Destiny 2 cover
Destiny 2 screenshot
PC PS4 XONE PS5 Series X Stadia Steam Epic
Genre: Shooter, Role-playing (RPG), Adventure

Destiny 2

Destiny Update - 12/08/2015

2.1.0 : The one with Sparrow Racing League
Edited on December 10th, 2015

New!
  • The SRL event is live in the Tower until December 29th
  • Talk to Amanda Holliday to get started on Sparrow Racing Quests and Bounties
  • Race to unlock new SRL rewards
  • Check out Eververse for a new stock of items

Classes
General
  • Fixed some issues where the player could sometimes get stuck in a slow sprint speed
  • Players can now use charged melee attacks while tethered by Hunter's Shadowshot ability

Titan

Sunbreaker
Melee
  • Titan Melee: Extended Titan Melee range (+12.5%)
  • Sunstrike: Decreased DOT Time (6.5s -> 5.5s)
Super
  • Hammer of Sol: Reduced Damage Resistance during Super (-9.09%)
  • Hammer of Sol: Slowed Hammer travel speed by (-1.32%)
  • Hammer of Sol: Reduced the ability to create never ending chain of explosions
Passives
  • Forgemaster: Reduced Splash damage detonation radius multiplier) (-20%)
  • Flameseeker: Turned down Hammer tracking bonus (-25%)
  • Flameseeker: Removed +1 Recovery, and +1 Agility stat bonuses
  • Fleetfire: Addeded +1 Agility stat
  • Firekeeper: Added +1 Recovery stat
  • Cauterize: Added cooldown (0s->3s)
Movement
  • Catapult Lift: Faster Initial velocity (+5%)
Striker
Melee
  • Titan Melee: Extended Titan Melee range (+12.5%)
  • Storm Fist: Increased base damage (+18.2%)
  • Overload: Now also provides faster melee recharge (+50%)
  • Discharge: Additional Damage (+7.69%)
  • Discharge: Changed AOE to spherical shape
  • Amplify: Increased Super energy bonus (+30%)
Passives
  • Headstrong: Now also provides Faster Sprint
  • Transfusion: Improved cooldown (5s->2s)
  • Unstoppable: Now provides +2 Armor (+1 additional)
  • Unstoppable: Increased damage resistance (+25%)
  • Juggernaut: Improved Shield health (+14.3%)
  • Juggernaut: Now works when airborne
Movement
  • Catapult Lift: Faster Initial velocity (+5%)
Defender
Melee
  • Titan Melee: Extended Titan Melee range (+12.5%)
Super
  • Ward of Dawn: Recharged Grenade and Melee Abilities on Super cast
Movement
  • Catapult Lift: Faster Initial velocity (+5%)
Weapons

Auto Rifles
  • Small increase to base damage
    • Low RoF (Suros Regime, An Answering Chord): 0.30% increase from previous base damage
    • Med RoF (Zhalo Supercell, Paleocontact JPK-43): 0.78% increase from previous base damage
    • High RoF (Arminius-D, Necrochasm): 0.04% increase from previous base damage

Pulse Rifles
  • Reduced base damage
    • Low RoF (The Messenger, Spare Change): 14.23% base damage reduction
    • Med RoF (Hawksaw, No Time To Explain, Red Death): 10.69% base damage reduction
    • High RoF (Bad Juju): 8.17% base damage reduction
    • Highest RoF (Grasp of Marok): 2.97% base damage reduction
  • Reduced damage falloff to start between Auto Rifle and Hand Cannon ranges
    • A low range Pulse Rifle will have shorter damage falloff than an average Hand Cannon
    • A high range Pulse Rifle will have farther damage falloff than an average Hand Cannon
  • Increased base damage against AI combatants by roughly 5%

Hand Cannons
  • Increased ADS Accuracy for more reliable shooting at close to medium range

Shotguns
  • Reduced damage falloff to start at melee lunge ranges
    • Low range falloff starts at standard melee lunge
    • High range falloff starts at Blink Strike lunge
  • Final damage falloff extends 0.5 meters longer for a smoother drop
  • Slower ready/put away time for all shotguns
  • Additional recoil on weapon fire for all Stability values
  • Slower reload speed for all Reload stat values
  • Slower time to Aim Down Sights speed for all shotguns
  • Slower movement speed when shotgun is held. Walk and Aim Down Sights movement is affected. Sprint is unaffected
  • Add 2 frames delay when firing out of sprint
  • Increased base damage against AI combatants by roughly 5%
  • Fixed Kneepad perk on Hakke shotguns

Fusion Rifles
  • Increased Charge Speed on fast charging Fusion Rifles. Reduce burst damage to compensate
  • Fusion rifles behave more predictably based on player state
    • Reduced Hip Fire Stability for all fusions
    • Increased ADS and Crouched Stability for all fusions
  • Reduction in carried inventory for all fusion rifles
    • 10% increase to PvE damage bonus to offset

Sniper Rifles
  • Extended Sniper Rifle damage falloff so damage only reduces on very long range shots
  • Luck in the Chamber on Omolon Sniper Rifles now only buffs precision damage
Sidearms
  • Increased ready speed for all Sidearms
Swords
  • Arc and Void sword guard abilities can now survive a single Hammer of Sol
Exotics
The First Curse
  • The First Curse perk now refills the magazine when activated, provides better Stability, better Target Acquisition, and damage falloff starts further out while the perk remains active
  • +25 to First Curse base range
  • Fixed a bug where The First Curse perk would deactivate if the player summoned their Ghost
  • Boost to Imprecation base range and Magazine Size

Hawkmoon
  • Reduced base Range by 20
  • Lucky bullets from Luck in the Chamber and Holding Aces now deal 1.2x bonus damage (was 1.3x bonus damage)

The Chaperone
  • Reduced base damage. Increase precision damage scalar.

