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

Destiny 2

Destiny Update - 04/14/2015

Update 1.1.2 : The one with Vault space and Raid fixes.

With this update, we’re responding to player feedback and addressing larger issues that compromised the quality of the Destiny experience.

Spotlight Improvements & Additions
  • Vault Capacity increased to 24 Armor Slots, 36 Weapon Slots, and 24 General Slots
    • Disabled gear comparison in Vault on Xbox 360 & PS3 platforms to account for additional slot memory
  • Colorblind support (deuteranopia, protanopia, tritanopia) added for highly color-driven gameplay elements
    • Motion tracker
    • Loot drops
    • Shield energy
    • Item categories
  • Audio Controls are now available in the Settings menu
    • Volume control
    • Music toggling
  • Item Lock now allows players to prevent gear and weapon items from being accidentally dismantled
  • The purple ball has been reborn in the tower as an interactive sphere with a parallaxed energy core that grows with object velocity and tints based off time of day

Weapons
General
  • Fixed a bug that caused a player to lose ammo when switching weapons while dead
  • Fixed a bug where ammo consumables did not reliably replenish ammo
  • Pocket Infinity behavior is less likely to fail during edge case conditions
  • 4th Horseman weapon stats restored to original intended values
Perks
  • Updated Thorn's first-person player feedback poison effect
  • White Nail perk no longer triggers on immune targets
  • Defensive Reflex (Don’t Touch Me) perk no longer triggers on throwing knives
  • Performance Bonus ammo on Fusion Rifles reduced to match Shotguns and Sniper Rifles
  • Fixed an issue introduced in 1.1.1 that allowed Ice Breaker to persist ammo after respawn

World
  • Players can now choose to wear their helmets in social spaces
  • Quest loot pyramid baubles are now easier to spot
  • Added Quest indicator badges to the Tower when a Quest is either completed and ready to turn in
  • Increased Crota's Bane Reputation rewards on Eris Morn's bounties
  • Fixed a bug where Major Thralls had two jaws and two left hands
  • Fixed a bug where player’s equipped items did not receive experience from completing missions
  • Fixed a bug where the Black Garden Level 30 Featured Story was incorrectly listed at Level 28
  • Fixed a bug where Heavy Ammo consumables were not available for purchase from Xûr

Strikes
Cereberus Vae III
  • Valus Ta'Aruc's strength has been reduced by 33%
  • Reduced the number of Major combatants in the Valus Ta'Aurc fight
Dust Palace
  • Dust Palace: Reduced the number of Major combatants in the Psion Flayer fight
  • Dust Palace: Lowered the strength on the Psion Flayers' shields
Raids
Vault of Glass
  • Vault of Glass will no longer display a highlighted activity notification despite players best efforts to remove it
  • Fixed a bug where splash damage could penetrate the Aegis bubble
  • Shield Relic melee attacks now land Minotaurs more consistently
  • Improved issues associated with walking through the teleport
Crota's End
  • Crota will now wait until fully standing before a sword attack
  • Fixed a bug where the sword immediately despawned after killing a swordbearer
  • Swords will now last a full 30 seconds after being picked up

PvP
General
  • Greatly reduced the weighting of Blind Watch and Firebase Delphi in Control, Iron Banner, and Inferno Control playlists
  • Fixed a bug where a player that was killed by an enemy could commit suicide and be revived for points
  • Fixed a bug that prevented players from receiving points for neutralizing a control zone
  • Fixed a bug where capture points were not properly disabled after the game ends
  • Added incremental revive timers to Skirmish and Salvage
    • Each time a teammate revives you, it takes longer before you can be revived again (currently +5s each revive)
  • Stopping Power now requires Shotgun kills instead of sprees
  • Target Practice now requires Hand-Cannon kills instead of sprees
  • Electrocutioner now requires Fusion Rifle kills instead of sprees
Maps
  • Anomaly: Added invisible physics over the pool table to keep people from hiding
  • Shores of Time: Added kill volume to the open edge of "A" cave in to keep players from hiding
  • The Burning Shrine: Moved the spawn point to fix camera view
Ammunition
  • Crates are now visible for all players long before they are available to pick up, with a countdown timer added to show when they will arrive
  • Guardians no longer drop Special ammo on death
  • Lowered the amount of Special ammo picked up from crates (from 50% to 25%)
  • Special Ammo crate respawn time raised (from 45 seconds to 120 seconds)
  • Increased drop radius when a friendly picks up a Special crate (from 20 meters to 100 meters)
  • Slightly increased interaction time on Special Ammo crate (from 0.1 seconds to 0.8 seconds)
  • Reduced the number of Special crates on the maps and relocated them (from 6-8 crates to 3-5 crates)
  • Special and Heavy ammo bricks now despawn when a player dies or on a timer (20 seconds for Special, 30 seconds for Heavy)
  • Heavy ammo now lets everyone know which player or Faction picked up ammo
  • Increased warning time on Heavy ammo (from 10 seconds to 15 seconds)
UI
  • New visual treatment to Quest nodes and nodes that involve Quest activities or steps
  • Players can now click the left stick to hide the UI when inspecting items, for screenshotting/sharing purposes
  • Fixed a bug where precision kills did not appear correctly in the PGCR
  • UI flyouts are now easier to navigate (i.e. “Amazon Flyout Menu”)

