examples of Forsaken activities that will be available to players immediately, since they will be bundled in with New Light:

  • Gambit playlist activities
  • Forsaken strikes in strike playlist activities
  • Forsaken maps in Crucible playlist activities
  • Patrols on the Tangled Shore destination
  • Patrols on the Dreaming City destination
For information on maintenance times when they become available, players should follow @BungieHelp on Twitter or monitor our support feed on help.bungie.net.

Battle.net Code Redemption for Destiny 2

Another item of housekeeping as we transition from Battle.net to Steam is about the redemption of Destiny 2 codes for Battle.net.

Players should be aware that any Battle.net code they possess for Destiny 2 content MUST be redeemed on their Battle.net account before they perform PC Migration. Players who have already prepared for PC Migration have until the start of Destiny 2 maintenance on October 1 to redeem any unused Battle.net codes – to have that license transfer to their Steam account.

Players who migrate to Steam after our October 1 maintenance must also ensure that their Battle.net code is redeemed before they link their Steam account. Once a Steam account is linked, their Guardians, Silver, and game licenses will be automatically migrated from Battle.net to Steam. This is a one-time process that cannot be repeated for new licenses. For information on Battle.net code redemption, players should visit Blizzard’s How to Claim a Code knowledgebase article. 

It’s worth noting that all content which was previously included in the base Destiny 2 game, Curse of Osiris, or Warmind, will be available to all players for free through the launch of Destiny 2: New Light on October 1.

REMINDER: Steam Linking and PC Migration

Once again, we’d like to remind PC players to link their Steam accounts to their Bungie.net profile in preparation for our migration to Steam on October 1.

From October 1 onward, any existing PC player who links a Steam account to their Bungie.net profile will automatically be migrated forward to the Steam ecosystem.

To prevent the unintentional loss of Guardians, game licenses, and Silver, it is imperative that all PC players make sure they are linking their correct Steam AND Battle.net accounts to their Bungie.net profile.

REMINDER: Destiny 2 and Silver Purchases on Battle.net

We’d also like to remind PC players that Destiny 2 game content and Destiny 2 Silver can no longer be purchased from the Battle.net shop.

Existing PC players can continue to play on Battle.net until Destiny 2 migrates to Steam on October 1. At that time, new players are also welcome to jump in with the launches of New Light and Shadowkeep.

Additionally, every existing PC player should be aware that in order for recent Silver purchases to successfully transfer to Steam, players MUST log in to Destiny 2 on Battle.net before October 1 to claim their purchased Silver.

Existing Campaign Progress and New Light

Lastly, this week we’d like to make players aware of how New Light will impact their existing progress for the Red War, Curse of Osiris, Warmind, and Forsaken campaigns.

On October 1, after Destiny 2 Update 2.6.0 rolls out, players who have not completed any of the above Destiny 2 campaigns will have progress toward that campaign reset. For example: any player who has not completed the Forsaken campaign will have to restart that campaign after 2.6.0 maintenance on October 1.

It’s worth noting, however, that most endgame activities will generally be available to players as soon as they unlock their corresponding destinations. This is as a part of the accelerated player progression that will be introduced with New Light on October 1.

Silence You Phones

Once again we honor creative players in our community with a little something called Movie of the Week. This is where we pick our favorite community-made videos and award their creators with a special emblem. 

Movie of the Week: Oh Listener Mine

[youtube https://www.youtube.com/watch?v=mjxPD8eJzeo?wmode=transparent&rel=0&fs=1&w=1136&h=641]

Honorable Mention: Jotunn for Real

[youtube https://www.youtube.com/watch?v=_OY8M9W9KTA?wmode=transparent&rel=0&fs=1&w=1136&h=641]

It’s good to be back. I’ve kept an eye on things, checking in on the community during late-night feedings, but it’s nice to finally be back in the studio where it happens. Just in time too, as Dmg required a jumpstart to get his ticker ticking correctly. Send him some love as he rests up.

Shadowkeep is just around the corner. Next week will be the final TWAB before we let you loose on the Moon. From there, things escalate quickly with the raid and a full calendar of content going live throughout the Season of the Undying. See you soon on the Moon. 

<3 Cozmo

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Shadowkeep Narrative Preview – Chapter Four

A FRIEND IN NEED

There’s a heat behind my eyes. I’d forgotten warmth, what it felt like. All I can make out are the weapons pointed at my face. If this is my fate, I will end with the fury of a tempest.

 

“Lower your guns!”

Petra? 

“Eris Morn. Apologies for the welcome. Never know what will come out of there.”  

The Dreaming City. I did not think I ever would set foot here.

“This place… it’s miraculous .” 

“Don’t get used to it. We won’t be staying long.”

“Where  are we going?”

“To see the Queen.”

“The Witch  aims to bait me. I require your guidance, my Queen .”

“She is calculated, meticulous. Proceed cautiously. Her intent is obscured.”

My Queen  is wise. 

“Where do we begin?”

“Eris… there is understandable urgency in this matter…”

Not you too. Please do not think lesser of me. 

“You were on the brink of death. That is not a loss I’m willing to bear.”

“The shadow of death cannot hinder me.”

She takes a concerned pause at my words. Did I misspeak?

“You walk a thin line between duty and obsession. Take it from one with experience.” 

“I am driven, but only due to what is at stake.”

“And what is that to you?”

 “My Queen … everything. Human and Awoken alike will wash up on the shores of death if we do not act.”

“No. What is it to you?”

“…vengeance.”

I watch as she deliberates the validity of my claims. To be dismissed as mad now would be my end.