Dragon’s Breath
  • Remove Pyromancer and Tripod perks
    • Replaced with Surplus and Who’s Next
  • Add intrinsic perk Napalm: Rocket fires on a remote detonation trigger
    • Hold to trigger to fire, release trigger to detonate
    • Detonation drops a Solar Damage napalm canister
  • Reduced projectile speed to help timing of the trigger release. Reduce detonation radius of initial rocket. Reduce mag size to 1, increase Inventory

Fabian Strategy
  • Front Lines perk on Fabian Strategy no longer buffs Rate of Fire as a bonus modifier
  • Front Lines now increases the base Rate of Fire stat to highest speed
  • Damage per bullet is offset to match the High RoF archetype
  • Remove Extended Mag perk and replaced with Flared Magwell
  • Remove Small Bore perk and replaced with Rifled Barrel
  • Increased base Reload and base Stability on the weapon to help offset the benefits the removed stat upgrade were providing

Black Spindle
  • Removed scope upgrades from Black Spindle talent grid (Spindle only has one scope) and replaced with Barrel upgrades

Super Good Advice
  • Reduced chance that SGA returns ammo on missed shot by 20%
  • Added a chance for SGA to pull inventory ammo into magazine on landed shot
Sleeper Simulant
  • Maximum inventory ammo buffed (from 7 -> 9)
  • Ammo swap exploit removed (weapon no longer converts one ammo from a different heavy weapon to a full inventory)
  • Inventory no longer benefits from Fusion Rifle armor perks, but does benefit from Heavy Ammo armor perks

Armor
General
  • Exotic Collector's Edition class armor may now be Infused and now has the Life Exotic perk to permit use with other Exotic Armor
  • Fixed an issue where some Rare Leg armor was not granting its bonus ammo perks to certain exotics
  • Fixed an issue where the Warlock Helm armor Salicin Fen II so it no longer uses a leg armor talent grid

Exotics
Taikonaut
  • No longer turns off tracking for rocket launchers that have tracking
ATS/8 Tarantella
  • Arc Damage Reduction applies to vehicles
Achlyophage Symbiote
  • Time you can have golden gun active is reduced
Nothing Manacles
  • Slightly turned down the tracking on the scatter grenade
No Backup Plans
  • Shotgun activating force barrier only works for defender titans
Skull of Dire Ahamkara
  • Has been added to the Exotic Blueprint Collection

Activities
Hive Ship
  • Various chests around the Hiveship will now grant Hadium Flakes instead of Wormspore
Strikes
  • Will of Crota strike has been added to the Vanguard Strikes and Vanguard Heroic Strikes playlists
Nightfall
  • Nightfalls now awards +500 Vanguard Rep on first completion per character per week

Crucible
General
  • 3 of Coins are now applicable in Crucible playlists at match completions

Playlists
  • Zone Control scoreboard now sorts players based on "Advantage Kills" (kills when their team holds 2+ zones)
  • Inferno Rumble now has the correct tooltip information
  • Mercy Rule no longer applies to the Rumble playlist
  • Rumble playlist must now be entered as a solo player
  • Classic rumble will continue to allow Fireteams up to 3

Bounties
  • "Returning Victor" weekly bounty has been removed from rotation
  • Fixed some issues where some bounties were not accurately reflecting the playlist/game type they must be completed in

Maps
Asylum
  • Heavy Ammo spawn locations have been moved away from the center of the map
  • Fixed an issue with a small hole in the environment
Black Shield
  • Adjusted Alpha Team's Rift spawn location to make it slightly easier for Bravo to score
Crossroads
  • Fixed an issue where the teleporter would break for a player until they respawned

Frontier
  • Fixed some issues where players were able to get out of environment
Memento
  • Fixed some issues where players were spawning in bad locations
  • Fixed some issues where players were able to get out of environment
  • Adjusted spawn locations for Rift game mode

Pantheon
  • Fixed some issues where players were spawning in view of an enemy
The Burning Shrine
  • Fixed some issues where players were able to get out of environment
  • Fixed some issues where players were spawning in view of an enemy
Vertigo
  • Fixed an issue where some players able to perch in an unfair position on an interior wall
  • Fixed some issues where players were able to get out of environment

Items
  • Dead Orbit, FWC, New Monarchy, and Eris now accept certain planetary materials in exchange for their respective faction reputation
  • Petra now accepts Etheric Light in exchange for her respective reputation
  • Year 1 Dead Orbit, FWC, and New Monarchy ships may now be obtained from their respective faction reward packages
  • Frontier Ghost Shell can now be infused

Inventory
  • Discarding an Exotic Shard now takes longer button press time to prevent mistaken discards

Audio
  • Fixed an issue where all sound was too loud across the game

Technical
  • Fixed a rare crash on Xbox One during sign on

Destiny Class Tuning - December Update

Hello Internet,

My name is Sage, and it's been my pleasure to guide the Sandbox for Destiny. At Bungie, we define the player "Sandbox" as anything the player directly interacts with. So Weapons, Subclasses, Abilities, Armor, Exotics, Vehicles, etc. If it feels good to move and shoot, ("Sweet!") that’s us. If it's totally broken or un-balanced, ("Boo!") that’s also us. We want the game to be amazing just as much as you do.
TL;DR: If you don't care about the Why and only want the What, scroll down to the bottom for an excerpt of the 2.1.0 Patch Notes.
Now, brace for a wall of text!

Last time you heard from me, I promised that we would make an effort to update the live game more often (vs. spending all of our time making new hotness). "Newsk" has been leading the charge for Weapons already, but this will be the first time we have ever significantly touched Class balance. Why did it take so long? Well to be honest, this is the first time that we have felt it was necessary. That’s not to say that we think the Classes have been perfect - far from it. Previously, the desire to make changes were overshadowed by some higher-priority things (like fixing Thorn or making new Sub-Classes and Exotics). It's finally time to make some changes.
Before we shipped The Taken King, the Sunbreaker was feeling so sweet that I was walking around telling everyone we should add an additional subtitle to the game. Something like "Destiny: The Taken King: Rise of the Titans." Although I wanted the Titans to have their moment in the sun, we didn't intentionally ship them hot. At the time, our internal data and playtests showed that the Sunbreakers were strong, but not overly so. Yeah, I know, how could we be so dumb? It's possible that I may have overdone them just a little bit.