Audio
  • Fixed an issue where Stealth Vandal audio was being suppressed by gunfire or other loud sounds
  • Titan Ward of Dawn now has audio indicators at low energy so players can more easily read when it will time out
  • Players walking into enemy Wards of Dawn now hear a sound when blindness is applied

Companion
  • Fixed issue where Combined Arms Grimoire card was pointing to the wrong unlock conditions
  • Fixed issue where Grimoire cards were awarding the incorrect number of Grimoire points

Technical
  • Fixed a rare soft-lock when a player's internet connection drops
  • Clarified error that displays when user has insufficient hard drive space
  • Better handling of rest mode/resume on PS4

Destiny Hot Fix - 03/10/2015

1.1.1.1 : The one with back end improvements

This small update provides for the installation of new developer tools on the back end of Destiny.

General
  • Installed admin tools that enable us to better inspect and manage databases

Destiny Update - 02/25/2015

1.1.1 : The one about Weapon Rebalance

Destiny Update 1.1.1 brings you a round of weapon balancing, perk fixes (including the heavy ammo fix), and other issues.

Weapons
For a detailed review of weapon changes, head over to Destiny Weapon Tuning.

General
  • Fixed an issue in which armor with perks that increase ammunition carrying capacity resulted in ammunition loss upon respawn
  • Decreased over-penetration value for weapons with armor piercing perks
  • Fixed an issue where items from the PS3/360 Destiny demo were using old power values. They have been adjusted to regular levels
  • Song of Ir Yut weapon tooltip now advertises the correct magazine size
  • Shoot to Loot: Two-second cooldown added to perk to prevent extra ammunition gains while ammunition bricks despawn
  • Dark Breaker perk will now correctly damage Hive Shriekers
  • Snap Discharge will now increase attack speed as per the description
  • Thunderer perk now has priority on the 4th Horseman tooltip
  • Full Auto: Fixed issues in which the weapon perk stopped working while the trigger was being held down

Auto Rifles
  • Reduced base damage of Auto Rifles by 2.5%
  • Reduced effective range values

Pulse Rifles
  • Increased base damage of Pulse Rifles by 9.7%

Hand Cannons
  • Slightly reduced effective range
  • Slightly reduced initial accuracy

Fusion Rifles
  • Widened blast pattern on a Fusion Rifle burst cone
  • Reduced starting ammunition in PVP

Shotguns
  • Increased damage against all non-Guardian combatants by 2x (100% increase)
  • Reduced high-end range values
  • Damage falloff starts sooner
  • Reduced starting ammunition in PVP

Activities
Strikes
    • Weekly Heroic Strike now is a matchmade activity
    • Strikes will be less likely to repeat in Matchmaking rotations for full Fireteams

PVP
General
    • Players will now unlock all playlists (Control, Clash, Rumble, Skirmish) simultaneously when unlocking the Crucible.
    • Added a new notification when Crucible modes unlock
    • Crucible maps will be less likely to repeat in Matchmaking rotations for full Fireteams
    • Guardians no longer drop heavy ammunition when killed in PvP
    • Guardians now drop much less special ammunition when killed in PvP
    • Completed matches will now award gear with the proper power level
    • Fixed a bug where there was no audio playing for the bullet that kills them

Event: Iron Banner
    • Iron Banner playlist now contains smaller maps in rotation
    • "Focused Aggression" Bounty can now be completed with headshots from Pulse Rifles, Scout Rifles, and Hand Cannons