“A noble cause.”

The same desire runs through my Queen’s  veins.

“Savathûn’s cunning has its limits… We retrieved a log dating back to the Golden Age that may aid in deciphering Her  riddles. It is one of many. The rest are scattered across the stars.”

“I must seek them all out.”

“You will not have to do it alone.” 

My queen.

The months working alongside my Queen  were exhilarating and treacherous. I’ve traversed more of the known universe than I ever thought I would see. Through all the vile creatures vanquished and treasures discovered lurks a new sensation… A place in this story.

We’ve collected several of the logs we seek. Each offers a new perspective on the threat we all face. The Golden Age understanding of the concepts of Light and Darkness were primitive, nascent. I wonder if in the millennia that will come to pass, our comprehension will be viewed similarly. It matters not, if we are unable to avoid our looming calamity.

We have come so far, and now I feel our journey coming to a close.

It’s here, in these ruins. I can sense it.

I push the refuse off an ancient chest.

Inside—what we’ve been searching for.

I read. My worst fears confirmed.

“My Queen … it’s been there all along.”

To think I must return to those twisted tunnels where the screams of my fireteam will undoubtedly reverberate throughout my mind…

My fate is eternally bound to that place.

There is no escape.

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Shadowkeep Narrative Preview – Chapter Three

A LIGHT IN THE DARKNESS

The days have become indecipherable. This harsh plane of existence bears only Darkness and cold—two things I’ve become reacquainted with since my banishment to this hellscape. No matter where I run, the glowing orb follows. It stalks me.

I’ve taken to quietly humming a tune to stave off the madness. I don’t enjoy it, but it helps. It’s worked before, when I was trapped beneath the Moon’s surface. Taken and Hive run rampant here. Around every corner. I’m in no shape to defend myself. My mind fights to stay alert. I just need to rest. Just a little…

A bright light awakens me. That glowing orb? Its radiance calls out to me. 

No. Stop it. I’m losing my grip again. Hum the song.

“Eris!”

You’re making it up. Or worse. It’s the Witch again.

“Eris!” 

The orb approaches. Could it be?

I stand to meet the light. And I collapse into darkness.

I am awake, I believe—though this feels like a dream.

“You encountered the Witch-Queen and survived.”

I am not sure if this conversation with Toland is real or a figment of my imagination. 

“I’m no closer to discovering their machinations.”

“Tell me, what did she say?”

“It was riddles… taunts. She used you, all of you, perverting your voices… I was close to something. Beneath the surface. Slumbering.”

“Intriguing.”

Either way, I am in need of an exit. I must continue, no matter the pain.

“Where do you think you’re going? You’re in no shape to move.”

“I have to. I need to.” 

“Are you telling yourself this to motivate, or are you blinded by your obsession?”

Now I am sure he is real. 

“Aren’t you curious what was slumbering down there? I know I am.”

He piques my interest. I’ll allow this momentary reprieve.

“Go on.”

“Our time in the Hellmouth… requires further examination. I’ve often thought back to our glorious failure. Something has never sat right with me.”

“I imagine dying would leave one unsettled.”

“True, but this lies beyond that void. Our fireteam was comprised of some of the best to ever wield the Light, and yet we were eviscerated with ease.”

 “They had weapons… we were not prepared.”

“While true, does the circumstance not bother you?”

“It haunts me to this day. I hesitate to believe anything She would say.”

“But why would She say anything at all?”

Why indeed.

“…She means to guide me, Toland.”

“Do not play into Her hand.”

“You lend credence to Her riddles. We must know the truth, no matter the cost.”

“Tread lightly, Eris. Or you may end up like me yet. Or worse!”

“My charge is the same, as always.”

“I’m afraid so.”

“There must—”

A flash of light, and once again I cannot see. I hear Toland call out to me, but I am pulled from him, from there.  

It’s warm now. And bright. So bright.

“CLICK.” 

I can feel their guns on me. 

I’m surrounded. 

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Destiny 2 Hotfix 2.5.2.3

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PlayStation Xbox Live Battle.net Steam

General

  • Annual Pass content is now available to all Forsaken players of Destiny 2
  • All negative modifiers have been removed from the Reckoning

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This Week At Bungie – 9/12/2019

This week at Bungie, we’re looking into the near future.

We’ve talked a lot about how Shadowkeep will change the way we play Destiny, and we’re not even done yet. We’ll have more to say before October 1 about how the game is about to evolve. There might even be a final pre-launch Bungie ViDoc about Year Three next week, but that’s not my promise to make. Keep your eyes up.

Seeing Guardians rejoin Eris on the Moon for a new adventure is not the only thing we’re looking forward to when we daydream launch day. As this new campaign against the minions of the darkness begins, a new Season of Destiny gameplay will begin with it – followed by three additional seasons of updates. We’re about kick off a whole new year of explorations, rewards, and surprises.

But not everything should be left to surprise. We know that Guardians like to plan their gaming sessions. This calendar shows what’s coming free to all players of Destiny 2, what’s in store for Shadowkeep, and what’s included with Season of the Undying:

Save these dates! If you’re not one to over-plan your life, you know we’ll keep you up to date from week to week on what awaits you in the game. That’s just what we’re about to do right now.

Shadowkeep Sandbox Update: Weapons

Last week, we did a bit of a deep dive on upcoming changes to abilities in Shadowkeep. This week, we’ll be giving a patch note preview on how your weapons will be fine-tuned. For this pass, the team put some love in to a few Exotics that may have been collecting dust in your vaults. On top of that, a bit of tuning has been done in how damage is applied to different targets in PvE environments.

