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Genre: Shooter, Role-playing (RPG), Adventure

Destiny 2

Destiny: The Taken King

Destiny: The Taken King - The one with Oryx.

The Taken King
  • Oryx and his army has arrived
  • Meet them on Phobos, a moon of Mars
  • Requires The Taken King and a minimum character level of 25

General
  • Max Character Level Cap now increased to 40 (Requires The Taken King)
  • New Vanguard and Crucible bounties are now available at your local Bounty Tracker
  • Year One Moments of Triumph are now locked in history and cannot be progressed
  • VIP 'Founders Fortune' rewards will be distributed in the Tower (Requires The Taken King)
  • "Spark of Light" Level 25 Character Boost consumable is available at the Postmaster (Requires The Taken King)
Classes
  • Subclass quests for new subclasses are now available after the completion of The Coming War story mission (Requires The Taken King)
Activities
Patrols
  • Patrols now offer rewards once again
Daily Heroics
  • Required Level: 40
  • Requires The Taken King
  • These missions will include selections from Year One and Year Two
Vanguard Strike Playlists
  • Weekly Heroic Strike has been replaced by the Vanguard Heroic Strike Playlist
  • There are now three Strike playlists:
    • Legacy Strike Playlist
      • Available to all players
      • Contains all Year One Strikes, including original Dust Palace and Undying Mind Strikes
    • Vanguard Strike Playlist
      • Requires The Taken King
      • Contains all new The Taken King Strikes, as well as 3 remixed Year One Strikes (Dust Palace, Undying Mind, and Cerberus Vae III)
    • Vanguard Heroic Strike Playlist:
      • Requires The Taken King
      • Contains all new The Taken King Strikes, as well as 3 remixed Year One Strikes (Dust Palace, Undying Mind, and Cerberus Vae III)
    • Heroic Strikes earn bonus rewards on weekly completion:
      • Legendary Engram (1 time per character)
      • +10 Legendary Marks (3 times per account)
    • Playing multiple Strikes without returning to orbit increases reward chances
    • All The Taken King and Updated Strikes now feature random encounter variation and may contain Taken combatants
Nightfall
  • Required Level: 40
  • Requires The Taken King
  • Wiping in Darkness Zones no longer kicks player to orbit
  • Resurrection timer is now a 30-second cooldown (must be resurrected by teammates)

Crucible
  • Year Two Crucible is now in effect (Requires the Taken King):
    • Rift, Control, Clash, Skirmish, Salvage, Rumble, Elimination are now Year Two core playlists
      • When Trials of Osiris is active, Elimination will only be playable via Trials of Osiris playlist
    • Featured Daily and Weekly activities are now active
  • Year One Core Playlists now contains Classic 6v6, Classic 3v3 and Classic FFA playlists

Tower
Cryptarch
  • The Cryptarchs will now exchange Legendary Marks for Legendary Engrams
  • Available engrams will be randomly selected by each Cryptarch every Tuesday
  • Legendary Engrams no longer have a chance to produce simple Materials
  • Rare Armor Engrams have a chance to produce Artifacts instead of Armor
Banshee
  • Starting on Armsday (Wednesday), Banshee-44 will accept Orders for new Foundry Weapons to characters at Gunsmith Rank 1 or higher. Higher Ranks will allow placement of more orders per week
Speaker
  • Legendary Armor has been added to the Speaker's inventory
Shaxx
  • PvP Quests are now provided to players (Required Level: 5)
  • Shaxx now carries a set of Weekly Crucible Bounties, with Nightfall equivalent rewards for completing all five in a week
Arcite
  • Arcite now carries a set of Weekly Crucible Weapon Bounties
Roni-9940
  • The Vanguard Quartermaster will now exchange old Class Armor Materials for new unified Armor Materials
Queen’s Wrath
  • Petra now has new bounties available in the reef upon completing a new quest
  • These bounties will also drop a Treasure Key the first time one is completed each week

Economy
  • Vanguard and Crucible Marks deprecate and are converted to Commendations (at a rate of 50:1)
  • Legendary Loot drop rates have been increased across all activities
  • Legendary Marks are now earnable by completing Daily Story Chapters, Weekly Heroic Strikes, Daily PVP Activities, Weekly PVP Activities and Dismantling Year Two Legendary items
  • Strike rewards now drop from bosses instead of in the PGCR
    • Except for Sepiks Prime, who has been known to cleverly fly above water to deny victorious Guardians their rightfully earned spoils
  • Strikes reward tables now include items for all Armor and Weapon slots

Edit - Known Issues
  • Strike Legacy playlists are currently not providing rewards
    • This is known issue and will be hotfixed as soon as possible

Destiny Hot Fix - 09/14/2015

2.0.0.2 - The One about the Collector's Edition

Before we launch Destiny: The Taken King, there's time for a fix impacting the delivery of items associated with the Collector's Edition.

General
  • Fixed issues with Taken King Collector’s Edition items:
    • Armor awards can now be found in the correct portion of the Postmaster's interface
    • Packages now produce the correct item even if opened by a different class
      • Players who might have been affected by this issue will be provided the correct armor piece

Destiny Update - 09/08/2015

2.0.0 - The one to prepare for Oryx.

This update begins Destiny Year Two. It contains sweeping changes that will impact the way we all play. Prepare for the arrival of The Taken King.

Player Character
  • Character Level Cap raised to 34 for all players
    • Your Character Level will be grandfathered into your highest possible Light Level from all gear in your inventory and vault
    • Character Level Cap will be increased to 40 on 9/15 (requires The Taken King)
  • Character Level and Light are now separate stats
    • Light is now calculated by the average of the Attack and Defense scores of all your gear
    • Weapons, Ghosts, Class Items, and Artifacts now all contribute to Light
    • Grimoire Score has been moved from the Character Nameplate and now displays in the Character Screen
  • Attack Power values on weapons and gear have been renormalized in preparation for the Taken King
    • Year 1 Attack and Defense values caps have been renormalized for Year 2 (previously 365 Attack is now 170 Attack)
    • All Defense values are now on the same scale as Attack
    • Weapon damage numbers and combatants have been scaled against renormalized Attack and Defense values
  • Outgoing and Incoming damage has been changed to reflect new Light system
    • Ability Damage is directly computed from your Light Score
    • Player Health is directly computed from your Light Score
    • Weapon Damage is heavily weighted by both your Light score and the Attack value of the weapon

Classes
General
    • Intellect, Strength, and Discipline now only change their effect in fixed tiers
    • Intellect, Strength, and Discipline stats now display their tier and the exact duration of the effect on the tooltip in the Character Screen
    • Orb generation is now capped to a maximum of 8 orbs at once when wearing exotic armor items that increase orb spawning rates
    • Increased Recovery stat time at low end by 1 second and Reduced high end reduced timer by 2 seconds. These were re-normalized Recovery stat effects to make a more compelling character stats choice
    • Pulse Grenades secondary effect distance are now globally 8 meters (Thermal and Void: 7 -> 8 meters, Arc: 9 -> 8 meters). Detonation distance still unchanged at 7 meters
    • Pulse Grenade fuse times have been reduced
    • Thermal Pulse (Incendiary Grenade) base detonation and damage have been increased to unify stats with other Pulse Grenades
    • Fixed an issue where perks that grant additional super energy for grenade kills did not work correctly in the Crucible

