Author: Nik Ranger

  • Destiny 2 rewards players with Weekly Reset bonuses amid XP earn rate issues – Dexerto

    Destiny 2 rewards players with Weekly Reset bonuses amid XP earn rate issues BungieBungie has boosted the XP bonus for Destiny 2’s Weekly Reset until developers can resolve an ongoing XP earn rate glitch. Destiny 2 players have encountered issues where their XP earn rates seem much slower than normal. Notably, such reports started cropping up after the launch of the game’s Final Shape expansion. Bungie acknowledged the matter in a Reddit post on July 2, informing the community that developers have “noticed reports and observed data that suggests XP earn rates are slower than expected.” While the team works to resolve the issue, Bungie has implemented a temporary solution in Destiny 2’s 8.0.0.6 update, though the patch notes made no mention of it. The fix in question “increases the total Weekly Reset bonus by 150K XP over its 250K XP base,” a change that will recur every week until the crew finds a permanent solution for the bug. Replies to the post indicate Destiny 2 users appreciate the Weekly Reset boost, with one person joking the studio probably acted so quickly due to the XP controversy that beset the shooter’s 2017 launch. “They’re not even finished investigating and they already gave us a 40% XP boost lmao. Respect,” the Redditor wrote. However, others in the thread have expressed skepticism about how quickly the matter will be resolved. In response to the message’s “each week until the issue is resolved” bit, one person asked, “Yikes, does that mean they are expecting this could take a while to fix?” Meanwhile, some players remain peeved about the Warlock Reputation glitch, an issue that’s also under investigation. Bungie developers have not specified when players can expect either of these bugs to be fixed.

  • Destiny 2 weapon crafting guide: Patterns, perks & Deepsight explained – Dexerto

    Destiny 2 weapon crafting guide: Patterns, perks & Deepsight explained BungieThanks to the popular Witch Queen expansion, Destiny 2 players are now able to craft their own weapons. – but it can be a little confusing. So, here’s everything you need to know about crafting in Destiny 2. Throughout Destiny 2’s nearly six years of success, players have been treated to a variety of new mechanics, experiences, and now some new weapons to try their hand at when looking to take down any tricky enemies. However, if you want some of these weapons you’ll need to begin your crafting journey, which can be a little challenging to do. So, with the difficulties that you’ll face when stepping up to the crafting element of Destiny 2, we’ve put together a handy guide featuring everything you need to know about weapon crafting, including how to earn patterns, perks, and how to get crafting materials, so you can get into Lightfall as prepared as you’ll ever be. Contents How weapon crafting works in Destiny 2 Once you’ve played the first couple of campaign missions in The Witch Queen, you’ll be able to craft your very first Glaive. Doing so requires what’s called a Pattern (think of this as a weapon blueprint), along with certain materials (because it wouldn’t be Destiny without a handful of currencies to use). While your initial build is restricted in terms of available perks, using a weapon more will help it level up. Doing so unlocks more options for customizing it to your play style. “The more you use your weapon, the faster you’ll unlock its full potential,” Bungie explained before launch, and that’s true — wielding your crafted weapons unlocks a range of new options. The higher your level, the better stats, traits, and capabilities of your weapon. While this is how you can craft weapons in the Witch Queen expansion, it’s yet to be revealed whether the same will work in Lightfall. When we have more information we will be updating this article so be sure to check back soon Where to find Weapon Patterns in Destiny 2 When you unlock weapons with a red border, you can Attune them through use (also unlocking Deepsight Resonance). Doing so will eventually unlock the weapon pattern, too, and you can track all the patterns you have in the Triumphs menu under “Patterns & Catalysts”. Sadly, this is something that’s partially down to RNG, but you can still focus on specific weapons. Thankfully due to recent changes, Destiny 2 should prioritize patterns you don’t have so you don’t need to worry too much about duplicates. Once the Pattern is unlocked, you can use that weapon as a template for your next crafted gun. Destiny 2 Weapon Crafting materials The key components when crafting weapons are as follows: Glimmer – Resonant Alloys: Can be earned through dismantling weapons or completing activities – Ascendant Alloys: Earned through weekly missions, Wellspring, and can be purchased from Cryptarch or Banshee-44 – Mementos: Optional cosmetic options – While the various elements were capped at 250, Bungie is boosting each perk-related element to 1000 and Neutral elements from 8,500 to 10,000. Season 17 will actually see all elements except for Neutral Elements removed from the game, drastically simplifying the crafting process. What is Deepsight and Deepsight Resonance in Destiny 2? Once you’ve completed those missions, you’ll be able to acquire something called Deepsight Resonance. This is found within certain weapons you’ll pick up throughout the world, and is shown as a specific task to be completed with that weapon — denoted by a red border. In the example below, you’ll need to use Forensic Nightmare in a series of activities or in combat to be able to complete the Deepsight Resonance objective. Once that’s done, you’re able to extract the perk and insert it into compatible weapons going forward. That means you’re more likely than ever to be hopping between weapons as you level some up, and use others to fill gaps in your perk library. All Destiny 2 Weapon Crafting perks & enhanced perks Below is a list of every available perk, as well as what the advanced version of the perk does. Enhanced perks unlock after quite some time with the weapon, and will cost Ascendant Alloy to add. How to Reshape crafted weapons in Destiny 2 If you’ve crafted a particular weapon and you’re unhappy with it, you won’t be locked in permanently. While you can’t completely change the weapon Pattern, you can still fine-tune a crafted build. This means everything from barrels and magazines to weapon traits, Perks, and cosmetics can all be tweaked. To Reshape a crafted weapon in Destiny 2, visit Enclave and open the crafting menu. As you can imagine, you’ll still need to pay up with materials and Glimmer. That’s all you need to know about weapon crafting in Destiny 2. For more on the game, check out our other guide content. Best PvP weapons | Destiny 2 Promo Codes | Destiny 2 Prime Gaming Rewards | Infamy Ranks Guide | Glory Ranks Guide | Current Xur location | Current Trials of Osiris map | Iron Banner countdown | Destiny 2 voice actor for every character | Destiny 2 Osteo Striga: How to get exotic SMG in The Witch Queen

  • Destiny 2 Warlord’s Ruin loot table: How to get weapons & armor – Dexerto

    Destiny 2 Warlord’s Ruin loot table: How to get weapons & armor BungieDestiny 2 received a brand new dungeon on December 1, 2023, called Warlord’s Ruin. Here is a guide to all the weapons and armor you can get in this dungeon and the encounters that drop them. Destiny 2’s brand new Warlord’s Ruin dungeon has been a glimmer of hope within the community. It is a beautiful dungeon where players have to storm an abandoned castle high up in the mountains that is ridden with Scorn and Taken. It is a three-boss dungeon, which is unique in the game and provides a perfect balance between difficulty and length. The dungeon received praise from both players and content creators and there is no doubt that it will be farmed heavily in the days to come. Therefore, if you are one of those players who is looking for specific loot in the dungeon, you will need to have information on the encounters that drop the ones you require. As it happens, we have got you covered with everything that you need regarding the loot table for Warlord’s Ruin. Destiny 2 Warlord’s Ruin loot table A detailed loot table for Warlord’s Ruin has been presented below: It is important to mention that in the first two encounters, you can either get the weapons or the armor pieces. In the final encounter, you will get two drops which can include two weapons, two armor pieces, or a weapon and an armor piece. The exotic void sidearm is a chance drop from the final encounter. Lastly, there are secret chests that will drop anyone of the pieces that you have unlocked previously from boss encounters. However, the secret chests are a bit troublesome to find as there are a few fake ones placed in plain sight. This is all that you need to know so far about the loot table for Warlord’s Ruin. If you found it informative, do not forget to check out some of our other guides at Dexerto. Deepsight Harmonizers: How to farm, use, and what weapons to convert | Exotic Mission Rotator: What it is, how to access, schedule, loot table | Best Exotic weapons | Best PvP Weapons | Best PvE Weapons | Best Titan Builds | Best Warlock Builds | Best Arc 3.0 Builds | Best Solar 3.0 Builds | Best Void 3.0 Builds | Best Stasis Builds

  • Destiny 2 Warlocks mourn the loss of fan favorite exotic with season 21 changes – Dexerto

    Destiny 2 Warlocks mourn the loss of fan favorite exotic with season 21 changes light.gg/ BungieDestiny 2 players are mourning the loss of one of Warlock’s best exotics, Starfire Protocol, which is being changed alongside several others in Season of the Deep. Exotics are a core part of Destiny 2. These insanely powerful pieces of equipment can often make and break player builds, meaning getting the perfect exotic for your build is immensely important. Exotic armor and weapon often grant a special bonus to the wearer, typically augmenting a player’s capabilities. One such exotic armor piece is the Starfire Protocol chest piece for Warlocks. Warlocks have used this heralded chest piece since the introduction of Solar 3.0. Its exotic perk Fusion Harness enables powerful builds revolving around Warlock’s Fusion Grenade. This exotic has become quite meta in recency, so much so that it’s crowded out other Warlock exotics and builds. Bungie has caught wind of this, however, and is looking to cut down on Starfire Protocol’s power with Season of the Deep. As such, many Warlock mains have come to the Destiny 2 Reddit to grieve about their soon-to-be nerfed exotic friend. Destiny 2 Warlocks share memes in commemoration of Starfire Protocol nerfs Starfire Protocol will be taking quite the hit on Season of the Deep’s release. In a recent post, Bungie revealed they are reducing the amount of energy gained per instance of damage from 20% down to a measly 2.5%. However, empowered weapon kills will now grant 20% grenade energy, fundamentally shifting the exotic from its previous iteration. The memes about the Starfire Protocol nerfs have resonated well with the Destiny 2 community, gaining thousands of likes, with players discussing what’s next for the space wizards. Some players are glad that they are now free of their Starfire Shackles. Some even stated how ugly they found the exotic, thankful for a change. “That is exactly my feelings.. So happy I can finally u equip that fugly-ass exotic. Worst looking one ingame for any class.” one player responded. “Drip is back on the table boys” another proclaimed. Whilst Starfire Protocol has met its untimely demise, Bungie’s slew of changes coming to exotics in Season of the Deep should mean new options are on the table for Destiny’s Warlocks.

  • Destiny 2 Warlocks deal crazy DPS with this simple rotation – Dexerto

    Destiny 2 Warlocks deal crazy DPS with this simple rotation BungieEveryone wants to deal more damage, with DPS being the driving force behind every boss encounter in Destiny 2, and this simple rotation makes doing so easy for Warlock mains. It’s no secret that the best PvE weapons and top-tier Exotics both play a key role in optimizing damage, so using them is a must. While meta options like Still Hunt and Dragon’s Breath stand out, it’s a different Exotic that has the most potential for a simple yet effective rotation. Legend of Acrius is a fantastic DPS weapon when coupled with the Warlock ability Song of Flame. As shared by YouTuber Duqk, the Kinetic Shotgun deals a lot of damage and all you have to do is follow this rotation: Use Song of Flame at the beginning of a damage phase. – Get up close and use a Powered Melee attack, proccing Trench Barrel. – Shoot Legend of Acrius three times, reloading between shots. – Repeat this until Song of Flame expires or it gets too risky to stay close to the boss, using Phoenix Dive to heal if necessary. – This rotation reached 3.4 million damage in one phase against Phry’zhia The Insatiable, Grasp of Avarice’s first boss. That’s amongst the best DPS possible without delving into more complex rotations that are easy to mess up, with this strategy being simple enough for anyone to do. For those wanting something a little more involved, Duqk also recommends a variant that takes advantage of Mountaintop, Hellion, and Bleak Watcher, with that setup totaling 4.7 million damage. He even showcased a riskier rotation that switched out Song of Flame for Nova Bomb, which dealt 5.4 million damage, killing Phry’zhia in one phase. The only requirements for the base rotation are Legend of Acrius, its Exotic Catalyst, and Song of Flame. The latter is unlocked by playing through The Final Shape’s campaign on Warlock. Meanwhile, Legend of Acrius can be purchased from the Exotic Archive for 1 Exotic Cipher, 150,000 Glimmer, and 240 Spoils of War. After purchasing the shotgun, its catalyst can be found as a random drop from Nightfalls. Casual players may find it hard to acquire Spoils of War, as they are received when looting Raid chests. However, certain chests in Last Wish and Vow of the Disciple can be farmed solo, allowing anyone to build up Spoils of War over time.

  • Destiny 2 Warlocks boycott Well of Radiance over OP abilities – Dexerto

    Destiny 2 Warlocks boycott Well of Radiance over OP abilities BungieDestiny 2 players have come out in droves to criticize Bungie’s balancing of Warlocks, and have promised to boycott the Well of Radiance subclass until the developer addresses their concerns. Finding a favorite subclass among the dozens of different options is a core part of the Destiny 2 experience. Many players have one or two subclasses that they dedicate their time to mastering and spend hundreds of hours min-maxing to unlock their full potential. With each of the twelve subclasses sporting their own set of unique abilities, Bungie has their hands full when it comes to balancing all of these choices and spends significant time tuning each set of abilities based on player feedback. Despite their efforts to keep each subclass viable while avoiding power creep, Bungie’s balancing choices are often a pain point for players, regardless of their favorite subclass. After several nerfs to various Warlock subclasses, players have taken to Reddit in the thousands to voice their frustrations. The now-viral Reddit post began with a call to action for Warlock players. “I am calling on all Warlocks to run Nova Warp / Void Walker until we get a meaningful TWAB about Warlock or class tuning,” it reads. The post also voiced concerns about the balancing of Warlocks in recent patches. Read More: Destiny 2 update 3.1.0 patch notes – They pointed out how having a Warlock using Well of Radiance is practically a requirement for completing any high-level PVE content. Some examples of the Well requirement included flawless Raid and Dungeons runs, Grandmaster Nightfalls, and two-manning Dungeons (completing a three-man activity with only two players). “First Nova Warp and now Shadebinder,” User elpezmuerto complained, referring to other Warlock subclass nerfs the community did not approve of. The post has gathered over 14k upvotes at the time of writing, and other players came out in the thousands to voice their support of the boycott. https://twitter.com/TheTeawrex/status/1360343268228124674 Reddit was not the only part of the community up in arms about Warlock tuning issues. Popular Destiny 2 content creator Teawrex voiced his own concerns about the continued Warlock nerfs to Bungie via Twitter. “I’d really like it if you’d stop nerfing Warlocks to states where they really don’t feel nearly as fun to play compared to their Titan/Hunter counterparts,” the creator said. He also agreed with the community’s feelings expressed on Reddit: “In PvE it feels I almost always need Well for high-end content.” This is far from the first time Bungie has faced criticism over subclass balancing, but the overwhelming outcry from the community shows how important this issue is to many players. The developer has not addressed these concerns at the time of writing, but we will make sure to keep you updated on any new developments.

  • Destiny 2 Warlocks actually stoked with Final Shape nerfs for hilarious reason – Dexerto

    Destiny 2 Warlocks actually stoked with Final Shape nerfs for hilarious reason BungieDestiny 2 Warlocks are rejoicing after Well of Radiance sees nerfs in The Final Shape, meaning they won’t have to constantly run the super for their fireteam. Destiny 2 Warlocks are celebrating that Well of Radiance is being nerfed in The Final Shape. In a dev insight blog, Bungie revealed that the super was receiving several nerfs to its healing, damage reduction, and more. This super used to be the go-to for DPS as a fireteam could stand in it, gain the damage and damage reduction, and fire away at the boss. Well of Radiance will have its healing cut in half, with its damage from non-boss combatants going down to 20% from 40%, and its damage resistance against bosses going down to 10% from 40%. All in all this makes Well nowhere near as powerful as before. However, Warlock players are overjoyed that they can finally choose something more selfish for their fireteam, keen on the idea of tossing out a Nova Bomb or two. Warlocks who were previously forced to use Well of Radiance have now had a bunch of new options opened, as it won’t be the go-to for every encounter. Guardians on Reddit have already begun to scheme up new exotic and super combos for their highest damage output, with Strand’s Needlestorm being a strong contender. “Looks like arc buddy is back on the menu boys!” another exclaimed. This means we could see more supers being brought into the fray, and opening up further opportunities for build crafting and more unique builds to come from Guardians. Warlock will also be receiving some nice changes to their Nova Bomb in The Final Shape, including an increased seeker count for the Cataclysm variant, and a longer linger duration for the Vortex variant.

  • Destiny 2 Warlock mains stunned after discovering major reputation bug – Dexerto

    Destiny 2 Warlock mains stunned after discovering major reputation bug BungieThe release of The Final Shape has generally been very positive for Destiny 2, but some issues still need addressing, with Warlock players being left behind in Ritual Playlist activities due to a major bug. As covered by the YouTube channel Cheese Forever, Warlocks are receiving considerably less reputation for farming GM Nightfalls when compared to Hunters and Titans. Though he didn’t test this in lower-difficulty versions of Vanguard activities, the same bug applies there too. The problem is worsened by the fact that players are receiving higher rewards for farming GM Nightfall Strikes this week. Bungie has yet to acknowledge the problem, despite it being present since The Final Shape’s launch on June 4. This has led to many in the community being unaware of the issue, left wondering why they are lagging behind their friends who play other classes. A highly upvoted post on Reddit highlighted the concern as a PSA, with many astounded that it has yet to be addressed. Many in the community shared their own anecdotes of being held back by the bug. One said, “My boyfriend is a Hunter, and I’m a Warlock. We only play together atm, and this dude has reset multiple times. I was legit confused why I was so far behind.” Another Guardian added, “Dude! I knew something was up! Last week, my homie was getting 1k of Gambit XP and me and my other friend were only getting 500ish XP per match! I knew it!” Others think the issue may have been going on even longer, as one comment theorized, “So what really disturbs me about this issue is that a quick Google search about this issue reveals a heavily down-voted post on this Sub about 2 months ago stating they found evidence of the same thing, thus nobody ever really saw it.” Bungie’s relative silence on this important issue is unusual, as communication has generally been much improved since the release of Into the Light. With this issue hindering an entire subclass, it needs to be addressed soon to restore parity before Episode 2.