In terms of how these changes will impact your PvP experience, a few weapons and archetypes are being buffed, with some seeing more aggressive range falloff to give breathing room to Scout Rifles and other weapons.

Combatants – General

  • Minor enemies (Rank-and-File) no longer take more precision damage than other enemies.
      • These enemies previously took twice as much damage to their precision hit locations than enemies of higher ranks.
      • You will still deal precision damage, but this is now entirely dependent on the weapon, as it is for higher ranked enemies.

Weapon Changes – General

  • Weapon mods are now treated as reusable unlocks instead of consumables. Any mods you have in your inventory will be converted to unlocks
      • This gives players the opportunity to play with different mods more frequently
      • If the only copy of a mod you have is already in a gun, you will need to reacquire one to unlock it
  • Auto Rifles
      • PvE damage increased between +30% and +25% depending on combatant rank
  • Bows
      • PvE damage increased by +31% against minor enemies, and +26% against major enemies
      • Fixed an issue where bow draw times were displayed incorrectly in the inspection screen
  • Hand Cannons
      • PvE damage against minor enemies increased by 30%
      • Lightweight and Adaptive hand cannons use a new firing animation while aiming down sights
          • This change was made to increase weapon accuracy when firing these weapons as fast as possible
          • Ex: Currently, players can shoot faster than the recoil animation of 140/150 archetypes – so while the handcannon looks to have fully reset from recoil, the following projectile will be shot as if the weapon was still in a recoiled state.
      • Reduced the effect the range stat has on damage range falloff (effective range) for this weapon archetype
  • Machine Guns
      • PvE damage against minor enemies increased by 25%
      • Increased the effects of damage range falloff on this weapon archetype
  • Pulse Rifles
      • PvE damage against minor enemies increased by 28%
      • Increased the effects of damage range falloff on this weapon archetype.
      • Archetype specific damage changes (impacts both PvE and PvP gameplay)
          • Rapid-Fire Pulse Rifles now deal 14/23.8 base/precision damage (Previously 13/21.4)
          • High Impact Pulse Rifles now deal 21/33.6 base/precision damage (Previously 20/32)
  • Scout Rifles
      • PvE damage increased between +36% and +18% depending on combatant rank
  • Sidearms
      • PvE damage increased to minor and major combatants by 16%
  • Sniper Rifles
      • PvE damage increased by +47% against minor enemies, +20% for others
          • Exotic sniper rifle perk damage bonuses have been modified to compensate for this change and they will not receive the full benefits as a result
  • Submachineguns
      • PvE damage increased by 22.5% against minor/major combatants
      • Aggressive Frame
          • Removed the intrinsic effect of “Deals bonus damage at close range.”
          • This bonus was 10%, but was unintentionally always active
          • The bonus damage has been moved to the base damage for 750 RPM Submachineguns, resulting in no damage change
          • As a result, Tarrabah and The Huckleberry gain 10% damage in both PvE and PvP

Exotics

  • Sweet Business
      • Increased magazine size from 100 to 150.
      • Increased PvE damage by 15%.
      • High Caliber rounds have been replaced with Armor Piercing rounds.
      • Damage changed to 15/21.2 base/precision (Previously 13.21/21.14)
      • This weapon no longer requires you to be firing when you pick up ammo to have it automatically reload.
  • Graviton Lance
      • PvE damage increased by 30%
  • Sunshot
      • Increased magazine size to 12
  • Vigilance Wing
      • PvE damage increased by 25%
  • Crimson
      • Damage changed to 19/30.5 base/precision (Previously 13.76/24.75)
      • Fixed an issue that was causing this weapon to deal higher flinch than intended
  • Merciless
      • Fixed the missing aim assist stat for this weapon
  • Ace of Spades
      • Memento Mori’s damage bonus is now affected by range falloff
  • Lumina
      • Noble Rounds should apply their buff to allies more reliably now
  • The Colony
      • “Serve the Colony” now functions as Auto Loading Holster does

Perks

  • Subsistence
      • Reduced the impact of this perk on total reserves
  • Ricochet Rounds
      • Removed the hidden bonus to damage falloff
  • Swashbuckler
      • Perk now activates when getting a kill with Ball Lightning
  • Grave Robber
      • Perk now activates when getting a kill with ranged melee abilities (ie: Ball Lightning, Explosive Knife)
  • One-Two Punch
      • Reduced the effectiveness of stacking One-Two Punch and Cross Counter (Liar’s Handshake)
      • Ex: Players won’t be able to defeat Riven in less than three seconds after Shadowkeep launches using the combo of One-Two Punch and Liar’s Handshake, but we know many of you will try other builds… and potentially even succeed. 

We still have a few TWAB’s before the release of Shadowkeep, which will shore up our patch notes previews on a variety of topics, ranging from Black Armory Access to bug fixes. Stay tuned!

Reckoning: One more thing…

Destiny 2 Update 2.5.2.2 recently brought some frequently requested Quality of Life changes to Reckoning and rewards. Next week, we’ll be making one additional change to the experience, further bridging the gap between you and your desired rewards.

Starting on September 17, all negative modifiers will be removed from Reckoning. This activity will continue to feature a weekly singe, with a daily rotation of Brawler, Grenadier, and Heavyweight. Our goal in this change is to improve the replay-ability of Reckoning, so players will feel more inclined to hop in to matchmaking for some sweet loot. This should also help to address some feedback items from players that specific modifiers could feel too punishing (We’re looking at you, Blackout Darkblades).