Titan
Defender
      • Line attacks (Fist of Havoc Shockwave and Arc Blade Razor’s Edge) can now no longer penetrate Ward of Dawn

Hunter
Gunslinger
      • Golden Gun Damage increased (350 -> 360) to ensure it consistently killed opponents in the Crucible
Bladedancer
      • Arc Blade can now generate up to 6 Orbs when geared with exotic armor that increase orb spawning rates
      • Blink movement ability activation delay increased by 0.07 seconds (0.26 seconds to 0.33 seconds)
      • Blink movement ability visuals now changed to better telegraphing direction: clearer activation FX and trail FX
      • Blink Strike now does Arc Damage
      • Arc Bolt grenades (Thermal and Arc) damage reduced by 25% to 75 damage
      • Arc Bolt Range reduced by 11% to 8 meters
      • Flux Grenade tracking shape volume has been changed to reduce tracking aggressiveness
Warlock
General
      • Armor Bonus perk "Strength of the Ram" (found on exotic helmet, The Ram) has been reduced (5->3)
Sunsinger
      • Fixed an issue where Sunsingers who self-resurrected from Fireborn were given a free orb upon respawn
      • Fireborn Sunsingers must now successfully kill to spawn orbs

Weapons
Read our detailed review of weapon change philosophies.

Auto Rifles
    • Base Damage increased across all archetypes
    • Damage Falloff now starts closer to the player to emphasize its role as a close range weapon
    • Base Stability reduced slightly. Landing consistent precision shots require more weapon control
    • Damage done against AI combatants increased by 30%
Pulse Rifles
    • All Stable (low recoil) Pulse Rifles (i.e., Hopscotch Pilgrim) now use "Medium" Rate-of-Fire base stats
    • "Medium" Pulse Rifle's Rate-of-Fire has slightly increased, but with base Damage reduced slightly (2.5%)
    • PVP: Bursts-to-kill (all precision hits) is 2 or 3, depending on victim’s Armor stat
    • Magazine Size increased on all base stats
    • Base Stability reduced slightly. Landing consistent precision shots require more weapon control
    • Damage done against AI combatants increased by 25%
Scout Rifles
    • Base Damage increased slightly for "Medium" to "High" Rate-of-Fire Scout Rifles. Small adjustment, does not change shots-per-kill in PVP against another Guardian with full health
    • Magazine Size increased on all base stats
    • Accuracy when firing from hip is reduced
    • Damage done against AI combatants increased by 5%
Hand Cannons
    • Damage Falloff distance has been reduced to be closer to the player to limit long range lethality
    • Accuracy while in Aim-Down-Sights reduced slightly, making long range snap-shooting less reliable
    • Accuracy when firing from hip is reduced
    • Magazine Size reduced on all base stat settings
    • Base Optics (zoom) reduced so Aiming Down Sights grants more width (in favor for depth)
Shotguns
    • Shotgun precision damage scalar grants 10% bonus damage (Was 25%)
    • Shot Package perk reduces the cone spread by 20% (was 50%)
    • Rangefinder perk adds a 10% base Range increase on zoom (was 20)
    • Damage done against AI combatants reduced by 45% ( 2.25-> 1.15)
Sniper Rifles
    • Final Round perk now buffs precision damage, not base damage. This change only affects this perk when combined with Sniper Rifles
Fusion Rifles
    • Fusion Rifles now no longer get more accurate with each projectile fired
    • Fusion Rifles that are slow charging, high impact now have a slightly lower base Range value, making it harder to max out
    • range for these weapons
    • Accuracy increased for low range Fusion Rifles; Accuracy reduced for high range Fusion Rifles
    • Max Fusion Rifle projectile speed decreased slightly
    • Damage done against AI combatants increased by 15%
Sidearms
    • Base Reload Speed increased
    • Ammo Stats for Sidearms have been reduced to match other Secondaries, but still retain starting bonus ammo
Rocket Launchers
    • Blast Radius distance slightly increased
    • Grenades and Horseshoes perk proximity detonation distance reduced to 1.3 meter (was 2 meters)
Machine Guns
    • Fixed an issue with all Dead Orbit Machine Guns where attached plasteel plate failed to animate properly on reloads
    • Damage done against AI combatants increased by 5%

Weapon Perks
General
    • Reduced Damage bonuses and penalties granted from weapon barrel upgrades
    • Overpenetration perk now only works on bipeds (no longer works on environment materials)
    • Mulligan perk chance increased to 20%
Year One Perks
We have revisted all of these Year One stat perks and reduced the amount they buff your weapon stat to re-normalize against Year Two weapon lethality and reinforce specialization so players are making meaningful trade-offs on weapons.
To compensate for the weaker stat perks from launch weapons, we added some new stat perks (introduced in House of Wolves) that provided a significant increase to a stat in exchange for a reduction in other stats. This allows players to be able to spike a stat that reinforces their specialized play style, but at a cost.
    • Accelerated Coils: Reduced charge time by 50%
    • Accurized Ballistics: Reduced range and damage bonus by 50%
    • Aggressive Ballistics: Reduced damage bonus by 50%. Increased stability and range penalties by 100%
    • Aggressive Launch: Reduced damage bonus by 50%. Increased stability and projectile speed penalty by 100%
    • Confined Launch: Increased projectile speed penalty by 25%. Reduced stability bonus by 33%
    • CQB Ballistics: Reduced range bonus by 25%. Reduced stability bonus by 33%
    • Enhanced Battery: Reduced magazine bonus by 60%
    • Extended Mag: Reduced magazine bonus by 33%
    • Field Choke: Reduced damage bonus by 50%. Reduced range bonus by 60%. Reduced stability penalty by 20%
    • Field Scout: No longer affects magazine. Reduced inventory bonus by 37%
    • Fitted Stock: Reduced stability bonus by 60%
    • Flared Magwell: Reduced reload bonus by 80%
    • Hammer Forged: Reduced range bonus by 50%
    • Hand Loaded: Reduced range bonus by 50%
    • Hard Launch: Reduced projectile speed bonus by 50%
    • Heavy Payload: Reduced blast radius bonus by 50%
    • Javelin: Reduced projectile speed bonus by 50%
    • Linear Compensator: Reduced damage bonus by 50%
    • Luck in the Chamber: Reduced damage bonus by 3%
    • Perfect Balance: Reduced stability bonus by 40%
    • Send It: Reduced by range bonus 40%. Inventory and equip penalties added
    • Smart Drift Control: Reduced stability bonus by 40%. Reduced range penalty by 33%
    • Smart Drift Control (Rocket Launcher):
    • Reduced stability bonus by 40%. Reduced projectile speed penalty by 33%
    • Smallbore: Reduced stability and range bonuses by 25%
    • Smooth Ballistics: Stability bonus made into penalty. Range penalty is now a bonus.
    • Soft Ballistics : Reduced damage penalty by 50%
    • Soft Launch: Stability bonus made into penalty. Projectile speed penalty is now a bonus.
    • Speed Reload: Reduced reload bonus by 80%
    • Warhead Verniers: Reduced blast radius bonus by 37%. Reduced projectile speed bonus by 60%. Reduced stability penalty by 20%