Items
  • Fixed an issue in which Xur did not carry exotic engrams in inventory on certain dates
  • Crota’s End completion emblem will now be sent to the Postmaster when player inventory is full
  • Ammunition consumables will now work if used when player inventory is full
  • Fixed issues that prevented qualifying players who had deleted their characters from claiming the Tumbler Sparrow from Tess Everis in Tower

User Interface
  • Character inventory screen now displays faction reputation and weekly mark counters
  • Players in public spaces will no longer see voice notifications when a player in a matchmade fireteam enter
  • Players will now see improved notifications when teammates join and depart Team and Fireteam chat channels

Grimoire
  • Combined Arms Grimoire cards will now unlock when completing a Clash or Control game
  • House of Wolves card will now unlock upon the start of Ishtar Collective story mission
  • Guardian Abilities card will be granted when a player enters orbit
  • Siege Dancers card will be granted upon the start of the Dust Palace Strike
  • Completing Crota's End now adds to the Raid Introduction Grimoire card's Completed statistic
  • Ir Yut grimoire card will now unlock appropriately
  • Siege of the Warmind card will now unlock appropriately
  • Fixed Grimoire scores for the following cards:
    • Omnigul, Will of Crota
    • Ir Yut, the Deathsinger
    • Crota, Son of Oryx
    • The Wakening
    • The Will of Crota
    • Crotas End
    • Ascendant Sword
    • Pantheon
    • Skyshock
    • The Cauldron
    • Might of Crota
    • Ghost Fragment: Rasputin
    • Ghost Fragment: Rasputin 2
    • Ghost Fragment: Hive 4

Technical
  • DLC and Patch systems have been improved
  • Xbox One upsell from trial version to full version no longer makes you leave the game
  • Improved networking resilience to packet reordering
  • Networking improvements for certain routers

Edit
  • Bug was introduced in 1.1.1 patch that caused the Vex Mythoclast to spawn with less ammo in the magazine and reserves in PvP
    • This weapon was affected by overall Fusion Rifle changes because it is treated as a secondary weapon
    • We intend to correct this issue in a future release

Destiny Weapon Tuning

From the desk of Sandbox Designer Jon Weisnewski:

Hello, Guardians.

What you’re about to read is a heads-up about some upcoming changes to the weapons in Destiny, scheduled to go live in February with Update 1.1.1. This is the result of listening to feedback from the community, observation of players in the wild, poring over user research data, and regular internal playtests.

Many of these changes are subtle. It may take a little while to feel the nuanced differences, or you may feel the changes immediately. It all depends on how you play. This is an opportunity to change up your combat strategy in new ways, and/or double down in the areas that still feel good to you.

AUTO RIFLES
It’s our goal for the Auto Rifle to be a visceral, close-to-medium range chainsaw. It should reward target tracking, and drop in effectiveness at longer ranges. Looking at raw DPS [damage per second], the Auto Rifle is the most lethal primary weapon class across all of Destiny’s activities.

Here’s a breakdown of kills by Primary archetype for the top players [filtered to focus on the top-half of the scoreboard] in Destiny.


That’s not just Suros. If you look at the top ten lethal weapons over a period of thirty days, six of them are Auto Rifles. Note the spike in SUROS starting on 1/13 - likely due to the Iron Banner Auto Rifle bounty. The ratios stay relatively consistent for non-Suros autos when Iron Banner is not in session.


It’s extremely effective in most combat scenarios and engagement distances. In fact, it is so effective that it’s intended role in the Primary family is being partially obscured. We want you to be able to deliver a steady stream of precision damage with an Auto Rifle, and you still can, but you’ll need to get a little bit closer.

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 at a distance

Changes:
  • Reduce base damage of Auto Rifles by 2.5% (averaged across Rate of Fire stats, higher RoF took less of a reduction than low RoF)
  • Reduce effective range values so that damage falloff and accuracy are a stronger factor in combat decisions
  • Range reduction is less severe in the higher stat values, so now your range stat is more critical to long distance engagements

PULSE RIFLES
The Pulse Rifle is the spiritual middle ground between full-auto and semi-auto weapons, delivering lethal bursts at a forced pace. The right combat rhythm rewards both target tracking and precision shooting.

Here are those same graphs again:


Pulse Rifles are currently the least used across all of the Tower’s warriors. We want to push these weapons to become a more compelling choice.