If you’re looking to get your hands on some weapons from Season of the Drifter that have eluded you, I reckon this is your time to shine.

One after another

Fresh on the heels of Update 2.5.2.2, we’re prepping 2.5.2.3. Destiny Player Support already has your itinerary prepared, so you’ll be prepared for the upcoming download.

This is their report.

Destiny 2 Hotfix 2.5.2.3

Next week, Hotfix 2.5.2.3 will become available to players in Destiny 2. This hotfix targets an issue which is currently preventing a subset of players from enabling Cross Save, and marks the removal of negative modifiers from The Reckoning.

REMINDER: Steam Linking and PC Migration

For the next several weeks, we’ll be reminding PC players to link their Steam accounts to their Bungie.net profile, in preparation for our migration to Steam on October 1.

From October 1 onward, any existing PC player who links a Steam account to their Bungie.net profile will automatically be migrated forward to the Steam ecosystem.

To prevent the unintentional loss of Guardians, game licenses, and Silver, it is imperative that all PC players make sure they are linking their correct Steam account to their Bungie.net profile.

REMINDER: Destiny 2 and Silver Purchases on Battle.net

For the next several weeks, we’ll also be reminding players that Destiny 2 game content and Destiny 2 Silver can no longer be purchased from the Battle.net Shop.

Existing PC players can continue to play on Battle.net until Destiny 2 migrates to Steam on October 1. At that time, new players are also welcome to jump in with the launches of New Light and Shadowkeep.

Additionally, every existing PC player should be aware that in order for recent Silver purchases to successfully transfer to Steam, players MUST log in to Destiny 2 on Battle.net before October 1 to claim their purchased Silver.

Saw something Husky happen on Mars

Imitation is the sincerest form of flattery. For some of you Destiny old timers, Husky Raids began a trend in content creation, staging wonderful music videos on the destinations of Destiny. They inspired many to dance to their favorite tracks from the methane seas of Titan to the rocky outcroppings of IO. This week, our runner up is an homage, and we loved every second of it.

Our selection for Movie of the Week just barely edged a win, thanks to some killer tunes and a wonderful array of action from the last two years of Destiny 2. Some of the clips may bring forth wonderful memories before we take our first steps into Year 3.

Movie of the Week: Princes of the Universe

[youtube https://www.youtube.com/watch?v=AsJCHLFuKyo?wmode=transparent&rel=0&fs=1&w=1136&h=641]

Honorable mention: Saw some strange activity on Mars during Community Week

[youtube https://www.youtube.com/watch?v=zNpZgXCxdSI?wmode=transparent&rel=0&fs=1&w=1136&h=641]

If you’d like to put your name in the hat for Movie of the Week, make sure to post your content to the Community Creations page on bungie.net, or throw a video to myself or Cozmo on Twitter.

This week was home to Destiny’s 5th year anniversary. As I (might) still have your attention, I’d like to tell you a quick story. Five years ago, I was your average Bungie community member. I worked a retail job in San Diego, playing videogames into the dead of night and enjoying time with the communities therein. I had a few ideas on a future, ranging from Architecture to Graphic Design, but wasn’t set on anything just yet. The summer before Destiny shipped, DeeJ shot me an email asking if I wanted to help show off Destiny’s upcoming “Crucible” PvP environment at E3. It was a gamer’s dream, going to E3 and playing a new game early, surrounded by folks eager to see the new stuff. Not only did I meet some wonderful people that I have the pleasure of working with today, I had the opportunity to make some friends from other corners of the Bungie community.

A few days in, I was introduced to a very tall man that went by the name of Cozmo. He was funny, somewhat awkward, and seemed to be the type that would throw something at me for no good reason at all. All things considered, I thought he was a pretty nice guy. He’d just made a new subreddit to follow the development of Destiny. While most of what could be found was purely speculation, it had already grown into a small community. There are many parts of the story that I won’t bore you with, but it was the beginning of a wonderful friendship that holds to this day. Destiny has always had that quality about it, making friendships a sort of loot that could be acquired through pure luck. End of the day, I’m glad to have found a perfect roll for a fellow Community Manager, even before we had applied for the gig.

Thank you to everyone who shared their stories on how a game could positively impact their lives. That’s one of the things about community that we love most, and we appreciate that you’re a part of ours. With 5 years behind us, it’s almost time to take our next step. Two TWAB’s and a weekend stand between us and Shadowkeep. Feel free to start counting the sleeps.

Cheers,

Dmg04

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This Week At Bungie – 9/5/2019

This week at Bungie, Mars is on the mind.

A few weeks ago, we forecast our first Community Challenge. Our destination of choice: Mars. With a unique emblem and additional Menagerie loot to earn, we knew you’d take this on… but we didn’t think you’d prosecute the Hive this quickly. To say we’re impressed with your progress is an understatement. Here’s a quick snapshot of how far you’ve come in so little time:

Remember, to qualify for the exclusive Community Event emblem, you’ll need to complete one Nightfall before next Tuesday at 10:00 AM Pacific. Luckily, it looks like there’s some work to be done in the Nightfall department. Don’t forget, we have the Find Fireteam feature on Bungie.net and the Destiny Companion App if you’re in need of some team mates. We’ll be sending out emblems to qualifying players next week, so be sure to stay tuned for updates.

We’ve got some exciting news on the docket this week. A Bungie Bounty, upcoming Crucible changes, Sandbox ability tuning, and a fashion show of upcoming armor. Let’s get to it.

