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PC PS4 XONE PS5 Series X Stadia Steam Epic
Genre: Shooter, Role-playing (RPG), Adventure

Destiny 2

Destiny 2 Update 2.7.1

Activities

Pit of Heresy

  • Improved some performance issues in the Chamber of Suffering encounter that could reduce framerates.
  • Fixed an issue where players could die when transitioning from the Necropolis encounter to the Tunnels of Despair.
  • Fixed an issue where players could get out of the environment in the Tunnels of Despair.

Garden of Salvation

  • Improved a performance issue that could occur when chunks of land return, or are removed during the Sanctified Mind encounter.
  • Improved the visual indication for when a tether source hub is on or off.
  • Added text notification when a Vex sacrifices on a relay.

Nightfall: The Ordeal

  • Reduced weekly completions needed to bring it in line with other challenges.
      • Players now need three completions on Adept, two completions on Hero, or one completion on Legend or Master.

Director

  • Players can now shortcut directly to their Roster by selecting their empty fireteam slots, or by invoking the Roster shortcut on Director Map screens.
  • When an activity is selected, fireteam leaders can navigate left and right to get to Quests and Roster respectively, then back to return to the selected activity.

Rewards

Weapons

  • Seasonal Bow mods should now work reliably with Hush.
  • Fixed an issue where Onslaught would reduce damage at 2x Rampage stacks despite not increasing Rate of Fire.
  • Adjusted scope feedback and camera shake on Hard Light firing.
  • Eriana's Vow no longer gets more ammo when swapping from other Special ammo weapons in Gambit. Starting ammo in Gambit increased from six to ten.
  • Fixed an issue where swapping from Two-Tailed Fox to another Power weapon would generate more ammo than intended.
  • Fixed an issue where Leviathan's Breath started PVE activities with more ammo than intended.
  • Fixed an issue where Xenophage started PVE activities with more ammo than intended.

Armor

  • The Empowered Finisher Dawn mod will no longer consume Super energy if you do not have a mod equipped that is capable of benefiting from the Charged with Light buff.
  • The Ever Ready Dawn mod will now stack correctly with weapon dexterity leg armor mods applicable to the weapons it covers.
  • The Heavy Handed Dawn mod will no longer trigger after the death of Telesto bolts. Increased the number of enemies that must be near the player to trigger the ammo-granting benefit from two to three.
  • Several class item armor mods will now correctly provide diminishing returns when multiple copies of the mod are equipped. These mods include Perpetuation, Innervation, Invigoration, Insulation, and Absolution.
  • Wormgod Caress and Winter's Guile no longer retain the status of their buff if the armor piece is unequipped.
  • The perk on Synthoceps now deactivates immediately when the armor piece is unequipped.
  • The Transcendent Blessing Outlaw mod will now correctly appear in players' inventory; previously, it would only be visible in the mod flyout when socketing a mod.
  • Grenade Launcher Scavenger will no longer award Special ammo for Grenade Launchers when the player picks up Primary ammo bricks.
  • The last finisher removed from favorites will no longer override the fallback default class finisher.
  • Giddy Laugh rare emote now has a valid icon and can be selected for equipping on the emote wheel.
  • Shadowkeep campaign Exotic armor no longer has a potential to show up in Xur's weekly inventory.
  • Gunsmith now properly assesses the owned status of Unflinching Machine Gun and Unflinching Hand Cannon mods.

Power and Progression

  • Fixed an issue that caused the amount of XP earned not to show up next to the XP progress bar.
      • NOTE: This issue may still exist for players after they reach Seasonal Rank 100, but all XP earned will still apply to Seasonal Ranks above 100.
  • Changed the progress bar description on the Weekly Strike challenge from "Bounties completed" (which was incorrect) to "Strikes completed".
  • Completion values for some of the destination Obelisk Weekly Bounties have been reduced.
  • Fixed an issue where the “Green with Envy” pursuits could stop progressing correctly.
  • Players who were in this state should have their progress updated retroactively.

Combat

Gameplay

  • Fixed an issue in which Roaring Flames was buffing Solar Weapon Damage while standing in a Well of Radiance.
  • Fixed an issue in which Sunbreaker Titans were able to self-heal by bouncing a Throwing Hammer off a wall.
  • Fixed an issue that prevented Warlocks from using Blink after switching weapons or cancelling sprint.
  • Fixed an issue that would sometimes cause the Sunbreaker Titan's Mortar Blast to deal little to no damage.
  • Fixed an issue that allowed Sunbreaker Titans to gain stacks of Roaring Flames by destroying Telesto projectiles.
  • Increased the Sunbreaker Titan's Mortar Blast damage by 70 percent in PvE.
  • Players will remain in spaceflight instead of going to a black screen when they load into a PvP match faster than their peers.

Bounties and Pursuits

  • Fixed an issue that could prevent players from obtaining the Black Armory Key Mold quest from Ada-1 on multiple characters.
  • Acquisition of Black Armory rare bounties significantly improved.
      • Players that complete all available weekly and daily bounties will acquire a rare bounty within five days.
  • Black Armory Keys taking up space in Pursuits will be removed if a player has already completed the Mysterious Box Izanagi's Burden quest chain and unlocked the Exotic in their Collections.
  • The Gambit Prime "Collector" bounty will now progress from picking up Luna destination materials.
  • Fixed an issue affecting the "Newest" sorting option in Pursuits.
      • Newly acquired quests, or quests that get updated, will now be properly sorted to the top.

General

  • In Collections, the "Playin' the Odds" Gambit emblem will now properly register as unlocked and can be reacquired accordingly.
  • Fixed an issue that was impacting the Unveiling Triumph.
      • Eris is now ready to present her final Lore entry to players who need it.
      • The Unveiling Lore Triumph now correctly reads #/11 Lore pieces and will unlock upon obtaining the final Lore piece.
  • Fixed an issue where certain randomized dialogue would play more or less frequently than intended.
  • Fixed an issue that was causing notifications to appear again after transferring items using the Bnet D2 API.
  • Improved performance when receiving certain messages from the server.
      • Largest impact will be in the Tower, but should help everywhere.
  • Fixed an issue that caused FOTL items to be stuck in the postmaster as invisible items for some players.


Destiny 2 Hotfix 2.7.0.2

Combat Systems

  • Fixed an issue where Wish-Ender's Broadhead perk was dealing more damage than intended
  • Equipping both a Fusion Rifle Scavenger mod and a Linear Fusion Scavenger mod will no longer cause Heavy ammo to be gained from Special ammo boxes
  • Using Telesto with the Heavy Handed obelisk mod will no longer generate unintentional extra Special ammo

Activities

  • Fixed an issue that would cause the EDZ Obelisk interact component to despawn

Rewards

  • Fixed an issue that could cause the Sundial reward currency to be issued to players twice

Eververse

  • Eververse waypoint notification has been disabled
  • The Season 9 Seasonal Starter Bundle will no longer appear as owned for players who bought the Season 8 Seasonal Starter Bundle

Bounties

  • Gunsmith weekly destination bounty will be re-enabled and properly rotate weekly (instead of daily)
  • Crucible daily bounties will now rotate daily

Destiny 2 Hotfix 2.7.0.1

Combat Systems

  • Fixed an issue where Dynamo mods were granting more Super energy than expected
  • Fixed an issue where swapping between Hand Cannons with Explosive Rounds could result in higher damage than intended
  • The fixed-roll of Pyroclastic Flow no longer has Tap the Trigger as a perk
  • Fixed an issue where Symmetry’s arc seekers would unintentionally stagger Unstoppable Champions
    • Note: this perk is meant for an Exotic weapon that is coming out later in the Season
  • Fixed an issue where finishers could yeet bosses off the map and cause other shenanigans

Activities

  • Fixed an issue where attempting to launch Forsaken Baron adventures would cause a Honeydew error

Rewards

  • Resonate Stems, Escalation Protocol chests, and other impacted rewards will now be granted properly
  • Fixed and issue where some Sundial rewards could be infused without dismantling the item

Eververse

  • Fixed an issue where the Sunbreaker Titan armor ornament bundle could still be purchased at full price even if some items where owned

PC

  • PC video settings now save correctly and do not get reset when launching the game

Destiny 2 Update 2.7.0

Combat Systems

Finishers
  • Improved the finisher camera experience when using mouse and keyboard.

