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Destiny 2 Update 2.5.2.2

Investment

Inventory

  • Updated the stack size limit from 999 to 9,999 for Planetary Materials, Gunsmith Materials, Vanguard Tokens, Crucible Tokens, and Iron Banner Tokens.

Braytech Schematics

  • Braytech Schematics are no longer limited to 1 per day, per account
  • Braytech Schematics have a 25% drop chance when opening any Rasputin Data Cache
  • The four Braytech weapons offered by Ana Bray, and also tied to the Wayfarer seal, now have a greater chance of granting a weapon you do not currently have.

NOTE: The description of the item will be incorrect and still mention that it’s limited to 1 per day, per account. This will be addressed in a future hotfix.

Pinnacle Weapon Quests

  • Wendigo GL3
      • Grenade Launcher kills are worth 100% more for each objective
      • Death Penalty no longer exist for the final objective
      • Grenade Launcher multikills grant 50% more progress
      • Completing Playlist strikes grants a significant amount of progress towards the final objective
  • Mountaintop
      • Required number of multi-kills has been reduced from 200 to 75
      • Required number of medals has been reduced from 100 to 25
      • Points earned in Competitive has been further increased relative to other pvp modes
      • roughly 1x for Quickplay, 2x for IB, 3x for comp

Activities

Gambit Prime and Reckoning

  • Enemies in Reckoning adjusted to have less health and do less damage to players
  • Increased weapon drop rates in Reckoning and Gambit Prime
      • Further increased bad luck protection to each activity, so players should receive a weapon reward after playing multiple matches without one dropping
      • Tier 3 Reckoning will have even higher drop rates, as it is more challenging

Eververse

  • Refunds
      • Fixed an issue that would cause wrapped items to no longer be refundable when transferred between characters
  • Character Boosts
      • The Forsaken character boost is no longer available for purchase
      • Players will continue to receive one free character boost when accessing Forsaken for the first time
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This Week At Bungie – 8/29/2019

This week at Bungie, we’re heading to PAX West.

While it’s still summer here in the states, the seasons are beginning to show signs of change. Leaves will soon change color, and the evenings will get cooler with each passing day. October 1 is just a few quick weeks away, but we have an Expo to attend this weekend—and much more to share with you before launch.

Earlier today, we published an article to shed some light on our new approach to Seasons in Year 3 of Destiny 2. Game Director Luke Smith almost broke his keyboard again dishing out the details on our upcoming Season Pass, the Seasonal Artifact, and more lessons from the last year of Destiny 2.

Shadowkeep kicks off a whole new year of Destiny updates. We hope you’ll come along with us every step of the way.

Destination: PAX West

Every summer, we find ourselves traveling the world to talk about Destiny. At the end of that journey, right before a Destiny launch, we make a final stop in our own backyard. We wouldn’t have it any other way. PAX West holds a special place in our hearts. It’s the show where more developers from Bungie get to interact with the people who play their games than any other.

This year, our booth is a chance for you to visit Widow’s Court again. Risk/Reward matches are making a return to 48 gameplay stations. If you didn’t attend GuardianCon earlier this year, here’s the lowdown on how you can earn some convention-exclusive loot to prove that you were not only there, but you emerged victorious from a re-imagined field of battle:

Reward Matches

Play a round of 6v6 Control to earn an exclusive PAX West edition of the Drifter Coin. Win or lose, you’ll earn this reward. You’re more than welcome to pass through the line as many times as you’d like to collect these coins for you, your friends, or even a fellow Guardian that you meet at the event!

Risk Matches

If you’d like to earn something a little more flashy, you can spend one of your coins to commit yourself to a round of 3v3 Elimination. If you win, you’ll receive an exclusive Crucible pin, available only at PAX West 2019.

Bungie Store

We’ll also have some goodies for purchase, without the intrigue of combat. The Bungie Store is coming to PAX in full force. This is your opportunity to grab some Shadowkeep loot before it becomes available online. Our away team will even stock some PAX-exclusive items, available only to those who attend!

Meet the Devs

One of the things we enjoy most about events is giving you the opportunities to meet the developers of Destiny. Through the entire weekend, our booth will be fully staffed with people from various disciplines. We’ll also have book signings and general meet-and-greets with the developers, so stay tuned to @Bungie for announcements of availability!

Propsmith

Aurum Effects returns to the Bungie booth showcasing various weapon builds from the history of Destiny. Stop by to meet Eric Newguard and Derek Rosengrant to learn about his craft.

Community Cosplay Meetup

It wouldn’t be PAX without cosplay, now would it? Each year, members of our community rally together to host a cosplay meetup, which also serves as a general meet-and-greet for any member of the community to attend.

When: Sunday, September 1, 1:30–2:30 PM PDT

Where: Freeway Park, behind the convention center

We have a lot going on. Hope to see you out there!

No Matter the Platform

Quality of life is on the mind as Destiny 2 Hotfix 2.5.2.2 approaches for next Tuesday. Destiny Player Support has a full rundown prepared, giving you dates and times for our maintenance window so you don’t miss a thing.

This is their report.

Destiny 2 Hotfix 2.5.2.2

Next week, Hotfix 2.5.2.2 will become available to players in Destiny 2. This hotfix makes 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 deployment times when they are available, follow @BungieHelp on Twitter or monitor our support feed on help.bungie.net. For the full 2.5.2.2 patch notes as soon as they are available, stay tuned to our Updates page.
Players who observe issues during any maintenance window should report to the #Help forum.

Preparing for PC Migration

With the launches of Shadowkeep and New Light on October 1, Destiny 2 on PC is migrating from Battle.net to Steam. Players who want to prepare their account for this upcoming migration should visit our PC Move page to get started.

PC players who link a Steam account to their bungie.net profile will be fully prepared to have their Guardians, game licenses, and Silver transferred to their Steam account on October 1.

Battle.net Purchases—September 3

On September 3, Destiny 2 game content and Destiny 2 Silver will no longer be available for purchase on the Battle.net shop.

PC players who wish to play Destiny 2 before October 1 have until the September 3 deadline to make their purchase on Battle.net. From that point on, Destiny 2 game purchases for PC will be available only from the Steam Store product page.

Forsaken Character Boosts—September 3

Also on September 3, Destiny 2: Forsaken character boosts will no longer be available for purchase on any platform.

On October 1, players who wish to accelerate their Destiny 2 experience straight into the end game will find that all characters (new and old) are auto-levelled to 750 Power. Paired with the optimized new player experience in New Light, players will be able to jump into endgame activities faster than ever.

For more information, please see our New Light page.

Reeling for More

Even though the heat of the summer is winding down, it’s still nice to hide away in an air-conditioned movie theater to escape the power of the day star. Grab a refreshing drink, and check these movies out:

Movie of the Week: Mr. Fahrenheit

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

Honorable Mention: I’ve never cared so much about the life of a Sparrow until this video

[youtube https://www.youtube.com/watch?v=qrHNzUv723c?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 think it’s pretty obvious that PAX West is something special to many of us here. Ten years ago was my first, but I remember it like it was yesterday. Meeting my clan for the first time, walking through the halls to get hands on with many of the games I was excited to play in the fall. I had the opportunity to meet folks from Bungie for the first time, which led to a dream to work here someday. This event can spark a lifetime of friendship, or a set of goals that leads to your future career. Hopefully we’ll see you around the Bungie booth for some Crucible action. Maybe we’ll bump into each other on the mean streets of Seattle after hours, too.

It’s hard to think about next week when we have an action-packed weekend, but the Mars community challenge is almost here. I’ve seen some players placing bets on how quickly the community will complete the objectives. I’m not a betting man, but I believe in you all.

Good luck, and see you out there.

Cheers,

Dmg04

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Seasons in Destiny 2’s Third Year

Hey everyone,

A couple of weeks ago, I did a (too?) many-word retrospective [Part I, Part II, Part III] on the last six months or so of Destiny 2. This covered what we think worked well, what didn’t work as well as we’d hoped, and some of our thinking on where Destiny 2 is heading. You’ll see some of this manifesting in what’s coming this fall:
  • A Rise of Iron–sized expansion, Shadowkeep, where we’ll explore how the Moon has evolved since we were there last. (See how vague I’m being? It’s because I don’t want to SPOIL. There are many, many sleeps to go.)
  • Overhauls to key game systems such as armor that give you more choices on how you play and look.
  • Evolution of game difficulty systems, starting with changes to Nightfall strikes. (You may have seen a preview last week at gamescom; more on that down the road.)
  • Features that make it easier to play with friends, such as New Light* (more below) and Cross Save. (I see all of you new-to-PC players. Thanks to the PC community for welcoming them!)

We’re simultaneously deepening the parts of Destiny 2 we know and love, but also removing the prohibitive stuff from before that made Destiny 2 hard to play with your friends.

This is a real high-wire act. We want Destiny to be a game where every blueberry could become someone who calls the Tower home.

My hands have had a week off from typing, so let’s talk about seasonal philosophy and how Seasons are shifting to fit with how we tell stories and move the world forward in the vision of Destiny 2 as a single, evolving world.

I mentioned in the Director’s Cut, Part III that we want Destiny to be a world that has narrative momentum, and a key part of that will be how Seasons support Year 3. Back in June, we mentioned that one of the ways we’re making it easier for friends to play together is to offer everything à la carte. We’re going to do just that with each Season. You and your friends can choose what you want to play, and the world will change every Season.

Year 3 will have four fully supported Seasons of content (last year’s Annual Pass had only three!), but this year, you can opt in to each Season for 10 bucks—you won’t have to pay up front for an entire year of content, like with the Forsaken Annual Pass. (FYI, the first season in this new vision, Season of the Undying, is included with Shadowkeep, but if you just want to experience Season of the Undying, you can grab that à la carte without needing Shadowkeep.)

The World of Destiny 2 Changes Every Season

With each new Season in Destiny, we want players to feel like they—as a community—are contributing to Destiny’s evolving world. Each Season in Destiny has to ride the line between delivering self-contained, Season-long world arcs and making the handoff to the next season. Together, Seasons move the Destiny universe forward.

In Season of the Undying, the portal to the Black Garden that was opened as a part of JacketQuest has awoken the Vex, and they are now pouring out across the surface of the Moon. Working with Ikora, players will [Do Some Stuff, Go Somewhere, Fight Some Things, and Solve a Problem aka REDACTED]. By the end of the Season, the portals will close, the world state will change, and the Seasonal activity connected to it will go away.

Yet something remains. This will be just in time for [REDACTED] to kick off the start of Season Nine—Season of Dawn.

Everyone who plays Destiny will be able to see how the world is different and changing during the Season. Those with the Season Pass will be able to play a seasonal matchmade activity within the Black Garden for that extra level of sweet gear (this is similar to the old Annual Pass access), but the goal is that everyone will be involved in how the world changes.

And at the end of the Season, your collective actions will have caused the world state to change and the Seasonal Activity connected to those events will also go away.

Doing this allows us to evolve the world—narratively, but potentially physically as well. It is not possible to keep Destiny frozen in place to allow all activities to live forever while also changing the world in meaningful ways. This strategy lets our team be agile and innovative. We believe that Destiny will grow even better when the world state can change, and that the best Destiny stories are the ones where “you had to be there when….”

But while events and activities in the world will come and go as the world evolves, weapons critical to the meta will not be locked in each Season for new players or for players who missed that Season. Legendaries and Exotics you need to stay competitive will be re-earnable in the future, although not always immediately after the Season ends. We’ll be talking more about that later—this is one area where, with the new seasonal model, we expect our plans to evolve across the Seasons to meet the needs of the Destiny community.

And while we’re on the subject of gear and weapons, I want to talk about some other additions we’re making to your chase to create whatever-your-perfect-Guardian-is.

Reward Philosophy in D2Y3

As we dug into how to deepen the customization of your Guardians, we wanted a reward system that could: standardize some of the reward mechanisms each Season, provide clear value in its rewards, make the value of a paid Season super clear, and allow players predictable progression via XP.

We all love the chase—that perfect roll!—but we all play differently. Year 3 will add more transparency and predictability while still giving you the RNG option for the unexpected gear or roll you didn’t know you loved until you got it.

We’re adding two new predictable reward pursuits in Season of the Undying.

Seasonal Artifact

Our first addition is the new Seasonal Artifact, which is free to all players. This will allow you to further customize your Guardian’s build every Season by unlocking additional mods to socket in your Armor 2.0 gear. Earning XP just by playing will level up your Artifact, letting you unlock the next mod you want for your characters.