Exotic/Legendary Weapons
Hard Light
  • Base Stability increased to 80
  • Hard Light projectiles now have increased bounce count
  • Hard Light projectiles are now not affected by Damage Falloff
  • Hard Light projectile FX updated so it is easier to track the projectile ricochets
Suros Regime
  • Stability reduced
  • Added a Range boost to the Focus Fire node on the Talent Grid
Necrochasm
  • Base Stability increased to 60
  • Magazine Size increased
  • Cursebringer perk will now always trigger on a precision kill
  • Cursebringer perk explosion radius increased and deals more damage
  • Rangefinder perk has been replaced by Zen Moment
The Last Word
  • Range reduced by 10
  • Base Stability reduced by 10
  • Accuracy while in hip fire is increased
  • Precision Damage aim assist while in hip fire is increased
  • Fixed an issue where damage bonuses while in hip fire was not applying correctly
Thorn
  • Base Damage of Thorn DoT reduced by 1/3 for both PVE and PVP
  • Thorn DOT now stacks up to 5x over multiple shots
    • This is a net buff, but it is now spread over multiple shots to eliminates the PVP "2-shot walk away."
  • Thorn DoT damage now correctly reports as poison
Hawkmoon
  • Luck in the Chamber and Holding Aces perks now have a stacking limit of 2. Only 2 of the bonus damage perks will ever stack, which should eliminate the Hawkmoon 1-hit PVP kill to an undamaged opponent
  • Holding Aces perk now increases magazine by 2 rounds
Icebreaker
  • Ammo Recharge time increased to 7 seconds between rounds (was 5 seconds)
Gjallarhorn
  • Reduce damage of Wolfpack Rounds by roughly 1/3
Black Hammer
  • White Nail perk now fills the magazine from your ammo reserves
No Land Beyond
  • Fixed an issue where there were overlap/parallax issues in Sights during aim-down-sights view
  • Base Handling increased
  • The Master perk has an increased base precision damage bonus scalar (2.6x -> 3x)
Lord of Wolves
  • Rally perk now grants +5 Recovery to allies in close proximity
Thunderlord
  • Arc detonation chance for Lightning Rounds kill increased to 50%
  • Magazine size increased to offset ammo stat changes
Vex Mythoclast
  • Projectile Speed increased to compensate for global Fusion Rifle changes
  • Stability increased to compensate for global Fusion Rifle changes
Universal Remote
  • Base Range increased by +20
Monte Carlo
  • Stability increased to compensate for global Auto Rifle Changes
  • Fixed an issue where the Method perk did not only trigger when killing players or combatants. Can no longer trigger when "killing" destroyable objects
Bad Juju
  • Stability increased to compensate for global Pulse Rifle changes
Red Death
  • Stability increased to compensate for global Pulse Rifle changes
  • Fixed an issue where Rate of Fire and Impact stats were displayed incorrectly. Stat values were not changed, UI display only
Plan C
  • Range increased to compensate for global Fusion Rifle changes
  • Stability increased to compensate for global Fusion Rifle changes

Exotic Armor
General
    • Many pieces of Exotic Armor now recolor when a Shader is applied

Titan
An Insurmountable Skullfort
      • Gain a second melee charge for Storm Fist and Sun Strike. (It doesn’t apply to Void melee yet—this is a bug I believe we have fixed in 2.0.1.)

Hunter
Spine of Young Ahamkara
      • Bonus to Tripmine grenade duration increased
      • Gain a second grenade charge for Tripmine grenade

Warlocks
Heart of Praxic Fire
      • Gain bonus Agility when Radiance is active

Activities
World
  • Year 1 Activities have been converted into Quest system
    • Year One Questlines do not require ownership of The Taken King
    • You can replay the story for more experience and reputation by looking at the Quest Collections in the Tower
  • The Ghost is now voiced by Nolan North
  • Fallen Wolf Hunt Patrols will retreat in anticipation of the arrival of Oryx in our solar system
  • Fixed an issue where "Medic" and "Blast Shield" PVP medals displayed while playing PVE activities
Strikes
  • Players now are required to participate in the boss fights to be eligible for end-of-activity loot.
  • Bonus Loot and Reputation can now be earned via Vanguard Streak Bonuses for players who continue to recycle back into the Strike playlist without exiting to Orbit
  • Burn (Arc, Void, Solar) Skulls now only increases player damage by 2x (down from 3x). Combatant damage to player is unchanged at 3x.
  • Fixed an issue where the incident for completing a strike (i.e., earning the "Strikes Introduction" grimoire card) was not triggering in Strike playlists
Prison of Elders
  • Fixed an issue where the “Servitor Bonds Weakened” buff did not clear when Skolas is pushed into phase 2
  • Fixed an issue where the web mine FX extended beyond effect area
  • Fixed an issue where the rewards for Skolas’s Revenge does not grant "Hildian Seeker" to players who already have Ceres Galliot
  • Glimmer Consumable drop rates reduced drastically from the Arena chest
  • Removed the Elder Cipher exotic bounty
    • These exotics now have a chance to drop from the large chest in the Queen’s Arena
    • Players who were on any step of the elder cipher should receive a token to redeem at Variks for their choice of House of Wolves exotic weapon
King's Fall
King's Fall Raid will unlock on 09/18/15, 10AM Pacific
Quests
  • Quest Screen added to Menu
    • The Quest Screen allows you to view all active Quests
    • Quests may be abandoned, but they are recoverable at Abandoned Quest Archives at the Tower
    • Each Quest has a Details Screen that describes the current and previous quest steps
    • Up to four Quests can now be viewed in the Director and while in Nav Mode
  • Year One Activities have been converted into Quest system
  • New Questlines have been added for each Year One Subclass
  • Reputation panel has been moved from the Inventory screen to the Quest Screen
Bounties
  • Bounty slot size increased to 16
  • Incomplete Year 1 Bounties are auto-abandoned on 09/08 in preparation for The Taken King launch
  • Incomplete Year 1 Exotic Bounties are auto-completed at their respective Vendors
  • Bounties are now turned in for completion reward via the Quest Screen
  • Bounties can now be tracked via the new Progress UI in NavMode
  • Eris Year 1 bounties will be retired. Reputation with Crota's Bane can continue to be earned via TTK Quests on 09/15

Tower
General
    • All Vendor reputation from Year One carry over
    • Collections have been added to the Tower
      • Shaders & Emblems Collections can be found near Eva Levante in North Tower
      • Ships & Sparrow Collections can be found near Amanda Holiday in Tower Hanger
      • Exotic Armor & Weapon Blueprint Collections can be found near the Class Mentors
    • Vault space has been increased to store up to 72 Weapons, 72 Armors, and 36 General
    • The Bounty vendor, Xander-99, has a new stock of daily Bounties
    • Map droids have been removed from North Tower, Plaza, and Hangar
    • Loot announcements now appear in the Tower, but have a maximum range of 10 meters

Gunsmith
    • Starting on 09/09, reputation will be earned with Banshee-44 by using his Field Test Weapons
Speaker
    • New Ghosts are on sale with the Speaker
    • Year One Emblems have been moved to Eva Levante

Factions
  • Faction Emblems are no longer purchasable but will come from faction packages instead
  • Former Vanguard emblems are now unlocked at level 10 and 20 of their respective class quest chains

Crota’s Bane
  • Eris’ bounties have been retired as her ire shifts from Crota to Oryx and his Dreadnaught
  • Eris reputation can now be earned weekly by killing bosses in the Crota’s End raid, or through new methods to be discovered in The Taken King’s new destination
  • Eris’ reputation requirements for each rank have been adjusted to be faster
  • Characters will retain any rank they currently have with Eris
  • Eris’ reputation is no longer capped at Rank 4, and players will receive reward packages for Rank increases
  • Players will be able to earn rewards by continuing to level up the Crota’s Bane reputation