  • Destiny 2 Warlock mains rally to see “godforsaken” loincloths gone forever – Dexerto

    Destiny 2 Warlock mains rally to see “godforsaken” loincloths gone forever BungieWarlock players have had enough, demanding that Bungie give them the cosmetics they deserve and stop adding loincloths to new armor in Destiny 2. As much as Guardians like to rave about their Exotic weapons, god rolls, and high stat roll armor, it’s the cosmetics that really get people talking. Cosmetics are such a big deal in Destiny 2 that every new Dungeon, Season, and Raid offers at least one new armor set for each class. When you take into account the Eververse store too it becomes obvious how important looking is for players. In their pursuit of better fashion, Warlock mains are taking the fight to Bungie and pleading for the loincloth era to come to an end. Destiny 2 Warlock players don’t want loincloths anymore A passionate Destiny 2 player took to Reddit to voice their thoughts on the state of Warlock fashion. More specifically, why they don’t like loincloths, or “d*ck towels,” as they put it: On the topic, they posted: “Every single time we get a new warlock chest, it’s always the same story. We see the top part of the armor, and it looks great! Cool shoulders, interesting chest, awesome collar. And the robes, they go down to a good length, equally well designed, a great addition that ties the gear together.” OP continued: “And then… the d*ck towel. The c*ck cloth. The p*ssy padding. This godforsaken strip of cloth in the middle of the legs only seems to draw attention to itself. It is rarely adorned in any interesting way.” After condemning loincloths and highlighting all of their perceived flaws, the post concludes: “As Warlocks, we need to strike. We need to unionize. Until d*ck towels are a thing of the past.” The sentiment proved popular with one player responding: “Dude I agree. It’s bad enough that our fashion is so limiting already and those crotch cloths really don’t help at all.” A passionate fan followed up replying: “I remember the olden days when every time a pair of Hunter boots would release they would seemingly always have those F**KING TOE SHOES. Down with toe shoes! Down with d*ck towels!” Others took issues with the presentation of Destiny’s loincloths: “It wouldn’t be so bad if it didn’t always protrude out an extra couple of inches.” This post was likely triggered by the upcoming Solstice of Heroes Summer event, which will introduce three armor sets and a new Strand Rocket Launcher.

  • Destiny 2 Vox Obscura quest guide: Loadouts, boss fight, rewards & more – Dexerto

    Destiny 2 Vox Obscura quest guide: Loadouts, boss fight, rewards & more BungieOnce you complete the Vox Obscura quest in Destiny 2, you’ll be rewarded with the Dead Messenger exotic weapon, so here’s a handy guide on how to get the job done. Destiny 2’s Vox Obscura quest was introduced to the game during Season of the Risen and is still available in the ongoing Season of the Haunted. Upon successfully completing the quest, you’ll be rewarded with an exotic grenade launcher, the Dead Messenger. To get your hands on this weapon, you’ll need to have the right loadouts and strategies. So buckle up with your friends as we’ve got everything covered in this comprehensive guide. Contents Loadouts for the Destiny 2 Vox Obscura quest To complete the Destiny 2 Vox Obscura quest in normal difficulty, you’ll need to keep a ranged weapon like Sniper or Fusion Rifles in your loadout. Ranged weapons deal a ton of damage, making things easier in the meantime. During this quest, you’ll come across multiple enemies like Goliath tanks and Psions who are vulnerable to critical damage. Weapons like Eriana’s Vow, Threaded Needle, Gjallarhorn, and Arbalest are some of the best to deal critical damage to these enemies. – Next, we’d recommend taking Hand Cannons or Pulse Rifles to stun the Unstoppable Champions, which have their own set of modifiers in order to stun enemies — so choose the weapon that suits your own style of play. – Last but not least, ensure to bring along a rocket launcher in your loadout, as it will deal a handsome amount of damage in the final boss fight. – Destiny 2 Vox Obscura quest guide Before you head onto the Operation Elbrus questline, make sure that you’ve reached the minimum power requirement level of 1550. Once you complete the quest on Normal difficulty, you’ll be eligible to complete it at Master difficulty (the minimum power level for this is 1580). Read More: Destiny 2 promo codes – Now that you’ve landed on Mars, you’ll need to break into the Psion base. The base’s hanger can be accessed through the back wing by hacking the door. Once it’s done, you’ll face a group of Psions and Scorpius turrets before getting your hands on one of the Interceptors. The cannons from this Interceptor will destroy the marked wall and create an exit into The Barrens. – Phase 1 As soon as you exit, you’ll need to clear the airfield before an orbital bombardment starts. If you don’t complete the task within the time limit, you’ll wipe out and will have to start from the beginning. Within this time, your team needs to defeat a Goliath Tank in order to clear the space for Caiatl (she will help you to claim the exotic Vox Revelata quest for acquiring the catalyst). Use ranged weapons here as they’ll ensure a faster takedown of the tank. – Next, an Unstoppable Champion will spawn inside a small building, so focus on taking that down. After you’ve defeated the Unstoppable Champion, Amanda Holliday will give you a Drake Tank for the next encounter. – Now it’s time to head into the Scablands, which is full of Cabals. Avoid attacking them, as you’ll need to save your tank’s health to face greater resistance in the form of more Goliath Tanks, shielded signal towers, and a large defense of various troops. Prioritize taking down the Goliath Tanks here, and once they’re down, move onto the signal towers — which can be destroyed by blowing up the generators. Focus on the weak spot marked in blue for the most effective method. Read More: How to get Osteo Striga Exotic in Destiny 2 – Once you successfully take down the towers, the timer will stop and the second encounter will begin. Phase 2 This part of the quest will begin after you enter the control room located inside the base. This section won’t be easy, as you’ll have to face another Unstoppable Champion and an Incendior called Ba’Aruk. After defeating them, you need to move to the lower floors via exhaust ports. Be careful when traversing, as this area features vents that will damage you if you don’t avoid their destructive blue flames. – Once your fireteam has accessed the lower floor, you’ll encounter three Psion Codewardens shielded by their commanders. – Upon defeating them, you’ll have access to the control room, setting you up for the final stage of the quest. – Destiny 2 Vox Obscura quest boss fight: Qabix, Insurgent The boss fight for Destiny 2’s Vox Obscura quest will see you facing off against Qabix. Here, you’ll find yourself suspended in a bubble of Void energy, which can be easily broken with any non-explosive weapon. All you need to do in order to escape is to shoot the glowing spots on the exterior. Read More: Destiny 2 weekly reset – Keep your wits about you, though, as you’ll need to be ready to destroy a horde of Psions and Scorpius turrets in order to make Qabix vulnerable to attacks. Nova Bombs (if you’re playing as a Warlock) combined with rocket launchers will deal a great amount of damage to the boss, so make sure you have them in your loadout. In the control room, there will be three suspended Psion Commanders whom you’ll need to kill to inflict more damage on Qabix. – This process needs to repeat twice, and once you’ve finally defeated the boss, the 10-minute timer will stop. – From there, go to the top of the control room and cut off Caiatl’s broadcast and access the chest room located on the right of the control panel. – Once you open the chest, you’ll receive the Dead Messenger exotic grenade launcher as a reward. – So, there you have it! That’s everything you need to know on how to complete the Vox Obscura quest in Destiny 2. For more Destiny content, make sure you follow some of our other guide content covering more tips and guides: Destiny 2 Prime Gaming Rewards | Infamy Ranks Guide | Glory Ranks Guide | Iron Banner countdown | Best PvP weapons | Current Trials of Osiris map

  • Clan Elysium wins Destiny 2 Vow of the Disciple Raid race: Recap – Dexerto

    Clan Elysium wins Destiny 2 Vow of the Disciple Raid race: Recap BungieAfter server issues marred the start of Destiny 2’s Vow of the Disciple Raid race, Clan Elysium triumphed above it all to take home a back-to-back World First crown in The Witch Queen expansion. There’s nothing else quite like an old-fashioned Raid race in Destiny. What began as a tradition in the Vault of Glass has carried on for the past eight years with each new expansion. Every team competing on day one shares a common goal: to go down in the history books as the first Guardians who made it through the Raid. While some Fireteams have earned championship belts for their efforts, others have caused drastic in-game changes through their actions. The Vow of the Disciple Raid was no different. However, it did have plenty of drama — from disconnects to a wild final boss fight. At the end of it all though, Clan Elysium emerged as the first back-to-back winners in Destiny 2 history. Destiny 2 Vow of the Disciple Raid race recap: Clan Elysium wins From multiple-time Raid race winners to some of Destiny’s biggest personalities, the Vow of the Disciple drew all the top Fireteams to Savathun’s Throne World. Record-holders like Gladd, Sweatcicle, and Gigz to name a few will all be competing. Having mastered earlier Raids and claimed a few belts along the way, these players were all looking to make some history once again. However, a three-horse race between Elysium, Ascend, and Datto’s squad quickly emerged amid all the early connection issues. Read More: Destiny 2: Where is Xur this week? – As they all pushed towards the final boss in Rhulk, Elysium managed to hold strong. After Ascend wiped near the very end of the boss, Saltagreppo and his squad edged out Datto’s squad by minutes — with the star streamer once again forced to be the bridesmaid. It took Saltagreppo, Quazz, Moople, Slap, Cruz, and Kyros seven hours and 14 minutes to clear, with Datto’s squad coming in three minutes later. Destiny 2 Vow of the Disciple Raid race: Contest Mode Each team was fighting an uphill battle too with Contest Mode in place for the first 24 hours. All competitors entering the Raid race had their Power capped for the duration of the run to keep things balanced — set to 1530. While enemies did scale much higher, Guardians were limited to that ceiling. As soon as the 24-hour window passes, however, Contest Mode will disappear for the new Raid. Expect teams to blitz through each encounter from day two onwards once mechanics have been figured out.