While leveling up and unlocking mods, you will also increase the Power of the Artifact, which will continue increasing until the end of the Season (yes, it is uncapped). Artifact Power adds directly to your overall Power and is account-wide. We are both excited, and a little terrified, to see how high players will manage to raise their Artifact Power during the Season.

We want the Artifact to let us experiment more freely with our sandbox. During the last five years of Destiny, we’ve really wrestled with (and continue to wrestle with) obsolescence and permanence in player Power. So, when we were coming up with something new in the Seasonal Artifact, we wanted to figure out how we could have a system that allowed players to create build-altering powers yet not need to commit indefinitely to whatever they made and have it live on forever.

We want to date new builds, not get them hitched into the forever combat ecosystem.

It doesn’t have to be forever anymore. The Artifact can spotlight some different ways to play each Season and introduce new types of perks, while we (and you!) can experiment more boldly with new combinations and expressions of Power. We want to use the Artifact as a mechanic to allow the game to shift some each Season. In an action game like Destiny, part of the fun can be discovering new ways to play.

Here’s an example from my own play: I earned Wendigo this season. I did it naturally, by grinding a ton of strikes (although I was pretty tempted to go farm Blind Well with a group to make it go faster). I ended up using Fighting Lion a bunch in these strikes to get my grenade kills (omg why don’t the guys at the end of “The Hollowed Lair” count?!). What I found was that I really liked using Grenade Launchers, but I hadn’t really given them a spot in my routine PvE loadout (I don’t have Mountaintop). But as I was playing with Fighting Lion, I was getting better at using breech-loaded Grenade Launchers and at timing my detonations, et cetera.

So, while I was on WendigoQuest, I ended up developing an appreciation for an archetype I’d largely overlooked, and I developed some new skills (OK, “skills”) while earning Wendigo.

Seasonal Artifacts and Seasonal mods will go away at the end of each Season. And the new Season will bring a new Artifact, new mods, and a new pursuit for Power. This way, we can try bolder balance choices each Season with the sandbox, and if we get it a little wrong, we’ll be more likely to let it ride for the whole Season without nerfing your new favorite OP build.

Seasonal XP Progression

The second predictable reward chase we’re adding to Seasons are Season Pass Ranks. Some of you might have spotted this on the August 14 armor stream, but we didn’t provide any context. Without context, it’s really easy to find yourself on the jumping-to-conclusions mat. (This is totally human; we all do it. I certainly do. It’s OK.)

Let’s talk about these ranks.

We want to make sure that each Season has multiple, complementary reward sources, because we all play Destiny differently, and we want to be able to customize our Guardians the way we want to. We will continue to have RNG rewards as a part of our activities, and we also want to add a direct track of rewards each Season that you can progress every evening. The best weapons and armor will still live in the treasure chests of our toughest monsters and villains, but we hope now there will be fewer nights where players feel like they logged into Destiny and got nothing done.

The Internet is talking a lot about different builds in games. Season Ranks are kind of like a build for playing a season of Destiny. Grabbing bounties, doing strikes, completing weekly challenges—these are straightforward ways to unlock Season Pass Ranks when you don’t have the time to arrange a raid group, or check Google for the right strategies to solve a problem, or gamble against RNG (where it feels like the house always wins). The ranks help our friends in the community who have families and/or full time jobs, or who are deep in finals territory at college. Sometimes you just want to log in, grab some bounties, shoot some aliens (or Guardians), earn XP, and chill with your friends.

That’s why we’ve added 100 ranks to earn each Season, with Free and Premium track rewards, plus a UX design that’s intuitive and familiar if you play other games. Unlike those other games, you’ll make progress by earning XP doing the things you’re already doing in Destiny—defeating monsters and completing bounties and activities. This is about a new additive layer of predictable rewards for just playing the game.

Here’s a look at the Season Pass UI:

It’s All Part of the Season

With every Season Pass, you will get everything you’d expect from a Destiny Season (new activities, rewards, a storyline, et cetera), not just the new Season Rank UI and the reward tracks. Like I alluded to way back in the first Director’s Cut, we need more sustainable ways to deliver rewards, and the Season Rank UI is a big step in us getting there.

So now, with all this context, let’s look at what you Season Pass owners get in Season of the Undying (which, again, is included with Shadowkeep):

  • Season Pass owners get access to a new seasonal activity, the Vex Offensive, which includes:
    • Four Legendary Weapon drops
    • Additional weekly and daily bounties
    • Additional weekly challenges with powerful rewards
  • A new weapon quest for an Exotic Bow, Leviathan’s Breath
    • Exclusive to Season Pass owners
  • A new Exotic Hand Cannon, Eriana’s Vow
    • Awarded on Rank 35 of the free track
    • Awarded on Rank 1 of the premium track
  • Three seasonal Legendary armor sets (one for each class)
    • Collect a complete set during the first 25 ranks of the free track
      • NOTE: This is a change from the Annual Pass, where you were required to purchase gear from the Season.
    • On the premium track you get all three sets on Rank 1
    • These also drop within the Vex Offensive seasonal activity
      • If you want versions with higher stat tiers, you’ll need to play Vex Offensive to earn them
  • Some additional premium track rewards: 
    • Three universal ornament armor sets (one for each class)
    • An Exotic weapon ornament for Eriana’s Vow
    • Two Legendary weapon ornaments 
    • A new finisher
    • An Exotic emote 
    • An Exotic ship

Progression, or How Differently You All Play Destiny

For many of us, Destiny 2 is a regular hobby, but how that hobby fits in with our lives is different. We have players who play every day, we have players who have 10–15 hours a week, and we have players who log in for whatever time they can spare. Every season, Destiny 2 will change, and the community working on changing the world together means that we want all of our community to be able to be a part of it.

Some other games let players buy every rank when a new Season begins. In Destiny, we want your time spent playing the game to matter; we want the first players who unlock a bunch of the sweet stuff to have unlocked it through play, not pay. Some players are going to work super hard trying reach rank 100 as quickly as possible. We think that’s great.

But again, all of you play Destiny 2 differently, and when we say we want the whole community to be part of how the world changes every season, we keep coming back to giving players the choice of how they want to spend their time. Based on how a lot of you play, 100 ranks is going to be cleared in the season, but not all of you will have the time.

To solve for how our community plays Destiny, we’re planning to allow Season Ranks to be purchased as a catch-up mechanic late in the season. We’re going to wait to see how players engage with Season Ranks and make sure it’s tuned well before determining exactly when we unlock the ability.

Season of the Undying runs for 10 weeks, and we’re currently thinking of enabling this somewhere in the last 2–4 weeks of the Season. We know that sometimes life gets in the way, and you just want to get the last few rewards before the season ends and everything resets. In the same way that we’ve been doing seasonal catch-up for Power, we think providing a late-in-the-season rank catch up makes sense. This initial version is our starting point, and the way we’ve designed Seasons moving forward means that we’re going to be able to have the flexibility to tune how this works once we see how Season of the Undying goes.

I see you: “Did Bungie just raise the XP needed to get a rank to some ridiculous level so that players have to buy ranks at the end of the season?” The answer to that question is NO. For example, in our internal team tests, playing strikes in a fairly relaxed manner (18 minutes per strike play time) with full stacks of bounties can get a Seasonal Rank in less than one hour. Every week, Guardians also get rest XP bonuses (per account), where their first three ranks are at triple XP. Playing strikes with full stacks of bounties and rest XP should get 10 ranks in around 8 hours. And knowing you, we’ll all see even better ways you’ll min-max your time to clear your ranks.

Our goal in tuning this is for our most committed Destiny players, who start on week 1, to reach Rank 100 simply by doing the things they already love spending their time on. If that’s not happening, we have the freedom and ability to adjust. We want Destiny to be your home however you want to play and hit 100. You may never want or need to buy a rank. We just want our community to be able to play together as easily as possible and narratively be part of the Destiny world as it changes.

Your Seasonal Rank also goes away at the end of the Season—a new Season of ranks and rewards will take its place. And like our Seasonal Activities, we don’t want important gameplay-focused rewards to be inaccessible to players who missed a season, so any Legendary or Exotic weapons introduced in a Season Pass will be attainable in future Seasons. Those coveted rewards won’t be available immediately, but it won’t take longer than six months either. More details on that soon.

*New Light, Removing Barriers for Friends, and $0

We’ve talked a lot about what you get if you buy the Season Pass, but let’s talk about what you get with Destiny 2 for spending nothing. This fall, new friends playing Destiny 2 for the first time are coming, and we’re going to make Destiny a great experience for everyone. At its core, what makes Destiny 2 special and a place we all come back to is the community, the friendships, and the memories made along the way. Destiny is best if you can convince your friends to play, and we think a $0 price tag is another way to make that easier. The default version of Destiny 2 this fall will be New Light, and on top of all of D2Y1 available for free with New Light, we’re going to make sure there’s plenty of new, free content in Season of the Undying. Here’s some of what all players (even without the season pass) can access on October 1:

Alt: All Destiny 2 players, whether you’re coming in with New Light or are all-in on Shadowkeep and Season of the Undying, will have access to the following:

  • Patrolling the Moon destination
  • The opening mission of Shadowkeep  
  • Two new strikes
  • Crucible Updates
  • Two returning PvP maps from the D1 era—Widow’s Court and Twilight Gap
  • Elimination in Crucible Labs
  • Armor 2.0 build customization
  • Eye of the Gate Lord Seasonal Artifact
  • New finishers
  • Two new pinnacle weapons: one for Gambit and one for Crucible
  • Free Seasonal Rank rewards, which include:
    • New Exotic weapon—Eriana’s Vow
    • Three Legendary armor sets (1 per class)
    • Two Legendary weapons
    • Best of Year 2 Bright Engrams 
    • Glimmer and upgrade modules

The Legendary armor and weapons that come with the free Seasonal Ranks are like sampler platters for the Season Pass. If you want to find the best stat rolls for that armor, you will need to play the Seasonal activity and get the drops. But players who just want to collect all of the armor can earn the base version from the free track.

Eriana’s Vow, the new Exotic on our Seasonal track also drops on the free track (but you get it earlier if you have the Season Pass). We have also added a lot of rewards on the free track that are nice quality-of-life rewards for players, like upgrade modules, which are free Infusions.

How This Could’ve Worked Last Year

This has been a pretty dense dump of information (thankfully it has more pictures than the Director’s Cuts did). I wanted to wrap this up by looking at how a season of content done in the style of Year 3 might’ve worked with some Year 2 content we all remember. 

Let’s re-imagine the Season of the Forge in Year X of Bizzaro-Destiny

(begin Wayne’s World do-loo-loo-loo)

A week before the Season begins, all players receive a note in their mailbox. It simply reads: “I have returned from the stars. Meet me on Dec. 4 at 10:15 AM PST. —Ada” Once this note has been given out, a small countdown timer appears on the Traveler. When the timer reaches 0, players in the Tower see a ship unlike any they’ve ever seen land between Zavala and Lord Shaxx. A figure transmats out and walks through the Tower, opening a door that had long been shut. Players follow the character through the Tower and the figure lowers her hood and greets players, “I am Ada, and we have work to do.”

The Season Pass in the Director is updated, the rewards are revealed, and now Ada and players begin a Season-long experience of refining forges in the world, completing bounties, finding materials, working on Black Armory armor sets, and taking on the new raid, Scourge of the Past. In a twist, Datto and his group are the first to finish.

As players work together to forge weapons early in the track, smithing and building new ones, the room around Ada begins to change. The schematic data from players’ work is resulting in new weapons and mods for players to create. These weapons and mods don’t all require playing the Seasonal activity—some of them are found in new encounters within strikes, some of them are forged in Last Wish (like the Alchemy Lab in Blackwing Lair).

As the player community plays, meta objectives are revealed. Once a certain number of players have unlocked ranks on the Pass, cinematics unlock for everyone to watch. We see the Drifter and Ada arguing over something pitting the two against each other, the scene ends with Drifter raising an eyebrow at a set of gun schematics behind Ada.

As the Season winds to a close, the Drifter begins to summon players to him. He’s having a new space built in the Tower, and the first people he asks for help are those who’ve earned the title of Dredgen. Now players begin to gather materials and donate them to fund the Drifter’s new scam. The Drifter won’t stop talking about the gun schematics he saw behind Ada.