Finisher Multi-Equip
  • In your inventory press R3(if using controller) or the Shift Key(if using mouse and keyboard) to mark a finisher as a "favorite"
  • When triggered, a random finisher you've marked as a "favorite" plays
  • If no finishers are marked as a "favorite", which would be pretty crazy because we all know you have favorites, your default class finisher plays


Abilities

Titan
  • Sunbreaker Code of the Fire-Forged (Top Path)
      • Vulcan’s Rage
          • Made Vulcan’s Rage much more angry
          • Increased detonation time minimum from 0 seconds to 0.5 seconds
          • Increased cluster spread

  • Hammer of Sol
      • Impact damage decreased from 70 to 5
      • Detonation damage increased from 205 to 270
      • NOTE: These changes also affect bottom-tree Sunbreaker

  • Sunbreaker Code of the Devastator (Middle Path)
      • Throwing Hammer
          • Increased impact damage from 100 to 120
          • Increased hammer pickup radius from 2 meters to 3.5 meters

  • Roaring Flames
      • Increased damage bonus
          • From 20% per stack to 30% per stack in PvE
          • From 10% per stack to 25% per stack in PvP
      • Increased duration from 15 seconds to 20 seconds

  • Burning Maul
      • Increased idle super duration from 21.2 seconds to 28.5 seconds
      • Light Attack
          • Reduced super-energy cost from 5% to 3%
          • Tuned movement and player feedback
      • Heavy Attack
          • Slightly reduced speed of heavy slam projectile
          • Slightly reduced tracking radius of heavy slam projectile
          • Increased height of projectile hitbox to more easily hit airborne opponents
          • Increased super energy cost from 6% to 8%
          • Slightly increased terminal explosion size

  • Sunbreaker Code of the Siegebreaker (Bottom Path)
      • Mortar Blast
          • Increased explosion radius from 5 meters to 6 meters
      • Sol Invictus
          • Burning targets you kill also make Sunspots
          • Burning targets killed now trigger the heal
          • Kills with the Sun Warrior buff active can now make Sunspots
              • This is based on weighted enemy killed and a sunspot is created when the threshold of "1" is reached
              • Players/Bosses add 1
              • Majors add 0.5
              • Minors add 0.25
          • 1 second cooldown on creating Sunspots
      • Sun Warrior
          • Increased ability recharge scalar by 35%
          • Touched up the FX and audio for allied Sunspots

  • Striker Code of the Missile (Middle Path)
      • Thundercrash
          • Increased base damage from 2700 to 3200
          • Increased in flight damage from 100 to 200
          • Slightly increased the amount of time you have in the air after activation

Hunter
  • Gunslinger Way of the Outlaw (Top Path)
      • Explosive Knife
          • Changed to Proximity Explosive Knife
          • Sticks to surfaces
          • Fuse time of 14 seconds
          • Adjusted impact damage to 14
          • Adjusted Detonation damage to 105
      • Six Shooter
          • Adjusted damage falloff of this Golden Gun Super variant
          • Damage falloff starts at 30 meters when firing from hip and at 40 meters while in ADS

  • Gunslinger Way of the Sharpshooter (Bottom Path)
      • Knife Juggler
          • Changed to Weighted Knife
          • Damage changed from 120 to 140
          • Precision modifier changed from 1.3 to 1.5
              • Headshot is a one-hit kill in PvP
          • Updated throw animation to be longer to compensate for the one-shot capability
          • Knife projectile moves faster and with less drop than previously
          • Knife bounces once after impacting the environment
      • Practice Makes Perfect
          • Super energy granted reduced by 16%
          • Increased the buff duration by 50%
          • Precision kills now grant 2 stacks
      • Crowd Pleaser
          • Original perks (precision damage, precision hits with Golden Gun generate Orbs of Light) have been moved to "Line 'Em Up"
          • New Perk: Knock 'Em Down
              • Precision kills increase weapon stability and ADS speed
              • Buff duration starts at 10 seconds and each kill or assist adds time, with a cap of 25 second
              • Time added is variable weighted on the enemy killed and whether it was a precision kill
              • While the buff timer is above 20 seconds your Golden Gun does 30% more damage (determined upon moment of cast and lasts the whole super)
              • This burns the buff
              • Does not stack with Celestial Nighthawk
      • Line 'Em Up
          • Now has a passive bonus to aim assist and range while aiming
          • Now has the precision damage and precision hits with Golden Gun generate Orbs of Light perks originally included with “Crowd Pleaser”

  • Nightstalker Way of the Pathfinder (Bottom Path)
      • Vanish in Smoke
          • Added a short period (0.8 seconds) after the invisibility is applied where firing weapons or performing other actions will not break the invisibility
          • This should help prevent allies from accidentally breaking the invisibility the moment it is granted to them if unexpected.

Warlock
  • Dawnblade Daybreak (All Paths)
      • Reduced the speed of Burst Glide activations while in super

  • Dawnblade Attunement of Sky (Top Path)
      • Swift Strike
          • Changed to Celestial Fire
          • Shoots three spiraling, homing projectiles
          • Approximately 35 damage per projectile
      • Winged Sun
          • Also allows Celestial Fire activations
          • No longer gives grenade energy for aerial kills
          • Gives more melee energy for aerial kills
      • Heat Rises
          • Perk redesigned with new gameplay
          • Consume grenade to gain Heat Rises buff
          • Dramatically reduces in air accuracy penalty
          • Changes movement mode
          • Reduce Glide upkeep cost by 99%,
          • Reduce Glide activation cost by 99%
          • Set Glide velocity and agility to a combination of Strafe and Burst glide
      • Icarus Dash
          • Now has two dodges per 5 seconds
          • Dodge now has a slight upward velocity
          • Dodge in super is now one long dodge per second

  • Dawnblade Attunement of Grace (Middle)
      • Guiding Flame
          • Doubled the range that the empower effect is applied from 12 meters to 24 meters
      • Divine Protection
          • Increased radius that the healing grenade is applied to friendly targets from 1 meter to 3.5 meters
      • Benevolent Dawn
          • Buff can now be refreshed if additional friendly targets are healed/empowered while you still have the buff
          • Removed cooldown (can continuously proc)
          • Reduced energy regeneration by 15%
          • This was needed as it is much more consistent, procs more often, and for longer
      • Well of Radiance
      • Standing in the well now grants 20% damage reduction against damage from other players
      • Sword object no longer takes precision damage

  • Dawnblde Attunement of Flame (Bottom Path)
      • Phoenix Dive
          • Now heals a fixed amount over time
          • Healing is interruptible from incoming damage
          • While in super, returns super energy depending on how much you healed
          • Has diminishing returns the longer the super is active.

  • Voidwalker Attunement of Fission (Middle Path)
      • Handheld Supernova
      • Adjusted grenade charge time so that it lines up with the animations and effects. This is to make it feel more consistent to activate.

Stat Values
  • Class ability cooldown is now governed by player stats.
    • Hunter Dodge cooldown is modified by their Mobility stat
    • Titan Barricade cooldown is modified by their Resilience stat
    • Warlock Rift cooldown is modified by their Recovery stats.
  • Paragon Mods have been deprecated as a result.


Weapon Changes

Exotics
  • Divinity
      • Divinity's weaken effect no longer stacks with other weaken effects. The "cage" will still appear in these cases and act as a precision weak spot, but the weaken multipliers themselves will no longer stack.

  • Xenophage
      • Increased PvE damage by +50%
      • Increased PvP ammo from heavy ammo crates to 4/6 (previously 3/4) on shared/non shared crates, respectively
      • Fixed an issue where this weapon would gain overall ammo when swapping from another power weapon to this weapon

  • Leviathan's Breath
      • Fixed an issue where this weapon would gain overall ammo when swapping from another power weapon to this weapon

  • Cerberus+1
      • Fixed an issue where repeatedly pulling the trigger would give you a faster fire rate while the "Focused Fire" Catalyst was enabled

  • Eriana's Vow
      • Increasing the reserves for this weapon via armor perks no longer increases starting/respawn ammo in The Crucible

  • Monte Carlo
      • The "Monte Carlo Method" no longer has a 100% chance to trigger on Guardian kills and now matches the combatant chance

Archetype changes
  • Linear Fusion Rifles
      • Precision damage increased by +20%
      • This change does not affect Sleeper Simulant
      • Significantly increased target acquisition at close to medium ranges

  • Sidearms
      • Increased target acquisition across the board

Perk changes
  • Master of Arms
      • Removed the precision damage function
      • This weapon still provides a damage bonus, but non-precision damage is no longer disproportionately increased

  • Magnificent Howl
      • Fixed a bug that was causing the perk to apply to two bullets over the network instead of just one

  • Sticky Grenades (Grenade Launchers)
      • Fixed a bug that allowed players to stand on grenade launcher projectiles

Misc changes
  • Fixed "Shield Piercing"/"Anti-Barrier" rounds not penetrating Scorn Lurker bucklers
  • Chip damage behavior removed from "Shield Piercing"/"Anti-Barrier" rounds
  • A selection of year 1 legendary weapons have had a face lift and have joined the engram reward pool to keep Edge Transit company
  • Reduced Arc Logic's muzzle blast size when aiming


Armor Changes

Exotics
  • Wings of Sacred Dawn
      • Now grants 15% damage resistance while in the hover state

  • One-Eyed Mask
      • No longer grants an overshield on killing your marked target

  • Peregrine Greaves
      • No longer disproportionately increases the damage of Hammer Strike
      • Damage is equalized to ~300% the damage of a normal shoulder charge against a single target