  • Destiny 2 voice actor for every character – Dexerto

    Destiny 2 voice actor for every character BungieAcross the many Destiny 2 expansions, there has been an absolute wealth of talent used for the game’s various characters over the years. To satisfy some of your most burning suspicions, we’ve put together a complete list of every Destiny 2 actor and actress. Destiny 2 is a massive game that has spanned several expansions — The Final Shape being the most recent inclusion to the popular franchise. With Guardians meeting friendly faces and daunting antagonists, the full cast of Destiny 2 is long and ever-growing many years after its historic debut. Ever wondered why that voice you heard in the game was so familiar? Here’s the list of every voice actor we currently know from the cast of Destiny 2. Destiny 2 Voice Actors Guardian – Ghost – Zavala – Ikora Rey – Cayde-6 – Lord Shaxx – Lord Saladin – The Drifter – Banshee-44 – Ada-1 – Crow – Saint-14 – Osiris – Xûr – Petra Venj – Mara Sov – Eris Morn – Variks – Exo Stranger (Elsie Bray) – Ana Bray – Fynch – Clovis Bray I – Rhulk – The Witness – Nimbus – Rohan – Calus – Micah-10 – Guardian: Various actors Guardians are the backbone of Destiny 2. After all, they’re quite literally your character. However, Guardians for the most part remain as silent protagonists, enacting the will of the Traveller. That being said, when Guardians do speak up, you know it’s something important. Guardians have different voices/ voice actors depending on your race and gender: Male Exo – Peter Jessop – Female Exo – Cree Summer – Male Human – Matther Mercer – Female Human – Susan Eisenberg – Male Awoken – Crispin Freeman – Female Awoken – Grey Griffin – Ghost: Nolan North Of course, when the Guardian isn’t speaking, however, it’s normally our Ghost companion who speaks on our behalf for us. Nolan North provides the voice for our Light-bearing buddy, who has stuck with us throughout the entirety of our Destiny 2 journey. North’s voice may sound strangely familiar, as he’s probably best known for his role as Nathan Drake in the fantastic Uncharted series as well as many other iconic roles. Zavala: (Formerly) Lance Reddick Zavala is the head of all Guardian military operations. He’s often seen protecting and watching over the Last City from his post on the Tower. He’s also the Titan Vanguard, leading and commandeering all rookie Titans. Zavala was voiced by Lance Reddick, an incredibly well-known actor and voice actor, with roles in TV, film, and video games alike. Reddick was sincerely liked by the Destiny 2 community, oftentimes contributing his voice of Zavala outside the game, in particular, rallying the Titans for Destiny 2’s Guardian Games. Unfortunately, Lance passed away earlier this year, Bungie has stated that they will “honor his presence through his performances yet to come in the game, and in the memories that will last us a lifetime.” Implying that Zavala’s voice will not be replaced. Zavala: (Currently) Keith David American actor Keith David has been announced as the new voice actor for Zavala. David has been a well-known actor for many years now, playing in TV, animation, and movies. David will take up the mantle after Reddick unfortunately passed away. However, Reddick’s previously recorded lines will stay in the game as David assumes the character from the present onwards. Ikora Rey: Gina Torres Ikora Rey is voiced by Gina Torres, who works as both an actress and voice actor on film, TV, and video games. Ikora Rey, like Zavala, is the Warlock Vanguard for the Guardians. Posted on the tower, she acts as Zavala’s coworker and helps navigate the Last City against any threats. Unlike Zavala, Ikora spends a bit more time out in the field, assisting Guardians with operations like setting up The Enclave on Mars in The Witch Queen. Rey was also once an apprentice to legendary Warlock Osiris, making her one of the most respected Warlocks out there. Cayde-6: Nolan North Cayde-6 was the original Hunter Vanguard. After an extensive battle with Uldren Sov, Queen of the Awoken’s brother. Cayde-6 died at the hands of Uldren, leaving the Guardians without a Hunter Vanguard. Cayde’s death marked a point of change in Destiny 2, showing players that no character was immune to death, and the stakes were raised ever higher in avenging our fallen friend. Cayde-6’s voice was provided by Nathon Fillion throughout most of Destiny and Destiny 2. However in Cayde-6’s final expansion Forsaken, he was voiced by Nolan North, as Fillion expressed scheduling conflicts and was unable to play the role. Lord Shaxx: Lennie James Shaxx’s proud voice comes from British actor Lennie James, who is most known for their role as Morgan Jones in the zombie survival television series The Walking Dead. Lord Shaxx is the owner of the Crucible, Destiny 2’s PvP hotspot for any Guardian with a trigger finger. Shaxx is the manager for all things Crucible and is also the vendor for the game mode, offering Guardians various goods based on their time spent there. Lord Saladin: Keith Ferguson Saladin is voiced by Keith Ferguson, a well-known American voice actor. Ferguson is probably most recognized for his contribution as Reaper in Overwatch, and Bloo from Foster’s Home for Imaginary Friends. Lord Saladin runs the Iron Banner for Destiny 2. One of the only few surviving Iron Lords, Saladin is a no-nonsense tough guy who has been in his own fair share of battles. Saladin comes in and out of the story, with his last major appearance in Season of the Risen, with Caiatl and Crow. The Drifter: Todd Haberkorn Drifter is voiced by Todd Haberkorn, who has voiced in several anime and video games throughout the years. Haberkorn is also an avid gamer, having his own Twitch channel where he streams. Sly and mischievous, the Drifter runs by his very own rules. Currently running Gambit, the Drifter oversees all operations for the unique PvEvP mode. He also occasionally appears within the story, often working with Eris Morn in a sort of pairing Bungie has placed on them. The Drifter’s most recent major appearance was in Season of the Plunder. Banshee-44: John DiMaggio Banshee-44 is voiced by John DiMaggio is best known for his role as Bender in the popular animated sci-fi comedy series Futurama as well as voicing Marcus Fenix in the Gears of War franchise. Banshee-44 is the resident weapons vendor for the Tower. He is known as the Gunsmith for the Guardians and offers players various goods in exchange for weapons. Banshee-44 is also the Exo form of Clovis Bray I, who split his mind into the Exo form and the AI known for controlling the Deep Stone Crypt. After numerous resets Banshee slowly changed into the Exo he is today. Ada-1: Britt Baron Ada-1 is voiced by American actress Britt Baron, who has had roles in several other television shows and video games. Ada-1, owner of the Black Armory was introduced all the way back in Season of the Forge, the first season introduced after Forsaken. As the owner of the Black Armory, she offered players various weapons and artifacts exclusive to herself. These days she offers players various mods, and also hosts the transmogrification system for players, whilst occasionally appearing in the story. Crow: Brandon O’Neill Crow is voiced by actor Brandon O’Neill, who is currently playing Kassim in the West End’s version of Aladdin. Silent and mysterious, Crow is the reincarnation of Uldren Sov. Uldren Sov was the brother of the Queen of the Awoken Mara Sov. Uldren was originally tricked by Riven and played a pivotal part in the Forsaken expansion, being the main reason behind Crow’s death and also being the antagonist for the DLC. Due to being resurrected by the Light, Crow now acts as the pseudo-Hunter Vanguard and often comes into the story at key moments. Saint-14: Brian T. Delaney Saint-14 is voiced by Brian T. Delaney, who is most known for his role as the male Sole Survivor in Fallout 4. Saint-14 oversees the Trials of Osiris for Destiny 2. Posted in the Tower Hangar, Saint offers players various rewards and loot for competing in the high-end PvP event that is Trials of Osiris. Saint originally passed away whilst in an encounter with the Vex, but the Guardians alongside Osiris used a time-traveling device named The Sundial in order to save him before he was felled. Osiris: Oded Fehr Osiris is played by Oded Fehr, an Israelian actor most know for his roles in both The Mummy and The Mummy Returns. Legendary Warlock Osiris was Ikora Rey’s mentor and previous Vanguard Commander. After being exiled from the Last City, Osiris researched the Vex and was able to create the Sundial, which led to the saving of his partner Saint-14. Osiris was eventually possessed by Savathûn leading up to the Witch Queen expansion but has since then been freed. He has had his most recent appearance in Season of the Seraph after asking Ana to assist in his search for the city on Neptune. Xûr: Fred Tatasciore Xûr is an agent and servant of the mysterious group known as The Nine. He appears occasionally around Destiny, offering various exotic wares to Guardians in exchange for materials. Not much is known about Xûr apart from that he randomly appears and disappears, and that he does not have a will of his own. Well-known American voice actor/ animator Fred Tatasciore plays Xûr in Destiny 2. With roles in several TV shows and playing Soldier:76 in Overwatch, it’s no surprise that his voice may sound familiar. Petra Venj: April Stewart Petra Venj is played by American voice actress April Stewart. Stewart has had roles in several video games and animated television series. She is most well known for her work on South Park, where she players Sharon Marsh, Liane Cartman and Wendy Testaburger. Petra Venj is Mara Sov’s Awoken warrior, she’s essentially Mara Sov’s assistant and coordinates with the Queen of the Awoken. She can be found within the Dreaming City, assisting in restoring the city and rescuing various Techeuns. Mara Sov: Kirsten Potter Queen of the Awoken, Mara Sov acts as the ruler of the Awoken. Sov was originally used as bait for her brother Uldren, which caused him to follow her words resulting in his death. The Guardians were able to interact with Mara Sov through the usage of the Oracle Engine, until the seventh visit when she vanished. Mara has since returned to the Dreaming City and now appears throughout the story, enacting her will. Her most recent appearance was in Season of the Seraph. Mara Sov’s voice actress is Kirsten Potter, who has played in several different video games, most known for her role as Tae Takemi in Persona 5 and Caitlyn in Legends of Runeterra. Eris Morn: Morla Gorrondona Morn is voiced by Morla Gorrondona who has had several roles in various video games such as God of War: Ragnarok, Call of Duty and Horizon Forbidden West. Eris Morn is a former Hunter who now resides on the Moon. She was the sole survivor of the fireteam sent to assassinate Crota. Eris was the first to locate a disturbance on the Moon, which led to the discovery of the Pyramid ships. This discovery was the beginning of the end of the light and dark saga and hinted at what was to come in future expansions. Variks: Dee Bradley Baker Variks is played by Dee Bradley Baker, an American voice actor from Indiana. Baker has played in several animated series, with his best-known work being Klaus from American Dad. Variks was the former Warden of the Prison of Elders, whose outbreak led to the death of Cayde-6. As such Variks was hated by the Guardians due to his contribution to the death of Cayde. Variks fled his former home of the reef and became allies to Eramis in Beyond Light, only to be betrayed by Eramis after he stole her Splinter of Darkness. Variks was later saved by the Guardian in the Beyond Light campaign, and as such became allied to them. They currently reside as the vendor for Europa, offering various quests and wares to the Guardians. Exo Stranger (Elsie Bray): Moira Quirk The Exo Stranger is played by Moira Quirk, a British Actress with several roles in other video games and TV series. The Mysterious Stranger/ The Exo Stranger also known as Elisabeth or Elsie Bray is one of the daughters of Clovis Bray II. Elisabeth Bray was originally a human but became one of the first-ever Exos to prevent her death via genetic disease. The Exo Stranger made a full return to Destiny 2 in the Beyond Light expansion, where it was revealed that she was related to Ana Bray and that she had come from an alternate timeline. Elsie is currently the vendor for the Stasis subclass and is also located on Europa. However, she recently appeared in Season of the Seraph due to the close ties she has with Ana Bray. Ana Bray: Erika Ishii Ana Bray is played by Erika Ishii, who is known for her roles as Valkyrie from Apex Legends, as well as playing in the Critical Role series. Anastasia Bray is the other daughter of Clovis Bray II. She helped develop the Warmind Rasputin in her previous life and was then risen as a Lightbearer after her first death. Ana Bray was introduced to Destiny 2 in the Warmind Expansion, in which we were also to her companion Rasputin. Since Anastasia is most closely associated with Rasputin she often appears in the story with them. Ana Bray most recently appeared in Season of the Seraph, being one of the main characters of the Season’s story. Fynch: Ian James Corlett Fynch is another ghost that used to serve the Lucent Brood of Hive. Throughout the Witch Queen, the Guardians befriend Fynch and he assists them in revealing Savathûn’s plan and her involvement with the Light. Fynch currently resides on Savathûn’s Throne World where he trades various goods to Guardian as the Vendor for the location. Fynch is voiced by Canadian actor and writer Ian James Corlett, who worked on Dragon Ball Z and other notable TV series and video games. Clovis Bray I: Brian T. Delaney Clovis Bray I was the patriarchal figure of the Bray family. A well-known scientist, he founded the technology and research company known as Clovis Bray. Bray ended up splitting his mind in two, placing one into an Exo frame now known as Banshee. The other went to the large Exo head that is located on Europa, deep in the Clovis Bray labs. Clovis Bray I would later attempt to sabotage the Guardians and Ana Bray in Season of the Seraph, where he has had his most recent appearance. Clovis Bray I is voiced by Brian T. Delaney, who also voices Saint-14 in Destiny 2 and the main male character in Fallout 4. Rhulk: Andrew Morgado The Disciple of the Witness, Rhulk is the final antagonist the Guardians face when in the Vow of the Disciple raid. Rhulk was the first Disciple of the Witness, and as such would go about doing its bidding. After Savathûn’s rebirth in the Light, she would imprison Rhulk in his own Pyramid via a curse of Light. As retaliation Rhulk brought the Scorn into her Throne World, and would eventually take command of them. Rhulk is voiced by Andrew Morgado who has worked on both television and movie series. The Witness: Brett Dalton The Witness is the current main antagonist in the Light and Dark saga. They are known as the Entity or the Voice in the Darkness and are the masters of the Black Pyramid ship as well as its many disciples. Their voice is rather hard to discern due to them using multiple voices whilst speaking. The voice actor for The Witness is Brett Dalton, who has played in several different video games including Until Dawn and God of War: Ragnarok. Cloud Strider Nimbus: Marin M Miller The Cloud Striders are our newest allies that hail from Neomuna, with both Nimbus and Rohan joining forces with the Guardians to defend the city. That being said, not much is known about the Cloud Striders. We do know that Cloud Striders are Neomunan citizens who volunteered to enhance themselves with nanotechnology, which has allowed the to defend Neomuna against the Cabal. The young hotshot Nimbus is voiced by non-binary voice actor Marin M. Miller, who has worked on video game titles such as Hades and Dead Space. They have also contributed to several anime and TV series in their time working as a voice actor. Cloud Strider Rohan: Dave Fennoy Rohan is the eldest of the two Cloud Striders and acts as a mentor to Nimbus. He’s essentially the dad figure of Neomuna, and is supposed to mirror Osiris in the Lightfall campaign. Dave Fennoy provided the voice for Rohan, Fennoy is a well-accredited voice actor, playing Lee from the Walking Dead series. He has also been featured in several other video games and TV series. Calus: Darin De Paul Calus has been a known entity to the Guardians ever since Destiny 2’s launch. The previous Emperor of the Cabal Empire, Calus had his throne usurped by Dominus Ghaul before the events of the Red War. Throughout the vanilla version of Destiny 2, Calus invites the Guardians to partake in his games aboard the Leviathan, acting as the first raid in Destiny 2. After communing with The Witness, Calus has however taken a turn for the worse and become Emperor Calus, Herald of the Witness. Now he controls his legions of Shadow Cabal and will be the main antagonist Guardians face in Lightfall. Emperor Calus is voiced by well-known voice actor Darin De Paul, whose voice as Reinhardt should be familiar to any avid gamer. Micah-10: Pooya Mohseni Newcomer to Destiny 2, Micah-10 was introduced in The Final Shape. She is tasked by Queen Mara Sov to assist the guardian in operations in The Pale Heart of the Traveler, including finding lost Ghosts and eventually expanding through the entire Solar System. Micah-10 is voiced by Iranian American voice actress Pooya Mohseni, who has acted in films such as Terrifier and voiced characters in Horizon Forbidden West. That wraps up our guide on Destiny 2 and its various voice actors over the years. For a ton of other Destiny 2 guides, check out our other content: Where to find the Chalice Keycard | How to get Verglas Curve Exotic Bow | How to unlock new Strand subclasses | Every Armor Charge Mod in Destiny 2 | How long is Destiny 2 Lightfall? | Destiny 2 Lightfall ending explained | Every Guardian Rank Title & Requirements | Destiny 2 Lightfall complete mission list | Destiny 2 Lightfall Legendary campaign rewards | All Destiny 2 DLC expansions | Best Destiny 2 PvE weapons

  • Destiny 2 veterans pity New Lights over “insane” cost of getting started – Dexerto

    Destiny 2 veterans pity New Lights over “insane” cost of getting started Experienced Destiny 2 players are sympathising with newbies believing that the grind to get started as a New Light is too extreme due to the high cost of obtaining every ability. When starting out in Destiny 2 the first thing a player is encouraged to buy is their abilities. Most abilities can be purchased from Ikora using Glimmer with the only exceptions being Strand and Stasis. In most cases, abilities must be purchased with Glimmer separately for each class. This can get extremely expensive and with the upcoming economy changes, obtaining all abilities could become even more time-consuming. Concerned by how this will impact the New Light experience and potentially scare off new players, the Destiny 2 community has spoken out looking to Bungie to make a change. Destiny 2 abilities are too expensive for New Lights to afford A Reddit post raising the issue of how expensive abilities are asked: “How is the glimmer situation fair for new lights in any way,” before going on to state “The glimmer cost for all your abilities is absolutely insane.” Explaining how expensive it can be the post continued: “You need 1,419,000 glimmer to max out hunter on Light subclasses alone. You need 1,410,500 glimmer to max out warlock on Light subclasses alone. You need 1,410,500 glimmer to max out titan on Light subclasses alone.” “Even without stasis factored in, you get a total of 4,240,000 glimmer to fully max out all characters’ Light subclasses. But ya know what? i’m cool so i did the math for stasis anyway. 1,200,500 glimmer to max stasis on all characters. So the grandest total is 5,440,500 glimmer to get all the abilities…” Realizing how steep the entry costs can be for a New Light, one player replied: “It’s joever, I knew the glimmer cost to entry for the game was high but f**kin a little under 6 million glimmer is bullsh*t.” Others believed the solution was adjusting the Glimmer cap responding with the likes of “People think I’m crazy when I say that the glimmer cap needs to be raised to 5 million in the final shape,” and “They need to increase the cap on glimmer, especially with shards going away.” “I think we should unlock stuff based on gameplay and utilizing the subclasses. Jumps and class abilities should be open from the start, it’s crazy to me that we have to pay for that. Then the rest of the stuff should just unlock as you play and get kills,” said a different Guardian wanting to see the reliance on Glimmer removed entirely. With Legendary Shards being removed in Season 23 and no clear replacement for Glimmer farming on the way, many are concerned the grind could be about to get much harder. While this impacts veterans too it’s newbies who are trying to get started who have the hardest time of all.

  • Destiny 2 vendor Xur now sells Red Border Weapons but there’s a catch – Dexerto

    Destiny 2 vendor Xur now sells Red Border Weapons but there’s a catch DexertoFollowing his rework in The Final Shape, Xur now sells Red Border Weapons in Destiny 2, but there’s a limit to which craftable weapons can be acquired. Xur got a big rework in The Final Shape, and now the weekend vendor sells more than just a few Exotics. Xur’s full stock includes Exotic Catalysts, resources used for crafting and upgrading gear, plus various engrams. One of these is the Strange Weapon Engram, which rolls a random weapon from Xur’s loot table. These rolls can potentially be Red Border Weapons, but only for the Season of Plunder guns. Purchasing a Strange Weapon Engram costs just 7 Strange Coins, so it’s viable to farm them. You can also receive Red Border Weapons by using Strange Engrams, acquired by leveling up Xur’s vendor rank. This is an effective way to receive additional Red Border Weapons without having to spend Strange Coins, with one Guardian receiving a Sailspy Pitchglass using this method. The Season of Plunder started in August 2022 and ran until December 2022. adding these six craftable, seasonal weapons to the sandbox: Blood Feud (Stasis SMG) – Brigand’s Law (Arc Sidearm) – No Reprieve (Stasis Shotgun) – Planck’s Stride (Arc Machine Gun) – Sailspy Pitchglass (Arc Linear Fusion Rifle) – Tarnished Mettle (Arc Scout Rifle) – While none of these are meta PvE weapons these days, Brigand’s Law stands out as the only Arc Sidearm that can roll Enhanced Voltshot, which extends the perk’s duration by two seconds. Equally, Tarnished Mettle rolls both Demolitionist and Voltshot, making it a solid option in content where Scout Rifles excel. Those hunting Red Borders for these weapons don’t have to rely on just Xur. There’s also the option to use Deepsight Harmonizers, a rare resource that converts compatible weapons into Red Borders. In Episode 1: Echoes, eight can be acquired through the Season Pass between Rank 70 and Rank 185.

  • Destiny 2 Vaults mercifully being improved in The Final Shape – Dexerto

    Destiny 2 Vaults mercifully being improved in The Final Shape BungieDestiny 2 Vaults will be getting another upgrade with The Final Shape, the first quality-of-life upgrade for the feature in two years. Vault space in Destiny 2 is one of the biggest pain points for the shooter. Imagine having a game revolve entirely around finding the latest and greatest loot, all with the best possible rolls just to not have anywhere to put it. The Vault, which offers up to 600 slots of inventory space, seems like it would be more than enough, but Destiny 2 players know that this is nowhere near the case. Especially for players with multiple characters, plus the removal of sunsetting, you never know when that King’s Fall weapon might become the highest DPS weapon in the game. This eventually leads to a hoarding, a clogged inventory, and eventually a clogged Vault too, which leaves players begging for an upgrade. Mercifully, the devs have announced that the feature will be getting an upgrade in The Final Shape. A dev stream hosted on March 26 showcased what Into The Light would look like, but also gave some news for players lacking Vault space. For the first time in two years, the Vault is set to gain another 100 slots, pushing it to a total of 700. With an additional 100 slots, players should feel a tad relieved that they can horde a few more of their favorite weapons before needing to pull off their dreaded Vault clean-up. However, with Into The Light bringing back a heap of iconic weapons from Destiny 2’s past, now might just be the time to clear up some space for the returning items players have previously loved.