Very late in the Season, players notice Ada’s room looks like it’s being packed up. She’s leaving. The schematics that sat behind her are missing. Over the course of a few weeks, she packs her equipment and, in an event similar to her arrival, she vanishes. Ada, her wares, and her forges are gone.

Banshee-44 reminds players that even though Ada is gone, she left him the schematics for her weapons and armor, and he’ll be rotating them through over time.

And the Drifter asks you to visit him, saying he’s got a surprise…

(end Wayne’s World do-loo-loo-loo)

And while today, the “Let’s Pretend” section above is very much a work of fiction, we are working to build the technology that would make something like this possible and help make our Season Pass feel uniquely Destiny.

Wrap-Up

Season Passes in Year 3 will in some ways feel very new and in other ways feel pretty similar to the Forsaken Annual Pass experience. Our intent is that the Season Pass mechanics—as we’re aligning everything with a single, evolving world and how we’re moving the Destiny story meaningfully forward—are additive to the core Destiny experience (we’re still going to have things like Holiday events, dungeons and secret missions, and all kinds of stuff that we hope surprises you!). It’s an evolution and an experiment, and hopefully what you’ve seen lately is that we’re going to keep being agile and continuing to make the best decisions for the game along with you. We’re excited to see where our unified seasonal philosophy will let us take the Destiny universe over the next year.

(Also, thanks for all of the comments and responses to the Director’s Cuts—I have some deleted scenes and ideas on how the format could evolve when it returns next year!)

See you soon, 

Luke Smith 

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This Week At Bungie – 8/22/2019

This week at Bungie, we broke down a barrier.

Over the last few months, we’ve been talking about the future of the Destiny franchise. From the ViDoc to the recently released Director’s Cut articles (Parts I, II, and III), we’ve unraveled a map and plotted a course for our future. This week, we took one of our bigger steps with Cross Save.
For many of us, this is one of the most exciting pieces of the puzzle. Our teams have been hard at work to bring this feature to Destiny 2 and enable you to play with your friends, no matter which platform they call home. We’ve already started seeing reunions throughout the community on Xbox, PlayStation, and PC. If you haven’t shared your story yet, let us know on Twitter or the forums. Who are you most excited to fight the Darkness with, now that Cross Save is live?

This week was indeed a busy one, as we’ve also deployed an away team to gamescom in Germany, to dish out some new details on Shadowkeep and Season of the Undying. If you missed the news, be sure to check out the videos below!

Inside Xbox: Finishers

[youtube https://www.youtube.com/watch?v=ElofWZR1KKg?wmode=transparent&rel=0&fs=1&w=1136&h=641]

Shadowkeep gamescom trailer

[youtube https://www.youtube.com/watch?v=MspAKr8THf4?wmode=transparent&rel=0&fs=1&w=1136&h=641]

Season of the Undying trailer

[youtube https://www.youtube.com/watch?v=G8mC5GaDoyQ?wmode=transparent&rel=0&fs=1&w=1136&h=641]

Now, let’s look to our immediate future. We’ve begun preparations for the PC move to Steam, and we have some live game calendar updates to discuss.

Migratory Preparations

This week, we also began the transition of Destiny 2 to Steam. Players can now begin to prepare for the launch of Shadowkeep by linking their Steam and Battle.net accounts using the Bungie.net/PCMove portal, with Destiny 2 becoming available on Steam starting October 1. This will ensure that all of your Guardians, Gear, Game ownership and Silver will be available at Shadowkeep launch.

[youtube https://www.youtube.com/watch?v=0LWcq4KHxu4?wmode=transparent&rel=0&fs=1&w=1136&h=641]

NOTE: As we prepare to transition Destiny 2 to Steam, your last chance to purchase Destiny 2, any expansions, or Silver on Battle.net is September 3, 2019. Additionally, players may pre-order Destiny 2: Shadowkeep on Steam, but will not be able to play until October 1. Additionally, players may begin to purchase Silver on Steam starting October 1.

With Season of Opulence coming to a close, we wanted to make sure you had ample time to get into the action with your friends on PC and got proper warning before your favorite Eververse items went on hiatus. Make sure to grab Silver before September 3, so you don’t miss your final chances to snag some community favorites:

Iron and Valor

Next week begins your final month of the Season of Opulence. Lord Saladin returns with the power-enabled combat of the Iron Banner.

Start: August 27, 10 AM PDT

End: September 3, 10 AM PDT

Increased Valor also returns, so if you’re hunting for those final resets required for the Redrix’s Broadsword quest, this is the perfect time to jump in. Moments of Triumph has also been extended through September 17, so this may help you earn the Crucible pinnacle weapon that’s been holding you back from the “MMXIX” title.

September Community Challenge: Mars

Whether we wanted it or not, we’ve stepped into a war with the Hive on Mars. So let’s get to taking out their… wait a second, this isn’t what I meant to start with.

With a bit of extra time before Shadowkeep ships, we thought it would be a good idea to get the community in fighting shape to return to the Moon. Not just you, but the entire community. What better way to focus your attention on the Hive than to challenge you in the ways of old? As we have a Quality of Life update coming on September 3 that touches some Mars content, why not double down and maybe help a few aspiring Wayfarers along the way….

Start: September 3, 10 AM PDT 

End: September 10, 10 AM PDT

Community Objectives: 

  • Defeat 175 thousand Wave 7 Escalation Protocol bosses 
  • Defeat 300 million Hive on Mars 
  • Mars Nightfalls
      • Defeat Nokris 150 thousand times
      • Defeat Xol 100 thousand times
  • Use 300 thousand Override Frequencies

Rewards:

Now, this wouldn’t be interesting without rewards. If all objectives are completed during the event, any player to complete at least one Nightfall will be granted a unique emblem, granted to only those who rose to the Mars challenge.

This also serves as an opportunity for you to further impress Emperor Calus. If the community reaches all the above goals, Calus will unlock additional rewards for successful Menagerie completions. Starting when goals are met, players will be guaranteed two rewards when slotting their runes and opening the chest, and an additional reward will be added each Friday for the remainder of the Season.

Good luck, Guardians. We’ll be watching.

Keeping It Clean

For every deployment, there’s a risk that wires may get crossed or things may fall out of place. Destiny Player Support has been holding the line in the face of cross save and PC migration, ensuring FAQs and need-to-knows are available for your consumption. Now that both of these features are live, they have updates.

This is their report.

Steam Linking and Cross Save

This week, Steam Linking and Cross Save went live for all Destiny 2 players on Bungie.net.

Steam Linking is a preparatory step for PC players for when Destiny 2 moves to Steam this fall, and is required before PC players can enable Cross Save. To initiate Steam Linking, please visit our PC Move page.
Cross Save allows players to bring their preferred set of Guardians with them across all supported platforms in Destiny 2. To enable Cross Save, please visit our Cross Save page.

Cross Save: 90-Day Waiting Period

As we’ve mentioned in past weeks, players who disable Cross Save will encounter a 90-day waiting period before Cross Save can be re-enabled. This is a security feature that safeguards players from a number of worst-case scenarios.

In addition to disabling Cross Save, any of the following actions will also result in a waiting period where Cross Save cannot be enabled or disabled:

    • Players who purchase Silver cannot disable Cross Save until 90 days after the Silver was purchased
    • Players who perform a refund for purchased Silver through a platform storefront cannot activate Cross Save until that Silver is re-purchased for that account
    • Players subject to a ban or restriction cannot activate Cross Save, or disable Cross Save if it is already active, until that ban or restriction has expired
Players who encounter other issues with Cross Save are encouraged to report to the #Help forum.

Solstice of Heroes Ending Soon

This week is the final week for players to participate in Solstice of Heroes 2019.

At the weekly reset next Tuesday, August 27, Solstice of Heroes will end and the European Aerial Zone will no longer be accessible. Additionally, players will no longer be able to upgrade their Uncommon (Drained) or Rare (Renewed) Solstice of Heroes armor sets.

Players who have unlocked the Legendary (Majestic) armor sets may continue to complete objectives and masterwork their armor after Solstice of Heroes concludes. For those of you who missed Shattered Throne last time it was available, it will be returning on August 27.

Popcorn: Butter, Cheese, or Chocolate?

Sure is lonely here in the Community pod. With DeeJ in Germany for gamescom and Cozmo on diaper duty, it’s a rough life. I brought in donuts on Wednesday, and I had to eat half the box all by myself. At least Griffin was here to finish the other half. As we sat eating our lonely donuts, we came across a few awesome MOTW contenders. Here’s what we’ve got this week:

Movie of the Week: Live Action

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

Honorable Mention: Heroically Whispering… with speed!

[youtube https://www.youtube.com/watch?v=ZuqNr5YXm78?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.

What a wonderful week. I’m excited for the weekend but greatly enjoyed watching the community chatter as we entered the final week of Solstice. I’m on the final stretch for my Legendary armor, with just a few objectives left on my Warlock to complete. Final stop: EAZ. The question is, where will you find me? Xbox One, PlayStation 4, or PC?

Probably going to play on all three this weekend, thanks to cross save. See you out there.

Cheers,

Dmg04

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Director’s Cut – Part III

OK. When I started writing this Director’s Cut, I figured it would be an easy couple-thousand-word post. My plan was to rapidly look back at the past six months of Destiny 2 and lay out a simple outline of where we want to go this Fall. I think I still did that, but I ended up wanting to talk more about the “why”, the team, and share how we are thinking about Destiny. I remember following games when I was younger and being excited to dig in to the messages the developers put together, like Tigole’s posts on raids and dungeons back in my WoW days. 

And I loved it. And I loved reading those posts.

Maybe this was all a love letter to long-form communication—a relic from a time before it was all hot takes, 140/280-character posts, and upvotes.

I didn’t think this would add up to something longer than almost every paper I wrote in college. But here we are.

Before we get to today’s programming, I want to circle back on reloader mods and also about mods more generally in Armor this fall, in case you missed my Twitter thoughts.

  • These general mods–which provide the exact same effect as Hand Cannon reloader (but also affects other small arms weapons)–cost 4-5 energy (depending on the mod) and do not have an elemental affinity associated with them.
  • These general mods — of which there are 11 — are unlocked for everyone automatically, so you can start to tinker right away.  
  • Basically, when you want to specialize your weapon, it requires matching your armor’s energy type. 
  • And then you get an energy discount on socketing the mod.

Thanks for the questions on this.

Let’s finish this series by looking at combat—where the action game and RPG collide—and begin the conversation about the “single evolving world” portion of our vision. (We’ll have more on the evolving world later this month after the feeling has returned to my fingers.)

Combat: The Inevitable Collision of Action and RPG 

We want the game to be an awesome power fantasy where challenge can push back on its players. As we discussed in Part I, the game started to bend in Year 2 under the weight of this Power and Destiny’s imperative that it ride the line between action game and RPG. This section is going to explore that collision across a variety of places: the UI, the player character, and of course PvP. 

Part I: Damage Numbers and the 999,999 Problem

Destiny 2 was built with very different goals in mind than was the much-improved version of the game we’re playing today. Some parts simply weren’t meant to last for several years. One of those parts is the displayed-damage values relative to the player’s Power level. 

This problem most clearly manifests to players as the frequency of “999,999” showing up in your HUD. As the post-Forsaken year continued, the curve that dictates the value of displayed damage sharpens into a hockey stick. The display values for Shadowkeep rocket off the graph and become almost vertical!

This inflation for damage is getting retooled this Fall. It will look like a UI numbers squish, but more crucially, behind the scenes we’re setting up the damage-display system to last. It’s important that you understand we are not nerfing your outgoing damage; rather, we’re refactoring the displayed number game wide.

We’ve also had something that, over the years, the team has come to call “The Immunity Wall.” This is a value where players cannot damage AI. In the game today, if you’re 50 Power below an enemy and you shoot it, you deal a big ol’ donut. Another change we’ve made for fall is that we’ve lowered (raised?) the immunity wall to 100. This means you can now deal damage to enemies you are up to 100 Power below. The at-Power (you and an enemy are the same Power) experience isn’t changing. This isn’t a nerf. This is a way for folks to take on greater challenges by fighting further below the Power curve.

Part II: Buffs, Debuffs, and Stacking Rules

You know it, I know it, and Gladd knows it: The way damage stacking works in the game right now is busted. Multiplicative damage combines with the exponential damage inflation above to send damage numbers to soaring heights of “we cannot continue this way.”