  • Claws of Ahamkara
      • Fixed an issue where both melee charges could be consumed on one melee hit
Armor Mods
  • Removed stacking restrictions on many armor mods
      • Similar mods can now be stacked for improved effect. However, stacking mods with similar effects provides diminishing returns, granting less relative benefit than two different mods would.
      • Reduced the efficacy of Ammo Scavenger mods to their pre-Shadowkeep levels to accommodate mod stacking

  • Generalized Ammo Finder and Ammo Scavenger mods are unlocked for all players in the Head Armor Mod and Leg Armor Mod sockets, respectively

  • Added Season of Dawn Armor Mod Sockets
      • Vanguard, Crucible, Gambit, and Iron Banner armor sets will drop with this season's armor mod socket, allowing them to use the new Dawn Armor Mods.
      • The Mercury destination armor set has also received the Dawn Armor Mod socket

  • Fixed various stacking exploits with mods related to the Garden of Salvation

General
  • Fixed an issue where orange bar enemies would display a sliver of health when they died.
  • Fixed an issue where players would go into first person if they placed a raid banner while in their super. Going forward, if a player places a banner while in their super, their super will be canceled.
  • Fixed an issue where Stormtrance Lightning attack would fail to fire if attack trigger was held while casting super, or after Blinking.
  • Players can no longer push Vex Cyclops


Reward Systems

Power and Progression
  • Powerful and pinnacle reward caps have been increased
      • Powerful Cap: 960, up from 950
      • Pinnacle Cap: 970, up from 960
  • Rebalanced some sources of XP on Mercury to align with newer destinations
  • Fixed an issue where some chests weren’t granting any XP
  • Fixed an issue where Iron Banner bounties were rewarding more XP than other weekly bounties
  • The XP required to level up the seasonal artifact has been slightly adjusted
      • Some levels had a much higher increase in XP required from the previous level, and this increase has been distributed throughout all levels to smooth out this curve

Quests and Bounties
  • Merged Strike/Crucible/Gambit objectives on the Gunsmith weekly bounty "Field Calibration" into a single objective that shares progress from all sources
  • Removed Valor/Infamy and Vanguard Tokens from "Field Calibration" as there is no longer a requirement for any of these linked activities
  • Added repeatable bounties to the Gunsmith
  • Added new mode-specific daily Crucible bounties (one per day, selected from full-time playlists and active rotators)
  • Reduced the completion requirements of several daily and repeatable Crucible bounties
  • Removed grenade and melee bounties from the Crucible bounty repeatable pool
  • Fixed a rare issue where the “??????” quest item from mission "A Mysterious Disturbance" could get stuck in inventory; it has been removed from affected players
  • Lowered the daily bounty target for defeating Nightmares in K1 Lost Sectors to 3 (previously required 7)
  • After the Vex Invasion ended on the Moon, the number of Vex kills required to cleanse the "Essence of Servitude" has been reduced from 100 to 30
  • Removed weapon requirement and changed objective display to a float instead of a percentage on Eriana's Vow Catalyst Pursuit
  • Benedict and Werner will no longer display the Lumina Exotic quest chain steps (bounty/perk steps) if the player is already on, or has completed, the steps.

Lore
  • Fixed an issue where pages from the "Letters from Eris" lore book couldn't be unlocked
  • Each of the eight Nightmare Hunts now unlocks one page upon completion

Season Pass
  • The Season Pass now displays its active bonuses in a new Season Pass Bonuses section, visible on the main Season Pass window in the Director
  • The Season 8 Nostalgic Engram has been retired, and in its place players can now obtain the new Season 9 Fond Memories Engram
  • Fixed an issue that prevented Season Pass armor from displaying the correct stats and energy type when previewed
  • (Korea Region Only) Fixed a bug that caused the Season Pass purchase item to be referenced as "Get Season Pass" on the purchase confirmation and completion screens

Exotic Engram
  • The Exotic Engram and the Fated Engram have been collapsed into a single new Exotic Engram item
      • When opened it will award a new Exotic if any remain to be collected; otherwise, it contains a random piece of Exotic armor
      • Note: contents are still class-specific

Eververse
  • A new consumable is available in Eververse for 200 Bright Dust, the Concentrated Mattergem
      • When used, this item causes bosses to have a chance to drop an Upgrade Module when defeated
      • The effect will last until an Upgrade Module is found
      • Note: Only one Concentrated Mattergem can be active at a time

  • The Eververse store no longer permits purchasing an item that is already in your Collection
  • Fixed a bug that prevented year one Vanguard shaders from being a potential drop in the Vanguard rank up reward
  • Fixed an issue where the Riskrunner “Electric Violet” Ornament lost its pink glow
  • Fixed an issue that caused The Last Word ornament Laconic to be purchasable when Forsaken was not owned

Ghosts
  • Fixed a bug that prevented the Banshee's Favorite ghost perk from dropping a higher volume of Weapon Telemetry
  • Fixed an issue that caused Ghost particle effects to be hidden when a Ghost Projection was active
  • The following Exotic Ghost Shells now have Ghost Projection sockets: Arc Shell, Solar Shell, and Void Shell
  • Fixed an issue that prevented Black Armory forge activities from granting Glimmer upon completion

Collections and Triumphs
  • Fixed a bug that permitted multiple copies of the same combat finisher from being acquired through the collection
  • Fixed a bug that caused Universal Ornament items to display in an improper order from what is intended (head, arms, chest, legs, then class)
  • Removed four erroneous collection entries for the below items that were not obtainable:
      • Shade at the Gates (Season 3 Legendary Ship)
      • The Ruinous Flame (Season 3 Legendary Ship)
      • Shrinking Iris Shell (Season 3 Legendary Ghost)
      • Shining Shield Shell (Season 3 Legendary Ghost)

  • Fixed an issue that prevented the Season of Opulence versions of the Optimacy armor from unlocking their corresponding collection entries
  • The Black Armory Platinum Starling Ship in Collections > Equipment > Ships > Season 5 now correctly states that a player must complete the "Master Smith" Triumph.
  • Fixed an issue with the Perfect Gambit triumph. Previously, the triumph was checking for player deaths instead of dropped motes. The triumph now correctly checks for dropped motes and will ignore players that die without motes.
  • Fixed a bug where the Ennead emblem (for presenting gifts to all Cats in the Dreaming City) was no longer being awarded when claiming the Remember your Manners triumph.
      • Players impacted by this issue will find that they can reacquire the Emblem from their Collections > Flair > Emblems > Open World
  • Fixed an issue with the triumph 'WANTED: The Rifleman'. It will now be completed on either Rifleman kill or associated mission completion. Players that are missing this triumph will need to play the mission again to earn the triumph.

Glimmer
  • The cost of slotting a Weapon Mod has been reduced from 5000 to 500 Glimmer
  • Fixed an issue that caused EDZ patrols to drop a slightly higher amount of Glimmer than intended
  • Fixed a bug that caused Mercury patrols to drop a slightly lower amount of Glimmer than intended
  • Fixed a bug that prevented Mars free roam treasure chests from awarding Glimmer when opened
  • Fixed a bug that prevented Mercury free roam treasure chests from awarding Glimmer when opened
  • Fixed an issue that prevented raid encounters from rewarding Glimmer upon completion

Vendors
  • Added additional Weekly and Repeatable bounties to Zavala, Drifter, Shaxx, and Banshee-44 to allow for Seasonal rotation
  • Updated completion requirements for some daily Crucible bounties
  • Repeatable bounties have been added to the Gunsmith
  • Fixed an issue that caused Benedict 99-40's Imperial Engram to display Armor 1.0 versions of its contents
  • Fixed an issue where Ada-1 could grant duplicate weapon mods
  • Fixed an issue where Eris Morn and the Drifter had vendor dialogue lines that would never fire

World Rewards
  • Fixed an issue that frequently prevented the Duke MK.44 Hand Cannon from being a possible world drop
  • Fixed an issue that frequently prevented No Turning Back, Terran Wind, and Death by Scorn from being possible world drops
  • This prevented Vestian Dynasty from being erroneously displayed in Legendary Engram previews

Rewards UI/UX
  • Fixed an issue where Gambit Prime and Revelry armor set icons weren't collapsing properly on the Character screen

New Light
  • Fixed an issue where New Light players were required to finish the Red War campaign to purchase Last Wish raid bounties
  • Fixed an issue where several Triumphs/Ghosts previously earned through the Red War campaign could no longer be acquired
  • Fixed an issue where 'Adventurous' triumph could not be completed on EDZ
  • Fixed an issue where weapons in Homecoming mission would cause other gear to drop at lower power levels than expected
  • Fixed an issue where some players could not complete the New Light 'Introduction: Crucible' quest

Player Identity Systems
  • Fixed an issue where Hawthorne’s icon kept flashing for players who were doing the Refer-a-Friend quest after it ended
  • The Armor 2.0 version of the Solstice 2019 armor will now correctly use the 2019 Drained and Renewed Ornaments and Eververse Glows.