  • Destiny 2 update 7.0.5.2 patch notes: Matchmaking changes, Audio improvements, more – Dexerto

    Destiny 2 update 7.0.5.2 patch notes: Matchmaking changes, Audio improvements, more BungieA brand new Destiny 2 update is now live and while it’s a fairly minor one, with just a handful of system changes and bug fixes, there’s still plenty to be excited about in the 7.0.5.2 patch notes. Coinciding with the return of the Guardian Games for another year, Bungie has deployed a fresh Destiny 2 update to keep the ball rolling. While there’s no new content here just yet, as the devs gear up for Season of the Deep, a few quality-of-life fixes and nifty changes are sure to keep fans satisfied. In particular, both Crucible and audio gripes have been addressed to some degree here, meaning Guardians should be in for a smoother experience across the board. So before you load back in and head to the Tower, be sure to brush up on all the latest changes in Destiny 2’s 7.0.5.2 update. Crucible matchmaking & Audio improvements in Destiny 2’s new update Arguably the most important change listed in the latest patch notes is a tweak for Crucible matchmaking as a whole. Where in the past, a range of factors determined who you’d see on your team and on the opposing squad, there’s now one crucial element overruling it all. Moving forward, matchmaking for Clash, Zone Control, and Rift, is “now connection-based,” the patch notes explained. This means players should expect a far more stable time in the game’s PVP component, as you’re expected to be matched with and against others of a similar connection. Also bundled into the latest update is a supposed improvement for audio distortion on both consoles and PC alike. Having been a common complaint in recent weeks, audio should now be a little easier on the years, with a “final fix” set to come “at a later date” as well. Full Destiny 2 update 7.0.5.2 patch notes Activities CRUCIBLE Fixed an issue where players were getting suspended in Crucible when completing a match without quitting. – Matchmaking for Clash, Zone Control, and Rift is now connection based. – SEASONAL Fixed an issue where players weren’t able to complete the Last Will and Testament quest if they had picked up the Brazen Spark ship via the War Table. You can now go forth and complete the quest. – Gameplay and Investment ARMOR Fixed an issue with the Firepower armor mod where Orbs of Power were spawning at their origin point instead of on defeated enemies. – Fixed an issue where the Guardian Games class item could be dismantled for Legendary Shards and Glimmer. – GENERAL Moved the Twitch gift sub bounty rewards back to the Cryptarch. – Audio distortion has been improved on consoles and PC. Final fix is coming at a later date. – –

  • Destiny 2 update 7.0.5.0 patch notes: Auto Rifle buff, best-dressed commendations, more – Dexerto

    Destiny 2 update 7.0.5.0 patch notes: Auto Rifle buff, best-dressed commendations, more BungieDestiny 2’s newest patch 7.0.5.0 brings about buffs to the underdog auto rifle archetype and introduces the brand new best-dressed commendation for those style-slinging Guardians. The next patch for Bungie’s looter shooter Destiny 2 has arrived, and with it, much-needed buffs to auto-rifles, as well as some weapon tuning for several other archetypes. Patch 7.0.5.0 also brings about the brand-new best-dressed commendation, so make sure you’ve got your best outfits on for when the post-game screen hits. Destiny 2 update 7.0.5.0 patch note highlights Auto Rifle PvE Buffs One of the biggest changes that arrived in the newest patch for Destiny 2 is the sizeable damage buffs all auto-rifles received in PvE. Auto Rifles have always had a rough time in Destiny 2, with their range and damage being crowded out by superior options like submachine guns. However, Patch 7.0.5.0 delivers a hefty 25% damage buff for auto-rifles against red and orange-bar enemies in PvE, making the archetype a tad more viable. Best Dressed Commendations Commendations have been a point of contention for Destiny 2 players since it was released with the Lightfall expansion. Whilst a good idea in theory, players immediately began to feel the struggle of progression being locked behind the system. Since this time, Bungie has slowly eased up on the requirements for commendations, and is looking to upgrade the system once again. The Best Dressed commendation now allows players to commend others who they believe are particularly stylish, diversifying player options outside of the two existing ones. Destiny 2 update 7.0.5.0 patch notes The full patch notes, courtesy of Bungie can be found below. ACTIVITIES SEASONAL BATTLEGROUNDS Fixed an issue where the Consecrated Essence could appear duplicated. – CRUCIBLE Added a new 6v6 connection-based matchmaking (CBMM) Weekly Rotator, which includes Clash, Zone Control, and Rift. – The existing 6v6 Party Rotator is now Mayhem, Momentum Control, and Scorched. – Updated tutorial crucible quest to reflect changes to available playlists. – Added a metric showing off your Competitive Division rank. – Ascendant Competitive Division players can now purchase an emblem from Shaxx. – Fixed errant Glorious and Dredgen awarding/gilding. All players must reclaim/regild their titles if they have completed the requisite Triumphs. – Increased the strength of the respawn overshield in Crucible. – In Rift, activating Grapple no longer drops the Spark. – In Rift, players can no longer dunk the Spark while moving faster than 15 meters per second or while using a Grapple ability. – VANGUARD OPS Legend difficulty Defiant Battlegrounds now rotate their weapon overcharge weekly. – Defeating Tormentors now provides revive tokens like Champions and Hive Guardians in some activities. – Fixed Hive door locks in Heist Battlegrounds to behave the same in all versions of the activity. – Tuned difficulty in Heist Battlegrounds present in Vanguard and Nightfall playlists. – Fixed an issue where a crash could rarely occur shortly after picking up the first Solar Cell in The Arms Dealer. – Fixed an issue where The Arms Dealer enemies, which continually respawn to drop required Solar Cells, could be farmed limitlessly for points. – RAIDS AND DUNGEONS Fixed an issue in the Duality dungeon where Nightmare of Gahlran could not teleport back to the encounter space after falling out of the environment. – Fixed an issue where checkpoints were shared between Legend and Master mode for raids and dungeons. – Fixed an issue in Root of Nightmares where the Scission encounter would sometimes soft lock preventing progress. – Fixed an issue in Root of Nightmares where sometimes the intended screen VFX did not play when players failed the encounter. – Fixed an issue in Root of Nightmares where Nezarec will sometimes not cast a wipe when intended. – EXOTIC MISSION Fixed an issue where players could sometimes get pushed through walls by Vex traps and then get stuck there. – GAMEPLAY AND INVESTMENT ARMOR Fixed an issue where the Peacekeepers’ reload perk wouldn´t activate after you stowed an energy slot SMG. – Fixed an issue where Phoenix Cradle was not consistently extending the duration of the Sol Invictus buff while Burning Maul was equipped. – WEAPON Fixed an issue where certain Gambit weapons were not contributing to the Dark Age Arsenal Triumph. – PVE PRIMARY WEAPON BALANCE Increased the damage of the following weapon types against red and orange-bar enemies in PvE. Auto Rifles: 25% – Pulse Rifles, Hand Cannons, and Sidearms: 20% – Scout Rifles: 10% – – WEAPON ARCHETYPES Submachine Guns Ikelos SMGs Removed some tuning in the custom scope that was causing this weapon to have significantly less recoil than intended. The recoil is now in line with other Aggressive SMGs. – – – Ikelos SMGs – Hand Cannons Fixed an issue causing the Adept Exalted Truth to have a lower magazine size than the standard version. – – Fusion Rifles Rapid Fires Per burst: 245 to 260 – Per bolt: 27.2 to 28.9 – – Damage in PvE is unchanged. – – Rapid Fires – Trace Rifles Increased base damage by 4% (base damage goes from 12 to 12.5). – Reduced precision hit multiplier from 1.4x to 1.35x (crit damage goes from 16.8 to 16.9). – Reduced flinch by 10% at 100 stability stat (scales down at lower values). – – Sniper Rifles Rapid-Fire Sniper Rifles Reduced recoil by 50%. – Increased total ammunition (magazine + reserves) by 30%. – – – Rapid-Fire Sniper Rifles – Heavy Grenade Launchers Fixed an issue where Omolon Heavy Grenade Launchers were missing their VFX. – Fixed an issue where Dimensional Hypotrochoid could be obtained with a range masterwork. This fix prevents the weapon from dropping with range and changes any existing copies with range to the equivalent handling tier. – – EXOTIC WEAPONS Final Warning Can no longer mark targets through Titan Barricades. – – Tarrabah Reduced the amount of Ravenous Beast energy generated when taking damage from 3% to 1%. – Reduced zoom from 16 to 15. – – Revision Zero Fourth Times the Charm will now be reset when entering Hunter’s Trace. This will prevent the issue of firing a single shot while in Hunter’s Trace and being forcibly returned to pulse mode when Fourth Times the Charm activates. – – Increased PvE damage of the Hunter’s Trace rounds by 25%. – Increased PvE damage of the Häkke Heavy Burst rounds by 75%. – – Fourth Times the Charm will now be reset when entering Hunter’s Trace. – PERKS Fixed an issue in which the enhanced version of the Wellspring perk generated too little energy when the player had any number of charged abilities. – OTHER CHANGES Added the capability to upgrade Root of Nightmares Adept weapons with enhanced traits. If you have unlocked Deepsight on weapons, an enhancement socket will be available to perform this upgrade in the weapon details screen. – Fixed tooltips for Master dungeons to properly list Artifice Armor as rewards. – ABILITIES Rally Barricade The area of effect now extends slightly further behind and above the Rally Barricade to make staying in the buff area more achievable, especially on uneven terrain. – – Fixed an issue where Stasis Shards created by the Glacial Harvest aspect would not grant melee ability energy to Penumbral Blast if the player had a Sword or Glaive readied. – Fixed an issue where Jolt chain lightning was unable to target some types of PvE combatants. – Fixed an issue where trying to throw rapidly while carrying a Tangle could result in an uncharged melee attack. – BOUNTIES AND PURSUITS Fixed an issue where players couldn´t interact with the Evidence Board after the Exotic Glaive pursuit is completed. – GENERAL Added the Best Dressed Commendation. – Fixed an issue where the objective to complete a dungeon solo Solo Spelunker does not count completions from before the player is Guardian Rank 10. – Fixed an issue where the objective to complete the raid on Master difficulty does not count completions from before the player is Guardian Rank 10. – Players who have crafted their first Exotic Glaive from The Witch Queen can now claim the Patterns for their other characters from the Evidence Board. – Veteran players now receive the correct amount of lore books when they reach Guardian Rank 7 for the first time. – Fixed an issue where players are blocked from progressing past Guardian Rank 3 if they previously bought all available subclass Aspects. – Destiny 2 7.0.5.0 hotfix notes Due to the severe number of bugs within Patch 7.0.5.0, Bungie released a hotfix to hopefully better the player experience, these notes can be found here. They explained that they missed the patch notes in the original posting on Twitter and added: ADDENDUM Below are the patch notes added after the hotfix post went live: Fixed an issue where the Terminal Overload chest could be looted multiple times for rewards and crafted weapon progress. Crafting progress now comes from the key chest and not the base chest. – – When the mods Ashes to Ashes and Hands On are equipped at the same time, players will only receive Super energy from one of the mods when killing an enemy with a grapple melee. When these mods are equipped individually, each will work with the grapple melee. – Grenade Kickstart will no longer activate when using a grapple point. – When the mods Firepower and Heavy Handed are equipped at the same time, only one Orb of Power will spawn when killing an enemy with a grapple melee. When these mods are equipped individually, each will work with the grapple melee. – Reduced Super gains from Ashes to Assets by 50% when getting a grapple melee kill after using a grapple point. – Players no longer need to have the Strand subclass equipped to gain Unraveling Rounds for their Strand weapons from the Allied Unraveling perk. – Heavy weapons will more consistently gain increased ammo capacity from multiple Reserves mods. This does not apply to Rocket Launchers, Grenade Launchers, Heavy Glaives, Leviathan’s Breath, and One Thousand Voices, since their maximum ammo capacity is reached by equipping fewer mods. – Fixed an issue where the Fighting Lion Grenade Launcher was incorrectly benefitting from the Void Holster mod. – Fixed an issue where the Harsh Language Shotgun now correctly activates Void artifact perks. – Fall damage is now nonlethal to players. Previously, only collision damage was nonlethal. –

  • Destiny 2 update 7.0.0.1 patch notes: Lightfall & Season of Defiance changes – Dexerto