We’ve taken all the weapon damage buffs (these enhance the player’s outgoing damage) that can appear on the character and stack-ranked their damage effects (these are effects like Empowering Rift, Well of Radiance, Lumina’s buff, and top-tree Void Titan’s Weapons of Light). We’ve also overhauled the system under the hood, so the damage calculations use only the most powerful buff on a player at a given time. It’s got nuance to it, though: If you’re under the damage effect of something stronger than Well of Radiance, you will still receive the healing effect from the Well, but the damage bonus would come from the other buff (e.g., Lumina or Weapons of Light). 

We’ve made some changes to debuffs as well (a debuff is an effect that weakens the enemy). We’ve touched the effects and durations of a number of them. These effects include Hammer Strike, Shattering Strike, Tractor Cannon, and Shadowshot (Shadowshot will now work on powerful weapons as well).

In general, only one ability buff can be active on a player at a given time, and enemies can be affected by only one debuff at a time. There are notable exceptions in the form of Exotics and weapon amplification perks (Kill Clip, Rampage, et cetera). The Exotics and weapon amplification perks will remain multiplicative increases to damage above the ability buff values.

Here’s a simple version: Buffs that apply to a single weapon (Rampage, Kill Clip, Exotics) can still stack. But buffs that affect all your weapons no longer stack. The most powerful of those buffs will be applied to your damage. I’m sure someone is gonna make a video that shows this in action on October 1st. 

Part III: Supers Everywhere 

Masterworked guns. Super mods. Orbs everywhere. 

Right now, for a pretty decent player running Super mods, the time it takes to gain a Super is under two minutes in PvP. If you compare the duration and damage of roaming Supers in Destiny 2 to roaming Supers in Destiny 1, you’ll see they’re more powerful now than ever before. We didn’t even have roaming Arc Titans in Destiny 1, but every time I play PvP, I get killed by one twice in the same Super. Similar to the way that deep down, we all know the damage-dealing capabilities of Guardians has gotten out of control, we know the Supers have too. Destiny 2 was overly restrictive at launch, but now the pendulum has swung too far in the other direction. We’ll start bringing this back toward center in Shadowkeep

On a livestream a couple months ago, I mentioned that we’re lowering roaming Super damage resistance. And we are. Seeing someone pop a Super should not instinctively make us want to run away, give up, or float off the map. We want Super kills to feel earned, and we want players on the business end of a Super to feel like they can make a big play and put down that Striker Titan. Being able to challenge someone in their Super is important, and right now, many of the Supers are very, very hard to challenge. 

On top of that, more things than ever now contribute to players getting their Supers back, so we’re doing some tuning there as well. Supers will be just as powerful, but they will be a more strategic choice. As such, we’re reducing the effectiveness of orbs on refilling the Super meter and reducing the Super energy gained from kills and assists. 

This isn’t just a PvP problem. Remember that series on the Reckoning in Part I? It’s all related. Supers are still very, very powerful in the PvE game—players will just need to be slightly more specific with their timing and positioning than in the past. This kind of tuning is a pendulum: We’ve swung it hard in different directions, and we’re all hopeful that these changes will begin to find a better middle ground for Destiny 2

I know you’ll let us know your thoughts (once you’ve played it this Fall). 

Part IV: Heavy Ammo Available

In Destiny 1, Heavy ammo became an in-match rally point in 6v6 matches. Once opened, players nearby would all get some Heavy ammo. In Destiny 2, Heavy ammo is a jockey-for-position speed-before-need looting game that gets played all the time. In Destiny 1, Heavy ammo felt metered, and in Destiny 2 you can defeat a team (but not an Arc Titan) multiple times with a brick for a Hammerhead. 

See where is this heading? 

We’re making some changes to Heavy ammo in Destiny 2: Heavy ammo will be communal in 6v6 playlists. We’re also reducing the amount of ammo per brick in PvP for certain 6v6 archetypes. It’s not exactly the same as D1 though—when a player cracks open the Heavy crate, other players have a window of time to interact with it to get their Heavy ammo. 

Part V: Let’s Talk About PvP 

There has been a lot of conversation (internally and externally!) at different points during the year around the support Bungie provides PvP. On one hand, we have continued to tune the game each quarter, added pinnacle PvP weapons (that somehow ended up as pinnacle PvE weapons), tried out a ranking system in the Crucible, and returned the game to its 6v6 roots. On the other hand: We haven’t released a new permanent game mode, many game modes from Destiny 1 are nowhere to be seen, there isn’t a public-facing PvP team, and the last real thing we said was Trials is staying on hiatus indefinitely. 

Let’s get some of this sorted out. 

Trials of the Nine wasn’t the hero we wanted it to be. We made too many changes to a formula that—while it had begun to decline in Destiny 1—wasn’t as flawed as we thought. When we were making Destiny 2, we talked a lot about making sure it felt like a sequel, bringing in new players, and simplifying the game—and Trials of the Nine created another casualty there. It happened on my watch, and if I could turn back time, I’d challenge us to do many things differently. If nothing else, I hope it’s clear we are committed to learning from the mistakes we make and making it right.

There were some really cool parts to the Emissary. Some of the gear was pretty potent (Sup, Darkest Before), but the theme felt weaker, the Trials card was less important, and the stakes felt lower. Trials of the Nine didn’t work the way we’d hoped, and Trials of the Nine is on hiatus indefinitely. 

So why have we been so quiet about PvP? Well, we didn’t have a lot to say. We weren’t actively developing something to hype up. We knew PvP was going to be something everyone got for free in New Light, so it wasn’t really a part of the Shadowkeep core offering. What are we doing about PvP became a question we were asked internally, too. A bunch of folks on our team are passionate about PvP and wanted to know where it was heading. 

PvP is in need of some quality-of-life improvements and restructuring. This Fall, with New Light (hopefully) bringing a bunch of new folks into Destiny and with our existing players looking for some updates to PvP, we will start by making significant changes to the PvP portion of the Director. 

Today, it’s a fine balance between adding playlists and maintaining healthy populations when we’re looking at changes to playlist structures. We want to achieve a couple of goals: First, we want players to have some more agency with respect to “pick a playlist, play a mode.” And second, we want the playlists to drift back to the “everything is a factor of 3” that Destiny 1 used (and that the rest of the game mostly uses). 

Player counts being based on a common number (like 3) is important. It enables a bunch of activity options for groups of friends to engage with. In Destiny 1, players could run a couple strike groups, team up for a raid, go play 6v6 PvP, split up and go to 3v3 PvP, et cetera. At launch, Destiny 2’s 4v4 PvP completely broke this pattern, and we want to reset that bone with PvP this Fall. 

We’ve revised the playlists a lot, and here’s how it’s going to work: 

  • 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 that this is 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’ve removed some underperforming maps from matchmaking, too. 

We’ve also been working on four variants of 3v3 Elimination. They include different approaches to revives (token resurrection or not) and variations on how Heavy ammo works. Elimination is going to make its return in Crucible Labs. However, Elimination is very much unfinished. It’s missing VO, and there are no unique medals associated with it. Between the missing polish and the four variants we’d like your feedback on, Elimination—for the time being—is a great fit for Crucible Labs. We fully expect it to graduate out of Labs and find a warmer home. 

We wanted to make sure we could test Elimination on some familiar maps, so we’ve brought back Widow’s Court and Twilight Gap. We want to play with you, and watch you play Elimination in this combat sandbox and see how it all fits together.

We’re also changing how we do matchmaking. With a bunch of potential new players entering Destiny via New Light, we don’t want PvP to feel like you’re being told it’s time to learn to swim as the helicopter door opens over the Pacific Ocean. So, we’ve made some changes to separate the new swimmers from the Olympians. 

Additionally, we’ve also taken a longer look at matchmaking and overhauled the skill-matching system. In the game today, Quickplay is the only playlist that doesn’t have some version of skill matching in the game. We’re preserving that behavior (connection matchmaking) in the 6v6 Classic Mix playlist. Here’s what gets really annoying about skill match:

  • When it’s overly restrictive, it’s fatiguing when every single game feels like a sweat fest.
  • When it’s overly loose, a player can get an entire evening of unlucky matchmaking RNG where they’re getting dumped on by squads of Terminators shredding Kinderguardians. A bad time (for the Kinderguardians)!

There’s much more complexity and nuance to an evening of PvP than those two statements above, but they do accurately capture the core problem: a lack of match-to-match variety. Sure, for a bunch of Terminators, a night of stomping might be a blast, but what about the folks on the receiving end of that business? This is where it gets tricky to improve matchmaking—people generally tend to focus on their own experience in their feedback. 

We think variety across an evening of PvP is important. This Fall, skill match should ensure a wider variety of matches, regardless of player skill. Some matches should be tense and thrilling, while other matches should be stomps. This philosophy should also apply to the top players, so they don’t feel like every match is a sweatshow, either. 

We’ve refactored how players gain Glory ranks with these skill match changes—we’re factoring in your skill value to Glory gains and losses, so that number can more effectively represent skill.

We’ve also made a number of quality-of-life changes to Glory, Valor, and Infamy to make losses less punishing to your streaks. 

Once the above changes go live in October, we’ll be watching, listening, and reading as you check them out. 

An Evolving World

There’s an aspirational vision for what “evolving” could mean for Destiny. Someday, Destiny could become a dynamic world, where the world changes each season. We want playing Destiny to feel like you’re playing in a game world with true momentum, a universe that is going somewhere. A game where things are happening—not just in terms of new items and activities but also in terms of narrative. It’s frequently seemed like Destiny was treading water in terms of moving the world’s narrative forward. We want to tackle this in Destiny 2’s third year.

During Season 8, a new situation will unfold on the Moon (I’m being cagey here only because I am reluctant to spoil anything). Over the course of the season, parts of the game will change before the situation culminates in an event that will ultimate resolve it, and its content will be exhausted. But this resolution sets up the events of Season 9, which again adds something new to the game and resolves it, something that too will go away, but not before setting up Season 10, et cetera.

This differs from last year’s Annual Pass, which permanently added activities to the game. This year will see events that last for three months and offer new rewards to chase, although at the end of that period, some of the activities will go away. For a time, the rewards will too. But we also acknowledge that part of playing Destiny is collecting all of the stuff, so in future seasons the weapons and Legendary armor associated with these seasonal activities will be added to other reward sites.

I alluded to some of this when we were Looking Back. The game continuing to grow forever isn’t something we can support. Destiny’s simulation, fidelity, and architecture fundamentally make it a big game. I’ve seen a lot of “game X does it, why can’t Destiny?” but the referenced games and ours have very different technical profiles. 

Technical limitations aside, we also don’t think making a game that grows forever is Destiny’s path forward. It’s why the second component of the vision is a single, evolving world (to clarify, that single evolving world doesn’t mean there’s only one destination on the Director—that’s not where we’re heading!). 

You were there with your friends, got the gear and weapons to remember it by, made the memories, and changed alongside Destiny.  

In late August, we’re going to talk more about the Annual Pass and how it’s continuing to evolve.

Closing Time

If you’ve made it this far, thanks. I think I could probably write another 10,000 words about this game. This Fall is my ninth working on Destiny. And at times it’s felt way longer than nine years. There have been dark, dark days. For you. For us here, and certainly for me. But this year has been special—it’s been a lot of fun talking with you all and getting to try some different things (whether they are a stream where I turned up unshowered because my hot water went out the morning of [yep] or a Twitter promise that turned into way too many words [this]). 

The Bungie team has worked incredibly hard, and we’re excited to get Shadowkeep onto your hard drives in October. Big thanks to them for their hard work and also for helping me put this together on a comically tight timeline. Many, many emails and work-related IMs were sent during the construction of this message. 

Thanks for playing, reading, and being a part of this community. 

See you soon, 

Luke Smith 

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This Week At Bungie – 8/15/2019

This week at Bungie, we released our Director’s Cut.

Usually, you find the majority of Destiny-related news within a This Week at Bungie blog post, dropping each Thursday around 3 PM Pacific. This week, we’ve done something different. We won’t be picking each of these apart here in the TWAB, but rather directing your attention to where this information lives. Here’s the rundown:

Luke explores the learnings of Destiny 2 Year 2 and the Annual Pass: what went well, what didn’t, and what we’ve learned. This is a bit of a read, so make sure to have some snacks before you start.

This morning, Luke went a bit deeper on what the live stream covered, providing additional context for how you will transition from the armor you wear now to Armor 2.0 in the Fall. Additionally, he covered how the ways you acquire Power will change and how New Light will introduce players to the Power system in October.