Escalation Protocol
  • Changes and updates to acquiring Escalation Protocol activity rewards
  • Escalation Protocol Wave 7 chest no longer requires a key to open
  • Chest can be opened upon every successful completion of Wave 7
  • Each opening of the chest will award one piece of EP armor for your character class until you have the full set
  • After full set is acquired, subsequent opening of the chest will award a random piece of armor
  • Charged Decryption Keys and Key Fragments are being removed from the game. These items will be removed from Player inventories
  • Armory Keys to spawn Valkyrie Javelins are unchanged and will remain
  • EP Weapons drops were not touched and are still cumulative stream Boss drops

Iron Banner Ornaments
  • Removed the Season 3 Iron Banner ornament Rank requirements. They can now be freely applied to Season 7 Iron Banner armor


Activities

Nightfall: The Ordeal
  • Cabal invade The Ordeal – three new strikes added to The Ordeal lineup, and removed three of the Season 8 strikes
  • Added two new Cabal modifiers, and three new strike-specific modifiers
  • Added Cabal modifiers to rotation
  • Vehicles now give Nightfall score for both Nightfall and The Ordeal
  • Fixed up the tooltip name for The Scarlet Keep on Legend difficulty

Strikes
  • Fixed an issue where Savathun’s Song did not count toward Vanguard Weekly Hive Boss kill bounty
  • The Vanguard Strikes weekly challenge description now correctly tells players to complete Vanguard Strikes while matching the weekly singe element
      • The objective line will continue to still say "0/3 Bounties" until Destiny 2 Update 2.7.1

Raids and Dungeons
  • Altars of Sorrow
      • Fixed an issue where if the boss phase timed out while the boss was immune, 2 Nightmares would spawn at another Altar location before the Tier 5 waves started again

  • Pit of Heresy
      • Fixed an issue where the dungeon incorrectly showed a pinnacle reward challenge for players who have already completed the challenge on a different character of the same class

  • Garden of Salvation
      • Fixed an issue where players could survive Voltaic Overflow while guarding as a Sentinel Titan or Arcstrider Hunter

  • Crown of Sorrow
      • Fixed multiple issues where Gahlran’s Deception could continue to deceive Guardians even after being defeated. Make sense? No? We need to go deeper…
          • Fixed an issue where Gahlran's Deception could defeat a team of Guardians even after the encounter had been completed, which prevented flawless runs
          • Fixed issue where Gahlran's Deception could respawn with full health after dying, specifically if killed at the last moment before teleportation

  • Scourge of the Past
      • Fixed the Best of the Best of the Best triumph so that it is hidden unless completed
      • Increased the drop rate of the Scourge of the Past raid exotic weapon 'Anarchy' from 5% to 10%.

Crucible
  • Playlists
      • Made Elimination a permanent Crucible playlist
  • Momentum Control
      • 150 Scout Rifles will only 1 shot targets under 5 resilience
  • Map Rotation
      • Added Rusted Lands to appropriate playlists
      • Added The Dead Cliffs, Legion’s Gulch, Retribution, and Solitude to appropriate playlists.
      • Removed Emperor’s Respite, Equinox, Firebase Echo, and Vostok from all Crucible playlists.
          • These maps are still available for play in Private Matches
  • Midtown
      • Added invisible physics volumes to keep players from perching on walls
  • Legion's Gulch
      • Added invisible physics volumes to keep players inside the intended playable space
  • Dead Cliffs
      • Adjusted spawn points and weighting, especially around the edges of the map
  • Retribution
      • Adjusted spawning to improve map flow
  • Endless Vale
      • Added invisible slip volume to keep players inside intended playable area
  • Twilight Gap
      • Added invisible physics volumes to keep players inside the intended playable area
  • Widow's Court
      • Added invisible physics volumes to keep players inside the intended playable area


PC

Steam
  • Added controller support through Steam input for:
  • Steam Controller
  • Switch Controller
  • Steam Link and Remote Play will now work with supported controllers
  • Text Chat lobbies will now try to recover when Steam Servers come back up

Destiny 2 Hotfix 2.6.1.1

Investment

Izanagi’s Burden
  • Fixed an issue causing Forge Keys to not count towards Mysterious Box (Izanagi's Burden) Quest Progression
      • Players affected by this should find the corresponding objective marked correctly after logging in.
  • Fixed an issue where the Obsidian Crystal would not give Quest Progression
      • Players affected by this will need to reacquire a Black Armory Rare bounty, and then complete and claim it to get another Obsidian Crystal.

Power Progression
  • Adjusted the Power granted by pinnacle rewards to +2 instead of +1

Rewards
  • The Season Pass weapons Pluperfect and Temporal Clause now have a chance to drop from Vex Offensive after you have obtained them.
  • Fixed an issue that occasionally caused the Weekly Eris Challenge to not drop a Powerful reward


Sandbox

Perks
  • Fixed an issue causing the "Ashes to Assets" perk to provide Super energy at an unintended level

Destiny 2 Update 2.6.1

Festival of the Lost

2018 Masks
  • Owners of 2018 Festival of the Lost masks automatically receive the associated ornaments to be used on the 2019 Festival of the Lost helmet


Combat Systems

Abilities
For developer commentary, please see the This Week at Bungie – 10/17/2019 blog article.

Striker—Code of the Juggernaut (Bottom Path)
Trample:
  • Reduced amount returned possible per kill from 15% to 13% (before diminishing returns)
  • Reduced the low end of the diminishing returns from 5% to 3.25%
  • Changed the kills for the diminishing returns by splitting them out between players and combatants
      • Was previously 15 kills; is now 14 combatant kills or 7 opposing Guardian kills (opposing Guardians count 2x toward diminishing returns)
  • Tuned the amount of Super energy returned per kill
  • Cost of Light attack in Super increased by 50% from 2% to 3%
  • Regeneration on kill no longer procs on Super kills

Dawnblade—Attunement of Flame (Bottom Path)
Everlasting Flames:
  • Increased the low end of the diminishing returns from 0.75% to 0.95%
  • Changed the kills for the diminishing returns by splitting them out between players and combatants
      • Previously it was 30 kills. Now it is 21 combatant kills or 7 opposing Guardian kills (opposing Guardians count 3x toward diminishing returns)
  • Tuned the amount of Super energy returned per kill (handled differently than Striker as this attack is an AoE)

Sentinel—Code of the Protector (Top Path)
Ward of Dawn:
  • Armor of Light timer now correlates with the life of the Ward of Dawn
  • Particle FX move more rapidly toward the end of the Ward of Dawn's life

Nightstalker—Way of the Wraith (Middle Path)
Shattering Strike:
  • Shattering Strike lasts the proper 9 seconds once again
  • Fixed a bug in which Shattering Strike activation window was reduced to 3 seconds along with Truesight

Shoulder Charge
We’ve removed a bug that allowed players to shoot immediately before activating shoulder charge, which allowed players to apply the 1–2 Punch damage buff to shoulder charge.

Weapons
  • Exotics
      • Jötunn
          • Fixed an issue that caused this weapon to impact multiple times at close ranges
      • Divinity
          • Increased the Weaken effect from 25% to 30%
          • NOTE: The Weaken effect from Judgment is not intended to stack with other Weaken effects. This issue will be fixed at a later date. The "cage" will still appear and act as a precision weak point in these cases, but the multipliers themselves will not stack.
      • Fixed an issue where Destiny 2 would crash if this weapon was combined with target-marking effects such as Vengeance (One-Eyed Mask)
      • Deathbringer
          • Fixed the reload timing on this weapon
          • NOTE: This also affects other Rocket Launchers that share the same reload animation
  • Legendary
      • Adhortative
          • Fixed an issue that would cause the leaves on this weapon to distort visually
      • Prophet of Doom
          • Fixed an issue with the placement of shells during the reload animation
      • Hush
          • Fixed a bug that prevented Archer's Gambit from activating if the player manually un-draws their Bow and starts sprinting at the same time
Armor
  • Sealed Ahamkara's Grasps now have a short cooldown period between perk activations
  • Stats and Perks
      • Armor 2.0 mods that trigger on orb collection or using your class ability now no longer stack with their pre-Armor 2.0 versions
      • Pre-Armor 2.0 Exotics now have correct stat packages
      • Armor 1.0 Traction perk applies +5 Mobility, in line with Armor 2.0 Traction mod


PC

Steam
  • Blocking communication with players in Steam will now block/mute players in Destiny 2
  • Added functionality for /addfriend and /removefriend commands
      • /addfriend [ PlayerName ]
      • /removefriend [ PlayerName ]
      • Note: Players must be in one of your rosters (fireteam, friends, or clan) in order to add/remove them as a friend.
  • Added functionality for /invite command
      • /invite [ PlayerName ]
      • Note: Players must be in one of your rosters (fireteam, friends, or clan) in order to invite them by player name.
      • /invite [ SteamID ]
      • Note: You can invite players by SteamID, regardless of whether they're in your roster or not.
  • Players can now /invite and /join another player regardless of their Steam online status (online, invisible, or offline)
  • /help description updated to reflect new changes to commands