Join the Strike Team

Next week, we’re assembling a special strike team for another Bungie Bounty—and, like we always do, we’re leaving a seat open. In keeping with our streaming tradition, this is your chance to find us in the wilds of matchmaking and engage in live combat with the hopes of winning an emblem as your reward. On this occasion, we’re putting a price on the heads of whichever strike bosses the fates choose.

Bungie Bounty—Strike Team Edition

Destiny 2 on Xbox Live

Heroic Strike Playlist

Tuesday, September 10

3–5 PM PDT

If matchmaking chooses you to play on this fireteam, your fellow Guardians will be two titans of industry (even though one of them plays as a Hunter). These are two old friends who have recently been reunited by Cross Save. They’ll be live at Bungie to stream their session.

  

If you get matched up with these Guardians, and they decide that you held up your end of the fight, they’ll award you an emblem you can use to prove it—so be sure to back them up on the path to victory. Look alive and play your best game. This will be your first chance to win the Destiny 2 Year 3 Bungie Bounty emblem. Check it out!

  

They’ll launch as many strikes as time permits, with a different Guardian from the community as the third player. If you’re watching and participating in chat, there will also be some prizes for you to win as a spectator. We’ll have seven Destiny 2: Shadowkeep Collector’s Editions to award—and those are otherwise sold out. 

Our friends at Xbox also have some special prizes up their sleeves, so tune in to watch or queue up to fight alongside two of the biggest Destiny fans we know.

Shake Shaxx 

Many of you have been asking how the Crucible experience will change on October 1. While we outlined some changes in the Director’s Cut: Part III article, we wanted to put the magnifying glass on a few more upcoming changes. 

Director Update

When Shadowkeep launches, your Crucible Director will look a bit different. Here’s a quick rundown from the Director’s Cut:

      • We’ve removed the Quickplay and Competitive nodes from the Director.
      • If you’re looking for an experience like Quickplay, we’ve added Classic Mix (a connection-based playlist [like Quickplay today]). Classic Mix includes Control, Clash, and Supremacy. 
      • Competitive is replaced by 3v3 Survival (which now awards Glory).
      • We’ve also added a Survival Solo Queue playlist that also awards Glory. 
      • We’ve added 6v6 Control as its own playlist. 
          • With the potential influx of new players this fall, we want to have a playlist that signals to new players where to start. 
          • We feel like 6v6 Control is the right starting place when introducing new friends to Destiny.
      • We’ve added a weekly 6v6 rotator and a weekly 4v4 rotator. 
          • These rotator playlists are where modes like Clash, Supremacy, Mayhem, Lockdown, and Countdown will appear.

We want to create some variety in the PvP experience from Season to Season, and one way we’re doing that is to bench some maps for the Season. While they’re out of rotation, if time allows we also hope to improve how they play by tweaking spawn areas, ammo spawns, and overall structure so they return better than before. The first four to be removed from all playlists are:

      • Dead Cliffs
      • Legion’s Gulch
      • Retribution
      • Solitude

We also made a pass on all playlists, removing some maps from playlists where they don’t shine.  Equinox is now only in Scorched, Mayhem, and Breakthrough, and Firebase Echo is only in Supremacy, Mayhem, and Breakthrough.

While we are removing a few maps, we are also introducing Widow’s Court, Twilight Gap, and the new map, Fragment. Think Dreaming City meets Infinite Forest.

Elimination is also making its return to Destiny 2 via Crucible Labs. We’ll be testing out multiple variants of Elimination rulesets and settings to see how the mode plays with the new weapons and abilities of Destiny 2.

Heavy Ammo Sharing

Heavy ammo is shared only in all 6v6 modes, and those crates have a sparkling effect to denote this. Once a player picks up Heavy ammo, their teammates have a limited amount of time (currently 7 seconds—this is something we can tweak between Seasons based on community feedback) to interact with the same ammo crate to get Heavy ammo. If the other team picked up the crate, it will turn red to indicate you cannot pick it up during this period. When the time window expires, the crate despawns.  

Each player gets less Heavy ammo from shared crates than they do from unshared crates in 4v4 and 3v3 modes. The amount of ammo you receive from a crate is static and does not change based on how many teammates share the crate.

Rank Systems Update: Streaks and Floors

Glory, Valor, and Infamy streaks have been made more resilient. Instead of resetting your streak, losses will now reduce your Valor and Infamy streaks by 1, and your Glory streak by 2. You can still lose Glory, but if your rank is at or below Fabled, you can’t lose Glory if doing so would drop you below that rank (each rank through Fabled acts as a floor for Glory).

Competitive Matchmaking Updates: Skill and Glory

Destiny has always tracked player skill behind the scenes, taking into account things like kills, damage dealt, and so forth. These factors all contribute to a player’s skill rating. In Season 8, we’ve mapped skill ratings to Glory ranks, with the lowest end of the scale mapping to Guardian I, and the high end mapping to Legend. Most players are somewhere between these extremes.

As you play in the Survival playlist, the Glory system will accelerate you to the rank that corresponds to your skill rating. If your current rank is below where your skill rating says you should be, you’ll earn extra Glory based on the criteria above so you can get to your expected rank faster and lose less Glory so you don’t fall farther away. Once you reach your “expected” rank, Glory gains and losses will normalize.  

Meanwhile, your skill rating is continually adjusting based on your performance, shifting the system’s understanding of your “expected” rank, and causing the Glory system to respond by pulling you toward that rank. The result should be that over time, your Glory rank will become an accurate reflection of your skill. It also means that teammates of different skill will experience different Glory adjustments from the same Survival match.