Goals:
  • Pulse Rifle is optimal at medium range, but can still effectively harass enemies at close or long range distances
  • Rate of Fire sets a pace for players to both track moving targets, and then deliver precision damage in bursts

Changes:
  • Increase base damage of Pulse Rifles by 9.7%. DPS is now more in line with other primaries

HAND CANNONS
Hand Cannons are intended to be the ideal weapon for precision-minded players on the move. Our goal is that they are ideal at close to medium range. They reward the calm hand that can pace shots under chaotic combat situations. The rounds hit like a truck so you shouldn’t need to fire fast to be effective.

Right now, the Hand Cannons work as advertised, but they’re a little too effective at longer ranges. We’re finding that players get very comfortable hanging back and using the Hand Cannon like a Scout Rifle or a Sniper Rifle. With these new changes, you can still hit targets at long range, but the shots need to be paced out and the damage will be lower until you close in on your target.

Goals:
  • Hand Cannon is optimal at medium range
  • Hand Cannon is optimal when shots are paced, becomes less effective when fired quickly
  • Rewards agility when under fire, precision targeting, and snap shots

Changes:
  • Reduce effective range
  • Damage falloff starts closer to the shooter, and follow up shots are less accurate at long ranges
  • Slight reduction to initial accuracy
    • This is unnoticeable at close to medium range, but underscores the range intentions when used from far away

FUSION RIFLES
Fusion Rifles are one of the most contentious weapons in the PvP arena right now. They’ve been largely untouched since Destiny launched and it has been great to watch the community slowly adopt these weapons and understand how to use them effectively. Currently, they are the most hotly unliked weapon to be killed by. On the other end of the feedback spectrum, they are supremely satisfying guns to kill with.

It is pretty easy to find and build a Fusion Rifle that can push the range limits and land one hit kills and/or massive damage from pretty far away. Furthermore, in The Crucible it is not difficult to depend on a steady stream of special ammo so that players rarely have to pick and choose the right time to use this weapon. Our changes address these issues and leave the overall feel and function of Fusion Rifles intact.

Goals:
  • Fusion Rifles are optimal at mid-range, where targets are easier to track but they’re not close enough to attack while you charge up
  • Requires combat foresight and the ability to predict a target’s movement to use successfully

Changes:
  • Blast pattern on a Fusion Rifle burst cone is a little wider
    • Close to medium range volleys are largely unaffected, but at a distance the projectiles are less likely to land hits on a single target
    • This reduces the reliability of landing a one hit kill at far range, and makes the weapon better at spreading damage into a group
  • Initial starting ammo is reduced across all ammo stats. This is change primarily affects The Crucible
    • Starting a Crucible match, you’ll have less Fusion Rifle ammo in reserve
    • In PvE activities we persistently track your ammo. We only use initial ammo values if you are logging in for the first time, or starting a Crucible match

SHOTGUNS
Shotguns are the close quarters king. These are the weapons you need to eliminate anything that is directly in your face. The role of the Shotgun has been well established in the shooter genre for a long time now. For Destiny, we have some interesting data from the field: A very high amount of players use Shotguns in PvP, and almost no one uses them in PvE.


In PvE activities, the reward of a close quarters Shotgun attack on any non-grunt enemy doesn’t give you enough of a damage spike to warrant using this weapon. Like the Fusion Rifles, in the Crucible it’s not difficult to find a Shotgun that is very lethal at some unexpected ranges. Some of the higher range values have been pulled in to help eliminate long distance Guardian one shots. We’ve also seen that the Crucible ammo economy allows for players to use Shotguns with wild abandon. So, like the Fusion Rifle, we’ve made a reduction to initial starting ammo.

Goals:
  • Shotgun is the most optimal 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

Changes:
  • Increase damage by 2x (100%) against all non-Guardian combatants (aliens)
  • Reduce high end range values - damage falloff starts sooner, so Crucible players with long range shotguns need to be a little closer for successful one hit kills
  • (Like the Fusion Rifle) Initial starting ammo is reduced across all ammo stats in the Crucible:
    • Starting a Crucible match, you’ll have less Shotgun ammo in reserve
    • In PvE activities we persistently track your ammo
    • We only use initial ammo values if you are logging in for the first time, or starting a Crucible match

SCOUT RIFLE, SNIPER RIFLE, HEAVY MACHINEGUN, ROCKET LAUNCHER
For the most part, these weapons have not been changed as a part of this update. However, changes to the Destiny arsenal mean that untouched weapons may now seem different in side by side comparisons. You may discover new reasons to start using some of these weapons as part of your combat strategy.