Before we dive into the changes, I want to point out something about how we make Sub-Classes. When we create a new Sub-Class from scratch, one of the things we try to do is to weave three strong paths into the fabric of the build. You can see evidence of this in all the Sub-Classes, but some are more successful than others. Typically, a path starts with one of the Super upgrades, and then creates additional synergies with the remaining passives/melee/grenades. Why is this important? Because, although the Sunbreaker definitely has a balance problem, that problem is mostly confined to what I would call the "Hammer more Hammers" path (Forgemaster + Flameseeker + Cauterize). So you can expect changes to those nodes, bringing them in line with other paths.

"Enough Talk! What are you actually doing!!!"

First up: Melee Range. We are extending base Melee range for all Titans. It would take another few pages to explain the entire sordid history of Class balance that led us to the current situation with Titan Melee vs. the other Classes. Let's just say that I agree that the Titans should be the primary Melee Class, but that’s not going to happen overnight. We are not touching the melee for the other Classes, but we are extending the Titan's Melee range from 4m to 4.5m (a gain of 12.5%). This should improve the feeling of having short, little, inadequate T-Rex arms. I'm also touching Catapult Lift because it was awesome once, but we nerfed it in a fit of panic right before we shipped Destiny back in 2014. The slight bump to initial velocity should help it be more competitive with the other Lift choices.

Now let's look at some hard data to help explain some of the other changes.
DATA! PvP kill death ratio for the past 90 days
(6v6 modes only, Mayhem excluded)


This chart shows what the average Kill/Death Ratio looks like in PvP across the Titan Class for the past 90 days. As you can see, the Sunbreakers (Solar Titan) average KD is high (~1.06), while the other Titans are in the basement. For the Defender (Void Titan), that's actually okay, because they're intended primarily as a support Class. In other metrics, we see that Teams with Defenders fair significantly better (HINT: Consider some Void Titan backup in your future Iron Banner plans). Living in the KDR basement is not okay for the Striker (Arc Titan), so they need to come up a bit.
I know from other data that the Sunbreakers high KD can be attributed mostly to the Hammer of Sol. Most of the other Sub-Classes hover around 14% Super Kills in PvP. The Sunbreaker is closer to 19%, so that needs to come down.

Note 1: Yes, you are seeing behind the curtain. Internally, Solar = Thermal. Bungle Secrets!
Note 2: I'm not showing the other Classes in this chart but all of the other Classes fall in the (0.91 - 1.06) KDR range.


Next, we're looking at the Class distribution across the game. In the PvP section, you can see that the Sunbreaker (Solar Titan) is dominant relative to their Arc/Void brothers and sisters. This should come as no surprise to anyone who has been playing PvP recently, but I thought you might appreciate seeing the actual distribution. As I said before, the Defender is a force to be reckoned with when played correctly (providing back up and "Instant Base!" functionality to a team). However, they could use a little additional something to avoid getting squashed in the chart below. So, we're giving the Defender back their Grenade and Charged Melee on Super cast. That should help make them "Ready for Anything."
DATA! Subclass distribution for the past 90 days




Given all that, we arrive at these simple goals for Titans:
  • Solar Titan
    • Give other players a glimmer of hope standing against a Solar Titan in PvP.
    • Bring down the average KDR so it's closer to the ideal (1.0)
    • Encourage taking alternate paths through the Node tree.
  • Arc Titan
    • Bring average KDR up so that they are competitive with other Subclasses.
    • Reinforce the Strikers Hard Charging Melee role.
  • Void Titan
    • Double down on the Instant Base/Ready for anything Combat/Support role.

Those goals result in the following change list.

Titan Patch Notes:
Sunbreaker
  • Melee
    • Titan Melee: Extend Titan Melee range (+12.5%)
    • Sunstrike: Decrease DOT Time (6.5s ->5.5s)
  • Super
    • Hammer of Sol: Reduce Damage Resistance during Super (-9.09%)
    • Hammer of Sol: Slow Hammer travel speed by (-1.32%)
  • Passives
    • Forgemaster: Reduce Splash damage detonation radius multiplier (-20%)
    • Flameseeker: Turn down Hammer tracking bonus (-25%)
    • Flameseeker: Remove +1 Recovery, and +1 Agility stat bonuses
    • Fleetfire: Added +1 Agility stat
    • Firekeeper: Added +1 Recovery stat
    • Cauterize: Added cooldown (0s -> 3s)
  • Movement
    • Catapult Lift: Faster Initial velocity (+5%)

Striker
  • Melee
    • Titan Melee: Extend Titan Melee range (+12.5%)
    • Storm Fist: Increase base damage (+18.2%)
    • Overload: Now also provides faster melee recharge (+50%)
    • Discharge: Additional Damage (+7.69%)
    • Discharge: Changed AOE to spherical shape
    • Amplify: Increased Super energy bonus (+30%)
  • Passives
    • Headstrong: Now also provides Faster Sprint
    • Transfusion: Improve cooldown(5s ->3s)
    • Unstoppable: Now provides a total of +2 Armor (+1 additional)
    • Unstoppable: Increased damage resistance (+25%)
    • Juggernaut: Improved Shield health (+14.3%)
    • Juggernaut: Now works when airborne
  • Movement
    • Catapult Lift: Faster Initial velocity (+5%)

Defender
  • Melee
    • Titan Melee: Extend Titan Melee range (+12.5%)
  • Super
    • Ward of Dawn: Recharge Grenade and Melee Abilities on Super cast
  • Movement
    • Catapult Lift: Faster Initial velocity (+5%)

I hope you are all excited about these upcoming changes to the Titan Class. I know the Sandbox team is. Keep playing and posting feedback, and we will keep reading it, analyzing data, and pushing to continually improve the game. Looking at these changes the first time, some may say we ruined the Solar Titan. I assure you we have not. They are still very, very good, but you'll find that out for yourself soon enough.