When it comes to Crucible, matchmaking and hopper nodes are only half of the puzzle. Over the next two weeks, we’ll be detailing Sandbox changes, which directly impact the meta that you’d find in our PvP environment.

Shadowkeep Sandbox Update: Abilities

As Destiny 2 continues to evolve with the upcoming release of Shadowkeep, many of the tools in your space magic toolbox are receiving a tuning pass. This week, we’ll be focusing on subclass changes, as the list is fairly hefty. Below, we’ve paired developer commentary with upcoming patch notes to paint a picture of how your abilities are being updated—and, more importantly, why.

Nightstalker Way of the Pathfinder (Bottom)

Goal: We want to lean into the fantasy of a speedy disruptor. Pathfinders need more tools to scout the battlefield and a skill based way to engage with that gameplay more often. We should reward this scouting and battlefield control gameplay, executed well, with more opportunities to do the same. At the same time shadow shot needed some quality of life improvements for long standing frustrations.

Vanish: Smoke bomb grants invisibility to allies

    • Gives 1 stack of Heart of the Pack (newly revamped) to all allies hit
    • Grants +34 to armor, recovery, and agility
    • Gives weapon reload speed and handling
        • Max 3 stacks
    • Increased invisibility duration from 7 > 8 seconds.

Provision: Killing tethered enemies creates super orbs and increases agility, armor, and recovery for allies

    • New Perk (old perk benefits moved to be part of Mobius Quiver)
        • Damaging enemies with your grenades reduces the cooldown of your smoke bomb (6% per damage tick)
        • Making allies invis gives you grenade energy (17.5% per ally)

Moebius Quiver: Fire super multiple times and deals massive damage to tethered targets

    • Added the old Provision perk to naturally be part of Mobius Quiver
        • Killing tethered enemies creates super orbs and grants stacks of Heart of the Pack for allies
    • Expanded the range of Heart of the Pack from 20 > 30 meters.

Shadowshot Super (Top and Bottom path)

    • Damage increased from 150 > 250
        • One shot kill in PvP
    • Improved tether accuracy near obstacles
    • Suppress on hit is more consistent

Sentinel Code of the Protector (Top)

Goal: This path is the main support role for Titans and focuses heavily on melee kills while staying near allies. We want to focus more heavily on buffing allies so that players care about the timing of their buff usage. With a loop which allows players to get their melee energy back more quickly this will be a more engaging path to play. Additionally, Ward of Dawn is currently not up to snuff, and needs a buff that ties in to the fantasy of buffing allies.

Defensive Strike: Melee ability that creates an overshield for nearby allies

    • All kills while the overshield is active grant melee energy for the player with the shield (works for all allies you grant a shield to)
        • This is based upon enemy threat level from 5% (minors) to 25% (players and bosses)

Rallying Force: Melee kills heal nearby allies

    • Heal buffed from 10 health and 10 shields to 10 health and 20 shields (50% increase)

Ward of Dawn: Alternate super that creates a shield bubble

    • Increase ward health versus supers 
        • Most supers will require the whole thing to be dumped on the ward to destroy it but will (usually) not kill the players inside.
    • Ward grants weapons of light buff when passing through it (35% weapon damage for 15 seconds)
    • Grants an additional super orb (3)
        • Auto-generated orbs now grant the same amount of super energy as regular super orbs (previously the orbs gave less super energy on par with masterwork orbs)

Sentinel Code of the Aggressor (Bottom)

Shield Bash: Shoulder charge that disorients nearby enemies

    • Now suppresses the target hit and any enemy within 2 meters (have to be basically right next to them)

Voidwalker Attunement of Hunger (Bottom)

Vortex: Nova Bomb leaves behind a damaging AoE pool

    • Initial explosion damage increased 15%
    • Lingering damage increased 15%

Dawnblade Attunement of Grace

Well of Radiance: Alternate super that creates a healing/buffing field for allies

    • Grants an additional super orb (3)
        • Auto-generated orbs now grant the same amount of super energy as regular super orbs (previously the orbs gave less super energy on par with masterwork orbs)

Nightstalker Way of the Trapper (Top)

Shadowshot: Fires an arrow that damages enemies and debuffs enemies nearby

    • Damage sharing for the Nightstalker player specifically reduced from 100% to 50%
        • Now all allied players have 50% damage sharing on tether

Nightstalker Way of the Wraith (Middle)

Flawless Execution: Headshot kills while crouched grant invisibility and truesight

    • Truesight now lasts 3 seconds (down from 9)

Shattering Strike: After performing a Flawless Execution, your melee attacks have a longer lunge range and weaken enemies

    • Advanced warning: When we made the change to Flawless Execution this also unintentionally nerfed this ability to only last 3 seconds (it was directly tied to the truesight). We have prepared a fix for the 4.6.1 patch to restore the weaken and lunge range increase to last the entire 9 seconds regardless of truesight and invisibility status.

Instant Reloading

Goal: In the beginning, Lunafactions and Rally Barricade did exist, but they were clunky to use. They still had dramatic impact on gameplay even in that state, but eventually we decided to make their effects easier to handle. The problems they introduced always existed in the game, but over time these have become magnified due to new abilities, perks, and weapons introduced into the Destiny 2 sandbox. The impact of something that takes all reloading out of the equation means that other perks or effects like the Hunter’s Marksman Dodge or the Sealed Ahamkara’s Grasps can simply fall to the wayside – Even swords take a hit in comparison, being one of the few weapons that naturally never needs to reload.