(Coming Soon) Director’s Cut: Part 3 – Combat: The Inevitable Collision of Action and RPG

Tomorrow, we take a hard look at damage. Shadowkeep will bring many changes to buffs, debuffs, stacking, Supers, and more.

We’re sure you have questions—and that you’ll have even more after tomorrow’s final entry to the Director’s Cut series. We’ll be looking to answer as many as possible as we approach October 1. Sound off with what you’d like to hear more about, and feel free to ask about any of the finer details.

Dresstiny

While Luke was burning up the keyboard, DeeJ took to the streams to host members of the development team in exploring new elements of customization coming with Armor 2.0 in Shadowkeep. Stats, mods, appearance, and more were discussed throughout the stream.

There are a lot of reasons to be excited for Shadowkeep. Quality-of-life updates, overhauls to investment systems, and new ways to fine-tune your monster-killing machine. Of all the customization options coming with Armor 2.0, I’m most excited to rock my favorite Titan gauntlets once more, decked out with various mods to complement my playstyle. Shaxx always tells me to throw more grenades, but I sure do love shoulder charging people into oblivion.

Discipline, strength, and resilience are on my mind. Intellect? Bah. I don’t need the help. I’ll make my own Supers with my knee. That said, efficiency is only half the battle. Destiny is also about fashion. Some even call it Dresstiny from time to time. Starting in Shadowkeep, we’ll be celebrating those among you with a keen eye for style with a new Community emblem.

The Levante Prize  

The most prestigious fashion prize. Awarded in honor of the original Guardian Outfitter, Eva Levante.  

“When I was young, the Last City would celebrate looking fashionable for a whole week. Seeing that tradition come back brings me such joy. It’s my honor to grant you the first Levante prize of a new fashionable era.” —Eva Levante      

Each month, we’ll host a fashion show of sorts, and winners will earn this sweet emblem. I personally can’t wait to see how you all customize your guardians, mixing and matching various sets with an assortment of shaders. Stay tuned for more details!

Prepare to Cross Save

Our next stop on the road to Shadowkeep is Cross Save. Next Wednesday, August 21, Cross Save will become available to all players of Destiny 2. We’ve been doing some testing on our side to ensure a smooth launch, but Destiny Player Support has some last minute details to set you up for success.

This is their report.

Safeguarding Your Steam Account

Next Tuesday, August 20, Steam linking is scheduled to go live for all players on Bungie.net.

Steam linking is the first step for PC players to migrate their Destiny 2 accounts from Battle.net later this year and is required before players with linked PC accounts can activate cross save.
Because account security is vital, we strongly encourage players to setup Steam Guard two-factor authentication. For a comprehensive guide on setting up Steam Guard on your mobile device, please visit Steam’s support page.

Cross Save: August vs. October

Next Wednesday, August 21, cross save is scheduled to become available for all Destiny 2 players on Bungie.net.

Before this feature goes live, we’d like to set expectations on how the cross save experience will evolve following the launches of New Light and Shadowkeep on October 1.

Expansion Destinations and Activities

When cross save launches on August 21, cross-save-enabled players will not be able to access expansion destinations or activities from platforms where they do not own that expansion license until the corresponding expansion is purchased on that platform.

For example: A cross-save-enabled player who owns Forsaken on their Xbox One account, but not on PlayStation 4, will not be able to launch into the Dreaming City on PlayStation 4 when cross saving their Xbox One characters.

With the arrival of New Light on October 1, we’re changing how players access destinations and activities for content that they do not own. For more information on New Light, please see our New Light page.

Powerful Rewards

When cross save launches on August 21, cross-save-enabled players who earn gear on platforms where they do not own Forsaken will receive that gear at below-Forsaken Power levels until Forsaken is purchased on that platform.

For example: A cross-save-enabled player on a 750 Power character who owns Forsaken on their Xbox One account, but not on PlayStation 4, will receive all powerful gear drops at 380 Power when earned on PlayStation 4 while cross saving their Xbox One characters.

These Power restrictions will be removed in Update 2.6.0 with the launches of New Light and Shadowkeep later this year.

It’s…

This week, our winners will not be assisting you on how to recognize different types of Guardians from quite a long way away. They’ll be referencing some cheeky jokes, new and old. Hopefully this week, we have content for the whole family—even those pesky kids who keep telling me to “Yeet this Wheat.”

Movie of the Week: The Round(ish) Table

[youtube https://www.youtube.com/watch?v=UxZ7xYZTgKI?wmode=transparent&rel=0&fs=1&w=1136&h=641]

Honorable Mention: Get Ready to Drop

[youtube https://www.youtube.com/watch?v=c03ZFragDvY?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.

That’s a wrap! Well, sort of. We’ll see you bright and early tomorrow morning for Part 3 of the Director’s Cut. Seeing as though I just got a Crucible tattoo, I’m excited to hear your thoughts on the details that Luke will be sharing. Until next time, I’ll be finishing up my Solstice sets.

Cheers,

Dmg04

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Director’s Cut – Part II

Hey everyone,

This is Director’s Cut – Part II, a now mega-long update looking at the last six months of Destiny 2 and looking ahead to Shadowkeep, and maybe a bit beyond. If you missed Part I and have an afternoon to yourself, go check it out.

As the first section grew in length, I figured this section would be the last one. But at some point Avengers wasn’t going to be split into Infinity War and Endgame, either. So there will be another part. I love you 3000. 

Looking Ahead (to Shadowkeep)

This fall is a necessary first step in turning Destiny 2 into the game we want it to be. 

It’s been a busy year, so let’s recap: 

  • We assumed publishing control of Destiny and wanted to get something new into your hands as quickly as possible (Shadowkeep!)
  • We paired it with a free entry point in New Light to welcome new Guardians into the fold. 
  • We wanted to bring Destiny 2 to new platforms to keep heading toward the you can play Destiny anywhere dream (Steam and Google Stadia). 
  • We’re taking the initial steps toward building Destiny as a single, evolving world. 
  • And we’re doing all of this while cranking on a bunch of the systems changes we’ve talked about and will continue to talk about heading into Shadowkeep. 

Here’s where we’re going this fall.

The Care and Feeding of the RPG: Add Depth, Improve Customization

We want to give people who love the RPG aspect of Destiny (like many of us) more stats and depth on the character sheet to sink their teeth into. We want to give players more agency over how they look. We also want armor to have that deep pursuit players love about Destiny—which brings the victory of finding their perfect roll.

Let’s Talk About Armor, Part I: Mods, Stats, and Tradeoffs

In order to allow players to independently pursue gameplay mods and further customize their Guardian fashion, a lot of work has been done to update armor for this fall. We’ve refactored a number of the stats in the game, we’ve overhauled the UI, and we’ve begun to separate capabilities from aesthetics.

Time-out. 

Before I go on, I want to interject: It seems like some comments from part I around MTX are being misconstrued. Maybe I wasn’t clear enough. Maybe it felt too ambiguous. Let me try and clear this up before we get into armor. 

Destiny has and will continue to have Weapons, Armor, Ghosts, Ships, Sparrows, and Shaders that you can earn from activities to prove to the people looking at your character that you did the thing, whatever that thing is: I beat the Raid a bunch; I earned Iron Banner gear; I played a ton of Crucible; I wanted to gather rain in my shoulder pads so I played Gambit a ton; I made a sweet set of Astroshaman gear at the Rune table; I farmed that Strike for the Mindbender roll that makes people rage; et cetera. 

Let me be crystal clear: That isn’t changing

What we are doing with the new armor system is saying: Find the perks you want, find the armor look you want, (from the megalist of currently available Destiny 2 armor) and pursue that armor to get the elements/stats you want and combine them to make your Guardian. 

Destiny also has an MTX store that houses things like Sparrows, Ships, Emotes, Ghost Holograms, Weapon and Universal Ornaments. The items in that store rotate and can be purchased with Silver or Bright Dust. And starting this fall, Bright Dust is just another in-game currency that you can earn by completing Bounties, instead of buying a bunch of engrams and sharding them to generate Dust. 

In Shadowkeep, there are armor sets, weapons, Ghost, Ships, and Sparrows coming from the destinations and activities. 

Time-in. Back to Armor.

We started out by looking at what period in Destiny’s history was a good starting place for evolving the stat game (we felt like it was The Taken King/Rise of Iron) and what principles were guiding our new designs (we want to separate gameplay and aesthetics to grant more agency over both).

There was a deep dive stream about this topic on August 14, but let’s recap some of the high-level points.

  • Armor now has an Energy meter ranging from 1–10. 
  • You can use materials and currency to level up the Energy value on a given piece of armor. 
  • Mods have both an Energy cost and an elemental affinity. In order for a mod to be equipped, your armor needs to have rolled the correct element and have enough Energy available  (e.g., Hand Cannon Reloader costs three Void Energy to equip, so your armor must have rolled Void and have three Energy available in order to use it). 
  • Fundamentally, this means we have additional vectors for tuning things like mods. We could tune their effect (how much speed does the reload effect add?), we could tune their cost (how expensive is this mod to socket?), we could add mods to the pool for a different affinity, et cetera. 
  • When you acquire a mod from the game, it’s like getting a perk that you can put on all armor. So once you’ve found Enhanced Hand Cannon Reloader from pinnacle activities (enhanced perks will come only from pinnacle activities), you’ll be able to socket that mod into new armor that meets its criteria (the mod is not consumed and can be socketed in and out at a small cost). 

Here are the elements of armor that can roll randomly: 

  • Elemental affinity rolls between Solar, Arc, and Void 
  • Armor’s starting Energy value can roll randomly as well (they can all be leveled to 10)
  • Stats all roll random values (intellect, discipline, strength, mobility, resilience, and recovery) 

Like in The Taken King, the stats will have break points that decrease their cooldowns (yes, your Sparrow now shows up on the character sheet).

Begin Math Time:

Today in Destiny 2, the base recharge rates convert to a stat value of 30 in the new system. Getting to 30 isn’t too difficult, though of course some people (but certainly not you!) will ride the RNG roller coaster to get the stat they really want to 30. By chasing a good stat roll, you can achieve the fast recharge rates available in the game today without needing to use mods. It is totally possible to put together a +100 intellect build (100 is the cap) without socketing a single mod. Some of the new mods will provide +10 to a given stat to help you shore up stats you care about. 

But, that specialization may come with a price. Because you’ve specialized in intellect, you may be making tradeoffs for other stats (e.g., grenades come back slower or something—it really depends on your stat rolls). But if your grenades came back slower, then maybe that Demolitionist perk that you’ve been dismantling (I know, I know, Demolitionist is actually pretty good on non-Primary weapons!) would start to look appealing. 

End Math Time.

We’ve made a bunch of armor in Destiny, and we didn’t want to leave behind any of the armor that players can currently pursue. So, we’ve also updated every new drop in the game to integrate and leverage the new system. This means if you want to go back and get the small Titan shoulder pads from Sloane on Titan, you can go chase a roll of them that uses the new system. 

A number of the current mods will not work in the new armor that’s dropping this fall. But those mods aren’t being deprecated at this time. For example, your Super mods on your current armor will still work, but Super mods cannot be socketed into the new armor (you could socket your armor with intellect mods instead, though).

We did this because, while we think the evolutions we’re making to armor are a great step for Destiny over the long haul, we want you to decide when you migrate to them. 

Part II: The Armor Migration

Amplifying depth and choice via the new stats system ushers in some changes to armor. We’ve converted all current Destiny armor to use the stats, so cooldown durations will change as we migrate to the new system. You’ll be able to see the cooldown timers of your legacy armor when Shadowkeep’s patch goes live. 

Here’s what we don’t want to happen: you feeling like “the game deprecated my old armor and perks; that time I spent playing Forsaken and its Annual Pass content was a waste, since all of the perks on the armor got turned off while Bungie forcibly migrated to this new system.”

Here’s how we hope this works:

If you’re a pretty hardcore player (or really lucky!) and have a set of armor today with perfect-for-you perks (like a fully loaded Enhanced Gun You Like set of perks), I think you’re going to keep using them for a while. I certainly expect the World First raid teams are going to go in with Forsaken-era gear that they’ve infused up throughout their Shadowkeep Power progression. 

As the weeks go by and players approach the Shadowkeep Power cap and start finding mods with enhanced perks, we think that’s when our most invested, progression-chasing players will start to move over. Players can totally mix and match between new armor and the armor they have today as well. 