    Destiny 2 update 7.0.0.1 patch notes: Lightfall & Season of Defiance changes BungieDestiny 2 update 7.0.0.1 sets the stage for Lightfall on February 28, kicking off Season of Defiance and the beginning of the end of the franchise’s nearly decade-long story. Destiny 2 fans are eagerly awaiting the arrival of Lightfall & Season of Defiance as they will move us closer to the end of the war between dark and light. Update 7.0.0.1 is the patch responsible for adjusting the game before the expansion’s arrival, and it contains a huge wave of changes that aren’t easy to break down in a quick way. Everything from Crucible and Vanguard Ops to Umbral Engrams is getting changed this time around, and it’s best just to read down the list as Bungie presented it. There are some highlights, like the arrival of Seasonal Engrams which will be exchanged at the seasonal vendor, but many of the other changes need full context to understand. Each role and subclass have been given a balancing pass as well, so don’t forget to note what might be different next season when loading in for the first time. Destiny 2 update 7.0.0.1 full patch notes ACTIVITIES CRUCIBLE Added an Exotic Armor Swap penalty applied to Trials of Osiris and Competitive Division. Equipping a different piece of Exotic armor drains all ability energy in these modes. – Competitive Division Fixed a bug that caused the Competitive intro quest to auto-claim the completion reward. Rewards are now claimed upon interacting with Shaxx. – Competitive Rift & Showdown have reduced revive delay time to 1.5s from 2s; reduced respawn time to 5.5s from 7s. – – VANGUARD OPS Fixed an issue in Heist Battleground: Europa where a Heavy ammo crate could respawn for players who get quarantined into the boss fight arena. – When you play Vanguard Ops or Nightfall, your final score determines a reputation multiplier for that activity’s completion. Multipliers run from 1.0 (under 30,000 points) to 7.0 (above 250,000). We also tuned the amount of Vanguard rank you receive for completions, Nightfall quality, and streaks. – Full pass on all Vanguard map and mode multipliers, with an eye toward balancing score-per-hour, rather than score-per-attempt. – Vanguard and Nightfall strikes: Added on-screen health bar for bosses previously missing them. – Fixed an issue where player could be given the same objective twice in quick succession in The Devil’s Lair strike. – The Vanguard Ops playlist has increased in difficulty – players can no longer level beyond the enemy combatants. – Additional rotating modifiers have been added to the Vanguard Ops playlist. – DIFFICULTY OPTIONS Hero, Legend, and Master difficulties have been reworked for greater challenge and to accommodate new modifiers. Adept difficulty has been removed. Hero activity level is now soft cap + 20. Legend is Power cap + 30, and Master is Power cap + 40. Each has a scaling combat delta that keeps you under level in the activity and provides a smoother pathway to Grandmaster. – – Most Hero/Legend/Master/Grandmaster activities now feature the ability to use “overcharged” weapons for increased damage. Which weapons are overcharged are determined by your Seasonal Artifact unlocks and activity modifiers. – Elemental singes and burns have been replaced and broken out into incoming and outgoing components: “threats” and “surges”. Damage bonuses for surges and overcharges do not stack. – RAIDS AND DUNGEONS Armor pieces from Master difficulty Grasp of Avarice, Duality, and Spire of the Watcher drop with higher stats. – UI/UX Lightfall title screen The title screen has received a visual and audio update for Lightfall. – – Guardian Ranks UI throughout Destiny 2 has been updated to display player’s Guardian Rank. – – Orbit Screen Added a button to directly access the Journey tab. – – Triumphs tab → Journey tab When building the Guardian Ranks feature, the team leaned into the opportunity to refresh and relabel the Triumphs tab to better encapsulate the player’s journey through Destiny 2. – Many of the changes will be immediately visible but some are more subtle including: An access point to view details about the Commendations you have sent and received. – An additional access point for Seasonal Challenges. – – Seals are no longer broken into two categories – Seals and Titles – they are just Titles. – Additionally, to focus the information shown at the top level, both Triumphs and Titles have been migrated to bespoke sub-screens. Added the ability to equip/unequip Titles from the sub-screen rather than going into the details screen. – – – Commendations Commendations may be sent and received near the end of most activities. – Accessibility In all locations where Commendations may be viewed or given, the player’s Colorblind preferences are respected. This includes VFX in the post-game carnage report. – – – In all locations where Commendations may be viewed or given, the player’s Colorblind preferences are respected. – – Post Game Carnage Report (PGCR) Updated the PGCR to complement the new Commendations feature and updated some features. – The PGCR now consists of two tabs, the Commendations screen and the scoreboard. – The reputation wheel has been simplified and is displayed on the top right of the scoreboard page. – The player can now access the PGCR during the mission end countdown by pressing a button to open Nav mode. Holding it down will still take you to the Director. A tradeoff for this functionally is that when the mission end countdown is active the Nav mode cannot be opened. Pressing a button to open Nav mode will open the PGCR instead. – – – Ritual Rank Tooltips Updated rank tooltips so all rank tooltips now include a streak tracker and added a section that shows a player’s total reputation rank points. – – Tracking More items can be tracked at a time: Up to three Guardian Ranks objectives can be tracked. – Up to six non-Guardian Ranks objectives can be tracked. – – Nav mode updates: A tab has been added specifically to display tracked Guardian Ranks objectives. – Tracked objectives that are not specific to Guardian Ranks are grouped together. – Tracking now split into multiple sections on the Journey tab. – Guardian Ranks section specifically shows tracked Guardian Ranks objectives. – All currently trackable, non-quest objectives are shown below the Seasonal Challenges access point. – – Guardian Ranks auto-tracking is enabled by default. The goal is to immediately point players towards objectives they can work on to increase their Guardian Rank. – This may be toggled on the Journey screen if manual tracking is more your speed. – – Tracked Seasonal Challenges properly display their challenge type in its tooltip on the tracking screen. – – More items can be tracked at a time: – Collections Some access points have migrated from the Triumphs tab to the Collections tab: Lore – Weapon patterns & catalysts – Medals – Stat trackers – – Increased the number of visible ‘recently discovered’ items. – – Some access points have migrated from the Triumphs tab to the Collections tab: – Waypoints Rectangles are out. Circles are in. – Guardian Ranks replaces Season Pass level for Guardians. – – Records In order to help call out which Guardian Rank records are Seasonal, a blue gradient has been added to the bottom of all Seasonal records including those on the Seasonal Challenges screen. – – Vendors Ritual vendors in the Tower (Zavala, Shaxx, Drifter, Banshee-44, Saladin, Saint-14) now have help tooltips describing the core ritual and reputation, as well as explaining some of the less visible features. – – QOL UPDATES AND FIXES Character screen Removed the currency display on the Character screen. – – Clans Fixed an issue where Hawthorne’s icon on the Tower map wouldn’t consistently pulse when a clan engram was available to claim. – – Roster Improved contrast between player names and background colors on the Roster. – Fixed an issue causing the Director screen to refresh the footer UI when players in the Roster changed states. – – Settings Fixed an issue causing the Settings menu to close when leaving a submenu. – – GAMEPLAY AND INVESTMENT ARMOR Armor energy type has been deprecated. Armor now has untyped armor energy, and all mods use that untyped energy when socketed. – Armor mods that were previously based on weapon archetype are now based on weapon damage type. – Most armor mods that are based on weapon damage type also have a harmonic version, which is discounted when the weapon’s damage type matches your subclass damage type. – Armor mod costs have been generally reduced across the board. – The Combat Style mod socket has been deprecated and replaced on all armor pieces with an extra socket for mods associated with that armor slot (helmet, gauntlets, etc.). – The Charged With Light and Elemental Wells armor mods have been merged into a single system: Armor Charge. Players using the Armor Charge system can gain up to three stacks of Armor Charge at a time (expanded up to six stacks by equipping Charged Up mods). – Picking up an Orb of Power grants one stack of Armor Charge. – Many mods that previously created Elemental Wells or granted stacks of Charged With Light directly have been modified to instead spawn Orbs of Power. – Mods that provide an ongoing benefit (such as Font of Wisdom) now grant that benefit as long as you have stacks of Armor Charge; these mods cause Armor Charge stacks to decay every 10 seconds. – Some redundant mods have been deprecated when their effect would overlap with an existing mod’s effects. – Some armor mods (such as the Kickstart mods and most mods triggered by using a finisher) now make use of the Armor Charge system. – Some of the functionality of Elemental Wells and their associated mods have been moved into subclass fragments and the new Firesprite and Void Breech. – – Warmind Cells have been deprecated. – Seasonal Artifact Unlocking a perk in the Seasonal Artifact now grants that perk directly to the character when it is relevant; you no longer need to socket an armor mod to gain an Artifact perk’s effect. – Column 2 of the Artifact now unlocks multiple discounted mods per node. – The maximum number of unlocked perks has been reduced to 12. – Resetting your selections in the Seasonal Artifact is now free. – Removed the one-second button hold to unlock an Artifact perk; a single button press now unlocks the perk. – – Artifice armor has had its bonus socket converted into a socket that allows you to increase any one stat on that armor piece by +3. – Adjusted the amount of damage reduction provided by the Resilience stat in PvE. At tier 10 damage reduction now caps at 30% (down from 40% in Season 19), and the progression of the damage reduction across tiers has been smoothed to give more relative value to lower tiers of Resilience. – The armor mods granting Resilience have had their armor energy costs increased to 4 (+10 Resilience) and 2 (+5 Resilience). – The Iron Lord’s Pride perk has been added to all Iron Banner armor sets from Season 8 to the present. – Exotic Armor changes Khepri’s Sting: Truesight is now granted when damaging an enemy with a smoke bomb. Additionally, when you have an undetonated smoke bomb on the battlefield and have not been made invisible by a smoke bomb, you gain significantly increased melee energy generation. – Heart of Inmost Light: Reduced duration of the empowered ability buffs in PvE to five seconds (down from 10 seconds). Reduced bonus class ability regeneration while empowered to +25% per stack in both PvE and PvP (down from +150% and +38%, respectively). This change is intended to decrease how easy it is to get and maintain a 2x empowerment bonus in PvE, as well as reduce the total amount of bonus ability energy provided. The goal is for Heart of Inmost light to remain strong in ability-focused builds, while giving room for other Exotics to shine as well. – – The Bombardiers now cause targets damaged by its explosive to become severed when used by a Strand Hunter. – Chromatic Fire has been updated to work with Strand. – Mantle of Battle Harmony updated to work with Strand. – Verity’s Brow updated to work with Strand. – Felwinter’s Helm triggers weaken burst off Strand melees. – Claws of Ahamkara will not provide an additional melee charge when equipped to a Strand subclass. – – Armor that supports coloration and appearance change based on your currently selected subclass has been updated to support Strand. This includes the following: 2020, 2021, and 2022 Solstice Armor sets. – Antaeus Wards and ornaments. – No Backup Plans and ornaments. – – WEAPONS Crafting changes Resonant elements have been removed. – Crafting component costs have been replaced with standard currencies such as Glimmer and Enhancement Cores. – Deepsight will now only manifest on weapons that have a pattern available to unlock. – Deepsight has been removed on existing weapons that do not have a pattern available to unlock. – The Deepsight attunement objective has been removed. You can immediately extract or dismantle the weapon to obtain pattern progress. – – Crafting bug fixes Fixed an issue where a crafted perk cost was doubled for the King’s Fall weapons Defiance of Yasmin and Smite of Merain. – – Updated several different weapon VFX to address miscellaneous bugs and performance issues. – Restored the correct audio to Field-Forged shotguns. – Red reticle is now enabled on PC. – Linear Fusion Rifles Reduced damage vs. Champions, minibosses, bosses, and vehicles by 15%. Sleeper Simulant and The Queenbreaker are unaffected. – – – Reduced damage vs. Champions, minibosses, bosses, and vehicles by 15%. – Machine Guns Increased damage by 10%. – Increased reserve ammo by 50% at 0 inventory stat and 20% at 100 inventory stat. – – Heavy Grenade Launchers Increased damage vs. Champions, minibosses, bosses, and vehicles by 20%, minors by 40%. – Improved projectile collision, making it slightly easier to land hits. – Increased blast radius by 1m. – Parasite is unaffected. – – Shotguns Shotgun reticles now change in size proportional to spread angle. – Related note: The Legend of Acrius hip-fire reticle is now a bit more representative of its (very large) spread angle. – – Kinetic Weapons Kinetic Primary weapon damage multiplier against unshielded combatants increased from 1.05 to 1.1. – Kinetic Special weapon damage multiplier against unshielded combatants increased from 1.05 to 1.15. – Kinetic slot Stasis weapons no longer have the 5% damage bonus versus unshielded targets in PvE. – – Exotics The Queenbreaker Now uses Arc 3.0 blind. – Shot now chains to multiple nearby enemies. – – Ruinous Effigy Transmutation sphere slam attack now suppresses. – – Leviathan’s Breath Now applies volatile on perfect draw impact. – Increased damage from 396 to 442. This allows it to once again one-hit kill all Supers in PvP. – Increased damage vs. Champions by 30%. – – One Thousand Voices Each explosion now applies 10 + 5 (with Ember of Ashes) scorch stacks. – – Sunshot Explosion on kill now applies 10 + 5 scorch stacks. – – Polaris Lance Perfect Fifth shots now apply 40 + 20 scorch stacks instead of a custom burn. – – Two-Tailed Fox Solar rocket now applies 60 + 30 scorch stacks instead of burn. – – Prometheus Lens Added the Incandescent perk to the catalyst. – – Grand Overture Switched the catalyst to use Arc blind. – – The Manticore Added a hip-fire reticle element to showing current stacks of Antigrav Repulsor. – – Tractor Cannon Fixed a crash when Tractor Cannon was fired at large groups of Stasis crystals. – – The Fourth Horseman Fixed an issue where this weapon had received an unintended 20% damage nerf. – – Thunderlord Fixed an issue where this weapon’s lightning strikes could disrupt you or your teammates. – – – The Queenbreaker – Perks These perks have been updated to work with Strand: Osmosis – Golden Tricorn – Elemental Capacitor Grants +20 airborne effectiveness (+25 for the enhanced perk). – – – Rewind rounds Rebuilt to work on non-Vault of Glass weapons. – – Eager Edge No longer deactivates when moving faster than 35m/s. – Deactivates correctly after a single melee swing. – Reduced the base lunge distance buff from 2 to 1.8. – Reduced airborne lunge distance penalty from 25% to 20%. – The enhanced perk now increases lunge distance slightly, back up to 2. – – Blinding grenades Renamed to “Disorienting Grenades”. – – Veist Stinger This was typically a full reload when the perk activated, it now reloads 25% of the magazine. – – Zen Moment Now also reduces incoming flinch. – The perk has been branched so that shots from different archetypes ramp up the effect more quickly. 1x for Submachine Guns, Auto Rifles, and Machine Guns. – 1.5x for Pulse Rifles and Sidearms. – 2x for Hand Cannons and Scout Rifles. – – – Danger Zone Updated the description to include that, while active, the perk also reduces self-damage from the weapon. – – Wellspring Fixed an issue where this perk was not rewarding the correct amount of energy. – Now works with abilities that have multiple charges. – For abilities with multiple charges, once the ability has one full charge it is considered “charged” and will divert excess energy into the other abilities while giving the “charged” ability the least amount. – The fix for the enhanced version of this trait is coming in a future patch. – – Cascade Point No longer triggers off of non-precision damage against weakened targets. – – – These perks have been updated to work with Strand: – ABILITIES Rescaled the efficacy of Discipline, Strength, and each class ability stat on grenade, melee, and class ability regeneration rates: In general, Tier 10 stat is roughly equivalent to Tier 8 in the previous system. – Each increase in Tier now provides a more consistent benefit to the ability’s cooldown reduction, rather than spiking heavily at low tiers. – – Hunter Supers Arc Staff Increased the maximum number of Orbs that can be created via defeating targets from 5 to 7. – – Golden Gun: Marksman Increased the maximum number of Orbs that can be created via defeating targets from 5 to 7. – – Golden Gun: Deadshot Increased the maximum number of Orbs that can be created via defeating targets from 5 to 7. – – Spectral Blades Increased the maximum number of Orbs that can be created via defeating targets from 5 to 7. – Reduced base cooldown time from 10m25s to 9m16s. – – Gathering Storm Decreased the maximum number of Orbs that can be created via defeating targets from 7 to 5. – – Silence and Squall Decreased the maximum number of Orbs that can be created via defeating targets from 7 to 5. – – Blade Barrage Decreased the maximum number of Orbs that can be created via defeating targets from 7 to 5. – – – Arc Staff – Class Abilities Marksman’s Dodge Reduced base cooldown time from 34s to 29s. – – Gambler’s Dodge Reduced base cooldown time from 46s to 38s. – – – Marksman’s Dodge – Melees Weighted Throwing Knife Increased base cooldown time from 109s to 137s. – – Lightweight Knife Increased base cooldown time from 90s to 100s. – – Proximity Explosive Knife Increased base cooldown time from 100s to 111s. – – Withering Blade Reduced base cooldown time from 113s to 100s. – – – Weighted Throwing Knife – – Supers – Titan Supers Fists of Havoc Increased the maximum number of Orbs that can be created via defeating targets from 5 to 7. – Increased PVE damage by 20%. – – Glacial Quake Increased the maximum number of Orbs that can be created via defeating targets from 5 to 7. – – Hammer of Sol Increased the maximum number of Orbs that can be created via defeating targets from 5 to 7. – Reduced base cooldown time from 10m25s to 9m16s. – – Burning Maul Increased the maximum number of Orbs that can be created via defeating targets from 5 to 7. – – Sentinel Shield Increased the maximum number of Orbs that can be created via defeating targets from 5 to 7. – – Thundercrash Decreased the maximum number of Orbs that can be created via defeating targets from 7 to 5. – Reduced maximum flight time from 5 seconds to 4.5 seconds. – Reduced size of the damaging volume around the player and pushed it further forward in front of the player to make drive-by disintegrations more intentional. – Reduced detonation size vs. players by ~20%; unchanged vs. PVE combatants. – Downward vertical influence now begins earlier in flight. – – Ward of Dawn Ward maximum health reduced from 13500 to 8000. – Rescaled PVE combatant damage vs. the Ward to compensate; in general, Ward of Dawn’s effective HP against PvE combatants should not meaningfully change. – Standardized the damage dealt by each type of Kinetic and Energy weapon against the Ward. Previously, Energy weapons did 2.5x damage to Ward of Dawn and Kinetic weapons did 1x damage. Now regardless of damage type, weapons do 1.5x damage to the Ward. – Armor of Light has been updated to reduce its potency in PVP: Maximum health reduced from 425 to 300. – Now inherits Void Overshield’s 50% PvE damage resistance to compensate. – No longer negates precision damage. – – – – Fists of Havoc – Melees Ballistic Slam Now suppresses the attacking player’s base melee for 0.9s after landing, so a follow-up melee cannot be performed until the player returns to first person. – Increased base cooldown time from 90s to 114s. – – Shield Bash Increased base cooldown time from 90s to 114s. – – Seismic Strike Increased base cooldown time from 90s to 101s. – – Hammer Strike Increased base cooldown time from 90s to 101s. – – Shield Toss Reduced base cooldown time from 100s to 91s. – – – Ballistic Slam – Aspects Knockout Reduced basic melee damage bonus vs. players from 60% to 50%. – Reduced full body melee damage bonus vs. players from 25% to 20%. – – – Knockout – – Supers – Warlock Supers Stormtrance Increased the maximum number of Orbs that can be created via defeating targets from 5 to 7. – – Nova Warp Increased the maximum number of Orbs that can be created via defeating targets from 5 to 7. – – Winter’s Wrath Increased the maximum number of Orbs that can be created via defeating targets from 5 to 7. – – Daybreak Increased the maximum number of Orbs that can be created via defeating targets from 5 to 7. – Throw cost reduced from 10% to 6.5% per swing. – Increased damage vs. PvE combatants by 25%. – Reduced base cooldown time from 10m25s to 9m16s. – – Chaos Reach Decreased the maximum number of Orbs that can be created via defeating targets from 7 to 5. – – Nova Bomb Decreased the maximum number of Orbs that can be created via defeating targets from 7 to 5. – – – Stormtrance – Class Abilities Phoenix Dive Reduced base cooldown time from 82s to 55s. – While Daybreak is active Phoenix Dive’s cooldown is significantly reduced, allowing for rapid reactivations. – While Daybreak is active, Phoenix Dive’s detonation damage increased from 40/80 min/max to 100/220. – Restoration duration when activated while Heat Rises is active increased from 1s to 3s. – – – Phoenix Dive – Melees Celestial Fire Increased base cooldown time from 100s to 112s. – – Incinerator Snap Reduced base cooldown time from 90s to 83s. – – Penumbral Blast Reduced base cooldown time from 114s to 101s. – – – Celestial Fire – Aspects Heat Rises Split the airborne effectiveness bonus previously granted by consuming your grenade between a passive and active benefit: Previously, granted 70 airborne effectiveness when Heat Rises was active after consuming a grenade. – Now grants 20 airborne effectiveness passively while Heat Rises is equipped, and an additional 50 airborne effectiveness while Heat Rises is active, for the same total of 70 airborne effectiveness. – – – Split the airborne effectiveness bonus previously granted by consuming your grenade between a passive and active benefit: – – Heat Rises – Grenades Arc Lightning grenade Increased base cooldown time from 121s to 152s. – Increased PvE damage by 20%. – – Storm grenade Increased base cooldown time from 105s to 121s. – – Flux grenade Reduced base cooldown time from 182s to 152s. – – Pulse grenade Increased PvE damage by 20%. – – – Lightning grenade – Solar Healing grenade Increased base cooldown time from 82s to 91s. – – Tripmine grenade Increased base cooldown time from 91s to 121s. – – Solar grenade Increased base cooldown time from 121s to 152s. – Increased PvE damage by 20%. – – Thermite grenade Increased base cooldown time from 105s to 121s. – Increased PvE damage by 20%. – – Incendiary grenade Reduced base cooldown time from 121s to 105s. – – – Healing grenade – Void Void Spike grenade: Increased base cooldown time from 91s to 121s. – Increased PvE damage by 20%. – – Voidwall grenade Increased base cooldown time from 105s to 152s. – Increased PVE damage by 20%. – – Vortex Grenade Increased base cooldown time from 121s to 152s. – Increased PvE damage by 20%. – – Magnetic grenade Reduced base cooldown time from 121s to 105s. – – Scatter grenade Reduced base cooldown time from 121s to 105s. – – – Void Spike grenade: – Stasis Duskfield grenade Increased base cooldown time from 64s to 91s. – – – Duskfield grenade – – Arc – Added new elemental pickups to the Void and Solar subclasses: Void Breach Void Breaches are created by a selection of new and existing Void fragments, and grant class ability energy on pickup. – – Firesprite Firesprites are created by a suite of new and existing Solar fragments, and grant grenade energy on pickup. – – – Void Breach – Fragments Arc Spark of Resistance Increased nearby enemy count requirement for activation from 2 to 3. – Reduced linger time after you’re no longer surrounded from 4 seconds to 2 seconds. – – Spark of Instinct (New!) When critically wounded, taking damage from nearby enemies emits a burst of damaging Arc energy that jolts targets. – – Spark of Haste (New!) You have greatly increased Resilience, Recovery, and Mobility while sprinting. – – – Spark of Resistance – Solar Ember of Tempering Now creates a Firesprite on Solar weapon kills while active, in addition to its original effects. – – Ember of Combustion Now creates a Firesprite on Solar Super defeats, in addition to its original effects. – – Ember of Searing Now creates a Firesprite when defeating scorched targets, in addition to its original effects. – – Ember of Mercy (New!) When you revive an ally, you and other nearby allies gain Restoration. Picking up a Solar Flare grants Restoration. – – Ember of Resolve (New!) Solar grenade final blows heal you. – – – Ember of Tempering – Void Echo of Domineering Now creates a Void breach when defeating suppressed targets, in addition to its original effects. – – Echo of Harvest Now creates a Void breach when defeating weakened targets with precision damage, in addition to its original effects. – – Echo of Starvation Now grants devour on picking up a Void Breach, in addition to its original effects. – Now allows Orb of Power pickup with full Super energy. – – Echo of Cessation (New!) Finisher final blows create a burst of Void damage that causes nearby enemies to become volatile. Defeating volatile targets creates a Void breach. – – Echo of Vigilance (New!) Defeating a target when your shields are depleted, grants you a temporary Void overshield. – – – Echo of Domineering – – Arc – Subclass Keywords Arc Jolt Jolt lightning damage now stuns Overload Champions. – – Blind Blinding Unstoppable Champions now stuns them. – – – Jolt – Solar Radiant While radiant, your weapons now also pierce Barrier Champion shields and stuns them. – Note: Weapons that already have an existing anti-Champion behavior (i.e. an Artifact mod, an intrinsic anti-Champion capability, or the ability to apply another subclass keyword that stuns a Champion type) will not be granted the anti-barrier behavior from being radiant. – – Ignition Ignition damage now stuns Unstoppable Champions. – – – Radiant – Void Volatile Rounds While you have volatile rounds, your Void weapons now also pierce Barrier Champion shields and stuns them. – Note: Weapons that already have an existing anti-Champion behavior (i.e. an Artifact mod, an intrinsic anti-Champion capability, or the ability to apply another subclass keyword that stuns a Champion type) will not be granted the anti-barrier behavior from volatile rounds. – – Suppression Suppressing Overload Champions now stuns them. – – – Volatile Rounds – Stasis Slow Slowing Overload Champions now stuns them. – – Shatter Shatter damage now stuns Unstoppable Champions. – – – Slow – – Arc – – Supers – COMBATANTS Champions now correctly stun even when they’re playing another animation, such as a spawn-in. This was a tricky one, so thank you for your patience! – – Champion stun time is now consistent across all Champions. This used to be dependent on the animation length, leading to slightly different times between combatants. – – Champions can now be stunned with various elemental verbs: Barrier Champions are weak to: Shots from a player with the Solar radiant buff – Void volatile rounds – Strand unraveling rounds – – Overload Champions are weak to: Arc jolt – Void suppression – Stasis slow – – Unstoppable Champions are weak to: Arc blind – Solar ignition – Stasis shatter – Strand suspend – – – Barrier Champions are weak to: – FINISHERS All subclass-agnostic finishers now support Strand coloration when using a Strand subclass. – Updated the VFX for Stasis finishers to fix a coloration issue. – EMOTES The “Ghost Fist Bump” Exotic emote now supports Strand coloration when using a Strand subclass. – POWER AND PROGRESSION Weekly powerful rewards have been removed from Throne World and added to Neomuna. – SEASONAL UPDATES: ENGRAMS, ENERGY, FOCUSING, CHESTS, AND KEYS Umbral engrams are no longer used to focus seasonal weapons and armor and will no longer drop from the game. As a result, there will no longer be Seasonal umbral energy. – – Seasonal engrams are a new type of engram. You can visit the seasonal vendor to open them. – Or you can spend multiple seasonal engrams to focus into specific weapons or armor. – Seasonal focusing is now a separate screen and can be accessed at the vendor by pressing the button next to upgrades. If you focused Crucible engrams in Season 19 at Shaxx, you’ll be familiar with this system. – – Seasonal engrams are stored at the vendor and do not require inventory space. – There is a wallet item you can acquire by visiting the seasonal vendor. Hovering over this item in your inventory will show you how many engrams you have for each vendor. If you delete this item, you can reacquire it from the vendor. – – Owners of a season will now periodically be rewarded with a seasonal engram and/or a seasonal key upon completing activities throughout the game. These are known as defiant engrams and defiant keys for Season of Defiance. – – Playlist versions of the seasonal battlegrounds have one chest at the end of the activity. If you DO NOT have a seasonal key when you open that chest, you will receive a seasonal weapon or armor. – If you DO have a seasonal key, it will be consumed and you will receive the following: EITHER a seasonal weapon with Deepsight resonance that you have not completed the crafting pattern for OR a high stat piece of seasonal armor. – AND a seasonal engram. – – Make sure you open the chest at the end of the activity! – World pool weapons and armor no longer drop at the end of the playlist version of seasonal activities. – – Direct launch versions of the seasonal battlegrounds will not have chests and instead award world pool weapons and armor. – PLATFORMS AND SYSTEMS PC PLATFORMS Added support and in-game setting to toggle NVIDIA Reflex (on supported PC hardware). – Fixed various minor QoL issues regarding the Controller settings menus on PC. – GENERAL Collision damage is no longer lethal against Guardians. – Ghost projections that changed color based on your subclass now support Strand coloration when using a Strand Subclass. – LOCALIZATION Players now have access to full Mandarin audio localization across all new Lightfall content, the accompanying Season, and core game modes covering Crucible, Gambit, and strikes. – Ikora for German has been re-cast. –