Reloading is one of those mechanics that are simple, but have wide ranging consequences. Because the effect on gameplay of removing reloading is inversely proportional to the size of your weapon’s magazine and how slow your general reload animations are, weapons like Rocket Launchers and Shotguns can benefit greatly compared to other weapons. This, alongside the increase in general access to damage bonus effects like Well of Radiance left us with the decision to remove this effect from these two sources, as they were causing things to quickly snowball out of control.                               

Titan Rally Barricade

    • This ability now provides a large increase to reload speed for the duration of the effect
    • This ability no longer automatically reloads your weapons from reserves

Warlock Rift/Well of Radiance

    • Lunafaction Boots now provides a large increase to reload speed for the duration of Well of Radiance
    • This exotic no longer automatically reloads your weapons from reserves

Super Energy Regeneration

Goal: These changes will reduce the speed with which players are able to earn their super which supports difficulty and reduces the current ability to trivialize certain content through excessively chaining supers. Systemically, we want to reduce base sources of supers on a large macro scale without diminishing the feeling that your actions are gaining you a worthwhile energy boost. By reducing the speed at which you gain super we can make mods and perks feel more worthwhile. We still want it to feel like you can make meaningful progress not only through normal play but by augmenting super energy through teamwork, class choices, gear, and skillful play.

New Energy Granted by Super Orbs:

    • Super Orb: 7.143% (50% reduction)
    • Masterwork Orb: 2.5% (50% reduction)
    • Kills: (25% reduction)
        • Minor: 0.6%
        • Elite: 0.96%
        • Mini-boss: 1.8%
        • Boss: 3%
        • Player: 3%
    • Assists: (25% reduction)
        • Minor: 0.3%
        • Elite: 0.48%
        • Mini-boss: 0.9%
        • Boss: 1.5%
        • Player: 1.5%

Damage Multipliers

Goal: At Destiny 2 launch, damage buffs were fairly sparse – There was Empowering Rift for a small increase, and you could combine it with a weakening effect such as Hammer Strike, but very little else. As time has gone on, we introduced Well of Radiance, Weapons of Light, Guiding Flame, Frontal Assault, etc, and combining these effects has resulted in player damage output far beyond what was previously available. Even with just a small amount of them, a player can go from 1x damage to 3x and beyond, causing there to be an extremely large gap between standard player output and theoretical output.

By preventing the larger effects from stacking, we are able to keep each of them around without having to do something in response like raise boss health to compensate for these tactics, as well as create more of them. As an example, Lumina would not have been created in world where the damage bonus effect of Noble Rounds stacked with other damage effects, and these changes are simply an extension along those same lines.

While the weakening effects never stacked, we also took a look at them and adjusted their values as many of our more powerful units would simply evaporate when touched by one of them, but we compensated for that in other ways, such as either extending the duration of the effect or in the case of Shadowshot, making it affect power weapons.

Player Damage Buffs

    • Player Bonuses
        • Bonus damage effects that apply to all of a player’s weapons simultaneously no longer stack multiplicatively. The highest applicable bonus will be used instead.
            • This does not affect single weapon buffs such as Rampage, Kill Clip, or exotic weapons that increase their own damage. These will still stack multiplicatively.
            • Buffs that provide bonus damage will still exist simultaneously on the player, so in the event that the one with the highest multiplier wears off the next highest will be used instead.
            • This change affects the following weapons/abilities (Empowering Rift, Frontal Assault, Guiding Flame, Sun Warrior, Inertia Override, Well of Radiance, Lumina/Noble Rounds, Weapons of Light)
    • Notable exceptions: Vengeance (One Eyed Mask)
    • Frontal Assault
        • Bonus damage is now +20% (Previously +25%)
    • Sun Warrior
        • Bonus damage is now +20% (Previously +25%)
    • Well of Radiance
        • Bonus damage is now +25% (Previously +35%)
    • Weapons of Light
        • Bonus damage is now +35% (Previously +25%)

Enemy Debuffs (Weakened)

    • Shadowshot
        • Incoming PvE damage is now +30% (Previously +35%)
        • Incoming PvP damage is now +50% (Previously +55%)
        • This effect no longer excludes power weapons
    • Tractor Cannon (Repulsor Force)
        • Incoming PvE damage is now +30% for all elements (Previously +33%/50% for Non-Void/Void damage respectively)
        • Incoming PvP damage is now +50% for all elements (Previously +33%/50% for Non-Void/Void damage respectively)
    • Hammer Strike
        • Incoming PvE damage is now +30% (Previously +50%)
        • Duration increased from 6 to 10 seconds in PvE
    • Shattering Strike
        • Incoming PvE damage is now +30% (Previously +50%)
        • Duration increased from 6 to 10 seconds in PvE

Reduced Super Damage Resistance

Goal: Since the launch of Destiny 2 we have slowly introduced buffs to supers, especially roaming supers. While we believe supers should be powerful they should not be mindless. We want supers to be more risky in both PvE and PvP. We want players to think about positioning and timing more. Not so long ago we experimented with Spectral Blades by lowering the damage resistance substantially. These changes were generally well received and improved the experience of the super for both the person running it and the person who was running from it. In PvE players shouldn’t feel like their super makes them invulnerable and casting one should call for situational strategic thinking. In PvP players need to feel like they can challenge a super and that with skillful play there’s a chance they can beat it. 