For players without perfectly rolled gear, we think the transition to the new armor system is one they’ll make pretty quickly. In our long-form playtesting, our internal teams (not Velveeta—these are other internal players and playtesters. Sidebar: I’m real disappointed I missed out on the “kraftiest” opportunity in Part I. Good catch, Reddit!) have found that they’ve used their current armor on their “main” Guardian but rapidly switched to Armor 2.0 on their less-played alts. 

Remember LiveJournal? Let’s do it.

With how I play, it’s a crude mix of fashion, function, and economic efficiency. I rarely invest resources in an item until it’s an item I know I want to use. I don’t infuse very often unless I need a specific piece/roll for an activity. I do not have a favorite class, I play all three. I tend to rotate them based on what is most effective or needed for group play in a given moment. I personally love it when the game gets hard, and I feel as if we would benefit from more challenge (I really liked how Contest mode enforced an action game skill component on World First attempts!). I totally have my favorite weapon archetypes (which I’ll spare you), and I get really frustrated as a player when there is an archetype I feel like I absolutely have to use all the time because it is far and away the most efficient thing. This is because I do—when playing content that matters—have to be using the most efficient thing. This creates some interesting discussions with the team at work when they create something that is super fun but isn’t actually efficient to use. I will totally mess around and get a triple double in patrol with a weird weapon, but the weird stuff isn’t getting used in a Crown of Sorrows group early in the season. Even then, I want to get through that content as quickly as I can. 

My characters generally look HIDEOUS on the climb, and then I start to make them look good again once I get to the end game (and since I’m color-blind, my friends think my characters look pretty hideous in the end game, too). I think for me, I’ll shelve my nicely rolled items, delete everything that I wouldn’t wear raiding, and start using new equipment while I power up and find some looks I like—and then, when it’s time to go on JacketQuest, I’ll infuse up my well-rolled raiding equipment. 

End of LiveJournal post.

Back to what I started this with—we want the transition to ultimately be your choice, one that you decide to make when you want to make it. Maybe you’re ready to start tinkering with stats. Maybe you really want to start combining universal ornaments and currently dropping armor to up your fashion game. Or maybe, like me, you’ll do both at the same time (but hopefully with less mocking from your so-called friends). 

The Pursuit of Power: Increasing Player Agency 

We’d like the act of chasing Power and stats for your build to be something you have a bit more agency over. Not a full-blown “play whatever you want all the time”—because that means people just find the most efficient thing, rather than dipping their toes into a bunch of different activities—but certainly less restrictive than it’s been in the past. 

We’ve also had a long-standing challenge in Destiny of making XP matter, and that feels like a real growth opportunity for us to dig into something we’ve wanted to look at for a while. 

This section discusses Power and the changes coming to it this Fall.  

Part I: Powerful Sources, Primes, and the World

Like I mentioned in Part I, the number of powerful sources in Destiny 2 ballooned during the annual pass. We’re curating down the sources in Shadowkeep. Our target is to get the number of powerful sources closer to Forsaken-launch levels. In Forsaken, as you over-leveled an activity (meaning your Power gets higher than the activity), the activity’s rewards would become less valuable (the inverse was also true for being under-leveled). In Shadowkeep, we’ve changed that. Instead, the system will advertise a consistent expected powerful reward, regardless of your Power relative to it. 

Over the years, we’ve come to discuss several parts of Destiny in terms of short-, medium-, and long-term goals.

In the simplest terms: Short-term goals can be completed in a night or a week, medium-term goals can take several weeks, and long-term goals can take anywhere from a Season to several Seasons. For some folks (like me), getting good at a part of the game may take a lifetime (that’s a personal-mastery goal).

We think reaching max Power can be a medium-term goal for Power-progression-focused players. For those players, we hope pursuit of stats and someday trying out new builds is their long-term goal. I say “someday,” because while we’re taking our first steps in buildcrafting with a new armor/mod framework this Fall, I think we’re going to learn a bunch about what making a viable build in Destiny requires. You’re going to surprise us with crazy, creative things we’ve never seen once this is live—we’re all looking forward to it. 

Prime Engrams

We’re doing some minor housekeeping on Prime Engrams. They’ll begin dropping once you hit 900, and you’ll accumulate charges for them as you make your way from 750 to 900. We’ve increased the number of Prime Engrams you can earn in a given week and rebalanced the value of each one to account for the increase in volume.

World Drops

As far as contributing to your Power level, world drops often feel like a waste. To get away from that, we’ve made some changes that allow these drops to help players progress beyond the soft cap. World drops in Shadowkeep will have a chance to drop at a player’s current Power level. 

Here’s an example: A player has an overall Power level of 912. Gloves are their lowest slot at 906. A player might open a Legendary engram and receive 912 gloves (an increase of 6 Power). 

We’re making this change because we feel like the world Legendaries are a little undervalued at the moment. This isn’t some grand accelerant for Power progression, but rather a little quality-of-life experiment to reward your free-roaming adventures or random Legendary-activity drops.

Part II: Preparing for New Light

One of the essential parts of New Light is crushing the barriers between friends. Today, one of those barriers is the Power level. 

To players, Power level can mean “we have different goals, so we don’t play together.” A new character starting at 10 Power would naturally feel that they had to go play all this other content—and in many, many hours you can play with the friend who recommended the game to you. 

That does not sound very sweet. It’s like telling someone to play a MOBA and then saying “we’ll play with you in 100 hours when you’ve learned to last hit.” (This is what my friends said to me. Do I have bad friends? As I’m writing this, I’m starting to wonder.)

That’s not what we want in New Light

We want to get new players and veterans colliding quickly. After Black Armory, we made a deliberate choice to try to do this with each Season. Both Season of the Drifter and Season of Opulence had bounties to boost up players’ Power levels. With New Light and Shadowkeep being bigger moments of collision, we’re continuing that philosophy, but optimizing the mechanics to fit the moment. 

We’re setting the Power this Fall to 750 for both returning and new players. We want you to all be together when Shadowkeep opens. Here’s what this means: 

  • Every single item in the game is being raised to a Power floor of 750 when Shadowkeep and New Light launch. Every item in your inventory (and vault) is going to automatically jump to 750. 
  • It’s like a free global burst of infusion for all players. 

Which means that right now, you could (should!) stop spending currency to infuse your gear sets or that C-tier of weapons that you’re keeping around until the patch notes just in case they are going to be good after the changes (there are many buffs coming and it is very tempting to spoil a bunch of them, but I said this wasn’t gonna be the patch notes!).

Part III: More Power, More Problems 

(We originally had this as Mo’ instead of More, but I changed it upon the sad realization that there is an entire generation of players who missed out on Biggie, Puffy, and Mase in the Bad Boy era. Yes, it’s kind of weird that I changed this and left the Highlander reference in. Especially when neither is T for Teen.)

I’m the first to say it: Raising the Power of all players globally is indicative of a greater problem. It’s real weird that someone will boot up New Light for the first time and immediately be 750.  

The capital P Power level in Destiny (or Light as it was called in D1) has been asked to do a lot over the years. For a time in Destiny 1, it was one of the only things players had to pursue. In D1, Power/Light meant something in terms of achievement—but that badge of honor had its problems (forever 29 via raid boots, etc). 

Destiny 1 put the Light/Power level over the player’s head and drove players to raid and raise it. Over time, we gave players other paths to raising their Light/Power (Nightfall, Iron Banner). We took Light off the nameplate and made it three digits in The Taken King, trying to turn Light into something more like a three-digit item level, but without the stat budgeting assigned to it where the stats dictate true character power. 

At D2 launch, we shortened the Power climb, over-simplified the game, made it too easy to get items, focused on bringing new players in, and hoped that players would pursue looks alone as their endgame (we were wrong!) while we continued to build features like what would become Forsaken Triumphs. 

During that period, we also democratized Power so that players didn’t need to raid or play Nightfall to reach max Power. They could kind of just do any weekly. Forsaken introduced gold sources onto the map, and over the course of the year, the number of powerful sources continued to increase. 

See, Power has a lot to do with the amount of damage players can both deal and receive. In fact, it’s the biggest factor in it. It’s also been the thing to pursue. Our gameplay specialists—the roles where dedicated Destiny players come in and participate in long-form playtesting with their imported-from-home character—frequently point out that they can’t engage with a number of parts of the game ’til they’ve “completed the Power climb.” Over the years, we’ve made the Power climb shorter and shorter. We’ve made it easier and easier to reach max Power.

We’ve also introduced things like Triumphs, titles, and Collections to provide additional stuff to do as the prestige of Power waned.

In Shadowkeep, we’re trying something a little different. 

First, we’re introducing a Seasonal Artifact, unique and thematic to each Season. 

As the artifact levels up, it can do a few things: First, it becomes a source of seasonal artifact mods—unique mods that can be equipped only during that Artifact’s season. These mods may be brand new experimental mods or powerful mods with reduced energy cost enabling players (and us!) to experiment further in the buildcrafting space.

Second, the seasonal artifact can award players a Power bonus, but that bonus is not applied to gear (nor does it increase the Power of future drops), but instead to all of your characters. This is meant to give players who can’t or don’t want to play pinnacle activities a seasonal path to Power. This way, even if a player doesn’t play the raid, Iron Banner, or the [REDACTED], they can still have a high Power value for the Season. Leveling the artifact to raise your Power is meant to be Seasonal character growth. Each Season, we’ll have a new artifact with new mods that change how you play—and the Power bonus will reset.

In addition to curating the list of powerful sources, Shadowkeep will also introduce pinnacle powerful sources. These sources are the only way to earn gear drops above power 950 in Season 8. 

Here’s the thinking: Pinnacle reward sites can award players Power above 950. This is a way of reclaiming a little bit of the character Power prestige that the initial D1 Power climb created. If you inspect a player and see their gear is 960, you know they’ve done a bunch of pinnacle activities. It’s worth mentioning that as you raise your Power via pinnacle activities, other powerful reward sites will continue to drop powerful sidegrades. 

All of this said, Power in Destiny 2 is still imperfect. We’re making some adjustments to it this year for Shadowkeep: things like Seasonal Power bonuses and pinnacle activities awarding pinnacle Power. But when we look to the future, we feel like the Power system may benefit from a rework further down the road. There’s real potential in creating more agency for players, figuring out if Power should be prestigious or not, and taking on the challenge of how to keep players relatively close together Season after Season, while still allowing them to make progress. 

Here’s something I miss from Destiny 1: filling bars on my items and using materials to level items. Even though I ended up with more ascendant and radiant materials than I ever could’ve needed, the existence of these materials meant the hunt for powerful rolls could go on longer. I think wanting and needing materials is a good thing—as long as you know what you can do to go pursue that material. I’m glad we’re getting a little more of that back into Destiny with Shadowkeep.

Need Masterwork Cores? Well, we didn’t have a very good answer for that much of the year. Lesson learned. 

Stay tuned to bungie.net for the third installment of Director’s Cut. It focuses on the action part of MMO-action game (think: combat and PvP, with a bonus section on the evolving world) coming to Destiny this Fall. 

See you soon, 

Luke Smith

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Director’s Cut – Part I

Hey everyone, 

I wanted to try a little experiment with our communications and put together a longer look at where Destiny has been over the last few months and where it’s heading next. I think it’s important to take time to reflect on what’s happened so we can show you where we’re going. 

I’m calling this Director’s Cut. Based on how long this ended up being, a key learning from this is “maybe there’s a better way to communicate this than a GIANT WALL OF TEXT!” Let me know. I also may like doing it in a different format in the future, I’ll let you know. 

Today, I’m going to talk about more than just the Destiny game and talk some about how we build Destiny and the effects it can have on the team. I think transparency about the game is important and I also want to be transparent about the work required. Sound OK? That’s rhetorical, because a wall of text is coming up. 

I’m going to keep referencing that. All the time. Until its true. And then, I’m going to keep referencing it until it’s good enough.* 

10 Thoughts on the Last Six Months (Looking Back)

Overall, there are some things about Annual Pass that worked out very well and some real learnings for us along the way. The Annual Pass was a big transition for us. We’ve been moving away from DLC and trying to provide more ongoing reasons to play Destiny. I wanted to start the State of the Game series by looking back at how we got here. I’m going to largely focus on Season of the Drifter to near-present day. 

We set up a calendar of content, showed you the plan early, and delivered it. 

A lot of you love Destiny for the chase on the way to improving your characters. Between the Annual Pass drops, questlines, and events in between, the team did a great job of providing stuff to do, items to chase, growing fat with strength, et cetera. Destiny history has had many content droughts, but not this year. 

But, the Annual Pass was harder on the team than we anticipated. 