Thanks for reading, stay safe, and keep punching all the things.

-Sage

Destiny Weapon Tuning – December Update

From the desk of Sandbox Designer Jon Weisnewski:

As part of the December Update, we’re about to change Destiny with another balance pass based on data collection from the wild, community feedback, and internal response to the 2.0 weapon changes. It is our hope that, with more frequent updates, the change log becomes less of an almanac and more of a newsletter. As always, thanks for sounding off and continuing to play with us!
BASE WEAPON CHANGES

AUTO RIFLES
The 2.0 update brought Auto Rifles back into the competitive PvP space as an option. However, we find they are still occasionally losing to Pulse Rifles at close range. Based on that data, Autos are coming up a tiny bit to help them fulfill their intended role.

Goals:
  • Auto Rifles are optimal at close to medium range
  • Auto Rifles can effectively compete against Pulse Rifles in PvP
Changes:
  • Small increases to base damage.
    • Low RoF (Suros Regime, An Answering Chord): 3% base damage increase
    • Med RoF (Zhalo Supercell, Paleocontact JPK-43): 7% base damage increase
    • High RoF (Arminius-D, Necrochasm): 4% base damage increase

PULSE RIFLES
Pulse Rifles are some of the most adaptive and efficient Primaries right now. The base damage forgives enough thumb skill up close that they can compete with Auto Rifles. The effective range keeps Scout Rifles in check at extended ranges, and the burst cadence forces a grueling pace for even the most adept Hand Cannon users. We like that they’re “having a moment”, but they need a few limitations in their raw utility.

Goals:
  • Pulse Rifle is optimal at medium range, but can still effectively engage enemies at close or medium-long range
  • Pulse Rifles should feel strong in PvP, but don’t become the only competitive option
Changes:
  • Reduce base damage.
    • Low RoF (The Messenger, Spare Change): 9% base damage reduction
    • Med RoF (Hawksaw, No Time To Explain, Red Death): 8% base damage reduction
    • High RoF (Bad Juju): 8% base damage reduction
    • Highest RoF (Grasp of Marok): 2% base damage reduction
  • Reduce damage falloff to start between Auto Rifle and Hand Cannon ranges.
    • A low range Pulse Rifle will have shorter damage falloff than an average Hand Cannon.
    • A high range Pulse Rifle will have farther damage falloff than an average Hand Cannon.
  • Increase base damage against AI combatants to 1.3x (was 1.25x).

Here’s a design scratch chart that compares Pulse Rifle ‘shots to kill’ between 2.0.0 and 2.1.0 (base damage, buffs/modifiers not accounted for).
[Click to enlarge]

HAND CANNONS
For 2.0.1, we've increased ADS Accuracy for another pass at the goals outlined below.
Goals:
  • Hand Cannons are optimal at close to medium range
  • Rewards agility under fire, precision targeting, and snap shots
  • Hand Cannons cannot reliably compete with Scout Rifles at long range
Changes:
  • Increase ADS Accuracy for more reliable shooting at close to medium range
FYI:
  • Golden Gun is not, and never will be affected by Hand Cannon weapon changes. :)

SHOTGUNS
Our last few attempts at curbing the lethal range of shotguns have made some dents in the legacy of The Felwinter Times, but currently there are still weapon builds that can kill at surprisingly long range (albeit less reliably). We are hitting range again in the form of damage falloff, but we’re also turning the focus to other ways in which shotguns can be lethal. Long range shotgun builds now call for more challenging sacrifices on other weapon stats: Stability, Rate of Fire, Reload, and Handling.

Goals:
  • Shotguns are most effective at very close range
  • Complements melee attacks and other close-quarters class builds
  • Offensively closing on an enemy with a Shotgun is a risk/reward timing game
  • Reduce weapon agility so that CQ combat is more deliberate.
Changes:
  • Reduce starting damage falloff to match melee lunge ranges.
    • Low range stat falloff starts at standard melee lunge.
    • High range stat falloff starts at Blink Strike lunge.
  • Final damage falloff distance extends 0.5 meters longer for a smoother drop.
  • Slower ready/stow times for all shotguns.
  • Additional recoil across the entire Stability stat range.
  • Slower reload speed across the entire Reload stat range.
  • Slower time to Aim Down Sights for all shotguns.
  • Slower base movement speed when Shotguns are the active weapon (Walk, Run and Aim Down Sights. Sprint is unaffected.)
  • Add 2 frames delay when firing out of sprint.
  • Increase base damage against AI combatants to 1.6x (was 1.55x).

FUSION RIFLES
Fusion Rifles are nuanced weapons. Not only in how to use them effectively – the ability to track targets and predict movement being imperative – but also that the weapon stats can provide a variety of experiences. For example:
  • High Stability will keep the projectile grouping closer together and improve your chance of hitting all shots.
  • High Range will increase projectile speed and reduce the enemy’s ability to dodge the burst.
  • Charge Speed will move the weapon’s role from reactive to anticipatory as it goes from fast to slow.

Our hope in this patch is to make these player facing decisions easier to answer. Slow charging Fusions like the Omolon Thesan FR4 can push the effective range of fusions to the max. Faster charging Fusions like Split Shifter Pro will allow players to be reactive to close range threats.