Queen’s Wrath
  • With the launch of The Taken King, Petra will have new bounties available in the Reef upon completing a new quest
    • These bounties will also drop a Treasure Key the first time one is completed each week
Inventory
  • Class-specific Armor materials have been deprecated in favor of a unified material
    • On Sept 15th, Vanguard Quartermaster Roni-9940 will exchange old materials for new ones
  • Fixed a bug where item upgrade UI was triggering when nothing was actually earned
  • Armor dismantle now makes a sound when dismantling is complete
  • Year Two Weapon Telemetries have now been combined per weapon slot instead of per weapon type

Crucible
Preview Event
  • The Taken King maps will be available for all players to preview for free 09/08 until 09/15
  • Rift game mode will be available for all players to preview for free 09/08 until 09/15
  • Crucible Daily will not be available on 09/08 and will resume on 09/15
  • Mayhem Clash game mode will be available for all players to preview for free from 09/11 until 09/15

General
  • House of Wolves maps (Widow’s Court, Black Shield, Thieves’ Den) are now available to all Destiny players
  • Year 1 Platform-exclusive maps (The Timekeeper, Exodus Blue) are now available to all Destiny players
  • Added a new Mercy rule that will end blowout games early
    • When the Mercy Rule hits, Shaxx will call out the end of the match. We immediately disable join in progress to prevent any additional players from joining the game (if anyone has dropped already) and reset the game clock to 10 seconds. After those 10 seconds, the match will end normally. All players will receive their end of match rewards and return to matchmaking.
    • More detail about this system can be found here
  • Legendary Loot drop rates have been increased
  • PVP post-game scoreboards now use abbreviated names
    • Hover over these stat headers to see more detailed information on what each stat tracks
  • The PGCR now does not display the "Score" column if the mode does not have individual player scores
  • Shaxx will now comment on multi-kills and kill streaks
  • "Victory Imminent" voice-over will no longer play when there is less than 30 seconds remaining in Crucible matches

Director
  • Salvage and Rift are now core Crucible playlists
  • The Taken King maps are now included in the core Crucible playlists
Medals
  • Added set of new Crucible medals
  • Buckshot Bruiser, Machine Lord, Sharpshooter, and Master Blaster medals can now be earned multiple times in a row (if you're awesome enough)
  • Fixed an issue where "First Place Kill" score bonus (which triggers the "Uprising" medal) was awarded when killing the highest scoring player on the winning team, instead of the highest scoring player in the match
Maps
Widow’s Court
    • Added invisible physics to keep players from hiding in the ivy overlooking the courtyard Heavy Ammo

Game Types
Salvage
  • Reduced Salvage score limit from 10000 to 7500, as our data showed too many games were ending to the time limit
  • Modified the base 3v3 options to have a 7-second min respawn timer
Skirmish
  • Modified the base 3v3 options to have a 7-second min respawn timer
Inferno
  • Changed special ammo crate timing for Inferno Clash, Inferno Control and Inferno Rumble modes to 2 minutes (small team modes will remain at 3 minutes)
  • Removed heavy ammo crates from all Inferno playlists
Rumble
  • Placing in the top 3 in Rumble playlists now counts as a win for Quest Step purposes
Control
  • Bastion, First Light, and Skyshock have been added to the core Control playlist with Pikes and Interceptors disabled
  • "Zone Captured" and "Zone Neutralized" scoring messages in Control will now display the zone being captured, i.e. "Zone A Captured," "Zone C Neutralized"
Trials of Osiris
  • Trials Passage Coins are now discarded by the stack rather than by the item

UI
  • Super icons in kill messages are now displayed in yellow
  • Added icons to kill messages for precision kills
  • Super kill messages now display the name of the Super used
  • Voice channel settings in Nav Mode have been moved into the Nav Mode toggle display, which also includes quests & bounties, active modifiers, and PvP Scoreboard
Technical
General
    • Cinematics can now be skipped
    • Show/Hide Helmet options now also applies to the Character Screen
    • Unused update compat packs will be removed automatically on PS3 and 360 (to save HDD space)
    • Fixed a crash on PS3 when cycling through too many activities
    • Properly report free space required on PS3 when out of disk space
    • Enabled support for game content to be loaded from USB devices on Xbox 360
    • Improved Xbox One messaging and flow handling for users performing certain party options; the Pineapple error should only occur for actual malfunctions now
    • Fixed an Xbox One issue with suspend/resume on certain loading screens
    • If there is a valid playlist, use that for rich presence instead of the activity

Networking
    • Reduced latency of kill notifications in Crucible
    • Improved damage validation systems to reduce the effectiveness of players with extreme lag
    • Improved accuracy of network quality meters slightly

There are more changes scheduled to take effect with the official launch of Destiny: The Taken King. Final patch notes will be published at 2AM Pacific on September 15th, 2015.

Destiny Hot Fix – 08/11/2015

1.2.0.5 - The one about Husk of the Pit and Nepal rewards.

Weapons
  • Fixed an issue where “Packing Heat” achievement/trophy could not be unlocked by newly acquired Exotic weapons
  • Fixed an issue where Husk of the Pit drops were disabled
  • Drop rates for the Husk of the Pit from Blades of Crota have been increased by 150%
PvP
  • Updated the House of Wolves Control playlist to include the following maps with a lower weight in the rotation:
    • Rusted Lands
    • Shores of Time
    • Pantheon
    • Exodus Blue (Sony)
  • Updated the House of Wolves Clash playlist to include the following maps with a lower weight in the rotation:
    • Firebase Delphi
    • Twilight Gap
    • Blind Watch
    • Exodus Blue (Sony)
  • Inferno and Doubles playlists now have different tuning values for ammo crates
    • Special Ammo initial spawn time and respawn intervals have been changed to 180 seconds
    • Max of three Special Ammo crates will now be placed at one time
    • Heavy Ammo crates now spawn only once per match at 300 seconds
Tower
  • Tess Everis is temporarily leaving the Tower
    • A Kiosk terminal can be found near Eva Levante in North Tower that contains Tess' old inventory of special order items
  • The Nepal Aid shader and emblem have been added to the game
    • Redemption codes will soon be sent to the email used to place orders in the Bungie Store
    • These items will be found at the kiosk mentioned above

Technical
  • Fixed a potential crash when closing the vendor screen
  • Fixed a very rare case where an account could blocked by a WEASEL error on sign on
  • Fixed issues with suspend/resume handling on Xbox One

Destiny Weapon Tuning 2.0

From the desk of Sandbox Designer Jon Weisnewski:

Hello everyone!

This update has been a long time coming, but I’m very happy to be here again to talk about some pending weapon changes. This time around, we’re hitting a lot of stuff so I hope you’re wearing your reading pants.

First and foremost, I want to personally acknowledge the community for their resounding feedback on a variety of the items that we plan on addressing here. At times, we looked into rolling out one or two of these changes in advance of the 2.0.0 update; addressing Shotgun perks when Felwinter’s Lie became popular, addressing Thorn when it became the popular choice for Trials of Osiris. We heard your voices and we felt your pain, but plucking a few meatballs out of this massive plate of spaghetti proved to be very risky. These changes are all very dependent upon each other to be successful, and after careful consideration we decided the best road ahead was to present them all together as a full update.