"Why did you “nerf” my favorite weapon? Why not make the other ones better and leave mine alone?"

Good question! Here’s why: We pay close attention to kill times in all game modes against all combatant types. If we brought up all the other weapons to account for lethality spikes that occur in specific situations, then our TTK (time to kill) would get faster with every patch. It is important to us to keep TTK values such that your arsenal feels lethal, but also both allows for some drama while you fight, and creates opportunities for counter-play when you’re being attacked.

One of the great things about working on this game is how players continually change our understanding of how the game plays. We have an evolving tennis match of serves and returns. As always, we’ll be watching and listening. Keep the feedback coming.

Your ball.

Destiny Hot Fix - 01/20/2015

1.1.0.4 : The one with Crota's End Hard Mode.

Before we manually release the Hard Mode version of Crota's End, we're deploying another round of fixes.

Raids
Crota's End
  • Prepared Hard Mode for manual activation on Wednesday, January 21st
  • Updates on exact go-time will be given via Twitter after 10AM Pacific

Bridge Encounter
    • Players are no longer able to de-spawn enemies after activating bridge plates and holding a specific spot
Crota Encounter
    • Fixed a rare issue that caused Crota to stop summoning Oversouls

Destiny Hot Fix - 01/12/2015

1.1.0.3 : The one with a helping of Crota, hold the cheese.

The Dark Below infused Destiny with new content, along with some new issues that we have sought to correct. With this update, we’re paying special attention to the Crota’s End Raid - along with weapons, arenas, and rewards for other activities. Iron Banner is also being prepared to return.

Activity Rewards
  • Fixed an issue with Ascendant Materials no longer being a possible reward for Daily gold-tier public events
  • In addition to other potential rewards, Weekly Nightfall Strikes can now award 9 or more Strange Coins

PVP
Maps
  • Added to the rotation for Control, Clash, and Iron Banner* playlists:
    • The Anomaly
    • Asylum
    • The Burning Shrine
Iron Banner*
  • Starts 1AM PST, Tuesday, January 13th
  • Playlist weapon drops
    • Level 32 Sniper Rifle
    • Level 32 Auto Rifle
  • Gain event standing to earn Legendary gear
    • Level 32 Hand Cannon
    • Level 32 Rocket Launcher
    • Level 32 Gauntlets
    • Level 31 Chest

Weapons
  • On the Sniper Rifle, Black Hammer, the Hive Breaker upgrade has been disabled until it is fixed to play nicely with the White Nail upgrade

Raids
Vault of Glass
  • Exotic weapon drops (though still very infrequent) are now Level 32
Crota’s End
  • Rewards
    • Treasure chests now contain Radiant Materials
    • The existing Pit treasure chest reward has moved to killing Ir Yut, the Deathsinger
  • Pit Encounter
    • Pillars of Light no longer launch players into the air when they explode
  • Bridge Encounter
    • Players will now be required to cross the bridge in order to complete the bridge encounter
    • Players will now be required to wait for the bridge to be completed prior to crossing with the sword
  • Deathsinger Encounter
    • Fixed a rare case where the Shriekers would not spawn, preventing players from reaching the Deathsinger
    • The Deathsinger now has a chance to drop Exotic weapons and armor, class pieces, and Radiant materials
  • Crota Encounter
    • Two Swordbearers will no longer spawn at the same time at the outset of the encounter
    • Crota will now recover from his kneeling state after a player quits
    • Fixed a bug that allowed players to remove the “Presence of Crota” using a Radiance Warlock’s Fireborn ability
    • Fixed a bug that made the Oversoul appear destroyed to some players in a Fireteam when it was actually still active

          Destiny Hot Fix - 12/16/2014

          1.1.0.2 : The one that followed Expansion I.

          This update corrects some issues that were introduced to Destiny with the release of The Dark Below. We are also continuing to support the Destiny sandbox with changes that were identified prior the launch of Expansion I.