Goals:
  • Fusion Rifles are optimal at mid-range, where targets are easier to track but they’re not close enough to attack while charging up
  • Requires combat foresight and the ability to predict a target’s movement to use successfully
  • Accentuate close range/medium range effectiveness by tuning charge speed and stability
  • Make players feel more judicious about spending ammo
Changes:
  • Increase Charge Speed on fast charging Fusion Rifles, but reduce burst damage to compensate
  • Fusion Rifles behave more predictably based on player state
    • Reduced Hip Fire Stability for all Fusion Rifles
    • Increased ADS and Crouched Stability for all Fusion Rifles
  • Reduction in carried ammo inventory for all Fusion Rifles
  • Increased base damage against AI combatants to 1.25x (was 1.15x)

SNIPER RIFLES
Damage falloff on Sniper Rifles is here to stay! [ducks] But, we’re pushing it out a bit further to ensure that a precision head shot is consistently rewarded. With the new values Sniper lethality should only be affected at really, really long combat distances.

Speaking of rewarding precision head shots, Luck in the Chamber will now only grant a precision damage bonus when the perk rolls on a Sniper Rifle.
Goals:
  • Sniper Rifles are optimal at long range, and difficult to use for medium or short range combat
  • Sniper Rifles reward thumb skill with high damage against precision targets
  • The Luck in the Chamber perk on Sniper Rifles should still require precision shots
Changes:
  • Extend Sniper Rifle damage falloff so damage only reduces for very long range shots.
  • Luck in the Chamber on Sniper Rifles now only buffs precision damage.

SIDEARMS
Sidearms are the multi-purpose support weapon for close range edge cases. Suppress a nearby flank route, gun down a rushing attacker, or swap to it when you just need a few more rounds to finish off a weak target.

Goals:
  • Sidearms should always feel light and responsive. Reload and handling stats go from good to great.
  • Sidearms are optimal at close to medium range, and lose effectiveness at long range.
  • Sidearms are intended to act as an all-purpose support tool for your primary weapon rather than a special case alternative.
Changes:
  • Increase ready/stow speed for all Sidearms.


EXOTIC WEAPON TUNING
The First Curse
The Last Word is your close range, hip fire bullet storm that begs you to rapidly empty the magazine. The First Curse is the spiritual opposite: a heavy hitting, slow firing pistol that asks you to stay calm, take aim, and drop each shot like a megaton payload. This weapon didn't immediately resonate with many players like its scrappy counterpart so we're emphasizing its strengths as the longest range Hand Cannon. The quest to achieve it is no walk in the park either, so the test weapon Imprecation is also getting some improvements.

Changes:
  • The First Curse perk now refills the magazine when activated, provides better Stability, better Target Acquisition, and damage falloff starts further out while the perk remains active.
  • +25 to First Curse base range.
  • Fixed a bug where The First Curse perk would deactivate if the player summoned their Ghost.
  • Boost to Imprecation base range and magazine size.
Hawkmoon
Armed with better base ADS Accuracy from the global Hand Cannon changes, Hawkmoon soared high above the pack as we playtested the new weapons. So high that all other Hand Cannons paled in comparison no matter the activity, and thus needed to have its wings clipped. Hawkmoon still hits hard, still has the largest magazine of any Hand Cannon, and can still 2-shot in the Crucible under lucky circumstances, but it won’t be as common with the new changes.

Changes:
  • Reduce base Range by 20.
  • Lucky bullets from both Luck in the Chamber and Holding Aces now deal 1.2x bonus damage (was 1.3x).

The Chaperone
It's not often that a weapon gets banned from internal playtests but as we tested the global 2.1.0 Shotgun changes, our bastard hero, The Chaperone, rose above in a tremendously anxiety-ridden way. By reducing base damage but enhancing precision damage we are ensuring this exotic remains good at what it does when playing to the weapon's intended role, but doesn't incite quite as much rage in its victims.

Changes:
  • Reduce base damage.
  • Increase precision damage scalar to 1.75x (was 1.1x).

Fabian Strategy
Currently the effect of Front Lines is subtle and requires close attention to notice. The new approach to Front Lines focuses on a more tangible experience: we increase the base Rate of Fire stat and push the weapon up to the fastest firing Auto Rifle archetype, enabling the weapon to do more damage in less time (as long as you don’t miss). The visceral reply of the weapon as it cranks through the magazine feels much more appropriate for a Titan on the front lines, and the already ample Stability boost helps keep the rounds tight and focused. The new approach exposed a few bugs with magazine inconsistencies so we needed to retrofit the stat upgrade perks with new options.

Changes:
  • Front Lines perk on Fabian Strategy no longer buffs Rate of Fire as a bonus modifier. Front Lines now increases the base Rate of Fire stat to highest speed. Damage per bullet is offset to match the High RoF archetype.
  • Removed Extended Mag perk and replaced with Flared Magwell. Removed Small Bore perk and replaced with Rifled Barrel. Needed to make these changes to prevent shipping a magazine bug that could trigger when reloading the weapon while Front Lines perk was active.
  • Increased base Reload and Stability on the weapon to help offset the removed stat upgrades.

Black Spindle
While the Scope changes do affect weapon stats as advertised, only one piece of scope art was built for Black Spindle so we opted to replace the first column with barrel upgrades.

Changes:
  • Removed scope upgrades from Black Spindle talent grid (Spindle only has one scope). Replaced with Barrel upgrades.

Sleeper Simulant
In looking at an inoffensive ammo exploit bug, we took the opportunity to address some pretty unanimous feedback about the ammo inventory on this weapon.

Changes:
  • Maximum inventory ammo buffed (from 7 -> 9)
  • Ammo swap exploit removed (weapon no longer converts one ammo from a different heavy weapon to a full inventory)
  • Inventory no longer benefits from Fusion Rifle armor perks, but does benefit from Heavy Ammo armor perks.


For more information on what you can expect in the December Update, check out the Bungie Weekly Update that accompanied this preview.

Destiny Hot Fix – 11/19/2015

2.0.2.1. - The one with rare Engrams that decrypt.

Along with enhancements and fixes for the player experience, Update 2.0.2 introduced a few bugs. This Hot Fix corrects those new issues.