Thank you for your continued patience! I mean that very sincerely.



BASE WEAPON CHANGES

AUTO RIFLES

As a whole, Auto Rifles needed to be reevaluated from the 1.1.1 update. The goals are still the same for this weapon, but this time the approach centers on a higher base damage with quicker falloff. With 2.0.0, our Sandbox programmers have granted the ability to independently tune Range and Damage Falloff. This allows us to emphasize optimal combat range without violating some of the more intricate aiming systems that are tied into the Range stat.

When the update goes live damage falloff will be more obvious, (as shown in the following screens.

(Internal test level pictured below)


Goals:
  • Auto Rifle is optimal at close to medium range
  • Damage, Stability, and Range are tuned such that players desire Stability for reliable close quarters damage, or Range for better accuracy and increased damage at a distance
  • Elevate Auto Rifles so they are a more competitive option in PVP, and simultaneously more satisfying to use in PVE

Changes:
  • Increase base damage
  • Start damage falloff closer to the player to emphasize its role as a close to medium range weapon
  • Small reduction in base stability. Landing shots at optimal range is unaffected, but repeated precision hits require more weapon control to land consistently
  • Boost damage by 10% against AI combatants


PULSE RIFLES

Pulse Rifles are strong right now in PVP. We want to maintain that feeling of raw power, but introduce some subtlety to the firing mechanics of the weapon. Base damage for the mid-speed (most common) Rate of Fire is now tuned so that the victim’s Armor stat is the deciding factor in TTK (Time to Kill). Base Stability of all Pulse Rifles has been dropped very slightly, so that landing shots is still intuitive, but consistent precision hits will take more skill. Magazine sizes have been increased across the board to make them more efficient in PVE activities.

Goals:
  • Pulse Rifle is optimal at medium range, but can still effectively engage enemies at close or medium-long range
  • Rate of Fire sets a pace for players to track moving targets, and then deliver precision damage in bursts
  • Pulse Rifles should feel strong in PVP, but don’t become the only competitive option
  • Additionally increase their efficiency as a PVE weapon

Changes:
  • Reduce base damage of the medium RoF by about 2.5%
    • PVP: Bursts-to-kill (all precision hits) is 2 or 3, depending on victim’s Armor stat
  • Small reduction in base stability. A burst should still land all shots at optimal range, but three precision hits will require more weapon control to land consistently
  • Increase magazine size on for all base inventory stats


SCOUT RIFLES

Scout Rifles are currently orbiting their sweet spot pretty nicely. We made a few changes to solidify their role as the optimal long range Primary choice, and to help create a delta between the Hand Cannon archetype.

Goals:
  • Scout Rifles are the best Primary Weapon for long range engagements
  • Scout Rifles perform best when landing paced precision shots
  • Rate of Fire and Optics are tuned so that Scout Rifles are a little harder to use effectively close in

Changes:
  • Increase base damage for medium to high Rate of Fire Scout Rifles
    • PVP: Does not affect TTK in PVP on a Guardian with full health
  • Increase magazine size for all base inventory stats
  • Reduce Final Accuracy when firing from hip
    • Fast firing outside of ADS will be less accurate
  • Boost damage by 5% against AI combatants


HAND CANNONS

During the last set of changes we made a very small adjustment to Initial Accuracy, Range, and Damage Falloff looking to curb the long range effectiveness of Hand Cannons. However, anyone who has been cross-map-zapped by Thorn or Hawkmoon knows this is still very possible. So we pushed this a little bit further. Landing a long range shot now requires slow careful aim, and a hit at that distance won’t deliver on the weapon’s full damage potential.

In PVE, the role of the Hand Cannon is very close to the role of the Scout Rifle. Hand Cannons do slightly more base damage, Scouts have slightly more ammo in the mag, but otherwise their functions overlap a great deal. To help separate these two we made the range changes noted above, but also reduced magazine size on Hand Cannons while simultaneously increasing the magazine size on Scouts. This should help push these two weapons apart, and make the player choice more interesting. Hand Cannons do more damage up close, but with fewer rounds. Scouts with greater range and magazine size, but slightly less damage per bullet.

Goals:
  • Hand Cannons are optimal at close to medium range
  • Hand Cannons are optimal when shots are paced, but become less effective when fired quickly
  • Rewards agility under fire, precision targeting, and snap shots
  • Hand Cannons cannot reliably compete with Scout Rifles at long range

Changes:
  • Start damage falloff closer to the player to limit long range lethality
  • Small reduction in ADS accuracy, targeted at making long range snap-shooting less reliable
  • Reduce final accuracy when firing from hip
    • Fast firing from hip is less reliable
  • Reduce magazine size for all base inventory stats
  • Reduce base Optics (zoom) for all Hand Cannons
    • ADS now grants more width in favor of depth


SHOTGUNS

The Shotgun changes in 1.1.1 hit Range pretty hard. For almost all of the Shotguns available to players, this felt really good in our playtests. Occasionally a long range Shotgun with the right perks on it would show up and push the intended limits, but they were few and far between…

…Until Lord Saladin started selling Felwinter’s Lie! The availability of a powerful, long range Shotgun that could be Reforged until the perfect perk arrangement showed up made this combination very prevalent. In House of Wolves, we continued to allow Reforging on other ranged Shotguns. Soon after, what we thought would be exciting edge cases in our weapon population became the new normal. Rather than hit the Range stat again, we are directly targeting the Shotgun perks that push out Shotgun lethality distance: Shot Package and Rangefinder.
The PVE boost to Shotguns in 1.1.1 was significant, and since then we’ve seen groups of Guardians gang up with their boom sticks and trivially roll through some pretty tough PVE encounters. The reward of gut blasting a hulking enemy is super sweet, but that close-quarters action could benefit from a slight reduction in outgoing damage.

Goals:
  • Shotgun is 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
  • Curb Shotgun effectiveness in PVE slightly to reintroduce some risk when closing on a powerful enemy

Changes:
  • Shotgun perks that enhance lethality at range should be less effective when combined with a high initial Range stat:
    • Reduce Shot Package Accuracy buff by 30%
    • Rangefinder adds a 5% base Range increase on ADS (was 20%)
  • Reduce Precision Damage multiplier on Shotguns by 10%
  • Reduce damage against AI combatants by 10%


FUSION RIFLES

When we hit Fusion Rifle accuracy in the last update, we saw a lot of players move to Shotguns as their close range weapon of choice. For this update, we have preserved our original intent to reduce overall range, but have scaled back the nerf on close range Fusion Rifles to help them contend with Shotguns in close quarters.

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
  • It should not be easy to find and build a Fusion Rifle that can achieve maximum Range

Changes:
  • Slow charging, high Impact Fusion Rifles have decreased Range values
    • Makes it more difficult to max out Range for these weapons
  • Projectile Speed for Fusion Rifles is slightly reduced
    • Emphasizes the need to lead a targets outside medium range
  • Improve Accuracy for short range Fusion Rifles
  • Reduce Accuracy for long range Fusion Rifles


SNIPER RIFLES

Sniper Rifles are playing into their intended role right now and we don’t feel a need to change the base behavior. However, one piece of feedback that the community has been very vocal about is the effect of the Final Round perk when combined with a high Impact Sniper Rifle.