Investment

Ornaments
  • When an ornament has been applied to a weapon or armor item, its icon will now update to reflect the currently equipped ornament
  • Universal ornament packages that have been purchased but not opened now properly indicate they are owned in the Eververse store
Season Pass
  • The Vow's catalyst quest step now properly references "strike playlists" rather than the erroneous "strike activities"
  • The Season Pass bonus Catalyst quest boost omega now properly describes is progression acceleration as "quadruples" rather than the erroneous "triples"
  • The Exotic ship Never Live It Down now properly displays its name in the lore tab title section
Power and Progression
  • Exotic quest “Symphony of Death” awards more XP than intended; set this to be the same as other Exotic quests
  • Exotic quest “Make Bows, Not War” awards more XP than intended; set this to be the same as other Exotic quests
  • Increased the Power of gear awarded by “Invitations of the Nine” bounties “Into the Unknown” to be powerful
Nightmare Hunts
  • Increased the damage multiplier granted by Unstable Essence at difficulty levels Hero, Legend, and Master
  • Adjusted Unstable Essence to be significantly more effective against Nightmares than Nightmare Bosses
  • The Swordbearer Nightmare's Sword in Nightmare Hunt: Despair now drains half as fast once a player equips it
  • Navigation waypoint added to Nightmare Hunt: Servitude to help guide players more effectively toward the final encounter
  • Hunts now have idle protection; idle players will not receive rewards
Raids
  • Garden of Salvation
      • Encounter rewards are now delivered as engrams instead of directly granted in the loot feed
      • Fixed an exploit where Cyclopes could be knocked off of their towers in the final encounter
      • Increased the radius for Relay Defender and Enhanced Relay Defender mods
      • Fixed an issue where music would not start properly when players enter the final boss arena
      • Fixed an issue where Consecrated Mind could slam into walls during DPS
      • Fixed an issue where geometry in the final encounter space could appear completely black when being removed or recreated
      • Fixed an issue where weekly challenge rewards could be re-earned repeatedly by deleting and creating new characters
  • Last Wish
      • Apprentice Guide and Journeyman Guide emblem variants will appear in collections after players discover them.
Destinations
  • Moon
      • Fixed an issue where the first Shadowkeep campaign quest step "In Search of Answers" could go to Postmaster if player's quests inventory was full
      • Affected players can now recover the Shadowkeep campaign quest from Eris in the "Abandoned Quests" section
      • "Essence of Vanity" pursuit now displays number of Sniper Rifle kills required for completion; it will now display progress out of 25 instead of just progress
      • Lost Ghost Traces will no longer drop after all Dead Ghosts have been found; extra Traces will be removed from inventory when the last Dead Ghost is found
      • Fixed an issue in which using the Firewall Data Fragment in the K1 Revelation Lost Sector didn't have a chance of providing a Cleansed Essence after three weeks of completions
      • Fixed an issue where Cross Save-enabled players could turn in a cleansed Essence to the Lectern of Enchantment and receive no rewards
      • If playing on a platform on which you don't own Shadowkeep, the Lectern will no longer show the Essence reward screen
      • To receive the reward, log on to the platform on which you own Shadowkeep and visit the Lectern
      • Fixed an issue where daily bounties for both Eris and the Lectern of Enchantment were rotating weekly instead of daily
      • Fixed an issue where the Moon bounty "Tidal Lock" would progress only in Nightmare Hunts; it will now progress anywhere on the Moon
      • Phantasmal Core stack cap raised from 3 to 999
      • Triumph “Lore of Luna” now progresses when scan patrols are completed in Sorrow’s Harbor.
      • Removed blank, unobtainable page from lore book “Unveiling”
      • Fixed an issue where players who finished their bunny collection faster than expected weren't awarded with the "Lunar Gloom" shader
      • On login, affected players will have a stack of five of this shader in their inventory and unlocked in Collections
  • Black Armory (Misc)
      • Quests for Gofannon and Izanami forges still existed on veteran characters who were on steps that could not be progressed; those steps have been removed from the players inventories
      • Fixed an issue where players could not acquire nor complete the Key Mold quest for Izanagi’s Burden
      • The Lock and Key (Mysterious Box) quest can be abandoned; players can reacquire the abandoned quest at Ada-1
      • The “Harvest Time” bounty will now progress when collecting Helium Filaments
  • Dreaming City
      • Balanced Awoken Talisman has been removed from veteran players' inventories; it is no longer needed to access Dreaming City/Shattered Throne/Wish Ender quest
      • Fixed a bug that allowed players to loot the Orrery chest an unlimited number of times
  • Shattered Throne
      • Fixed an issue where, upon defeating Dul Incaru at the end of Shattered Throne, players could return to orbit and have a checkpoint for the activity; defeating the boss will now immediately complete the activity and award credit
  • Nessus
      • Exodus Black world quest turn-in step can be recovered from Failsafe if players abandon it
  • Mars and Mercury
      • Heroic adventures will now be available on their respective destinations when Mars or Mercury are featured as a Flashpoint
  • EDZ
      • Fixed an issue where the “Enhance” quest was no longer available

Reckoning
  • Fixed an issue where Warlocks who wagered Weak Motes in Reckoning were incorrectly being rewarded Titan gear
  • Increased stack size of Gambit Prime Synths to 999

Crucible
  • Fixed an exploit in Countdown that allowed the defending team to get free wins by continuously swapping gear between rounds
  • Fixed an issue that prevented some players from earning the Silimar's Design Iron Banner Triumph; the Triumph will be awarded retroactively to any players who encountered this issue

Vendors
  • Benedict 99-40
      • Removed initial Vendor Challenge from Benedict 99-40
  • Ada-1
      • Removed challenge from Black Armory Forge unlock quest
      • Weekly Black Armory bounties now award Black Armory armor pieces
  • Yuna (IGR Only)
      • Yuna's inventory is now updated to vend Armor 2.0 versions of Exotic armor
  • Eris and Rune Table
      • Daily bounties will now rotate daily, as opposed to weekly
General
  • Fixed an issue where Gyro Ghost Shell's rings would animate improperly when summoned
  • Increased idle protections across numerous PvE playlists
      • Play the game, get rewards
      • Seriously, just play the game
      • Don't leave your team hanging
      • It's not very nice
  • The Traitor's Fate sword is no longer marked as "Requires Exclusive Item" and can be successfully equipped

Lore Tabs
  • Added Lore Tabs for the following Shadowkeep rewards:
      • Legendary Garden of Salvation rewards
          • 15 unique lore tabs
      • Divinity
      • Monte Carlo
      • Deathbringer
      • Leviathan’s Breath
      • Eriana's Vow
      • Assassin's Cowl
      • Phoenix Cradle
      • Stormdancer's Brace
      • Never Live It Down


Activities

Crucible

  • Control
      • Heavy Ammo initial spawn changed to 60 seconds (was 45 seconds)
  • Iron Banner Control
      • Heavy Ammo initial spawn changed to 60 seconds (was 45 seconds)
      • Heavy Ammo additional spawning changed to every 120 seconds (was every 60 seconds)
  • Survival
      • Heavy Ammo initial spawn changed to 60 seconds (was 30 seconds)
      • Reduced the amount of Heavy Ammo granted to match Elimination and 6v6 modes


UI Systems

Accessibility
  • Added accessibility options for subtitles, which are available during account creation and the Settings screen
      • The options add the ability for players to change the font size, font color, subtitle background style, and subtitle background opacity
  • Added the continuous tabbing when tabbing past each end of the Director
  • Reorganized some of the Settings on PC to better organize where certain options are sorted
  • Changed the text opacity for the menu navigation bar to improve visibility with certain emblem themes

General
  • Forsaken subclasses will display the correct Super icon in the PvP HUD; all Sentinal and Arcstrider subclasses still use the same Super icon for each of their three subclasses; these Supers will have new icons
      • Thundercrash
      • Burning Maul
      • Blade Barrage
      • Spectral Blades
      • Nova Warp
      • Well of Radiance
      • Chaos Reach
  • Fixed an issue that increased loading times for gear preview while in space flight
  • Added protections against intense strobe effects that can be encountered if the player's health is near the shield break threshold and the player has a damage-over-time effect and a healing effect active at the same time
  • Fixed an issue where the page pips in the Quest tab would become highlighted when selecting on the screen
  • Fixed an issue where the Strike node on the Moon map would not show a breadcrumb icon during the Shadowkeep campaign
  • Fixed an issue where icons on the Season Pass would load at different times
  • Fixed an issue where Cross Saved accounts would show incorrect names
  • Removed the inaccurate “Season Rank” display while inspecting another player
  • Fixed an issue where equipping an already-acquired emblem would cause the loot stream notification to appear
  • Fixed an issue where Destiny Guardians was not being displayed for the Korea region
  • Fixed an issue where gearset icons (such as Gambit Prime or Revelry armor) on the character screen would have empty spaces between them
  • Changed the objective text on the Cache Out bounty to "Chests looted"
  • Fixed an issue where the Spell of Abolition emote wasn't showing in the emote feed

Destiny 2 Hotfix 2.6.0.3

General

  • Fixed an issue where claiming a Seasonal Artifact during a locked loadout activity could block access to the Artifact

Destiny 2 Hotfix 2.6.0.2

PC

  • Fixed an issue where having more than 300 friends would cause the game to crash

Destiny 2 Update 2.6.0.1

Systems

Combat Systems

Finishers
  • Finisher System added. Press the finisher button to finish critically wounded combatants.