          General
          • Fixed a typo in the German word for 'Radiant Energy'

          Weapons
          • General
            • Fixed an issue in which some weapon projectiles were improperly penetrating Hive shields
          • Pocket Infinity
            • Rolled back changes induced by a previous Exotic weapon update
            • Charge up and deactivation now work as originally designed
            • Players may again encounter a previously known issue which prevents charge up

          Gear
          • Both existing and future Raid gear obtained in Crota’s End now begins at Level 30 with an upgrade path to reach Level 32
          • Raid helmet obtained in Crota's End now drops on Normal Mode and will be a more frequent drop on Hard Mode
          • Fixed an issue in which Dead Orbit Hunter cloaks awarded reputation gains for both Dead Orbit and Vanguard/Crucible
          Activities
          • Added a replayable node to the Director for the ‘Fist of Crota' mission

          Destiny Hot Fix - 12/08/2014

          1.1.0.1 : The one to pave the way for The Dark Below.

          Destiny Expansion I: The Dark Below will become available for download by players on December 9th at 1AM Pacific time. Before it arrives, this update will support the delivery of new content.

          The Dark Below
          • General bug fixes to content features in The Dark Below

          Activities
          • Increased challenge levels for the following:
            • Daily Heroic Story
            • Weekly Heroic Strike
            • Weekly Nightfall Strike

          Players who need to level up to successfully complete featured missions at new difficulty levels will find what they need to upgrade their characters in the Tower. As part of Expansion I, vendors will be equipped with more powerful weapons and gear. These items will be available for acquisition by all players.

          The Dark Below Preview

          The Dark Below releases on December 9th, 2014. This new content will expand the world of Destiny for some players. It will also change the experience of playing Destiny for all. To support the updates that will go live with the expansion, we have made changes to a number of systems that drive the game.

          New Legendary Gear
          • Existing Legendary gear on display in the Tower will be replaced
          • New Legendary gear will feature higher Attack and Defense values
          • Legendary items will still require Ascendant Materials for upgrades
          • This new, more powerful gear will be available to all players of Destiny
          • Legendary gear will not be as powerful as new Raid gear or Exotics

          New Rank Commendations
          • In addition to Crucible or Vanguard Marks, purchasing new Legendary items will require a Crucible or Vanguard Commendation
          • Commendations are received in Reputation Reward Packages delivered by the Postmaster upon reaching a new Reputation Level




          Exotic Talent Changes
          • As part of the December 1st Destiny Update, Exotic Armor and Weapons no longer require Ascendant Materials for upgrades
          • The final power node of all Exotic Gear will require an Exotic Shard
          • This new material is obtained by one of the following means:
          • Dismantling unwanted Exotics
          • Purchased from Xûr for 7 Strange Coins


          New Exotic Upgrading
          Exotic Gear in The Dark Below will have higher Attack and Defense values than current Exotic Gear. For players and their current caches of Exotics, a path will exist to bring them forward into The Dark Below.
          • Starting December 9th, Xûr will offer players the opportunity to upgrade Exotics to the higher Attack and Defense values
          • Upgrading an Exotic in this way will require an Exotic Shard
            • The upgrade will reset the progression invested into the item
            • Each week, Xûr will possess a selection of upgrades for existing Exotics in his inventory


          Crucible (PvP) Changes
          • Expansion I will include two new exclusive competitive playlists
          • New Crucible arenas (Pantheon, Skyshock, and The Cauldron) will be featured in map rotation
          • Playlists available in the Director will change week over week
          • Experiences will alternate between 12 and 6 player engagements
          • Map rotation will alternate between focusing solely on new expansion arenas and including original launch maps in the mix


          Heroics and Nightfall (PvE) Changes
          • With the Light level increase to 32, Heroics and Nightfalls will be increased by 2 Light levels to keep up with new content, level increases, and gear items

          New Raid: Crota's End
          • The new Raid, Crota's End, will unlock on December 9th
          • Players at Light level 30 can lead a Fireteam immediately upon release
          • The reward system in Crota's End will address some issues reported in the Vault of Glass:
            • Raid loot in Crota's End will drop at a higher rate
            • New Raid gear will contain a wider variety of potential perks
            • Weapons and Gear from Crota's End will not require Ascendant materials for upgrades
            • Radiant Shards and Radiant Energy acquired in the Raid will be used to upgrade new Raid gear
            • Unwanted weapons and gear from Crota's End will dismantle into Radiant materials
            • Primary weapons will only drop in the harder version of Crota's End, released sometime in January

          We are hopeful about the changes we're making to the way Raid loot works. We look forward to watching the streamers attempt to become the world first to complete the new Raid. Good luck!

          Destiny Update - 12/01/2014

          1.1 : The one about Exotics. And the Raid!