Around the time of the 1.1.1 changes, we started phasing this perk out on Sniper Rifles and combined with the Special Ammo economy changes introduced by the Multiplayer Design team we hoped to see this perk lose its potency. The introduction of Trials of Osiris put us back on the spot to address this perk. To address this we are changing Final Round to only scale precision damage for Sniper Rifles. This change fits the role of the Sniper Rifle for both PVP and PVE.

Goals:
  • Sniper Rifles are optimal at long range, and difficult to use for medium to short range combat
  • Sniper Rifles reward thumb skill with high damage against precision targets
  • The Final Round perk on Sniper Rifles should still require precision shots

Changes:
  • Final Round on Sniper Rifles buffs precision damage only, not base damage
    • This change only affects this perk when combined with Sniper Rifles


ROCKET LAUNCHERS

There’s not much to say about Rocket Launchers. You find a purple brick, you load up your Rocket Launcher, you blow #### up. We’re giving Rocket explosions a tiny boost to Blast Radius to help out with those glorious multikills that rain bodies.

However, the Grenades and Horseshoes perk has enabled an element of carelessness in PVP, that we would like to address. While we definitely want that perk to grant you some slop while firing at a single target, it also needs to allow agile players the slim possibility of escape if your aim isn’t true.

Goals:
  • Rocket Launchers deal massive AoE damage from a distance
  • Rockets are optimal when placed in the middle of a group

Changes:
  • Slight increase in base Blast Radius.
  • Grenades and Horseshoes proximity detonation reduced.



EXOTIC WEAPON TUNING

Unlike the last weapon balance update, we’re taking this opportunity to address a few of our Exotic Weapons in tandem with the changes to the base weapon behavior. Fair warning: Some of these changes are intended to make you feel better while killing with the weapon, and some are intended to make you feel better while being killed by the weapon.

Hard Light
Hard Light is a beloved weapon. We want it to be better. The new flexibility we have with Damage Falloff as an independently tuned value gave us a great new avenue to push this exotic a little bit harder into its fantasy.
  • Changes:
    • Increase base Stability to 80 (was 65)
    • Increase bounce count for Hard Light projectiles
    • Hard Light projectiles are not affected by Damage Falloff

Necrochasm
We’ve heard (and share) the resounding feedback for Necrochasm. Not only has this weapon been considered a weak reward for the monumental effort it takes to acquire it, the base archetype (high Rate of Fire Auto Rifle) happened to be tuned down with 1.1.1 at almost the exact same time it became available. The following changes combined with the Auto Rifle base changes have made a positive impact in internal playtests. I personally shrieked with joy when I got my first ever double kill in Skirmish from the Cursebringer explosion.
  • Changes:
    • Increase base Stability to 60 (was 40)
    • Increase magazine size
    • Cursebringer perk will always trigger on a precision kill
    • Cursebringer explosion has increased radius and deals more damage

The Last Word
The Last Word is our fastest time-to-kill (TTK) primary in the game. The intent of this weapon was always to deal lethal damage up close and in style while shooting from the hip. Right now the Stability and Range of this weapon has players reliably getting ranged kills while aiming down sights, so we want to try and push this weapon into more of its intended role.
  • Changes:
    • Reduce Range stat to 10 (was 20), reduce Stability to 20 (was 30).
    • Reduce effective range while in ADS.
    • Increase accuracy and precision damage aim assist scale when firing from the hip. “Get three coffins ready.”
    • Fixed bugs with Hipfire damage bonus applying incorrectly

Thorn
Thorn has had an interesting journey. It started as a weapon that was perceived as an unworthy reward for one of the most contentious exotic bounties in the game, and has slowly dug its way into players’ flesh as one of the most popular exotics among the Destiny population.

Equipped Primary Weapon Popularity (PVP)

We want to preserve the functionality that makes Thorn such a compelling weapon, but its effective range and lethality are one of the most hotly contended items by the PVP player base. The base changes to Hand Cannons and weapon stats address Thorn’s range.
  • Changes:
    • Reduce base damage of Thorn’s Mark of the Devourer DoT (Damage over Time) to roughly 1/3 of what it was in PVP and PVE
    • Allow DoT to stack up to 5x across multiple landed projectiles
      • This is a net buff for Thorn’s DoT, but reduces the lethality of the weapon in PVP

Hawkmoon
The elusive nocturnal bird… Hawkmoon has evaded many players for quite some time. It is one of the hardest weapons in Destiny to acquire, which probably makes it sting that much more when you are killed by it. When you get dealt a lucky mag and the bonus rounds all stack on one bullet, then that bullet will one-hit-kill a full health Guardian with a precision shot. Even though this is rare, just knowing it is possible tends to amplify the frustration for Hawkmoon’s victims so we’re taking steps to help ease their passing.
  • Changes:
    • Add a stack limit to Luck in the Chamber and Holding Aces so that only 2 of the bonus perks will ever stack on one round. This should prevent Hawkmoon from 1-hit killing full health players in PVP
    • Add 2 rounds to Hawkmoon’s magazine when Holding Aces is unlocked
    • Luck in the Chamber damage bonus reduced by 3%

Ice Breaker
We’ve all done it. Hunker down in the back of the map with your lunch box, picnic table, a sci-fi paperback, and Ice Breaker. Kill all the enemies, wait for more to show up, kill those ones too, put a few shots on the boss, make a sandwich, finish the strike, and then collect your reward-that-isn’t-Hawkmoon and move on. The recharging ammo of Ice Breaker has become a staple for the PvE game. We don’t want to completely destroy that, because a really great thing happens when all of a sudden you need Ice Breaker and you’re still waiting on that next round to show up. In that moment there is an interesting tension at play; you need to think about how you spend your next few seconds while it recharges. We are going to amplify that tension by increasing the recharge duration by a few seconds.
  • Changes:
    • Increase recharge time for Ice Breaker rounds to 1 every 8 seconds. Was 1 round every 5 seconds

No Land Beyond
Sworn off by most as a waste of Strange Coins, used as a joke weapon by people who want to stack the odds against their favor, and every now and then it is the tool of destruction that wipes up a Crucible match by a slick, run and gun, sniper elitist faster than you can say “Welcome to my YouTube montage.” We built No Land Beyond for the quick sniping, PvP-minded player. However as many have pointed out since it was released, the weapon does not hold up in PvE.
  • Changes:
    • Increase weapon handling speed for faster time to aim, ready, and stow
    • Adjust sights to fix overlap/parallax issue while aimed
    • Increase time decay of The Master to 8 seconds
    • Add an additional 20% Precision Damage bonus while The Master is active

Black Hammer
While technically not an exotic, this weapon was chased as if it were. Currently it is the only Sniper Rifle that is more capable of ending a PvE boss faster than Ice Breaker.
  • Changes:
    • Increase ammo inventory to 18 rounds
    • White Nail perk now pulls ammo from your inventory

Lord of Wolves
This weapon is a bruiser and doesn’t need help. The only element that is lackluster is the Recovery boost granted to allies from the Lord of Wolves perk. We had hoped this would inspire Fireteams to stay close and attack and defend as a unit, rallying around their pack leader. However the Recovery boost doesn’t do much to incentivize this. So we tripled it.
  • Changes:
    • Tripled recovery boost bonus for allies granted by Lord of Wolves

Gjallarhorn
If Destiny had a nuke it would be the “Ballerhorn.” We definitely intended to have a high damage Heavy Weapon that was ideal for PvE destruction. What we did not intend, and what we unfortunately saw, was pick up Raid and Nightfall groups gating participation based on whether or not players had this weapon. Gjallarhorn was so strong that for many people it had become the only answer to getting through tough encounters, and therefore they were less willing to spend time with other players that didn’t have it.