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

PvE Difficulty Tuning
Goals: Widen the sweet spot where fighting higher-level combatants provides a fun, challenging, and rewarding combat experience for a more enjoyable Power climb. Also, allow players looking for even greater challenges to confront much higher-level enemies.
  • Combatants that are 10–40 levels higher take less time to kill and deal less damage
  • Higher-level combatants continue to increase in difficulty up to 100 Power levels above the player
  • When enemies are 100 Power levels or higher above the player, they are immune to damage
  • Nameplate icons on higher-level combatants have been updated to reflect these changes
  • These changes affect only higher-level combatants; the at-level or over-level experience remains unchanged


Sandbox

Abilities

Buffs
Nightstalker Way of the Pathfinder (Bottom)
Goal: We want to lean into the fantasy of a speedy disruptor. Pathfinders need more tools to scout the battlefield and a skill based way to engage with that gameplay more often. We should reward this scouting and battlefield control gameplay, executed well, with more opportunities to do the same. At the same time shadow shot needed some quality of life improvements for long standing frustrations.
Vanish: Smoke bomb grants invisibility to allies
  • Gives 1 stack of Heart of the Pack (newly revamped) to all allies hit
  • Grants +34 to armor, recovery, and agility
  • Gives weapon reload speed and handling
      • Max 3 stacks
  • Increased invisibility duration from 7 > 8 seconds
Provision: Killing tethered enemies creates super orbs and increases agility, armor, and recovery for allies
  • New Perk (old perk benefits moved to be part of Mobius Quiver)
      • Damaging enemies with your grenades reduces the cooldown of your smoke bomb (6% per damage tick)
      • Making allies invis gives you grenade energy (17.5% per ally)

Moebius Quiver: Fire super multiple times and deals massive damage to tethered targets
  • Added the old Provision perk to naturally be part of Mobius Quiver
      • Killing tethered enemies creates super orbs and grants stacks of Heart of the Pack for allies
      • Expanded the range of Heart of the Pack from 20 > 30 meters.

Shadowshot Super (Top and Bottom path)
  • Damage increased from 150 > 250
      • One shot kill in PvP
  • Improved tether accuracy near obstacles
  • Suppress on hit is more consistent

Sentinel Code of the Protector (Top)
Goal: This path is the main support role for Titans and focuses heavily on melee kills while staying near allies. We want to focus more heavily on buffing allies so that players care about the timing of their buff usage. With a loop which allows players to get their melee energy back more quickly this will be a more engaging path to play. Additionally, Ward of Dawn is currently not up to snuff, and needs a buff that ties in to the fantasy of buffing allies.
Defensive Strike: Melee ability that creates an overshield for nearby allies
  • All kills while the overshield is active grant melee energy for the player with the shield (works for all allies you grant a shield to)
      • This is based upon enemy threat level from 5% (minors) to 25% (players and bosses)
Rallying Force: Melee kills heal nearby allies
  • Heal buffed from 10 health and 10 shields to 10 health and 20 shields (50% increase)
Ward of Dawn: Alternate super that creates a shield bubble
  • Increase ward health versus supers
  • Most supers will require the whole thing to be dumped on the ward to destroy it but will (usually) not kill the players inside
  • Ward grants weapons of light buff when passing through it (35% weapon damage for 15 seconds)
  • Grants an additional super orb (3)
  • Auto-generated orbs now grant the same amount of super energy as regular super orbs (previously the orbs gave less super energy on par with masterwork orbs)
Sentinel Code of the Aggressor (Bottom)
Shield Bash: Shoulder charge that disorients nearby enemies
  • Now suppresses the target hit and any enemy within 2 meters (have to be basically right next to them)

Voidwalker Attunement of Hunger (Bottom)
Vortex: Nova Bomb leaves behind a damaging AoE pool
  • Initial explosion damage increased 15%
  • Lingering damage increased 15%

Dawnblade Attunement of Grace
Well of Radiance: Alternate super that creates a healing/buffing field for allies
  • Grants an additional super orb (3)
      • Auto-generated orbs now grant the same amount of super energy as regular super orbs (previously the orbs gave less super energy on par with masterwork orbs)

Nerfs
Nightstalker Way of the Trapper (Top)
Shadowshot: Fires an arrow that damages enemies and debuffs enemies nearby
  • Damage sharing for the Nightstalker player specifically reduced from 100% to 50%
    • Now all allied players have 50% damage sharing on tether

Nightstalker Way of the Wraith (Middle)
Flawless Execution: Headshot kills while crouched grant invisibility and truesight
  • Truesight now lasts 3 seconds (down from 9)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Low- 54% → 49%
  • Nova Warp
  • Thunder Crash
  • Blade Barrage
  • Nova Bomb
  • Well of Radiance

Medium - 56% → 51%
  • Hammer of Sol
  • Daybreak

High - 60% → 53%
  • Fist of Havok
  • Burning Maul
  • Sentinel Shield
  • Arc Staff
  • Arc Lightning
  • Shadowshot

Other (unchanged)
  • Spectral Blades - 52% / 54.4%
  • Golden Gun - 0%
  • Chaos Reach - 40%

Ability and Armor General Fixes

  • Fixed an issue where abilities that dealt lingering damage were dealing higher damage than intended at higher framerates
  • This includes abilities such as Nova Bomb, Vortex Grenades, Solar Grenades, Smoke Bombs, Fan of Knives, and Sun Spots
  • Fixed an issue where the Hunter's Tempest Strike melee ability couldn't be performed if the Sprint button/key was set to Hold
  • Fixed an issue where the increased sustain damage perk of the Stormtrance super would break if a player swapped their sub-class to Chaos Reach and then back to Stormtrance within an activity
  • Fixed an issue where the Liar's Handshake perk Cross Counter was intermittently failing to activate and trigger healing
  • Sealed Ahamkara Grasps perk Nightmare Fuel will now correctly reload weapons when used in tandem with Knife Trick and the Tractor Cannon
  • A Titan's Burning Maul line attack will no longer be blocked and detonate early if they have Telesto projectiles attached to them
  • Borealis and Hardlight now match the Prism modifier when changing elements on reload, rotating through Void > Arc > Solar
  • The Hunter's Combination Blow ability buff will now correctly be removed when switching sub-classes while the buff is active
  • The Phoenix Protocol Hearth perk will no longer award bonus super energy on kills and assists to Warlocks inside a Well of Radiance who do not also have the Well of Radiance (Attunement of Grace) sub-class equipped
  • The Enhanced Momentum Transfer perk now displays the correct icon
  • The Mad Warden will no longer get frozen in time when destroyed by a Hunter's Golden Gun
  • Fixed an issue where Warlocks couldn't perform their Well of Radiance super during the reload animation for breach loaded Grenade Launchers
    • If interrupted, the reload animation will complete after the super is cast
  • Fixed an issue where allied Golden Gun projectiles weren't going through Banner Shields
  • Fixed an issue where the Queen's Wrath perk for the exotic Wish-Ender bow wasn't correctly highlighting players if their shield was depleted
  • The Warlock's Arc subclass ability 'Pulsewave' buff will no longer clear the Quickdraw perk bonus granted from a weapon upon its expiration
  • The Warlock's 'Alchemical Etchings' perk buffs from Lunafaction Boots will now correctly be removed if/when their Well of Radiance is destroyed
  • Khepri's Sting will no longer consume the owner's melee ability energy charge when hit by a friendly Hunter's smoke bomb