  • Destiny 2 update 6.3.0 patch notes: Season of the Seraph weapon changes, buffs & nerfs – Dexerto

    Destiny 2 update 6.3.0 patch notes: Season of the Seraph weapon changes, buffs & nerfs BungieDestiny 2 early patch notes for update 6.3.0 are here for the start of Season 19, although there’s still much to learn. Here are the Destiny 2 update 6.3.0 patch notes so far. The Destiny 2 weekly reset is approaching, and the game’s new season remains under wraps for the most part. What we do know is that a new season brings a new patch, and Season of the Seraph will arrive alongside Destiny 2 update 6.3.0. So, what’s included? Well, Bungie is overhauling the game’s weapons with another huge balance patch that appears to hit plenty of the guns and gear in the game. You can also expect the patch to add whatever the new seasonal activities are (there are usually two) and introduce another season pass, although details on that haven’t been revealed yet. Here’s everything we know about Destiny 2 update 6.3.0 so far. Destiny 2 update 6.3.0 patch notes highlights Bungie’s latest blog post is chock-full of weapon adjustments to all archetypes, and it’s a lot to take in. Here are some key points, but for the full list, we’d recommend checking the blog. We’ll add to this page with the full patch notes as they arrive on Tuesday, too. Don’t forget, there will be a sizeable period of server maintenance. Full Auto A new toggle in settings will be able to add Full Auto to all weapons, as Bungie said players have responded well to the Full Auto Retrofit mod. It’ll be looked at again after Lightfall to see if it can roll out to more weapons. The team is also looking at how this can apply to Glaives, Swords, and roaming Super melees. Weapon Changes A new season is a great chance for Bungie to take stock of its weapons and how they play in what the developer calls the “sandbox”. As we mentioned, Bungie’s blog has a huge number of changes, but here are the highlights. Shotguns – Bungie is adjusting the pellet spread of Shotguns, and the team is giving each subfamily of Shotguns a fixed spread pattern and matching reticle. – Sidearms – Drang and Drang (Baroque)’s zoom stat has been dropped from 14 to 13. – Fusion Rifles – Fusion Rifle hip-fire reticles have been redesigned to react to things like firing or jumping, and Main Ingredient’s stability and aim assist have been nerfed. – Glaives – Glaive projectiles have more reliable hit detection, and melee attacks with a Glaive can benefit from Exotic armor like Synthoceps. Glaives damage multipliers have been reduced against Champions and bosses, while base melee damage has dropped, too. – Hand Cannons – Rose is getting a series of changes, with increased range, reduced stability and handling, and an Airborne effectiveness rating of 20. – Blinding Effects – Older weapons like Grand Overture and The Queenbreaker now use the new Arc blind effect used in Season of Plunder. – Weapon Mods – In Bungie’s own words “weapon mods that increase the effects of weapon perks do not make for interesting decisions”, so Dragonfly, Rampage, and Surrounded perks are enabled by default on those weapons. – Perk Changes Destiny 2’s weapons are a complex weave of base weapons, archetypes, and perks, and Bungie is taking a lot at perks with Destiny 2 update 6.3.0, too. Air Assault: Now grants stacking bonus to Airborne Effectiveness, with two stacks. One for a final blow, two for an airborne final blow, and each stack is worth an additional 30 Airborne Effectiveness points. – Headseeker: Body shots now increase your precision multiplier and buff aim assist, and the base timer is now 0.55s. – Encore: Bungie says this was too complex, but final blows now grant Encore stacks that allow for increased stability range and accuracy. There’s a max of four stacks, and body final blows add one stack, while precision blows add two. – Seraph Rounds: Bungie has removed the +10% range buff, but it now offers +7 stability and +3 range. – Tunnel Vision and Kill Clip: These two perks can now be refreshed while active, but Kill Clip’s damage bonus has dropped from 33% to 25%. – Redirection: Now works more consistently across all enemy types. – Buffs & Nerfs in Destiny 2 Update 6.3.0 patch notes Bungie is buffing the following: Hakke Breach Armaments trait: Increased damage vs Ward of Dawn and Well of Radiance sword by 30% (60% with the artifact mod for Season 19) and 15% damage increase against Stasis crystals. – Gutshot Straight: Buffed Auto Rifle body damage to 20% from 10%. – Compulsive Reloader: Now remains active down to half ammo capacity. – High-Impact Frame intrinsic perk: Slow movement doesn’t turn off the perk. – Ambitious Assassin: Time between kills upped from 5 seconds to 7. – Well-Rounded: Now lasts 15 seconds (was 10) – Recombination: 100% bonus damage in PvE at full stacks, adds 50% damage in PvP – Zen Moment: No longer deactivates with a missed shot, and has a 1-second timer. – Rewind Rounds: Now work properly when hitting Divinity cage. – Genesis: Refills weapon ammo when breaking player shields – One Quiet Moment: Faster reactivation after a final blow. – Gun & Run: Now requires half the number of final blows to trigger. – For nerfs, expect to see the following: Box Breathing: Damage bonus on Scout Rifles reduced by 5%. – Unstoppable Force: Damage reduced from 30% to 20%. – One-Two Punch: Reduced bonus melee. Unpowered melee is now a 2x bonus, charged melee is now a 1.4x bonus, and against bosses, it’s 0.25. – Exotic Buffs and Nerfs in Destiny 2 Update 6.3.0 patch notes The following are being reworked: The Fundamentals Perk (Hard Light, Borealis, Dead Messenger): New stats for each element: Arc: +25 handling and +5 range. – Solar: +35 reload speed and +20 airborne effectiveness. – Void: +20 stability and +10 aim assist. – – Borealis: Breaking a shield now refills from reserves and buffs the next five shots. – Jade Rabbit: Three quick critical hits returns a round to the magazine and increases damage of the next body shot, stacks to three increased damage body shots. – Naturally, there are some exotic nerfs, with Bungie noting the overwhelming popularity of Arbalest, Divinity, and Witherhoard in endgame content. Witherhoard: Taken portal duration shortened to 4.5 seconds from 7.5 seconds. – Divinity: Reduced weaken to 15% from 30% (still self-buffs to 30%) – Arbalest: Reduced body shot damage to match Lorentz Driver. – Gjallarhorn: Reduced impact and detonation damage by 25%. – Forerunner: Base damage reduced (40 to 37), crit damage reduced (72 to 67). – Still, the fun stuff is right here – exotic buffs. Full Auto Trigger System changes mean these perks need to be replaced: No Time to Explain: replaced with Feeding Frenzy. – Traveler’s Chosen: catalyst perk replaced with Surplus (it still has Osmosis). – Vigilance Wing: catalyst perk replaced with Ensemble. – – Dead Man’s Tale: Increased body damage and reduced crit damage, now prefers critical hits over body hits in hip-fire. – D.A.R.C.I.: Now applies Jolt when damaging targets affected by Personal Assistant, airborne effectiveness is now 80. – Wish-Ender: Increased bonus vs Witherhoard-blighted targets from 10% to 25%. – Whisper of the Worm: Airborne effectiveness now 80. – The Prospector: Now has Chain Reaction as an intrinsic perk. – Fourth Horseman: Recoil dropped by 50%. – Forerunner: Increased critical damage by 30% and The Rock’s damage by 60% in PvE. Ammo cost to activate The Rock is now 4 (was 6), and the damage radius for The Rock is now increased by 20%. – Merciless: Decreased charge time. – Rat King: Radius from teammates to activate its perk is now 20m instead of 15. – Legend of Acrius: Removed movement penalties. – Bastion: Reduced spread angle by 6%. – Quicksilver Storm: PvP grenade damage and explosion radius increased, rocket damage now Kinetic. – Coldheart: Reduced cooldown on Ionic Trace, maxes stability and reload speed at max damage, and picking up Ionic Trace reduces time to hit max damage. – Xenophage: Half damage as impact, other half as detonation, with overall damage buffed by 5%. – Cloudstrike: Lightning Storm activates properly when hitting Divinity’s cage. – Destiny 2 update 6.3.0 full patch notes Activities RAIDS AND DUNGEONS Fixed an issue in Vow of the Disciple where encounter challenges were unintentionally active for Guided Games. – Fixed an issue where the Regicide Triumph for King’s Fall remained visible when it could no longer be obtained. – Fixed an issue in King’s Fall during the Warpriest encounter where players could bypass plate mechanics. – Fixed an issue in King’s Fall during the Daughters encounterchallenge that bypasse intended completion requirements. – Fixed an issue in Duality where players sometimesself-revived and respawned outside of the final encounter. – Artifice Armor pieces that previously lost their bonus artifact mod sockets have had those sockets restored and can be used to slot Season 19 artifact mods. – CRUCIBLE Playlists Quickplay (6v6) It is now a playlist with both Clash and Control. – Uses loose skill-based matchmaking (SBMM), which we have tuned during Season 18. – – Weekly Rotator (6v6/Free For All) Rotates weekly between Momentum Control, Mayhem, Scorched, Rift, and Rumble. – Use purely connection-based matchmaking (CBMM). – – Competitive Division / Freelance (3v3) This is now a playlist, randomly picking Survival, Rift, and Showdown. – Uses a new SBMM setting built using concepts we developed for loose SBMM tuning but tightened to match you more closely against opponents of your skill. – – Crucible Labs During Season 19, Labs is showcasing 3v3 Rift with asymmetric maps. – Labs now have a stacking +25% reputation booster. – Crucible Labs uses CBMM. – – Trials of Osiris (3v3) When Trials is active, it replaces Crucible Labs. – – Iron Banner / Freelance (6v6) When Iron Banner is active, it replaces the Quickplay node. – – – Quickplay (6v6) – Competitive Division Glory progression deprecated. – New Competitive Division ladder implemented. Progress through seven divisions, based on your skill in the Crucible: Copper – Bronze – Silver – Gold – Platinum – Adept – Ascendant – – Earn/lose more/less skill by: Winning. – Playing well. – Having your division be above/below your skill rating. – Being better/worse than the rest of the lobby. – – Participate in: Placement Series to start each Season and be placed in an initial division based on skill. – Promotion Series to promote to a higher division. – Relegation Series to avoid demotion to a lower division. – – Avoid division decay by playing some matches each week. Avoid division decay by playing some matches each week. – Shaxx has an intro quest to get you started! – – Progress through seven divisions, based on your skill in the Crucible: – Competitive Division Rewards A cool division. – Your division gives you a stacking Crucible Rank bonus: Copper and Bronze – 1.0x – Silver – 1.1x – Gold – 1.2x – Platinum – 1.3x – Adept – 1.4x – Ascendant – 1.5x – – Once a week, each character can complete a Competitive Division challenge to earn a drop of the Rose Hand Cannon. – – – Quickplay We are implementing a new matchmaking parameter in Quickplay: fireteam size. Expect more fireteam vs. fireteam matches in Quickplay and, as the Season continues, other playlists. – Lowered the amount of suspension time handed out for serial quitting in the Quickplay playlist. – Added the amount of time remaining to all suspension messages and made the messages trigger when clicking on the node. If you want to know how much time you have left before you can play again, the information is now available. – – Rewards New Crucible Seal and Title Unbroken and its Glory related Triumphs have been memorialized. – Added new Crucible title ‘Glorious’ and new Triumphs. – – Crucible Engrams Crucible Engrams will be a virtual currency and live exclusively on the Rank Progress bar on Lord Shaxx. – Players can open Crucible Engrams by visiting Shaxx, no Rahool needed. – – Crucible Gear Focusing You can focus the Crucible Engram directly into either Crucible armor or Crucible weapons. Crucible gear focusing cost for Season 19: One Crucible Engram – 10,000 Glimmer – 50 Legendary Shards – – Crucible Engrams DO NOT need to be “claimed” to be spent on focusing. – Individual pieces of gear must have been acquired at least once prior to being available for focusing. – – Crucible gear focusing cost for Season 19: – Crucible armor available for focusing in Season 19: Clutch Extol Set – – Crucible weapons available for focusing in Season 19: Stars in Shadow – The Keening – Frozen Orbit – Survivor’s Epitaph – Sorrow’s Verse – Crisis Inverted – Riptide – Out of Bounds – – Brand new Crucible weapons are only available as drops during their introductory Season and are then available for focusing the following Season. – – You can focus the Crucible Engram directly into either Crucible armor or Crucible weapons. – Other Shaxx changes The Kill-Tracker Ghost Shell will no longer appear at Lord Shaxx if it has already been acquired. It may be reacquired from Collections. – – – New Crucible Seal and Title – Bounties Players will no longer be able to summon Sparrows in Maevic Square during the Lake of Shadows strike. – Fixed an issue where some Champion strings displayed the wrong icons. – Fixed rare issue of objectives not updating in the Warden of Nothing strike. – – Modes Quickplay suspension timer is now separate from Competitive. Suspension time remaining is now displayed. – Showdown Heavy ammo initial spawn time increased to 60s, is not shareable, and only spawns once per round. – Rift Heavy ammo is not shareable. – 3v3 Rift and Showdown resurrect timer set to 2s; respawn timer set to 7s. – Mode rule descriptions added to launch screen of all Crucible modes. – Loading screen hints added for all Crucible and Iron Banner modes. – Curated maps in all Crucible modes. – – General Eternity should now award progress towards This Is the Way Triumph in Trials. – Fixed landing cinematic for Disjunction in Glory playlist. – Crucible Rank reputation is increased based on your Ranked 3v3 ladder rank. – MIDA Multi-Tool catalyst can now drop from any Crucible win. – – STRIKES Players will no longer be able to summon Sparrows in Maevic Square during the Lake of Shadows strike. – Fixed an issue where some Champion strings displayed the wrong icons. – Fixed rare issue of objectives not updating in the Warden of Nothing strike. – PUBLIC EVENTS Increased Glimmer rewards for completing public events. Heroic public events reward 10K and 12.5K Glimmer. – Non-heroic public events reward 3300 and 4645 Glimmer. – – UI/UX Fixed an issue preventing the color preview squares for Colorblind settings from updating until navigating away from the Settings screen and back. – Fixed an issue where the Fast Travel tutorial would appear multiple times during New Light and could not be dismissed. – Gameplay & investment changes in Destiny 2 update 6.3.0 patch notes ARMOR Shaders Reduced glow intensity of Gambit Jadestone to be in line with that of other shaders. This was done to diminish the negative impact of the shader on fellow Guardians. – Other such shaders will follow in the future. – – – Reduced glow intensity of Gambit Jadestone to be in line with that of other shaders. – Wormgod Caress Reduced maximum damage multiplier from 7.5x to 3.5x. – – Winter’s Guile Reduced maximum damage multiplier from 7.5x to 3.5x. – – Lucky Pants No longer scale the damage of the jolted status effect when applied by a Hand Cannon. – – Mods Restorative Finisher no longer prevents you from performing a finisher if you do not have enough Super energy to trigger its benefit. – Unstoppable Hand Cannon now correctly requires you to aim down sights without firing your Hand Cannon before activating the unstoppable effect. – – WEAPONS General Added a full auto toggle to the Gameplay section of the Settings menu. This will make all weapons fire at full auto. – Reduced the size and intensity of Lumina’s muzzle flash in order to alleviate photosensitivity concerns. – Omolon weapons will now correctly display the liquid ammunition color that corresponds to their damage type while in the inspection screen. – Shoot to Loot can once again pick up ammo via explosion damage. – To Excess (Opulent origin trait) no longer displays a stacking counter when triggered on multiple weapons. (This is purely a visual change). – – Weapon Archetypes Sidearm Reduced zoom stat on Drang and Drang (Baroque) from 14 to 13. – – Fusion Rifle Main Ingredient Reduced stability from 49 to 35. – Reduced aim assist stat from 59 to 45. – – Rebuilt the Fusion Rifle hip-fire reticle to react more obviously to changes in accuracy cone. – – Main Ingredient – Shotgun Added a fixed pellet spread to each Legendary Pellet Shotgun subfamily and a matching custom reticle. Aggressive: Fixed evenly distributed cone. – Precision (includes Duality hip-fire): Vertical oval. – Lightweight: Diamond. – Rapid-Fire: Square. – – Updated reticle for slug Shotgun to better represent precision. Rapid-Fire: Increased PvE damage by 5%. – Reload speed benefit now applies at all times instead of only when reloading from empty. – – Aggressive: Fixed several Shotguns which were using the incorrect intrinsic Aggressive perk. Now all Aggressive Shotguns will increase RPM after a kill, as intended. – – – Rapid-Fire: – – Added a fixed pellet spread to each Legendary Pellet Shotgun subfamily and a matching custom reticle. – Glaive Glaive projectiles have been adjusted for more reliable hit detection. – Glaive melee attacks can now benefit from the Exotic armor perks on Synthoceps, Wormgod Caress, and Winter’s Guile. – Glaive melee damage multipliers reduced by 25-30% against Champions, minibosses, bosses, and vehicles. Majors and minors are unchanged. – Glaive melee base damage reduced from 75 to 67. – – Grenade Launchers, The Queenbreaker, and Grand Overture Switched from the old blinding screen effect to the new Arc blind one with reduced screen effect brightness. – – Hand Cannon Rose has new stats. Increased range from 38 to 43. – Reduced stability from 45 to 40. – Reduced handling from 68 to 60. – Airborne effectiveness is 20. – – – Rose has new stats. – – Sidearm – Weapon Mods The Dragonfly, Rampage, and Surrounded perks now have their spec mod behaviors enabled by default. – – Perks Air Assault Now grants a stacking bonus to airborne effectiveness. Maximum two stacks: one per final blow, two per airborne final blow. Each stack is +30 AE. – – Headseeker Body shots now increase your precision multiplier and increase aim assist. Additional body shots reset the timer. – It has a 0.55s base timer. Body shots while the perk is active reset the timer. – – Encore Final blows now grant stacks of Encore. Stacks grant increased stability, range, and accuracy (+8 stability, +5 range, and +1.25% accuracy per stack). – Body shot final blows grant one stack, precision final blows grant two stacks, with a maximum of four stacks. – Lasts 7s, Enhanced Encore lasts 7.5s. Final blows refresh the timer. – – Seraph Rounds Removed +10% range scalar. – Now gives +7 