Tower
Cryptarch
    • Fixed an issue in which Rare Leg Armor Engrams were not decrypting correctly
Lord Saladin
    • Fixed an issue in which descriptions for Iron Banner Shaders, and Emblems, were displaying random perks incorrectly

Destiny Update - 11/17/2015

Update 2.0.2 - The one about Weapon Parts and Crucible Bounties

Your quality of life in the Crucible is about to become more Legendary. We're also fixing Nightstalker abilities, alleviating the famine of weapon parts, and delivering some other changes that impact activities and items.

Classes
Nightstalker Hunter
  • 2.0.1.2 Hotfix fixed an issue where extra shots from Quiver was creating infinite Shadowshot
    • Re-enabled the talent node to provide three shots correctly

Activities
  • Fixed an issue where the Warsat completion time was calculating incorrectly when a large number of Guardians were present
  • Fixed an issue where the Tower was featured for Red Bull questlines in the Director for non-eligible players
Strikes
  • Fixed an issue where players were able to go out of environment during the Fallen S.A.B.E.R strike
Raid: King's Fall
  • Fixed an issue where the Daughters of Oryx death scream volume was too loud

Quests & Bounties
  • Fixed an issue where joining players during certain phases of the Paradox mission would start an alternate encounter
  • Fixed an issue where a "Taken Trials" quest step could be completed outside the Dreadnaught

Crucible
General
  • Fixed an issue that prevented the Mercy Rule from properly disabling players from joining in-progress
  • Warlock Radiance kills will now award +10 points to bring it in line with other Supers.
    • These points stack on grenade, melee, and precision bonuses
  • Radiance kills in the Crucible now include all kills during Radiance, with both weapons and abilities
    • This simplifies the "Song For the Sun" Warlock-specific Crucible bounty and final step of the "Master of Flame" quest involving Radiance kills
  • Fixed an issue where the Crucible faction rank-up package icon was incorrectly using the Vanguard icon
  • Drop rates for Legendary Items in Normal Crucible have been increased
Quests & Bounties
  • Subclass quests no longer require the player to unlock them one sub-class at a time
  • Quest and bounty steps that previously required wins now only require match completion
  • Fixed an issue where the daily Crucible bounty "Healthy Balance" was not properly completing on match completions
  • The "Featured Matches" weekly Crucible bounty now awards +3 points per win and +1 point for completion. Progress is not lost on losses
  • The daily Crucible bounty "Live Fire Exercise" will now count top 3 finishes in Rumble as wins
  • The daily Crucible bounty "Cover Fire" will now also complete when defeating an enemy player as the Spark Runner
  • Changes to the "Crucible Forged" quest chain that unlocks Shaxx's weekly bounties:
    • Crucible Forged Quest 1
      • Unchanged
    • Crucible Forged Quest 2
      • Players must deploy 3 Relic Probes in the Salvage playlist instead of finishing captures
    • Crucible Forged Quest 3
      • Unlocked on completion of Quest 1
      • Step 1: Player must complete 2 matches in the Daily playlist
      • Step 2: Player must complete 2 matches in the Weekly Featured playlist
      • Step 3: Player must earn 9 points. Wins in the Daily or Weekly Featured playlist are worth 3, completions are worth 1.
    • Crucible Forged Quest 4
      • Unlocked on completion of Quest 1 & 2
      • Player must earn 4 points. Wins in Control are worth 3, completions are worth 1.
      • Same as above, but in Rift
      • Same as above, but in Clash
      • Same as above, but in Rumble
      • Same as above, but in Skirmish
      • Same as above, but in Salvage
    • Crucible Forged Quest 5
      • Unlocked on completion of Quest 1 & 2
      • Player must earn 9 points. Wins in Elimination are worth 3, completions are worth 1.
    • Crucible Forged Quest 6
      • Unlocked on completion of Quest 1 & 2
      • The player must complete 8 matches with at least 1,200 Score. No wins required.
    • Crucible Forged Quest 7
      • Unlocked on completion of Quest 1 & 2
      • Steps no longer require wins
      • Step 1: The player must complete 4 matches with at least six Auto-Rifle kills
      • Step 2: The player must complete 4 matches with at least six Pulse Rifle kills
      • Step 3: The player must complete 4 matches with at least six Scout Rifle kills
      • Step 4: The player must complete 4 matches with at least six Hand Cannon kills
    • Crucible Forged Quest 8
      • Still requires completion of all other Crucible Forged Quests to unlock
      • Players must earn 20 points. Wins in any playlist are worth 3, match completions are worth 1. No regression on loss
      • Still unlocks Weekly Crucible Bounties account-wide on completion, which can drop 300+ Light gear and Exotics
Iron Banner
  • Increased drop rate for Legendary Gear in the Iron Banner playlist
  • Increased Iron Banner reputation gain from games by 20%
  • Added a package at Ranks 3 & Rank 5 that grants additional rewards to the player
    • Known issue: Some of the items from the Rank 5 package will not be awarded when you open it until you return to orbit
  • Added an Iron Banner Ghost Shell that can also drop in the playlist at Rank 5
  • Gear that buffs Iron Banner Faction reputation gain now have corresponding perk description and icons
  • Fixed an issue where Tempered Buff was not correctly appearing in the Character Screen
Maps
  • Adjusted Rumble landing positions on Frontier for better spacing
  • Moved Heavy ammo crates on Asylum
  • Added Asylum to the Skirmish playlist
  • Added invisible physics and kill volumes to prevent players from going out-of-bounds on The Burning Shrine, Frontier, and Vertigo
  • Fixed text in the introduction to Widow’s Court

Items
  • Banshee-44 has remembered where he was keeping his stores of Weapon Parts, and now sells them for Glimmer
    • Faction Rep turn-ins have accordingly been reduced in value from 75 Rep back down to 50 Rep per 25 Parts
  • Shaxx now sells all three Legendary Swords to players who complete the quest "Blademaster" to obtain one of the Exotic Swords
    • Legendary Swords now have a Level Requirement of 40
  • Fixed an issue where players could not accept a refurbished Arcadia ship from Amanda Holliday if they already had one in their Vault