The scope of what we delivered, the pace that we delivered it, and the overall throughput for Annual Pass takes a toll on the Bungie team. I–and many others–had conversations throughout the year with team members–who had jumped from release to release– about the grind of working on Destiny. Working on the game was starting to wear people down. Here’s an example: 

During the annual pass, we invented new, bespoke ways to earn rewards each season. Black Armory had its bounties, Season of the Drifter had the “Reckoning Machine,” Season of Opulence had its Chalice. Each of these mechanics – each with their own lessons – were valuable, but also put the team into an unsustainable development cycle. We needed to develop a more systemic, standardized set of mechanics for progression to keep our teams healthier. 

We’re going to take this problem on in D2Y3. 

We have a Powerful sources problem

As the game’s weekly sources of Power grew and Destiny grew with it, this  – at times – could really feel like a chore. Each season brought with it new Powerful sources and optimizing your character meant that you were maybe still running three story missions every week or returning to the Dreaming City months after those first few magical trips from last fall.  

I feel like we needed to do a better job of shifting Powerful sources. We could explore things like changing the value of Powerful sources to create new seasonal efficiencies or retire some Powerful sources as we bring new sources into the game. Simply put, I wish we’d been able do more seasonal curation of the game. 

Season of the Drifter Thoughts, Part I

I like Gambit Prime. It felt like a great refinement of Gambit to me. I’d love to hear your thoughts on it. 

Matches end quicker, so it feels more efficient. The invading frequency feels lower, so I can Collect and dunk. I think there’s something cool about the roles, although the requirements to get a full set online to inhabit a role meant not enough folks got to appreciate the playstyle diversity. 

In the future, we’re going to have to make a choice: Which Gambit is the Highlander of Gambits. Prime or Classic. This isn’t just about removing stuff from Destiny 2 — but the game cannot grow infinitely forever –it’s about focusing refinements and evolutions to the Gambit ecosystem. We think Gambit is sweet and deserves more ongoing support and we want to ultimately focus that support on whichever mode ends up being the Highlander. There can be only one. 

That said, we hear you that not everyone is excited about a season that overly focuses on one part of the game. Destiny is a game with a lot of breadth and we agree that this season felt too specialized. 

Season of the Drifter Thoughts, Part II aka Let’s Talk About Reckoning

(and Encounter Design)

The first time I used Phoenix Protocol at home, I knew it was over. It’s an exotic coat that refills my Well of Radiance and then refills itself as I “slay,” so that I can continue to place my Well of Stand Here to be Borderline Invulnerable and Deal Tons of Damage. Datto has a great video that talks about Well of Radiance’s effect on the PVE game.  

I wondered, How are we ever going to make content that fairly challenges players again? 

With Reckoning in Season of the Drifter, we got a taste of what kind of content we’d need to build to challenge Protocol-wearing Warlocks. Matchmade encounters that accost you from all directions, plant snipers off in the distance, and put players in between a pincher attack of many whelps, handle it (I wanted to link a thing here, but it’s definitely not T for Teen) and giant bosses (also eff you Knight Taken guy). 

This is what it had to be. We were breaking encounter rules left, right, and center on the Reckoning bridge, in no small part due to players in always-active Wells of Radiance becoming invulnerable gods, holding all six infinity stones all the time. 

In Reckoning, we set out to build an activity that could be relatively easy at Tier 1 and scale up to very challenging at Tier 3. We have an internal team here codenamed: Velveeta (they were formed in the wake of the Crota’s End modem-unplugging debacle to help find the cheesiest things to do/use in the challenging PVE portions of the game) – these players are some of our craftiest. 

Once Velveeta can get close to beating something, or beat it outright, that becomes an important data point on our “is this hard enough?” evaluation. We give them a bunch of tips like “here’s how this works, can you beat it?”, so if they can, it’s a good indicator of the action game and gear game working together.  

Let’s talk about encounter design. Generally, in activities we expect players to complete alone (dungeons, raids, zero hour-type activities can play by a different set of properties!) or in matchmade groups, there are a number of guidelines we use when we build them. 

  • We don’t want to spawn enemies behind the player. 
  • We want players to play a game of taking space from enemies. 
  • We want players to have cover where their shields and health can recharge, or where they get to be smart using geometry, movement, ability and gunplay to dig enemies out of cover, and make interesting decisions about target prioritization. 
  • We want players to be able to understand where in the space enemies will come from, and if we’re going to reverse the combat front on players (AKA spawn enemies behind them, we want to telegraph that. 
  • We use dropships, spawn clouds, audio cues, all kinds of tricks to try and prepare players for reinforcements.
  • As character power was dramatically increasing (more on reasons for this increase later on), the encounter rules got thrown out the window. 

To summarize this: Destiny had sweet gear and in order to create challenge in the Reckoning we broke a bunch of our encounter design philosophy. That sweet gear, coupled with the encounter design meant the number of ways to viably/efficiently progress was dramatically reduced. We want Destiny to be a game where you have lots of choices with your character, build what you choose to do, and funneling those choices down to only one in Reckoning is something we don’t want to repeat. There’s more about damage and player power sprinkled in this update, and even more on the rest. 

Last, last note: I think it’s totally sweet when an activity challenges you to use something other than your favorite item. I don’t think the whole game should work that way, but when it’s time to bust some shields on the Shanks in Zero Hour, I had a use for that Distant Relation scout rifle in my vault. 

Season of the Drifter Thoughts, Part III aka Now Let’s Talk about Difficulty and Touch on Sandbox Nerfs

I started to talk about challenge/difficulty above and drifted (heh heh) to encounter difficulty. But, it’s all related. 

When the media would come to play our Halo games for an event, we’d always recommend they play the game on Heroic. Heroic changed a bunch about Halo combat – it made enemy weapons more accurate (but not too accurate); enemies would fire more frequently (which made you feel like a hero when you dodged them); it increased projectile speed; and Heroic lowered player outgoing damage (so that the enemies would survive longer and make their way further through their behavior tree – and therefore appear more intelligent). There’s more than just the above going on, but that’s a quick summary of some of the changes. 

But here’s why: we asked the media to play the game on Heroic, because when the game is challenging, overcoming the challenge feels incredible

Important to note here: Challenge isn’t something universal. In an action game, challenge can be largely personal. One person’s challenging might be easy to someone else. We’ve historically thought about the main Destiny campaigns as something we want to be pretty easy (I think D2’s campaign was actually too easy at times), and as players push further into the post-game they’d be able to find more challenge. Across Destiny’s history we haven’t had enough challenge deep into the end game, and that’s definitely something on our list as we head toward fall 2019. 

Overcoming challenges is a huge part of what makes an action game’s moment-to-moment engaging. Action games are a delicate balance of growing stronger, the game rising up to push back, introducing new challenges that force you to learn/become more powerful/master a new element and — at their best — creating the fist pumping moment of celebration when you achieve victory. 

But Destiny has an RPG component, too. And the RPG component is about customization, optimization, and it’s a way for players to choose how they overcome challenge. The entire time we’ve been making Destiny, the action game and the RPG have been fighting. It’s the forever war. The RPG has the power to dramatically overcome the action game, and the action game has the power to render the RPG game irrelevant. It’s a line – by nature – Destiny will always have to straddle. 

In order to create challenge during Season of the Drifter, we needed to break a bunch of encounter rules, have exotics like Phoenix Protocol basically function like a key (or hope you match with multiple Radiance Warlocks) which then unlocks success in the matchmade encounters of Reckoning. There’s a really good video from Slayerage on this in the context of the nerfs we made heading into Season of Opulence. 

Those nerfs also saw Whisper of the Worm get its day in court. If I could turn back time, we’d probably not run Whisper as the original Black Hammer infinite ammo design. However, considering the year before had Destiny 2 feeling very restrictive and power-limited, I think we did the best that we could with the knowledge and intuition we had last summer. 

Whisper was an outlier that lets you stand still at a safe distance, in a pool that makes you borderline invulnerable, never having to reload or relocate for ammo, and allow players to deal piles and piles of damage on giant bosses who aren’t threatening. This isn’t your fault! It’s ours! We’re making some stuff too easy and allowing players to circumvent parts of the game! Mechanics that circumvent the ammo game (relocate to pick up ammo bricks) or completely ignore the reload animations (a critical part of weapon tuning) are mechanics that create the kind of outliers that we ultimately have to tamp down before the game spirals into the boss health version of Reckoning bridges. 

The other significant set of changes we made to the game during this time were taking down the Super Snowball exotics. With as powerful as Destiny Supers have become (they are – on the whole – dramatically more powerful than Destiny 1’s Supers), using your Super to recover your Super is an amplification to player power that the challenge and difficulty game can’t keep up with. But, we’re going to talk about Supers much later on.

Difficulty and challenge are important parts of mastery. There are more changes coming in Shadowkeep (buffs to things like Scout Rifles, nerfs to mechanics that circumvent the ammo economy, refactoring of the way damage stacking rules work) — we’re gonna talk about it in the next episode. 

Season of Opulence, Part I: the Pursuits tray is a Caterpillar in a Cocoon–Questlog is the Beautiful Butterfly

I’ve seen streams and videos of people beating activities in Destiny blindfolded. I cannot imagine developing the muscle memory and memorization (nevermind the thumbskill required) to be good at Destiny with the blast shield down. 

When things fundamentally change in a way that interrupts muscle memory and mastery, it is frustrating. The initial set of changes to the Pursuits tray earlier this year did a few things beyond upsetting muscle memory. It certainly didn’t get as far as the team wanted in its initial release and it also didn’t feel like an improvement over what previously existed. 

It felt like we started to redecorate your house but we didn’t finish it (and sometimes, that’s how things in a live game can feel). 

The morning after the Pursuits changes went live, I talked to some folks on the UI team about the feature. They had Reddit open. 

“Have you read it, Luke?” 

“Nah, I haven’t.” 

“Please don’t.” 

They were crestfallen. Not just because of the sometimes-harsh-feeling feedback, but because this team wanted make something sweet, exceed your expectations, and meet their own expectations. None of those things happened. We wanted to try something different with Pursuits, in the sense that we knew where we wanted this feature to end up, but that we’d take some iterative steps to get there. I think we’ve got to do a better job ensuring that while we’re remodeling your house, the potential of the renovation is clearer either in the game or via some communication here on the site. 

We want a Questlog with great tracking that can help players prioritize what to do next. 

Oh, and this fall, bounties will be separated from quests and PC players can assign a hot key that takes them directly to the Pursuits menu.

Season of Opulence, Part II: The Evolving Eververse

Last year, we thought long and hard about Eververse and how we wanted to change the strategy around microtransactions in Destiny.  As some folks have smartly pointed out, MTX is a big part of our business being a live game. I’m not going to say “MTX funds the studio” or “pays for projects like Shadowkeep” — it doesn’t wholly fund either of those things. But it does help fund ongoing development of Destiny 2, and allows us to fund creative efforts we otherwise couldn’t afford. For example: Whisper of the Worm’s ornaments were successful enough that it paid [dev cost-wise] for the Zero Hour mission/rewards to be constructed (this shit matters!). 

The storefront, which we launched alongside Season of Opulence is the first part of the strategic shift we’re making with MTX. The decision to run old content in Bright Engrams instead of making new Bright Engrams is another part of the shift. We want to believe that our players would rather just buy things they like from the store. Earlier this summer, we detailed a bunch of the changes coming to Bright Dust and Eververse this fall (and if you haven’t read that, go check it out here). 

The storefront is going to get another round of enhancements this fall, too. We’re going to move it to the Director, so you don’t have go to the Tower and see Tess to interact with it. We’re giving it some Class specific content, so if you’re on your Titan looking for Titan Universal Ornaments with smaller shoulders, you’ll see Titan armor on one of the store’s subpages. We’re also going to make it so that the pieces you’ve already acquired from a given set reduce the Silver price of the set. For instance, if you are 3/5 Optimacy set on your Titan, the cost to finish the set in Silver will be reduced by 60%. 

There are some other philosophies here that we haven’t made explicitly clear: 

We have made deliberate choices related to cosmetic items and not having them come from gameplay. Gameplay rewards are where you get items, power, mods, perk combinations, stats, triumphs, and titles. The aesthetics for armor blurs the line some – we want players to get cool armor from activities and the world that feel thematic to where they were acquired. Cosmetic items like universal ornaments, weapon ornaments, shaders, ships, sparrows, emotes, and finishers typically come from the store (There are exceptions, but generally speaking, that’s how we think about this). 