stability, +3 range. – – Tunnel Vision + Kill Clip The duration of these buffs can now be refreshed if activated while already active. – Reduced damage bonus from Kill Clip from 33% to 25%. – – Redirection Now builds stacks against minor enemies and consumes them on everything else (i.e., matches Minor Spec and other perks that use similar language). – – Häkke Breach Armaments Now increases damage vs. Ward of Dawn and Well of Radiance sword by 30% (60% with the artifact mod). – Damage bonus against Stasis crystals has been increased by 15% (both base and with artifact mod). – – Gutshot Straight Increased bonus Auto Rifle body shot damage from 10% to 20%. – – Compulsive Reloader Now remains active down to half ammo. – – High-Impact Frame intrinsic perk Now allows a very small amount of movement instead of turning off with any movement. – – Ambitious Assassin Increased allowed time between final blows from 5s to 7s. – – Well-Rounded Duration increased from 10s to 15s. – Stacking the effect still resets the timer. – – Recombination Fixed the perk to work correctly in PvP. – Grants up to 100% bonus damage at max stacks in PvE. 50% in PvP. – – – Zen Moment No longer deactivates on a miss. Now has a 1s timer. – – Rewind Rounds Now work correctly when hitting the cage created by Divinity. – – Genesis Now triggers on breaking player shields. – – One Quiet Moment Now reactivates much faster after a final blow. – – Gun and Run Reduced the number of final blows needed to activate. – – Box Breathing Reduced damage bonus on Scout Rifles by 5%. – – Unstoppable Force Reduced damage bonus from 30% to 20%. – – One-Two Punch Reduced bonus melee damage as follows: – From 3x to 2x vs. most enemies with unpowered melees. – From 1.8x to 1.4x vs. most enemies with charged melees. – Reduced the additional bonus vs. bosses from 0.5 to 0.25. – – – Air Assault – Enhanced Perks Enhanced Unrelenting Removed +5 handling. – Added +5 health regeneration. – – Enhanced Perpetual Motion Removed .1s faster activation. – Removed .1s grace period on end. – Added 1s faster activation of x2 stacks. – – Enhanced Timed Payload Shifted from +5 range to +5 stability. – – Enhanced Explosive Payload Shifted from +5 range to +5 reload. – – Enhanced Firing Line Added +10 handling when near allies. – Removed increased neutral range. – – Enhanced Grave Robber Changed +5 reload to +5 handling. – – Enhanced Explosive Light Added one more charge (stack caps at 7). – – Enhanced Cornered Added +10 stability when active. – – Enhanced Cold Steel Now adds +10 energy and weapon sizw to be consistent with other ammo capacity-increasing perks. – – Enhanced Vorpal Weapon Changed from +5 reload to +5 stability. – This will apply to the guard resistance stat on Swords. – – Enhanced Genesis Removed Primary ammo overflow. – Now provides additional handling. – – Enhanced Flash Counter Corrected an issue where this only provided a display stat to Swords; now this will properly provide increased ammo capacity. – – Enhanced Chain Reaction Updated its definition as inventory provides a different benefit to Swords. – – Enhanced Ambitious Assassin Increased allowed time between final blows from 6s to 8s. – – – Enhanced Unrelenting – Exotics The Fundamentals trait (present on the damage-type switching Exotics like Borealis, Hard Light, and Dead Messenger) Added stats to each element Arc: +25 handling and +5 range. – Solar: +35 reload speed and +20 airborne effectiveness. – Void: +20 stability and +10 aim assist. – – – Added stats to each element – Borealis Breaking a matched shield now refills the magazine from reserves and allows your next five shots to deal bonus damage. – Not deactivated by reloading anymore. – – Jade Rabbit New perk design: – Quickly landing three crits returns one round to the magazine, and allows your next body shot to land for increased damage. – Can stack up to three increased damage body shots. – Resets if you reload. – – With the addition of the Full Auto setting, we’ve replaced the Full Auto Trigger System perk with something else on each weapon that had it. No Time to Explain Replaced with Feeding Frenzy. – – Traveler’s Chosen Catalyst perk replaced with Surplus. – It still has Osmosis. – – Vigilance Wing Catalyst perk replaced with Ensemble. – – – No Time to Explain – Dead Man’s Tale Now prefers critical hits over body hits in hip-fire if both types of targets are inside the precision aim cone. – Increased body shot damage from 46 to 54, reduced crit damage from 81 to 80. – – D.A.R.C.I. Now applies Jolt when damaging targets affected by Personal Assistant. – Increased base airborne effectiveness to 80. – – Wish-Ender Increased its hidden damage bonus vs Witherhoard-blighted targets from 10% to 25%. – – Whisper of the Worm Increased base airborne effectiveness to 80. – – The Prospector Added Chain Reaction to the intrinsic perk. – – The Fourth Horseman Decreased recoil by 50%. – – Forerunner Increased crit damage by 30% in PvE. – Reduced base damage from 40 to 37 and crit damage from 72 to 67 in PvP. – The Rock perk: Increased damage by 60% in PvE. – Increased damage at the outer edge damage radius from 0% to 20%. – Reduced ammo cost to activate from 6 to 4. – – – Merciless Decreased charge time on hit no longer resets on kill or on reload and now works on a five-second timer. – The timer is refreshed when landing hits. – – Rat King Radius required to activate its perk increased from 15m to 20m. – – Legend of Acrius Removed movement penalties. – – Bastion Reduced spread angle by 6%. – This halves the effect of Season 14’s spread angle increase. – – Quicksilver Storm Increased PvP maximum grenade damage from 80 to 120. Increased explosion radius from 3m to 4m. – Switched rocket damage from Arc to Kinetic. – – Coldheart Reduced cooldown on Ionic Trace generation from 3.5s to 2s. – Now maxes out stability and reload speed when at maximum damage. – Picking up an Ionic Trace now reduces the time it takes to get to max damage. – – Grand Overture Increased missile damage by ~50%. – – Xenophage Now deals part (roughly half) of its damage as impact damage, and the rest as detonation. – Overall damage increased by 5%. – – Cloudstrike The lightning storm will now correctly activate when hitting Divinity’s cage. – – Witherhoard Reduced Taken blight duration from 7.5s to 4.5s. – – Divinity Reduced Divinity’s weaken from 30% to 15%. – Still self-buffs to 30%. – – Gjallarhorn Reduced primary rocket’s impact and detonation damage by 25%. – Wolfpack Rounds damage unaffected. – – Arbalest Reduced body shot damage to match Lorentz Driver. – – – The Fundamentals trait (present on the damage-type switching Exotics like Borealis, Hard Light, and Dead Messenger) – ABILITIES Solar subclasses Gunslinger Knock ‘Em Down Golden Gun Now provides 15% bonus damage resistance to Deadshot Golden Gun, and no longer provides bonus duration. – No longer provides 15% bonus damage resistance to Marksman Golden Gun. – Note: After seeing this play out in the wild, it was clear that there wasn’t enough differentiation between Deadshot and Marksman Golden Gun, primarily due to Deadshot benefiting significantly more from Knock ‘Em Down’s bonus duration (as seen by the number of Seventh, Eighth, and Fourteenth Column videos in recent months). We want to push these two enhanced Supers further apart and solidify Marksman Golden Gun as the option where you can take your time to aim your shot from range, and Deadshot as a more in-the-fray option. We believed that doubling up on bonuses and the bonus duration was confusing these identities and not giving them enough space to breathe. – – Blade Barrage Blade Barrage bonus projectiles reduced from 5 to 3 per group. It now releases a total of 20 knives (+43% from base), down from 24. – Note: While it was refreshing to see Blade Barrage topping the charts as a change of pace, the stacking bonuses from Patch 6.1.0’s PvE damage increase and consistency improvements and Knock ‘Em Down’s bonus knives, in combination with other buildcrafting elements, pushed the burst damage of Blade Barrage above where we were comfortable with burst Supers being. We believe this will still be a strong option for burst damage without being as much of an outlier. – – – Golden Gun – – Knock ‘Em Down – Dawnblade Celestial Fire Increased close-range melee damage from 90 to 100, so players using Celestial Fire and the auto-melee option are no longer disadvantaged in close-range melee fights. – – – Celestial Fire – General Ember of Torches Radiant base duration reduced from 10s to 8s. – Now applies a -10 Discipline penalty while equipped. – – Ember of Solace Now provides a 50% bonus to Radiant duration, rather than a flat 5s. – Note: this is consistent with its behavior with Restoration. – – Restoration Restoration x1 base healing rate reduced from 25 to 20 health per second (40 health per second in PvE activities, down from 50). – Restoration x2 base healing rate reduced from 40 to 32.5 health per second (65 health per second in PvE activities, down from 80). – No longer stacks with Healing Rift’s healing. The stronger heal-over-time value is prioritized and will stop the weaker heal-over-time from taking effect. – – – Ember of Torches – – Gunslinger – Void subclasses Nightstalker Shadowshot: Deadfall Increased tether anchor lifetime when triggered from 8s to 12s. – – Shadowshot: Moebius Quiver Reduced tether anchor lifetime when triggered from 8s to 6s. – – – Shadowshot: Deadfall – Sentinel Shield Bash Improved reliability of the suppression application when hitting the primary target under poor network conditions. – – – Shield Bash – Voidwalker Nova Bomb: Vortex Increased initial projectile speed by 21%. – Increased radius of the inward pull impulse on impact by ~17%. – Increased strength of the inward pull impulse on impact by ~20%. – Note: Vortex Nova Bomb has felt like a niche option for a while now, and we want to improve its viability relative to Cataclysm Nova Bomb by doubling down on its unique pull impulse. We also felt like it was too easy to undershoot targets at close-to-mid ranges. Increasing the initial projectile speed should help players catch their intended target more reliably. – – – Nova Bomb: Vortex – General Void Overshield Fixed an issue where the Void overshield was only providing 25% PvE-only damage resistance to the overshield, rather than the intended 50%. – – – Void Overshield – – Nightstalker – Stasis Subclasses Revenant Winter’s Shroud Fragment slots increased from 1 to 2. – – – Winter’s Shroud – Shadebinder Glacial Harvest Reduced cooldown on Stasis shard creation (per 6 shards) from 15sto 10s. – – – Glacial Harvest – Behemoth Cryoclasm Fragment slots increased from 1 to 2. – – – Cryoclasm – Stasis Grenades Duskfield Grenade Increased slow stack application rate on players by 13%. – – Coldsnap Grenade Coldsnap can now track targets for 0.5s after creation, rather than immediately finding a target and traveling toward their last known position. – Note: Base Coldsnap grenade was not meeting our reliability bar and was too frequently getting stuck in the environment or missing targets that had not significantly changed position. Our goal with this change is to increase Coldsnap’s reliability without compromising the ability for potential victims to relocate and avoid being frozen. – – – Duskfield Grenade – General Stasis Slow Increased movement speed penalty while Slowed by 10%. – – Whisper of Rending Now provides bonus damage to Stasis crystals and frozen targets for all Primary weapons, rather than just Kinetic Primary weapons. – – – Stasis Slow – – Revenant – Arc Subclasses Arcstrider Tempest Strike Increased Tempest Strike damage against PvE combatants by 30%. – – – Tempest Strike – Striker Ballistic Slam Increased Ballistic Slam damage against PvE combatants by 16%. – – Touch of Thunder Storm Grenade Decreased Touch of Thunder’s Storm Grenade base roaming duration from 5s to 4s. – Decreased the bonus lifetime granted by Spark of Magnitude to the enhanced Storm Grenade from 2s to 1.5s. – Fixed an issue that caused the enhanced Storm Grenade’s effective area to be difficult to understand in PvP. Previously, the friend-or-foe ring surrounding a Touch of Thunder Storm Grenade’s lightning strikes blinked on and off between strikes, and there was no indication within the cloud itself of whether or not it was friend or foe. Now, the ring persists through the life of the storm, and enemy storms have an additional VFX layer in the cloud itself to help differentiate them from those created by allies. – – – – Storm Grenade – – Ballistic Slam – Stormcaller Ball Lightning Increased travel distance from 27.5m to 35m. – – Chain Lightning Increased damage against PvE combatants by 50%. – – Arc Soul Increased base damage vs. PvE combatants from 35 to 60. – Note: With the release of Season 18, we increased Arc Soul’s base damage in PvE from 25 to 35, but it’s clear that wasn’t enough to help them feel particularly useful in very high-end PvE activities, so we decided to swing harder this time. We’ll be keeping an eye on this one as the Season progresses to make sure these are landing where we’d hoped. – – – Ball Lightning – Chaos Reach Reduced base cooldown from 9:16 to 7:35. – – – Arcstrider – Power & progression changes in Destiny 2 update 6.3.0 patch notes Fixed an issue where Shaw Han’s supply chest in the Cosmodrome could award items that have been removed from the game. – Fixed an issue where Europa and Beyond Light content may have been inaccessible to some players. – FOCUSING You can no longer preview a focusing engram where you have no eligible items to decrypt. – DARES OF ETERNITY Daily and weekly bounties from Xûr and Starhorse now reward Strange Favor reputation. – The amount of Strange Favor reputation earned by completing Dares on Legend difficulty has been increased. – Destiny 2: Year-4 weapons and armor sets and Tangled Shore armor sets have been added to the Dares of Eternity reward pool. – Destiny 2: Year-3 weapons and older, no longer available, destination armor sets (from Io, Mars, Mercury, and Titan) have been removed from the Dares of Eternity reward pool. – DESTINATION MATERIALS All existing in-game sources of destination materials will be disabled. Players will no longer earn destination materials via interacting with resource nodes, opening chests, completing public events, finishing strikes, etc. Harvesting resource nodes will now grant Glimmer and XP directly instead of destination materials, – Destination materials removed: Glacial Starwort – Europa – Dusklight Shard – EDZ – Helium Filaments – Luna – Spinmetal Leaves – Cosmodrome – Baryon Bough – Dreaming City – Microphasic Datalattice – Nessus – – – Material exchange changes in Destiny 2 update 6.3.0 patch notes Rahool will no longer sell destination materials. – Players who have destination materials on their account will still be able to exchange them for Glimmer at Rahool, although at a reduced rate compared to what is currently offered. Current exchange rate: 20 destination materials = 10,000 Glimmer. – Rahool will provide context sensitive offers that will display depending on how many of each material players have in their inventory, offers will be invisible to players who do not have any destination materials. New exchange rate: 20 destination materials = 5,000 Glimmer. Offers are Only visible if players have more than 20 of the associated material in their inventory. – – New exchange rate: 1 destination material = 250 Glimmer. Offers are only visible if players have less than 20, but more than zero of the associated material in their inventory. – – – New exchange rate: 20 destination materials = 5,000 Glimmer. – This will be the only use for destination materials beyond Season 19. – These offers are unavailable for previously deprecated materials such as Etheric Spirals, Alkane Dust, Phaseglass Needles, or Seraphite. We don’t want players to feel bad if they have thrown these resources away. – – – Rahool now allows players to exchange the following materials for Glimmer: Dark Fragment – Phantasmal Fragment – Herealways Piece – – VENDORS Destination material cost has been removed from Upgrade Module purchases. – Purchasing costs for the Monument to Lost Lights will see the destination material costs replaced with Legendary Shard costs. – As mentioned earlier in these patch notes, the Kill-Tracker Ghost Shell will no longer appear on Lord Shaxx if it has already been acquired. It may be reacquired from Collections. – Devrim Kay and Failsafe will see their current reputation system, which required players to spend Dusklight Shards and Microphasic Datalattice, respectively, removed. Currently out of scope to create new reputation system akin to what we saw with Finch on Throneworld. These vendors will no longer sell sunset weapons. – Destination armor will be available for purchase without requiring players to earn ranks with the vendor. Cost will be 1000 Glimmer and 25 Legendary Shards. – – Emblems and rewards that were once unlocked through ranking up vendor will become purchasable on vendor. Ghost Shell Cost: 10 Legendary Shards. – Emblem Cost: 25 Legendary Shards. – – – Increase the number of daily bounties available at the vendor from 3 to 4 to be in line with other destinations. – – Currently out of scope to create new reputation system akin to what we saw with Finch on Throneworld. – GHOST MODS The following Ghost Mods will be removed as they no longer will have any functionality in the game: Materialism (Vanguard) – Materialism (Crucible) – Materialism (Gambit) – – The Following Ghost Mods will see changes to their functionality: Public Defender: no longer increases destination material acquisition, now offers increased Glimmer rewards. – Bountiful Harvest: no longer increases destination material acquisition, now offers increased Glimmer rewards. – – PLATFORMS AND SYSTEMS Fixed an issue where, after joining a player through a Bungie invite, attempting to join a different player by accepting a platform invite will send them to first player’s fireteam. – Fixed an issue where emblems rewarded by completing the King’s Fall raid or raid carries are missed by the raid metrics category. – Fixed an issue where chat disabled via in-game settings would remain inactive when players try to engage by text in the chat. – GENERAL Fixed an issue where subclass emblems were not properly unlocked with New Light completion. – Localization changes in Destiny 2 update 6.3.0 patch notes French Exo Stranger voice talent has been recast. – Spanish Castilian Exo Stranger voice talent has been recast. – Russian Mara Sov was temporary recast for Season 19. Original talent will come back for future releases. – – Lightfall expansion renamed for Portuguese-BR to Queda da Luz. – That’s everything we have so far for the Destiny 2 Update 6.3.0 patch notes. For more tips and guides covering all things Destiny, check out more of our guide content at Dexerto. Best PvP weapons | Destiny 2 Promo Codes | Destiny 2 Prime Gaming Rewards | Infamy Ranks Guide | Glory Ranks Guide | Current Trials of Osiris map | Iron Banner countdown