    • Super Damage Resistance removed from masterwork armor
    • Inherent Super Damage Resistance lowered by category (see below)

Low- 54% → 49%

    • Nova Warp
    • Thunder Crash
    • Blade Barrage
    • Nova Bomb
    • Well of Radiance

Medium – 56% → 51%

    • Hammer of Sol
    • Daybreak

High – 60% → 53%

    • Fist of Havok
    • Burning Maul
    • Sentinel Shield
    • Arc Staff
    • Arc Lightning
    • Shadowshot

Other (unchanged)

    • Spectral Blades – 52% / 54.4%
    • Golden Gun – 0%
    • Chaos Reach – 40%

Next week, we’ll be taking a look at how your arsenal of weaponry will be changing.

Add to Your Collection

Over the weekend, we were boots on the ground at PAX West. A few attendees helped themselves to a preview of some upcoming armor coming in Shadowkeep. This week, we’d like to showcase more upcoming sets, giving you a fashion show of sorts. Here are the fall collections, arranged by their sources.

Dreambane Armor Set

Acquired from activities on the Moon.

Garden of Salvation Raid Armor Set

Acquired from the Garden of Salvation raid.

Substitutional Armor Set

Acquired from Seasonal activities, free Season Rank rewards, and premium Season Rank rewards.

Phenotype Plasticity Universal Ornament Set

Acquired from premium Season Rank rewards.

Iron Will Armor Set

Acquired from participating in Iron Banner.

Empyrean Cartographer Universal Ornament Set

Acquired from the Eververse store.

In addition to all this, the currently available armor sets will drop as Armor 2.0 versions when Shadowkeep launches.

Armor 2.0: Reprisals

  • Crucible: Year 1
      • Includes Year 1 ornaments
  • Vanguard: Year 1
      • Includes Year 1 ornaments
  • Black Armory
  • Gambit
      • Gambit: Forsaken
      • Gambit Prime: Season of the Drifter
  • Menagerie
      • All Menagerie armor
  • Raids
      • Leviathan
      • Eater of Worlds
      • Spire of Stars
      • Last Wish
      • Scourge of the Past
      • Crown of Sorrow
  • Destinations
      • European Dead Zone
      • Titan
      • Nessus
      • Io
      • Mercury
      • Mars (Vendor and Escalation Protocol)
      • Tangled Shore
      • Dreaming City

There will also be additional world drops that can be found in Legendary engrams which have been updated to Armor 2.0.

Deployment Complete

Destiny 2 Update 2.5.2.2 is live, and players have flooded Reckoning for increased chances on their desired weaponry. Destiny Player Support has kept a finger on the pulse of this update, looking for any missing pieces that may have fallen off the ship during its journey.

This is their report.

Destiny 2 Hotfix 2.5.2.2

This week, we deployed Hotfix 2.5.2.2 to Destiny 2. This hotfix made several targeted quality-of-life improvements to the Destiny 2 experience, including changes to the quests for the Wendigo GL3 and The Mountaintop pinnacle Grenade Launchers.
For the full list of changes made in 2.5.2.2, please see our Destiny 2 Update 2.5.2.2 page. Players who have observed issues after the deployment of this hotfix should report them to the #Help forum.

REMINDER: Moments of Triumph End Date is September 17

With Shadowkeep fast approaching, we’d like to take this opportunity to remind players that Moments of Triumph ends at the weekly reset on Tuesday, September 17.

At that time, the 2019 Moments of Triumph and the MMXIX Seal will no longer be available to players who have not completed them.

PC Silver Purchases—Log In to Claim by October 1

In preparation for the upcoming Destiny 2 PC migration to Steam, this week all Destiny 2 game and Silver product listings were disabled for purchase on Battle.net.

Players should be aware, however, that all in order for recent Silver purchases to successfully transfer to Steam, players MUST log in to Destiny 2 on Battle.net before October 1 to claim their purchased Silver.

The option to purchase Silver will be re-enabled on Steam on October 1 when Shadowkeep launches. For more information on the move to Steam, please visit our PC Move page.

Cross Save Issues

We are aware that some players have entered an undesirable Cross Save state due to Silver purchases on their account prior to the launch of Cross Save. To help mitigate these and other player issues, we have created a Cross Save Contact Form. All tickets regarding Cross Save issues will be addressed at the discretion of Destiny Player Support during regular business hours.

I’m Losing My Mind

I keep looking over my computer monitors, expecting to see the smiling face of Cozmo23. He’s been texting me every day, making sure I’m all right—but I have to say that I’m going a little crazy. It was nice to see him at PAX, but it just wasn’t enough time. Wait a second, this is a Movie of the Week intro, not my personal diary. Let’s look at what’s hot on the creations page this week!

Movie of the Week: Once Upon a Time in the Reef

[youtube https://www.youtube.com/watch?v=4T8Mhjq0In4?wmode=transparent&rel=0&fs=1&w=1136&h=641]

Honorable Mention: Ricochet Rounds + Sniper = Profit

[youtube https://www.youtube.com/watch?v=dxRIkhq0f08?wmode=transparent&rel=0&fs=1&w=1136&h=641]

If you’d like to put your name in the hat for Movie of the Week, make sure to post your content to the Community Creations page on bungie.net, or throw a video to myself or Cozmo on Twitter.

I’m a candle burning at both ends right now. Shadowkeep is so close. SO CLOSE! I can’t wait to get back on that lunar surface with you all. See you next week when we talk about some exciting Sandbox weapon changes, like Sunshot having 12 in the mag, or Graviton Lance getting a 30% PvE damage increase…

Thanks for stopping by. Let’s finish this summer out with some radiance, shall we?

Cheers,

Dmg04