Inventory
  • The Agonarch Rune can no longer be transferred to the Vault or between characters to prevent a circumstance where that action would lock the player's other characters out of potential rewards
    • Charged Agonarch Runes can still be vaulted and transferred between character
  • Fixed an issue where the "Wolfsgrin" emblem was not available from the Collection station if the player had a full collection
  • Fixed an issue where the "Laurea Prima" emblem would keep getting awarded to the player upon entering Orbit

Companion Update - 11/11/2015

General
  • Fixed issue that caused Hunter cloaks to interfere with masks when viewing 3D Guardian
  • Notifications are now aggregated in order to reduce the number of notifications sent to users
  • Fixed bug with reuthentication when retrieving Xbox friends list
Gear Manager
  • Enabled Gear Manager (Beta) for all web players
  • Fixed issue where Gear Manager would show an error if user had a classified item
  • Fixed issue where filters were not clearing when search was cleared
  • Fixed issue of Light not updating on equip
  • Maximize Light will now transfer items from other characters
  • Added splitting and consolidating options when transferring a stack of items
  • Added 3D preview of items
  • Changed sorting behavior so that equipped items no longer ignore sorting
  • Sorting will now be saved between page loads
Grimoire
  • Fixed stats on Cathedral of Dusk card
  • Fixed stats for Year 2 version of Exotic Weapons

Destiny Hot Fix - 10/20/2015

2.0.1.2 - The One about Shadowshot

The Nightstalker has been running wild with unlimited power in the sandbox. With this fix, we're bringing the new Void Super ability back into check, along with increases to rewards for specific activities and other changes to the player experience.

Classes
Nightstalker Hunter
  • Temporarily removed the extra shots from Quiver to avoid unlimited Shadowshots
    • This is a temporary fix, and the node will be restored in a fixed state in an upcoming patch

Activities
Daily Heroic Story
  • Removed deprecated Quest requirements from "Siege of the Warmind"
  • Removed deprecated Quest requirements from "The Wakening"
Weekly Nightfall Strike
  • Increased the base level of Nightfall Legendary rewards by 10 Attack/Defense
  • Increased the chance of Legendary rewards by 10% (from 50% to 60%)
  • Increased the number of Strange Coins or Three of Coins awards
  • Ghosts have been added to the Legendary reward loot table
  • Legendary Engrams no longer drop from Nightfall Strike boss kills
    • They will continue to drop their unique Legendary items
  • Removed Antiquated Runes from the loot tables
King's Fall
  • King's Fall Hard Mode will be available at 10AM on 10/23
  • Recommended Light is 310
  • King's Fall Hard Mode has the following changes:
    • King's Fall Hard Mode rewards will drop up to 320 Light
    • Oryx in Hard Mode will guarantee a Raid item drop each week, without requiring Moldering Shards
    • Oryx in Normal mode will still require Moldering Shards
    • Moldering Shards can drop in King's Fall Hard Mode, but only if a character hasn't cleared King's Fall Normal for the week

Crucible
Weekly Crucible Bounty
  • Increased base level of Weekly Crucible Bounty Legendary rewards by 10 Attack
  • Increased number of Strange Coins awarded
  • Ghosts have been added to the Legendary reward loot table

Destiny Update - 10/13/2015

2.0.1 - The one with Eververse Trading Company.

General
  • Tess Everis has returned from her vacation and is now back at her station in the Tower
    • Added a new currency, Silver, that can be purchased from console stores
    • Tess's booth has been given a facelift to reflect her new venture with the Eververse Trading Company
  • Lord Saladin has returned from his hiatus and brings new wares for Iron Banner challengers
  • Players who may have deleted their pre-order Ghost Shells after the Taken King Launch can now obtain them again from the Speaker
  • Fixed an issue where some Taken King Collector's Edition purchasers did not receive their Shaders
    • They can now be obtained from the Shader Collections Kiosk
  • Fixed an issue where some of the Year 1 Special Order Emblems and Shaders were not appearing in Collections

Weapons
  • “Shot Package” perks have been removed and replaced on Shotguns with a non-range-boosting perk
  • Fixed an issue where Black Spindle had an unintended +20 Attack bonus
  • Fixed an issue in which Rare Sniper Rifle scope upgrades did not correctly show progress
  • Fixed an issue in which activating the "Eye of the Storm" perk was not using correct feedback when readying weapon
  • Fixed an issue in which the “Second Wind” perk was incorrectly applying on the initial spawn

Armor
  • Players can now reroll Stat nodes and Upgrade nodes on Exotic armor via the “Twist Fate” node
    • Twist Fate will require Glimmer, Armor materials, and a Glass Needle, which will be available from Xur during his weekly visits

Exotics
    • Fixed an issue where No Back Up Plans did not consistently trigger Force Barrier on Shotgun kills
    • Fixed an issue where the “Air Traffic Control” perk on Taikonaut Helm did not properly increase heavy ammo drop rate with a Rocket Launcher equipped
    • Smoke Bombs used with Sealed Ahamkara Grasps no longer costs two charges
Quests & Bounties
  • Fixed an issue where Hunter and Warlock class level-up quests were not giving rewards for the correct level
  • Fixed an issue with some Year 1 Exotic Bounty items that were causing lingering waypoints to remain over various NPCs
  • Fixed several issues where some bounties were not correctly requiring players to complete Court of Oryx encounters within the stated time on the issued bounty
    • Affected Bounties: "Challenge the Court: Reciprocal Rune", "Challenge the Court: Stolen Rune," "Challenge the Court: Antiquated Rune"
  • Fixed an issue where some Vanguard bounties were incorrectly granting credit across entire Fireteams
    • Affected Bounties: “Heavyweight”, “Specialized Rampage”, “Enemy in Every Corner”, “Invincible”
  • Fixed an issue where it was possible to not get charges on an Agonarch Rune if another Rune was completed in the same week