We are continuing to try and separate capability/gameplay from vanity. Armor 2.0 and Universal Ornaments are big parts of this separation. This is also why Finisher perks are mods that can be socketed into equipment, so that their aesthetic can stand alone. 

As always, we welcome your feedback and thoughts. 

Season of Opulence, Part III: The Menagerie is Sweet

Have you ever been to an amazing party for something like the Super Bowl? It’s the kind of party where there is an incredible spread of snacks rolling out throughout the event, amazingly comfortable seating, an A/V system and TV that makes you jealous, and super sweet people to hang out with. Once you’ve been to this party — the Super Bowl anywhere else never feels the same (invite me back somedayyyyyyyyy). 

This is how I feel about Escalation Protocol. Once I had the feeling of running around in public bubbles, fighting giant bosses with a bunch of players (even though getting into a good instance of Mars for Protocol was a pain in the butt!), public gameplay never felt the same. At its peak, when you have a bunch of players slaying big ol’ bosses, Escalation Protocol is one of the best things we’ve added to Destiny 2.

The Menagerie – a six-player matchmade activity where you make progress no matter what – is awesome. Its “learn-by-watching mechanics” means that it doesn’t require communication between players. The way groups can make progress – even if they don’t kill the boss – means the real efficiency gain is by learning and executing the fights quickly. Hasapiko, Beloved by Calus — and also beloved by me — feels like a great translation of World of Warcraft’s Heigan the Unclean** into an action game. 

There’s a lot to like about the Menagerie, but I’m going to close the activity part here with: We love the Menagerie, it’s a great middle spot on a six-player activity pyramid, with Raids sitting at the top. Escalation Protocol (aka Partying in Public) is a great base. We want to do more activities like this, but in the context of what we learned and in a way that we can better support them over the long-term. 

Season of Opulence, Part IV: The Chalice of Opulence and Somehow Even More Season of the Drifter Thoughts

Having some ways to target and farm some specific gear in Destiny is great. We did a version of this with Black Armory weapons but the very, very long character-specific attunement questline for the Forges was a bit much. We made the Opulence attunement account-wide as a result. 

The Chalice was an even bigger version of targeting rewards. Players could unlock different sets of armor, different weapons, and even select their Masterwork perk roll. 

Pause on Chalice thoughts. 

We will come back to the Chalice. Let’s talk about how we build the game. 

While content for Destiny is released serially, it is largely developed in parallel. For instance, while Forsaken was in its final few months, Black Armory was well underway, and Season of the Drifter was in development while Black Armory was being built, et cetera. For years people have wondered “Why doesn’t release X do the thing content drop Y did? Get it together, Bungie.” 

This is one of the reasons why. So even though Menagerie is sweet, and Chalice is great, while Shadowkeep was being built, the Menagerie and the Chalice hadn’t yet been released. So we didn’t know how players would react. 

Because we have so much to build, we frequently find ourselves having to place many bets at the same time. This has paid dividends at times – we discover new and awesome things like Escalation Protocol or Menagerie – and this has also resulted in things that feel like setbacks at other times. 

An example of a setback is the reward chase during Season of the Drifter. There are a bunch of super awesome weapons in Drifter (One Two Punch Last Man Standing), but the path to them isn’t clear like Black Armory or the Chalice. We didn’t do a good enough job of rewarding players for their time or giving them clearer paths to some of the sweet weapons in the release. If we had a do-over with this season’s rewards we’d probably have dropped Armor directly from Prime and maybe used Reckoning combined with learnings from Menagerie’s fail forward mechanics to let players chase awesome rolls on weapons they could love. While I got pretty lucky with a Rapid Hit Kill Clip Spare Rations, I personally had more fun chasing my Kindled Orchid or Austringer. 

Unpause. Back to Chalice. 

The Chalice isn’t perfect. Being held hostage by THE rune you want to drop from a Strike or Crucible to go make the weapon or armor piece you’re coveting is pretty frustrating. 

But having more ways in the game to pursue loot in a deterministic fashion, while preserving the hunt for a great roll, is something that we hope to explore.

Things left unsaid-ish while looking back

  • There’s a lot a lot a lot of awesome stuff we didn’t spend time talking about (Tribute Hall, Lumina, that cool Drifter cinematic with the Taken Captain, lore books, Vanguard/Drifter choice, et cetera). 
      • Full disclosure: I’m almost always going to focus on opportunities for improvement, rather than celebration! 
  • We’re in the midst of Solstice and Moments of Triumph so the learnings for those are still bubbling up.  

Looking Ahead to Looking Ahead

The rest of the Director’s Cut updates are going to focus on Shadowkeep and the changes we’re making this year. Here are some of the topics that will be included:

  • Supers and PVP in Destiny 2
  • Armor, Stats, Mods, and Tradeoffs
  • Powerful Sources, Prime Engrams and the World
  • Damage numbers, damage stacking rules
  • And more

I know this is a lot to read (because it was a lot to write). I appreciate you taking the time to make it this far. Like all things with Destiny, it’s a journey. The next two parts of this journey will look at the RPG and Combat game.

See you soon, 

Luke Smith

*It’s a set of aspirational goals that can help guide the team to create better experiences for players who love Destiny. And it’s a simple way to describe how we’re thinking about the game to all of you. And even when it’s true, there will always be work left to do. And we’re committed to it. 

**Fun fact: Heigan the Unclean was often called the “dance” boss in the WoW Raid Naxxaramas and Hasapiko means “the butcher’s dance” in Greek. It’s a little nod back to Blizzard’s Xûr reference.
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Destiny Update 2.5.2.1

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PlayStation Xbox Live Battle.net

Investment

Solstice of Heroes

  • The Solstice armor step objective “defeat 100 minibosses in the EAZ” has been updated
  • Now requires only 50 minibosses
  • Completing the boss phase counts as 5 miniboss kills

Moments of Triumph

  • End date for Moments of Triumph has been extended to 9/17 (changed from 8/27)
  • Moments of Triumph T-shirt claim date has been extended to 9/17

Sparrows

  • Micro Mini Sparrow has a new, size-appropriate, Microdrive

Collections

  • The “Wolves Unleashed” and “Prismatic Inferno” emblems can now be reclaimed from Collections

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This Week At Bungie – 8/1/2019

This week at Bungie, we’re taking the time to get it right.

Luke and Mark: As we’ve been getting closer and closer to serving up Shadowkeep and New Light, it has become increasingly clear to us that our releases for this Fall would benefit from a bit more time in the oven.

Being independent means that the future of Destiny 2 is entirely on our team. It also means that we’re agile enough to choose to do what’s best for the game and our players, even if it’s the hard choice.

We wanted to let you—our community—be the first to know that we’re changing the date for Shadowkeep and New Light from September 17 to October 1.

For full details on the change, make sure to check out the New Launch Window article. We have two months between now and Shadowkeep launch. For some, it may seem like a long time, but for us, the days are flying by. Our short delay won’t be followed by silence.

We have a lot to reveal and explore between now and October 1. The blog will be lively next week with some information on Cross Save, PC migration, and everything else you’ll need to know to kick ass this fall.

Stay tuned.

Eventful

Right now, Solstice of Heroes rages on. The European Aerial Zone is live. Guardians are dishing out the mayhem with their elemental buffs. Today marks the third and final daily rotation. If you haven’t gotten a chance to experience them just yet, here’s your briefing:

We’re only on day three of the event, and we’re already seeing Legendary armor sets and the Moments of Triumph “MMXIX” title. We’ll be watching to see who among you earns all three armor sets and unlocks the coveted Voidstreak Sparrow.

Some of you might argue that there’s a better Sparrow available…

Ending on a High Note

With two more weeks on our Season of Opulence Calendar, we’re taking an opportunity to make players feel truly Opulent. Moments of Triumph is being extended for those hunting their prize ship, Sparrow, and T-shirt. Multiple Iron Banners will happen during the final month and a few Valor/Infamy boosts to help Guardians reach some milestones before the end of the season. Here’s a quick calendar for what we have planned:

In Destiny 2 Update 2.5.2.2, you’ll find a quick quality-of-life update to address some trending feedback from players, specifically concerning rewards. Here’s a preview:

  • Moments of Triumph has been extended through 9/17.
  • Gambit Prime and Reckoning weapon reward rates will be highly increased.
      • They will also have bad-luck protection to guarantee a drop after a set amount of runs.
  • Reckoning difficulty will be tuned to be more welcoming as you hunt for rewards.
  • BrayTech Schematics will no longer have a daily lockout and will give better chances toward weapons that players do not own.
  • Mountaintop and Wendigo GL3 pinnacle quests will become more accessible.
      • Specific quest objectives will be tuned based on player feedback
  • There will be multiple weeks of increased Valor and Infamy to look forward to in September.
      • Iron Banner will be accompanied by increased Valor in each event.
  • As the season comes to a close, Menagerie chests will become more rewarding as Calus sees fit.
  • On the week of Destiny 2 Update 2.5.2.2, we’ll be hosting a Community Challenge of sorts. Stay tuned for more details.

Note: While Moments of Triumph has been extended, Solstice of Heroes will end on August 27. If you wish to complete all Moments of Triumph, be sure to earn your Legendary Solstice set and Masterwork one piece before that deadline.

We’ll have more specifics on these notes as we get closer, but we wanted to give you a few things to look forward to as we embark on the final sprint toward our Fall releases on October 1.

What’s Cookin’?

Another week, another update. Destiny Update 2.5.2 is live, and by now you’ve probably installed the patch. Destiny Player Support has been all hands on deck, monitoring for any early event hiccups in Solstice of Heroes.

This is their report.

Known Issue Callout: Solstice Key Fragment Magnets

This week, Solstice of Heroes returned in Destiny 2.

Shortly after its launch, we identified an issue where Solstice Key Fragment Magnets were not improving the drop rates of Solstice Key Fragments. To mitigate further impact from this issue, we removed this item from the Eververse Trading Co. storefront and disabled its use in players’ inventories.

As we investigate this issue, we are also working on a plan to restore Bright Dust to affected players. We will follow up with more information at a later date.

Prismatic Inferno and Wolves Unleashed Emblems

Earlier today, we distributed the Prismatic Inferno and Wolves Unleashed emblems to the Postmasters of qualifying players in Destiny 2.

Players should be aware that these emblems will not appear in the Collection until Destiny 2 has been updated at a later date. Until then, players who want to wear these emblems should keep them handy in their Emblem inventory.

Destiny 2 Season of Opulence Known Issues

Listed below are the latest player-impacting issues discovered in Season of Opulence. Players who encounter other issues should report them to the #Help forum.
    • “The Electrician” Bounty: Spider’s “Wanted” bounties do not complete the daily bounty “The Electrician,” which is completed by claiming other daily and weekly bounties.
    • “Aggravated Battery” Bounty: The “Aggravated Battery” daily bounty asks players to defeat high-value targets, but only progresses when defeating high-value targets on destinations from the Red War campaign (EDZ, Nessus, Titan, Io); expansion destinations (Mercury, Mars, Tangled Shore, Dreaming City) will not progress this bounty.
    • Elemental Loadout Bounties: For any bounty that states “Defeat enemy combatants in strikes with an Arc/Void/Solar subclass and an Arc/Void/Solar loadout equipped,” only the elemental subclass is required to complete the bounty. Weapon loadout will not make a difference in completing the bounty.

Power Slides

This week, we have movement on the mind. Outrunning a blazing Servitor is always a thrill, but can you keep focus when trying not to laugh at your friend’s Sparrow?

Movie of the Week: Blacksmith Circuit – Botza Underground

[youtube https://www.youtube.com/watch?v=sKwFhnKJEc8?wmode=transparent&rel=0&fs=1&w=1136&h=641]

Honorable Mention: Gahlran Metal Cover

[youtube https://www.youtube.com/watch?v=figE-dt8TZ4?wmode=transparent&rel=0&fs=1&w=1136&h=641]

Honorable Mention: Slideshots

[youtube https://www.youtube.com/watch?v=O2ZH4Mq-O_M?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.

Usually Cozmo and I leapfrog each other for blog duties, but he was a bit busy this time around. What could be more important than writing the TWAB? Well, he had probably the best reason one could have: He was bringing his second daughter into the world. I have no doubt he’s reading this at home right now, unless he’s on diaper duty.

Join us in welcoming a new member to the Bungie fireteam. 

Much love, and we’ll see you next week.

Cheers,

Dmg04