Equipped Heavy Weapon Popularity (PVE)

We strive for Destiny to be a place where a single weapon or strategy does not dictate how, or with whom, you spend your time. In the new world Gjallarhorn is still worthy of its legacy as an exotic Heavy Weapon, but we hope it promotes inclusive behavior rather than exclusivity.
  • Changes
    • Reduce damage of Wolfpack Rounds



WEAPON STATS

For Update 2.0.0, we also took a pass on weapon stats. This has a subtle but broad impact on gun combat. As we acquired and levelled up our Legendary weapons during the first year of Destiny, we realized that it is not very difficult to find weapons with strong starting stats that you can then push into pretty high ranges simply by using the default upgrades we make available on the talent grid. While it definitely feels great to grow a weapon into a deadly killing machine, the downsides over time are:

  1. PVP lethality across all weapons gets exaggerated due to high performance guns that don’t have any flaws or quirks
  2. As you collect and grow weapons over time, they all start to feel like the same gun

We took a few different approaches to stats that we hope address both of these issues, and also introduce a bit more variety into how your arsenal of upgraded weapons feel.

Reduced Base Weapon Stats
We reduced the base stat value of a few targeted stats across various weapon types. Specifically, we focused on the stats for a given weapon type that typically enhance performance the most and made those starting values slightly lower. This means brand new Auto Rifles will have slightly less starting Stability, brand new Shotguns slightly less starting Range, etc. You still have lots of options to grow those stats as you spend time with a weapon. Also, this change is only being made to weapons newly available in The Taken King, so your base stats for everything from launch through House of Wolves remain consistent.

Stat Perk Tuning Pass
The initial set of stat perks that have been on weapons since launch (Send It, Hammer Forged, Field Scout, Perfect Balance, etc.) all granted a pretty huge increase to their targeted stat. Not only did they spike their stat, but they never asked the player to make a meaningful trade-off for it on the weapon. We have gone back to all of these stat perks and reduced the amount that they buff your weapon stat, and this change was made retroactively against all year one weapon talent grids.

To compensate for the weaker stat perks from launch weapons, we added some new stat perks (which have already showed up on your House of Wolves weapons) that do provide a significant increase to a stat in exchange for a reduction in other stats. This allows players to be able to spike a stat that reinforces their play style, but at a cost. Basically, if you want to spike a stat we are asking you to specialize the weapon for what that stat offers.

Stat Perk column on Talent Grids
Lastly, we wanted to ensure that if we were introducing Stat Perks that asked you to reduce a stat, we never forced you into doing that by placing that perk on an unavoidable node. Talent Grids will almost always unlock in the order of: small benefit -> medium benefit or another small benefit choice -> large benefit with a tradeoff. The only node in that column you have to unlock is the first one. From then on it is up to the player which node they want activated at any given time.



This covers most of the weapon changes that address what you currently know about the game. We still have some surprises and twists we don’t want to spoil that you’ll get to experience when The Taken King is released. We playtested these changes every day, multiple times a day, in all activities, using all kinds of weapons. We feel pretty good about them.

However, the total amount of time we as a studio can spend on a given build of Destiny is a shred of a fraction compared to the first hour this update hits all of you. As always we are excited (and slightly terrified, to be honest) to see what comes of this update in your hands. We are reading forums, watching streams, listening to podcasts, at all times devouring your impressions in an effort to make this game better. We’re even reading the comments (shudder). Heck, some of us might even be the random Guardian in your pick-up Fireteam.

Looking forward to having this chat again in the future! Until then, see you starside.

Destiny Hot Fix - 06/24/2015

1.2.0.4 - The one about Passage Coins and Demo weapons

This update to Destiny makes two small adjustments to the way Passage Coins are distributed in Trials of Osiris and how weapons behave as players migrate from the Destiny Demo to the full version of the game. Pardon our dust!

Weapons
  • Adjusted the 402 Attack Rating for weapons acquired in the Destiny Demo down to the proper value of 365

Trials of Osiris
  • Removed Passage Coins from the Lighthouse reward chest
  • Added a chance for Passage Coins to be awarded after match losses

Destiny Hot Fix – 06/15/2015

1.2.0.3 - The one about Skolas

Perks
  • 'Ashes to Assets’ and ‘Quintessence Transfer’ can now no longer be stacked (they now have cool-downs that can only be used every 10 seconds)
Prison of Elders
  • Fixed a bug where players cannot pick up a quest from Variks to continue the Elder Cipher chain
  • Adjusted difficulty of Level 35 Skolas Challenge Mode
    • Burn Skulls are now replaced by non-elemental skulls
    • Skolas' health reduced (from 27000 to 15000) to compensate for lack of burn skulls
    • Reinforcement spawns are now based on Skolas’ health instead of a timer

Destiny Hot Fix – 06/02/2015

1.2.0.2 – The one that addresses some House of Wolves issues

Ever since House of Wolves was released, we’ve been following player feedback on multiple fronts. These changes to the player experience are being deployed to correct a few issues that you’ve noticed – as well as a few we noticed.

Key Highlights
  • The first Wanted Fallen Bounty completed each week is now guaranteed to drop a Treasure Key
  • Greatly increased the drop rate of Treasure Keys from the small chests at the end of the Prison of Elders
  • Increased the drop rate of Treasure Keys from Ether Chests

Prison of Elders
  • Greatly increased the drop rate of Treasure Keys from the small chests
  • Class Items will now drop from Level 32, Level 34, and Level 35
  • Fixed a bug in which the Ship (Hildian Seeker) did not drop under certain circumstances
  • Fixed a bug in which the ‘Elder Cipher’ Bounty could not be acquired if your Bounty inventory was full
  • You will need to defeat Skolas again to receive the ‘Elder Cipher’ Bounty
  • Damage caused by Qodron’s Gaze is reduced by 25%
  • Damage multiplier for the Jailbreaker buff increased by 100%

Trials of Osiris
  • Fixed an issue in which Trials of Osiris emblems were not sent to the Postmaster if your Emblem inventory was full
  • Passage Coins can now be dismantled

Weekly Heroics
  • Fixed an issue where the Weekly Heroic strikes did not award engrams (Note: Tooltip will not display them as rewards)

World
  • Increased the drop rate of Treasure Keys from Ether Chests
  • Ether Chests may only be looted once per spawn
  • Ether Chests will no longer grant ammo consumables when opened
  • Ether Chests will now grant a small amount of Queen's Wrath reputation when opened
  • Ether Chests now have a chance to drop Tokens of Flight, Identity, and Judgment

Quests
  • Petra will no longer display a quest waypoint for players who have not purchased House of Wolves
  • Fixed a bug in which players abandoning the ‘Gone to Ground’ quest were still being directed to the Venus Patrol

Bounties
  • The first Wanted Fallen Bounty completed each week is now guaranteed to drop a Treasure Key

Weapons
  • Fixed a bug in which the 1.2.0.1 hotfix mistakenly did not contain the 1.1.1 Fusion Rifle balance changes. As a result, players were playing with its pre-1.1.1 weapon balance state. The original fix has been re-applied.