Weapon Changes

  • Weapon mods are now treated as reusable unlocks instead of consumables. Any mods you have in your inventory will be converted to unlocks
      • This gives players the opportunity to play with different mods more frequently
      • If the only copy of a mod you have is already in a gun, you will need to reacquire one to unlock it
  • Minor enemies (Rank-and-File) no longer take more precision damage than other enemies
      • These enemies previously took twice as much damage to their precision hit locations than enemies of higher ranks
      • You will still deal precision damage, but this is now entirely dependent on the weapon, as it is for higher ranked enemies
  • The amount of time allowed between kills to generate a masterwork orb has been reworked per archetype:
        • 2.5 seconds for shotguns, hand cannons, scout rifles, machine guns, and pulse rifles
        • 3 seconds for auto rifles and trace rifles
        • 4 seconds for bows, fusion rifles, rocket launchers, and grenade launchers
        • 5 seconds for sniper rifles, linear fusion rifles, sidearms, submachine guns, and swords
    • Auto Rifles
      • PvE damage increased between +30% and +25% depending on combatant rank
    • Bows
      • PvE damage increased by +31% against minor enemies, and +26% against major enemies
      • Fixed an issue where bow draw times were displayed incorrectly in the inspection screen
    • Hand Cannons
      • PvE damage against minor enemies increased by 30%
      • Lightweight and Adaptive hand cannons use a new firing animation while aiming down sights
        • This change was made to increase weapon accuracy when firing these weapons as fast as possible
        • Ex: Currently, players can shoot faster than the recoil animation of 140/150 archetypes – so while the Hand Cannon looks to have fully reset from recoil, the following projectile will be shot as if the weapon was still in a recoiled state
      • Reduced the effect the range stat has on damage range falloff (effective range) for this weapon archetype
    • Machine Guns
      • PvE damage against minor enemies increased by 25%
      • Increased the effects of damage range falloff on this weapon archetype
    • Pulse Rifles
      • PvE damage against minor enemies increased by 28%
      • Increased the effects of damage range falloff on this weapon archetype
      • Archetype specific damage changes (impacts both PvE and PvP gameplay)
        • Rapid-Fire Pulse Rifles now deal 14/23.8 base/precision damage (Previously 13/21.4)
        • High Impact Pulse Rifles now deal 21/33.6 base/precision damage (Previously 20/32)
    • Scout Rifles
      • PvE damage increased between +36% and +18% depending on combatant rank
    • Sidearms
      • PvE damage increased to minor and major combatants by 16%
    • Sniper Rifles
      • PvE damage increased by +47% against minor enemies, +20% for others
        • Exotic sniper rifle perk damage bonuses have been modified to compensate for this change and they will not receive the full benefits as a result
    • Submachineguns
      • PvE damage increased by 22.5% against minor/major combatants
      • Aggressive Frame
        • Removed the intrinsic effect of "Deals bonus damage at close range."
        • This bonus was 10%, but was unintentionally always active
        • The bonus damage has been moved to the base damage for 750 RPM Submachineguns, resulting in no damage change
        • As a result, Tarrabah and The Huckleberry gain 10% damage in both PvE and PvP
    Exotics
    • Sweet Business
      • Increased magazine size from 100 to 150.
      • Increased PvE damage by 15%.
      • High Caliber rounds have been replaced with Armor Piercing rounds.
      • Damage changed to 15/21.2 base/precision (Previously 13.21/21.14)
      • This weapon no longer requires you to be firing when you pick up ammo to have it automatically reload.
    • Graviton Lance
      • PvE damage increased by 30%
    • Sunshot
      • Increased magazine size to 12
    • Vigilance Wing
      • PvE damage increased by 25%
    • Crimson
      • Damage changed to 19/30.5 base/precision (Previously 13.76/24.75)
      • Fixed an issue that was causing this weapon to deal higher flinch than intended
    • Merciless
      • Fixed the missing aim assist stat for this weapon
    • Ace of Spades
      • Memento Mori's damage bonus is now affected by range falloff
    • Lumina
      • Noble Rounds should apply their buff to allies more reliably now
    • The Colony
      • "Serve the Colony" now functions as Auto Loading Holster does

    Perks
    • Reduced the effectiveness of the following perks in PvE: (Added missing note 10/1)
        • Rampage, Kill Clip, Swashbuckler, Multi-Kill Clip, Desperado, Surrounded, Master of Arms, Onslaught
            • In general, these perks use the same damage multipliers for PvE that they did in PvP
            • The change to Rampage does not affect The Huckleberry
            • Onslaught and Desperado now change bullet impact values while active in PvE
            • Surrounded no longer multiplies precision damage on top of base damage, as it was benefiting some weapon types more than others as a result
    • Subsistence
      • Reduced the impact of this perk on total reserves
    • Ricochet Rounds
      • Removed the hidden bonus to damage falloff
    • Swashbuckler
      • Perk now activates when getting a kill with Ball Lightning
    • Grave Robber
      • Perk now activates when getting a kill with ranged melee abilities (ie: Ball Lightning, Explosive Knife)
    • One-Two Punch
      • Reduced the effectiveness of stacking One-Two Punch and Cross Counter (Liar's Handshake)
      • Ex: Players won’t be able to defeat Riven in less than three seconds after Shadowkeep launches using the combo of One-Two Punch and Liar's Handshake, but we know many of you will try other builds… and potentially even succeed.
    Weapon General Fixes
    • Fixed an issue where AI combatants in Gambit based activities were using PvP values instead of PvE values
    • Fixed an issue on Jade Rabbit where parts of the ornament were appearing on the original weapon art
    • Fixed an issue where masterworked weapons would sometimes spawn a large amount of orbs off a single kill
    • Fixed an issue where killing Vex Harpies with precision damage from Outbreak Perfected wasn't spawning Nanites as expected
    • Added missing Thunderlord Killfeed and Obituary icons
    • Infusing Thunderlord now correctly requires a destination material (EDZ Dusklight Shards)

    Player Identity Systems

    Triumph Steps

    • Triumphs can now be broken into steps with each step granting Triumph score
        • Some Triumphs have been extended with additional steps that grant additional Triumph Score
        • Some Triumphs have had their existing requirements broken into steps and the original Triumph Score has been split between those steps

    Seasonal Artifact

    • Each season there will a new pursuit, the seasonal artifact
        • For Season of the Undying it is The Gate Lords Eye
    • At the end of the season the artifact will go away, and be replaced by a new artifact
    • The seasonal artifact has two progressions:
        • Artifact Power:
            • Gain an uncapped bonus to your power by earning XP. Each point of power takes more XP to earn than the last
        • Artifact Mods
            • Earn up to 12 points by gaining XP
            • Spend points to unlock seasonal mods for Armor 2.0

    Armor Changes

    Character Stats
    • Discipline, Intellect, and Strength stats return from the original Destiny game
    • Your Discipline determines your grenade recharge rate
    • Your Intellect determines you super recharge rate
    • Your Strength determines your melee ability recharge rate
    • All stats now go from 0 to 100
    • For Discipline, Intellect, and Strength, a stat of 30 is the equivalent recharge rate to the pre-Shadowkeep recharge rate with no mods affecting that recharge rate applied
    • A stat of 100 is the equivalent of having 5 of the appropriate recharge rate-affecting mod applied
    • Each piece of armor now provides you with contributions to each of your six stats
    • Armor that drops in the world, from engrams, and activity rewards have randomized stats
    Armor 2.0
    • All exotic and legendary armor will drop to use the new armor system
    • Armor 2.0 versions of exotic armor pieces can be pulled from your Collection provided you have collected that exotic
    • All Armor 2.0 armor pieces have an energy type (Arc, Solar, Void) and an energy capacity
        • Energy capacity can be upgraded by spending currencies and materials, to a maximum of 10
        • Armor with 10 energy is considered to be masterworked and provides a +2 bonus to all six character stats
    • All armor mods have an energy cost and an energy type (Arc, Solar, Void, or Any)
        • Arc, Solar, and Void mods can only be socketed into armor of the matching energy type; mods with an Any energy cost can be socketed into any armor
    • Each piece of armor comes with multiple armor mod sockets, into which your mods can be applied
    • A socketed armor mod occupies an amount of the armor's energy capacity equal to the mod's energy cost; you must have enough armor energy available to be able to socket a mod
    • Armor mods are no longer consumable, and are instead unlocked and resuable across all applicable armor pieces once acquired
    • Armor mods can be acquired from gunsmith packages, direct purchase from the gunsmith, world engrams, and pinnacle activity engrams
    • Armor 2.0 mods and pre-Armor 2.0 armor perks do not stack
    Masterworks
    • Fully masterworked armor no longer provide bonus damage reduction when using your super
    Exotics
    • Ttian
        • Actium War Rig
            • Now works with heavy machine guns
    • Warlock
        • Lunafaction Boots
            • Removed the effect of automatically reloading allies' weapons while they occupy your rift
            • This exotic armor piece now grants a reload speed bonus for allies occupying your rifts

    Economy

    Armor Masterworking Costs

    • Masterworking Armor costs and levels have been updated to include two new materials: Enhancement Prisms and Ascendant Shards
    • Both these materials can be obtained via the following sources:
        • Nightfall: The Ordeal rewards
        • Purchased from the Gunsmith for a rotating variety of currency and resources
        • Other special reward sources such as the Season Pass
    • Enhancement Prisms and Ascendant Shards are capped at 50 and 10 respectively to limit hoarding, and to keep players unfamiliar with this system from sinking all their resources into a single item