          Today's patch includes the long-awaited arrival of Exotics weapon buffs, additional acquisition paths for destination upgrade materials, along with additional changes to exotic gear node upgrading in preparation for the soon-to-be-released expansion, The Dark Below. We're also correcting issues induced by our more recent update to the Raid.

          Weapons
          Exotics
          Exotic Weapons are designed to look, feel, and sound overpowered. At the same time, they are not supposed to break the balance of the game. We hope these weapons challenge the way players think about their loadouts. Exotics will be a constant work in-progress!
          General
          • In preparation for the Dark Below, Exotic Armor and Weapons no longer require Ascendant Materials to upgrade
          • The final upgrade node of all Exotic Gear will require an Exotic Shard
          • Exotic Shards can be obtained by one of the following means:
            • Dismantling unwanted Exotics
            • Purchased from Xur for 7 Strange Coins
          • Exotics now start at a higher base Attack value and have a narrowed upgrade range to compensate
          Thorn
          • Projectiles now briefly highlight targets on impact
          • Mark of the Devourer DoT (damage-over-time) upgrade increased against PvE enemy targets
          • Reload Speed increased
          • Magazine Size increased
          • Ammo inventory size increased
          • Stability and Weapon Handling increased
          Bad Juju
          • Magazine Size increased to 8 bursts (was 5)
          • Ammo inventory size increased
          • String of Curses now also decreases the cooldown of your Super on kill
          • Adjusted effects to not block first person reticle
          Hard Light
          • Stability increased
          • Perfect Balance upgrade replaced by Fitted Stock (increases maximum possible weapon Stability)
          Suros Regime
          • Lowered total damage at the end of the mag on SUROS Regime upgrade to be more in line with the Glass Half Full perk on Legendary Auto Rifles
          Monte Carlo
          • Stability increased
          • Range slightly decreased
          • Monte Carlo Method upgrade now also has a chance to fully charge melee ability on kill
          MIDA Multi-Tool
          • MIDA rounds now have increased knockback against targets in both PvE and PvP
          Hawkmoon
          • Send It upgrade (which was redundant) replaced by Speed Reload
          Red Death
          • Rate of Fire increased slightly, but Burst Damage reduced to compensate
          Plan C
          • Weapon Handling speed increased
          • Player Speed increased while Plan C is in hand
          Pocket Infinity
          • Speed Reload upgrade replaced by Extended Clip which allows the option to increase magazine size (5 bursts)
          Vex Mythoclast
          • Attack Power increased to 323 (from 300)
          • Base Damage increased, fixing bug we introduced in previous patch
          • Enhanced Battery upgrade by Extended Mag (this change still allows for a significant upgrade to Magazine Size, but less than before)
          Invective
          • Reload Speed increased significantly, auto fires slightly slower
          Ice Breaker
          • Send It upgrade replaced by Lightweight (which was redundant as Icebreaker already had maximum range)
          • New effects for enemies killed by Ice Breaker upgrade
          Patience and Time
          • Snapshot upgrade replaced by Custom Optics (provides a lower zoom option)
          Super Good Advice
          • Stability increased
          Truth
          • Magazine Size increased to 3 (was 1)

          Activities
          Raid
          • Fixed an issue we introduced in a previous patch, in which Atheon did not correctly send 3 players through the time gates
          • Fixed an exploit where the Templar could be forced off its platform
          Daily Heroic Story
          • Destination Materials now drop from completing the Daily Heroic
          Bounties
          • Removed the ‘Relic Hunter’ Bounty
          • Destination Materials now drop from completing the Daily Patrol Bounty
          Vendors
          • Reduced Cryptarch reputation gain from Engrams, but reputation reward packages now have an increased chance for Legendary Engrams
          • Players will now be able to use Vanguard Marks and Crucible Marks to purchase Spinmetal, Relic Iron, Spirit Bloom, and Helium Filaments from the Vanguard and Crucible Quartermasters in the Tower
          • Xur now sells a new material, Exotic Shards, to upgrade the final node of Exotics for 7 Strange Coins
          • Faction Class Items (ex: FWC Cloak, Dead Orbit Mark, etc.) are now replaced by Faction Emblems in the rank-up reward packages from Faction Vendors

          Technical
          • Networking fixes, which should reduce the instance of the Bee family of KTOs
          • Fixed an issue in which using Xbox One party chat induced a slower frame rate