Items
  • Tokens of Flight, Identity, and Judgment can now be dismantled to gain +10 House of Judgement reputation each
  • Ammo consumables can now stack to 100

Destiny Hot Fix - 05/19/2015

1.2.0.1 : The one with House of Wolves

Along with the release of Destiny Expansion II, we are delivering some new investment and upgrade paths. The following are changes that will have an impact on every player of Destiny.

PVP
General
  • Added a new Daily Reward package upon completion of the first game in the Daily Featured Crucible playlist
  • Added Passage Coins to reward streams across all playlists, including the Daily reward package
  • Increased Crucible Mark drop rate across all playlists by 100%
  • Increased Crucible Reputation earnings across all playlists by 20%
  • Increased Rare Weapons and Gear drop chance for completing games across all playlists by 100%
  • Added Legendary Weapon drops into the Crucible reward stream across all playlists
  • Added Dark Below maps into all Crucible playlists for all players to enjoy (Pantheon, The Cauldron, Skyshock)

Iron Banner
  • Adjusted the power curve for Iron Banner playlists to accommodate the competitive range of power in House of Wolves
  • Across one Iron Banner event, players competing in Iron Banner with more than one character on the same account will receive a reputation boost for the lower-ranked characters to reach parity with the higher-ranked character more quickly
  • Six additional Iron Banner bounties have been added to the bounty rotation
  • Removed an errant buff from Iron Banner Control playlist
  • Etheric Light will now be available at Ranks 3 and 5 in Iron Banner

Tower
  • Newly acquired Faction reward packages will no longer produce Shards
  • The Speaker will exchange Ascendant and Radiant Materials for Glimmer and Motes of Light
  • Xûr will exchange Strange Coins for Motes of Light
  • Commendations are no longer required to purchase gear
  • Commendations can be converted to receive +250 gains in Vanguard, Crucible, or Faction reputation
  • Note: Etheric Light will not be made available for ascending gear until the release of House of Wolves
  • The Cryptarch will no longer convert newly acquired Legendary Engrams to Shards (possibilities include gear/weapons or Exotics)
  • Expansion II featured Daily Heroic activities will produce Motes of Light in lieu of Shards
  • Ascending: Year 1 Legendary and Exotic gear can be upgraded to the highest power levels available in Year 1

User Interface
  • The Control UI above the mini scoreboard has been fixed & returned to the players HUD

Technical
  • Added a new “Connection Recovery” System
    • Specific player networking problems will now be fixed instead of kicking affected players to orbit
    • This will be enabled first for Trials of Osiris and rolled out to other activities over time

Destiny Update - 05/15/2015

1.2.0 : The one to pre-load House of Wolves

Destiny Expansion II will change the way we all play and upgrade our characters. Before the release of the House of Wolves, we’re deploying new code that will impact the player experience.

Weapons
  • Fixed an issue in which Vex Mythoclast was not respawning with primary ammunition
  • Fixed an issue with the Hive Disruptor perk, which now appears in the Black Hammer perk set again
  • Fixed an issue in which the Phantom Gift and White Nail perks would become interrupted when non-precision damage occurred from other perks
    • Bonus damage from other perks (e.g., Explosive Rounds, Hive Disruptor) no longer interrupts the count
    • Three precision hits within the time window will trigger the intended refund bonus
  • Fixed an issue in which the Hive Disruptor perk did not work correctly with sustained damage events (auto rifles, pulse, etc.)
    • Oracle Disruptor perk now triggers more often
    • Hive Disruptor perk now triggers more often, but does less damage per event

PVP
  • Salvage: Moved the first Relic to more consistently appear in a centralized position on the map
  • Fixed an issue that caused players to wait an excessively long time to respawn

User Interface
  • Vendor Interaction Panel has been updated to support Quest chains
  • Vendor Interaction Panel now has better animations and fewer popping issues
  • Number of buffs that can be displayed on the Character screen has been increased
  • Inventory item stacks that have reached their highest possible count will now display gold numbers along with an alert in the tooltip that maximum quantities have been acquired

Audio
  • Added improved feedback for players who take damage from energy weapons

Companion
  • Fixed an issue in which the Mercury Grimoire card was not being awarded
  • Retroactively awarded the Mercury Grimoire card to players who have found the "Mercury Memory Fragment" Dead Ghost
  • Vendor items, damage types, and perks will now be visible on Bungie.net and the Mobile App

Technical
  • Addressed a crash on Xbox One that was induced when too many explosions/projectiles were generated
  • Fixed an issue that affected the network quality user interface
    • Indicators will no longer display persistently bad ("red") quality after a user's connection recovers from a temporary quality issue
    • The quality indicators should now always correctly reflect a user's live connection quality

*Addendum
  • We have discovered that Rare and Legendary Engrams will drop in 1.2.0 that the Cryptarchs will not recognize
  • Hold on to all newly-acquired Engrams until May 19th to benefit from their upgraded decryption skillset



The following is a preview of changes that will take effect on May 19th, 2015 on or soon after 10AM PST with the manual activation of House of Wolves.


Destiny Hot Fix - 05/19/2015
1.2.0.1 : The one with House of Wolves

Along with the release of Destiny Expansion II, we are delivering some new investment and upgrade paths. The following are changes that will have an impact on every player of Destiny.

PVP
General
  • Added a new Daily Reward package upon completion of the first game in the Daily Featured Crucible playlist
  • Added Passage Coins to reward streams across all playlists, including the Daily reward package
  • Increased Crucible Mark drop rate across all playlists by 100%
  • Increased Crucible Reputation earnings across all playlists by 20%
  • Increased Rare Weapons and Gear drop chance for completing games across all playlists by 100%
  • Added Legendary Weapon drops into the Crucible reward stream across all playlists
  • Added Dark Below maps into all Crucible playlists for all players to enjoy (Pantheon, The Cauldron, Skyshock)

Iron Banner
  • Adjusted the power curve for Iron Banner playlists to accommodate the competitive range of power in House of Wolves
  • Across one Iron Banner event, players competing in Iron Banner with more than one character on the same account will receive a reputation boost for the lower-ranked characters to reach parity with the higher-ranked character more quickly
  • Six additional Iron Banner bounties have been added to the bounty rotation
  • Removed an errant buff from Iron Banner Control playlist
  • Etheric Light will now be available at Ranks 3 and 5 in Iron Banner

Tower
  • Newly acquired Faction reward packages will no longer produce Shards
  • The Speaker will exchange Ascendant and Radiant Materials for Glimmer and Motes of Light
  • Xûr will exchange Strange Coins for Motes of Light
  • Commendations are no longer required to purchase gear
  • Commendations can be converted to receive +250 gains in Vanguard, Crucible, or Faction reputation
  • Note: Etheric Light will not be made available for ascending gear until the release of House of Wolves
  • The Cryptarch will no longer convert newly acquired Legendary Engrams to Shards (possibilities include gear/weapons or Exotics)
  • Expansion II featured Daily Heroic activities will produce Motes of Light in lieu of Shards
  • Ascending: Year 1 Legendary and Exotic gear can be upgraded to the highest power levels available in Year 1

User Interface
  • The Control UI above the mini scoreboard has been fixed & returned to the players HUD

Technical
  • Added a new “Connection Recovery” System
    • Specific player networking problems will now be fixed instead of kicking affected players to orbit
    • This will be enabled first for Trials of Osiris and rolled out to other activities over time