    Infusion Material Costs

    • Infusion between two items of any rarity now requires only a single material to complete: Upgrade Modules
    • Upgrade Modules can be obtained via the following sources:
        • Each of the Gunsmith Weekly Bounties award one Upgrade Module per week
        • Purchased from the Gunsmith for a rotating variety of currency and resources
        • Season of Undying free track Season Pass rank rewards
    • Upgrade Modules are capped at 25 to limit hoarding, and to keep players unfamiliar with this system from sinking all their resources into a single item
    • Discarding an Enhancement Core no longer deletes the entire stack

    Bright Dust

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

    Eververse

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

    Glimmer

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

    Spider’s Exchange

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

    Xûr

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

    Universal Ornaments

    Select armor sets now function as Universal Ornaments. Once unlocked, these ornaments can be used to change the appearance of any Legendary Armor 2.0 item. Note armor items that correspond to converted Universal Ornaments have not been removed from player inventories; already owned armor items still exist in their current state.
    • All previously purchased Eververse armor pieces will unlock a corresponding Universal Ornament of the same appearance and slot on all Armor 2.0 items
    • Past Eververse sets have been converted to Universal Ornaments, and will be available in Silver bundles via the Eververse archive
    • Pricing for these bundles will be reduced for each piece in the bundled set already owned on the account
    • Seasons 1 and 3 sets will be available when Shadowkeep launches - additional seasonal sets will be added at later dates

    Gunsmith

    • Weekly bounties now award an Upgrade Module instead of an Enhancement Core
    • Banshee-44's mod inventory has been refreshed
    • Banshee-44 is now selling Upgrade Modules for infusion, as well as Enhancement Prisms and Ascendant Shards for armor Masterworking
    • Players who obtained a Legendary set of Solstice armor in Season of Opulence will find a bundle available on Banshee containing an Armor 2.0 version of the set
        • You must be logged in on the relevant class to see its bundle on Banshee (if you obtained that class's Legendary Solstice set)

    Rewards Power and Progression

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

    Bounties

    • Reworked Tower bounty pools, and added a new 'Repeatable Daily Bounty' which can be purchased by players for a significant amount of glimmer as many times as they like


    Activities

    Vanguard

    • Added new activity on the Vanguard screen - Nightfall: The Ordeal
    • Renamed Nightfall to Weekly Nightfall and adjusted base power level to 820
    • Added Rally Banner consumables to Hawthorne's inventory
    • Updated Nightfall scheduling to reduce long streaks without certain Strikes or duplicate Strikes.

    Crucible:

    Director
    • Playlists Removed:
        • Quickplay
        • Competitive
    • Playlists Added:
        • Control 6v6
        • 6v6 Rotator
        • 4v4 Rotator
        • Survival 3v3
        • Survival 3v3 Freelancer (solo queue)
        • Crucible Labs: Elimination 3v3
        • Classic Mix 6v6 (connection-based matchmaking)
    Maps
    • Removed:
        • Dead Cliffs
        • Retribution
        • Solitude
        • Legion's Gulch
    • Added
        • Widow’s Court
        • Twilight Gap
        • Fragment
    Ranks
    • Players cannot lose Glory ranks below Fabled I
    • Losing a match reduces Glory streak by 2 instead of resetting
    • Losing a match reduces Valor or Infamy streak by 1 instead of resetting
    • Glory adjusts more quickly to match player skill
    Matchmaking:
    • Skill-matching algorithm adjusted to allow for greater variance of matches
    General
    • Power Ammo crates are now shared in all 6v6 modes
    • Added physics to the Pacifica Crucible map to prevent players from being able to navigate into an unfairly advantageous position in the environment

    Challenges

    • Moved Nightfall challenges from Weekly Nightfall activity to Nightfall: The Ordeal, and retuned completions
    • Removed Daily Heroic Story Mission, Strike, Gambit, and Crucible challenges
    • Removed Ikora Weekly Bounty Completion challenge
    • Removed Petra's weekly challenge
    • Added Weekly Bounty Completion challenges to Shaxx, Banshee, Zavala, and Drifter

    Raids and Dungeons

    • Added rally banners to Leviathan, Eater of Worlds, and Spire of Stars
    • “The Shattered Throne” Dungeon is now available at all times instead of on a three-week cycle
    • It can also be launched and reset from the Director

    Destinations

    • Black Armory forges are now accessible through a director launched playlist on EDZ

    New Light

    General

    • The Power level of all players' current gear will be set to 750 at launch. All new characters will start at Power 750
    • Black Armory Forges, Gambit, Gambit Prime, the Reckoning, and the Menagerie are available for all players
    • Leviathan raid lairs Eater of Worlds and Spire of Stars are available for all players
    • All players can enter Free Roam on all destinations, including the Moon (once the destination has been unlocked)
    • Many previously quests can now be picked up on various vendors

    New Guardians

    • New characters are no longer required to play through Red War, Curse of Osiris or Warmind (a.k.a. Classic) campaigns before accessing various activities and quests
    • New characters can acquire the classic campaign pursuits from Amanda Holliday
        • If the player acquires a campaign pursuit for a mission on a planet they have not yet unlocked by earning XP, that planet will become unlocked
            • For example, if the player has only unlocked the EDZ and Titan, and then they acquire the Curse of Osiris campaign pursuit, the Mercury destination will become unlocked
    • New characters have immediate access to all playlist activities (but they still might not meet the Power requirements for higher tiers of Player Elected Difficulty, or they might need a special item like a Mote Synthesizer to play the Reckoning)
    • New character will be granted the New Light main quest. This quest will lead them through most ritual activities, Year 1 seasonal content, and Year 1 destinations
    • For new characters, Zavala, Shaxx, and Drifter will initially have simplified inventories. Players must complete a short intro quest for Strikes, Crucible, and Gambit to unlock the full inventory of bounties and pursuits on these vendors

    Black Armory

    • Quests
        • The Black Armory area of the Tower Annex is now accessible to all players
        • Simplified the Black Armory intro quest
        • Removed the quests needed to Unlock the Izanami and Gofannon forges
    • Exotics
        • Le Monarque and Jotunn are now first unlocked via pursuits found on Ada-1
        • The quest for Izanagi's Burden can now also be acquired from Ada-1
    • Forges
        • Introducing the Forge Rotator
            • Found on the EDZ Director Screen
            • Launch directly into a forge by selecting the node
            • Which Forge is playable rotates daily
        • Forges are no longer launched from EDZ or Nessus
    • Rewards
        • Weapon frames no longer require specific forges in order to be completed

    Warmind

    • Escalation Protocol access is no longer gated on any campaign completion requirements


    General

    • Fixed an issue where the "Cross Save Enabled" messaging was displayed for players who did not have Cross Save enabled.
    • Players can now use the Right-Stick and/or Mouse Wheel to scroll up and down on the Lore Tab without having the cursor focused on the scroll bar
    • Removed the Seasons Node on the Director (all seasonal information can be seen via the Seasons tab)
    • Added Key Mapping options for the Store, Quests and Seasons tabs
    • Added a small "You are here" indicator around a destination node (and a string in the tooltip) when the player is in that destination
    • The character level on the character nameplate has been replaced with the character's Class Icon
    • Fallen Spider Tanks are no longer utilizing stealth technology on their front mini-guns
    • Players who've obtained the Salute emote in the past can now correctly select it in their collection and assign it to their Emote wheel
    • The EDZ Region Chest Triumph now has a requirement of 20 chests for completion
    • Activating the Fist Bump and Handshake multiplayer emotes will now correctly announce to the Battlefeed
    • Removed a duplicate "Iron Truage Suit" armor set entry found in Hunter Collections
    • Runefinder buff will now only award Runes to the player with the buff and not have a chance to grant Runes for other fireteam members

    Reward Systems

    • Apply actions will work on the first attempt
    • Huginn will no longer sell Tinctures to players who have full inventories (no free space)
    • Fixed an issue where some items would not appear in the loot stream if multiple items were awarded at the same time
    • Multiplayer (Buddy) emotes will now have a visible indication of where a player can stand to be able to interact and initiate the emote
    • Players who complete Gambit Prime Civic Duty bounties (which don't require playing Gambit) will now correctly retain their Infamy points when returning to Orbit from destinations/activities
    • The last shipments of the Vestian Dynasty sidearm have been recalled from all sources and vendors and sent to Spider for disposal
    • The Queen of Hearts exotic ship now dismantles in 4 seconds, like other exotics, and now correctly uses the exotic acquired SFX
    • Fixed an issue where Gambit Prime envoys didn't count towards the Envoy While It Lasts bount
    • Failing the first encounter for any Black Armory Forge will no longer award planetary destination materials
    • Fixed an issue where players would lose rewards if they claimed a bounty in private matches
    • The timer for Timed Activities (such as the Heroic Whisper of the Worm mission) will now activate after 5 minutes if at least one player has loaded into the activity
    • Fixed an issue where the "Bank This!" Gambit medal was not being correctly awarded when Invaders killed opposing Guardians holding motes near their Bank, which was preventing the associated "Bank This!" Triumph from progressing


    Destiny 2 Hotfix 2.5.2.3

    General

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