Strikes
  • Weekly Heroic Playlist now shows how many Weekly Bonus Legendary Mark awards remain
  • Fixed an issue where players were not transitioning to Return to Orbit upon Phogoth's death
  • Fixed an issue where players were not transitioning to Return to Orbit phase upon Omnigul's death

Raid: King's Fall
  • Increased the number of potential Shards and added additional materials in the first King's Fall chest
  • Blighted Light explosion size has been changed to encompass the entire Arena

Crucible
General
  • Shaxx's Weekly Bounties now unlock across all characters after completing the Crucible Questline on one character
  • Damage curves have been adjusted for all power-enabled playlists to account for the new Light levels in Year 2
  • Distinct audio cues have been created for teammate and enemy revives
  • Weekly Crucible bounty "Featured Matches" now properly progresses in weekly featured playlists in addition to daily featured playlists
  • Weekly Crucible bounties "Featured Matches" and "Making an Impact" now also count top 3 finishes in Rumble as wins, to be consistent with other Crucible quest and bounty steps
  • "Hold the Line" bounty now only requires being near only one of your teammates (instead of two)
  • Fixed an issue where the "Largest Multi-Kill" stat on the Mayhem scoreboard did not accumulate correctly

Playlists
  • Thieves' Den has been removed from the Rift playlist
  • Added Twilight Gap and Asylum to Elimination playlist
  • Removed Thieves' Den from Doubles playlist
  • Removed The Anomaly and Firebase Delphi from Inferno Salvage and Inferno Skirmish playlists
Iron Banner
  • Iron Banner is now enabled for the week of 10/13 - 10/19
  • Requires a minimum Character Level of 40
  • Recommended Light for Iron Banner is 230
  • Game completion rewards have been reworked to be a more valid source for Iron Banner rewards
  • End-of-match rewards now include both weapons and armor (including items available on Lord Saladin)
  • New Emblems have been added to Lord Saladin's inventory
  • Lord Saladin now has three daily bounties and three weekly bounties that award Legendary Marks
  • Gear purchased from Lord Saladin now requires Legendary Marks (instead of Glimmer)
  • Tempered buff is now automatically applied to your character and continues to grow in effectiveness each day of the event week

Trials of Osiris
  • Trials of Osiris will be enabled the weekend of 10/16-10/18
  • Requires a minimum Character Level of 40
  • Requires a minimum Light of 251; Recommended Light is 290
  • Winning teams now receive Trials gear rewards directly at the end-of-match completion
  • Players that go undefeated on their Passage will continue to be invited to The Lighthouse
  • Players may continue to play in the Trials past 9 wins (but rewards are maxed out at 9 wins)
  • Trials Passages now have a Details page containing your Boons
    • Player must now purchase Boons from the Details page on their Passage instead of from Brother Vance
    • Boons can no longer be applied to Trials passages after starting a run
  • Trials gear can be purchased from Brother Vance (including some items found at the Lighthouse)
  • Brother Vance now has Bounties that award Legendary Marks
  • Crucible Bounties can now also be completed in Trials of Osiris
  • Matchmaking has been updated to make it more competitive to reach The Lighthouse

Economy
  • Sources for Motes of Light have been adjusted:
    • From completing Public Events have been increased by approximately 100%
    • From earning XP post-40 have been increased from 3 -> 5
    • From Faction Rep packages have been reduced from 5 -> 4
    • From dismantling Rare and Legendary Items have been reduced by approximately 25-30%
    • From Daily Vanguard and Crucible Bounties have been reduced by approximately 50%
  • Sources for Strange Coins have been adjusted:
    • From Faction Rep packages have been reduced from 5 -> 4
    • From Daily Vanguard and Crucible Bounties have been reduced by approximately 50%
  • Weapon Parts from dismantling Uncommon or Rare Weapons have been reduced by around 25%
  • Weapon Part turn-ins at Factions increased from +50 Rep to +75 Rep per turn-in
  • Materials recovered by Ghost Extractor upgrades reduced (but still guaranteed)

Inventory
  • Ghost Shells will now be recovered at the Postmaster in your Lost and Found, if you don't have inventory space for them
Technical
  • Fixed multiple situations that resulted in the game client crashing, including the "Ward of Dawn” and “Firefly” crashes
  • Fixed some issues where audio would drop

Destiny Hot Fix - 09/30/2015

2.0.0.5 - The one with fewer hammers and more Strike rewards.

This basic piece of housekeeping fixes issues that shipped with The Taken King or were introduced by Update 2.0.0.4.

Classes
  • Fixed an issue where Titan Sunbreakers could rapidly spam the Hammer of Sol attack

World
  • Fixed an issue where players were occasionally not getting loot when opening chests

Strikes
  • Fixed an issue where players were not earning their rightfully-owed equipment from Valus Ta'aurc

Destiny Hot Fix - 09/24/2015

2.0.0.4 - The one that released on the heels of Oryx.

With the first week of Destiny: The Taken King behind us, we're taking an opportunity to address and tackle some of the immediate issues that are impacting the player experience.

General
  • Fixed an issue with Year 1 Moments of Triumphs in which Golden Chest node completions were disappearing after TTK release

Activities
Quests
  • Fixed an issue where players who reached Level 40 before turning in the Reach Level 30 objective did not properly receive the Level 40 quest
  • Fixed an issue where the quest "High Value Targets" did not correctly reward Legendary Marks upon completion
Strikes
  • Fixed an issue where Year 1 Strikes were not dropping Uncommon and Rare quality gear as intended
World
  • Some treasure chests in the Dreadnaught are now in a location that only allow them to be looted once per spawn

Xur
  • Three of Coins now provides a smaller increase in Exotic Engram drop chance when rapidly killing Ultras

Inventory
  • Dismantling leveled-up Exotics now have a reduced chance to produce 2 Exotic Shards