  • Destiny 2 update 4.1.5 patch notes: Solstice Glow, Postmaster fixes – Dexerto

    Destiny 2 update 4.1.5 patch notes: Solstice Glow, Postmaster fixes BungieDestiny 2’s update 4.1.5 patch notes are here. Here’s everything we know so far ahead of Solstice 2022. Destiny 2’s Solstice of Heroes event is returning this week, alongside Destiny 2 update 4.1.5. Now simply titled “Solstice”, it’ll be a great opportunity for Guardians to celebrate their successes across the last year having bested Savathun in the Witch Queen expansion. With Season 18 getting closer, Bungie has revealed the fullpatch notes for Destiny 2’s latest patch. From postmaster fixes to pre-emptive warnings about Solstice Stasis glows, here’s everything we know so far ahead of weekly reset. Destiny 2 update 4.1.5 patch notes As per Bungie, here’s what’s included in the update 4.1.5 patch notes. Activities Raids and Dungeons Derelict Leviathan – Corrected Power levels on minor combatants associated with the Shared Fears Triumph which were set higher than intended. – Duality Adjusted the balance between armor and weapon rewards, and set weapon drops to prefer those that have not had their Patterns unlocked. – Adjusted the drop chance of Deepsight weapons within the Duality dungeon. – Fixed an issue where players sometime get trapped in the Nightmare. – Splash damage (grenades, Solar explosions, rockets, etc.) against bells no longer triggers a teleport. – Fly-in cinematic has been added when launching into Duality. – – Grasp of Avarice The final boss no longer teleports out of the spawn location at the start of the encounter. – – GAMEPLAY AND INVESTMENT Abilities Fixed an issue where Celestial Fire and Well of Radiance did not display the Sscorch and ignition keyword flyouts when hovering over the corresponding abilities. – Fixed an issue where Super icons were not displaying next to the Super description when hovering over your equipped subclass in the character screen. – Fixed an issue where Radiant’s weapon damage boost was unintentionally stacking with tier-1 damage boosts (e.g., Empowering Rift, High Energy Fire) against PvE targets. – Fixed an issue where Solar Grenades with Molten Overload equipped was not stunning Overload Champions. – Fixed an issue where friendly Vortex Grenades could sometimes display a burning status effect display to friendly targets. Note: We are aware of an issue where Vortex Grenade is dealing lower damage than intended vs. PvE targets and are planning a fix for a later release. – – Armor changes in the Destiny 2 update 4.1.5 patch notes Fixed an issue where Caliban’s Hand behavior was different between PvE and PvP. Ignition will now proc when defeating enemies by both direct hits and explosions for both PvE and PvP. – This fix introduced a new issue we are investigating where Caliban’s Hand will only apply scorch to a single target. – – Fixed an issue where Caliban’s Hand wasn’t working as intended with Radiant and the Knock ’em Down aspect. – Fixed an issue where Solar Fulmination was causing damage to the player inside the blast radius of the ignition. – Fixed an issue where the Righteous Cloak was missing its cape from the feminine model. This introduced a new issue we are investigating where the dye markup of the cloak was reverted to default. – – Fixed an issue where the top part of the Mark of the Falling Star ornament disappeared if a player’s helmet was set to off. – Fixed an issue where the combat mod Heavy Handed did not proc with a Titan Stasis melee. – Fixed an issue where the Omnioculus Hunter Exotic was clipping through the Frumious Cloak. – WEAPONS AIRBORNE EFFECTIVENESS (AE) Reduced airborne penalties for all primary weapons. Reduced airborne accuracy penalty at low AE by 20%-40% (varies by Primary weapon type). – Reduced airborne auto -aim (bullet bending) penalty at mid and high AE by 20%. – Reduced airborne magnetism (reticle stickiness, controller only) penalty at mid and high AE by 40%. – – Some perks now give a static airborne effectiveness stat buff in addition to their other effects. Air Assault: +10 airborne effectiveness at all times in addition to +60 (for 70 AE total) when at low health. – Extended Mag: +10 airborne effectiveness. – Steady Rounds: +7 airborne effectiveness. – – WEAPON ARCHETYPES Hand Cannons Precision (180 RPM) Increased body shot damage from 37 to 40, crit moves from 57 to 60. – Increased body shot damage from 37 to 40, crit moves from 57 to 60. – Can now kill in 2 crit 2 body against Guardians, kills in 1.33s in body shots. – – – Precision (180 RPM) – Auto Rifles Increased body shot damage from 19 to 20, precision multiplier moves from 1.6 to 1.5 (crit damage stays the same at 30). – – Scout Rifles Precision (180 RPM) Increased body damage from 34 to 38, crit moves from 54.4 to 60.8. – Can 2 crit 2 body against 197 HP (health + shields) or lower, kills in 1.33s in body shots against 190 HP or lower, 1.67s against higher resilience’s. – – High Impact (150 RPM) Increased body damage from 38.2 to 42, crit moves from 66.9 to 73.5. – Can 2 crit 1 body against 189 HP or lower, kills in 1.60s in body shots. – – – Precision (180 RPM) – Shotguns Increased pellet Shotgun PvE damage bonus from 10% to 25%. – – Linear Fusion Rifles Changed the previously added flinch increase to only apply to damage from other players. – – Glaives Increased ammo per Special brick from 1 to 2 in PvP. – – EXOTICS Lorentz Driver Reduced aim-assist stat from 32 to 22. – Reduced suction against players. – Removed the universal 2x flinch nerf from the previous change. – – Gjallarhorn Primary rocket no longer has proximity detonation. – Wolfpack Rounds now deal half-damage to players. – – The Last Word Reduced hip-fire precision aim angle by 50%. – Reduced damage and aim assist falloff distance by 3m. – – Forerunner Increased ammo per Special brick from 3 to 4 in PvP. – Reduced ammo per Special brick from max to ~16 in PvE. – – Eriana’s Vow Increased ammo per Special brick from 1 to 2 in PvP. – – SUROS Regime Increased AE from 23 to 31. – – Whisper of the Worm Increased AE from 9 to 20. – – Monte Carlo Increased AE from 21 to 29. – – Forerunner Increased AE from 22 to 27. – – Destiny 2 update 4.1.5 patch notes bug fixes Fixed an issue where many weapons with non-standard ammo types for their archetype were not receiving the correct damage multipliers. This resulted in incorrect damage and/or health rubber banding for some Exotic or Legendary perks on these weapons. Trace Rifles – Special Ammo Grenade Launchers – Eriana’s Vow – Fighting Lion – Forerunner – – Reshaping perks available for the Tears of Contrition Scout Rifle have been updated to reflect its intended selections. This also correctly applies the “Accurized Rounds” perk to any prior weapons that were re-shaped to have ineligible perks. – Slightly reduced the time to level a shaped weapon. – Enhanced Incandescent now only applies +5 scorch stacks; fixed behavior around additional scorch stacks being applied incorrectly varying based on the combatant. – Fixed an issue with shaped instances of Calus Mini-Tool and Drang (Baroque) where the Masterwork border wouldn’t appear when the weapon had an enhanced intrinsic and two enhanced traits. – The Heartshadow Exotic sword’s catalyst perk Wraithwalk no longer provides benefit while the weapon is out of ammunition. – The Extrovert origin trait now correctly activates on Glaive melee. – Fixed an issue that caused the Heartshadow Exotic Sword’s projectiles to apply weaken on all hits, instead of only hits made with Shot in the Dark active. – Fixed an issue where the Gallu RR3 Sniper Rifle claimed that it used Primary ammo. – Fixed an issue where Anarchy was dealing inconsistent damage. – Fixed an issue where burst Linear Fusion Rifles could fire faster than intended. – Fixed an issue where Chain of Command could be made Kinetic by switching between perks. – Fixed an issue where Cyrosthesia 77k wasn’t working as intended with the Piercing Sidearm artifact mod. – Fixed an issue where Python and Exit Strategy did not count towards the Dark Age Arsenal Triumph. – Fixed an issue where all Linear Fusion Rifles and some Exotics had unintentionally reduced damage vs. Champions. – Fixed an issue allowing Suros Regime to keep the Spinning Up trait between reloads. – General Destiny 2 update 4.1.5 patch notes The First Gig emote will no longer have its infectious melodies spread to other emotes. – Tracking a Seasonal Challenge before the Season resets may result in a Challenge that cannot be untracked in following Seasons. – Added images for earnable rewards to The Witch Queen Dungeon Key. – That’s all we have for the Destiny 2 update 4.1.5 patch notes. For more on Destiny, be sure to check out more of our guide content: Best PvP weapons | Destiny 2 Promo Codes | Destiny 2 Prime Gaming Rewards | Infamy Ranks Guide | Glory Ranks Guide | Current Trials of Osiris map | Iron Banner countdown

  • Destiny 2 update 4.1.5.1 patch notes: Solstice fixes & more – Dexerto

    Destiny 2 update 4.1.5.1 patch notes: Solstice fixes & more BungieDestiny 2 update 4.1.5.1 patch notes are here. Here’s everything we know so far ahead of weekly reset. Destiny 2’s Solstice of Heroes event is back, and update 4.1.5.1 patch notes are arriving alongside weekly reset. With Season 18 getting closer, Bungie has revealed the full patch notes for the latest hotfix. Here’s all we know so far for the Destiny 2 4.1.5.1 patch notes. Destiny 2 update 4.1.5.1 patch notes As per Bungie, here are the full patch notes: Activities Fixed an issue that prevented Silver Leaves from being awarded when completing certain activities. Hence the following activities now grant them: Sever – Altar of Sorrow – Nightmare Containment – Blind Well – Dares of Eternity – Patrols – – Fixed an issue where The Investigation campaign mission could be exploited for Silver Leaves. – Added weekly rotating modifiers to the Bonfire Bash activity. – Gameplay and Investment Fixed an issue where this year’s Solstice armor ornaments displayed a purple hue, rather than a blue one, when using a Stasis subclass. – Fixed an issue where the Dream Work origin trait would activate for other weapons, allowing overflow for all gear equipped. You all owe a certain dungeon boss an apology. – – Fixed an issue where The Last Word was doing more damage than intended. – Platforms and Systems Fixed an issue where the Seashore Pack contents were not being received by players. – That’s all we have for the latest Destiny 2 update 4.1.5.1 patch notes. For more on Destiny, be sure to check out more of our guide content: Best PvP weapons | Destiny 2 Promo Codes | Destiny 2 Prime Gaming Rewards | Infamy Ranks Guide | Glory Ranks Guide | Current Trials of Osiris map | Iron Banner countdown

  • Destiny 2 update 4.1.0 patch notes: Season of the Haunted, Solar 3.0, & more – Dexerto

    Destiny 2 update 4.1.0 patch notes: Season of the Haunted, Solar 3.0, & more BungieDestiny 2 early patch notes for update 4.1.0 are here for the start of Season of the Haunted. Here’s all we know so far. Destiny 2’s weekly reset is almost upon us, and the game’s new season, Season of the Haunted, will arrive alongside a new patch: Destiny 2 update 4.1.0. While many of the patch changes are under wraps in the name of player discovery, we do know that the patch will amend players’ Power Levels for the new season, tweak the UI, and finally increase the game’s vault space by another 100 slots. Here’s everything we know about Destiny 2 update 4.1.0. Destiny 2 update 4.1.0 patch notes Activities The Legend and Master Lost Sector rotation has been updated. Payers can expect to see a Nessus Lost Sector! – – – – Fixed a bug that would cause a flashing effect that could potentially have a negative impact on those with photosensitive epilepsy when interacting with the portal in a specific way. – Iron Banner reputational changes, detailed here, are in effect to be more in-line with other reputational systems in Destiny 2. – Completing challenges and donning Iron Banner gear, including Iron Banner armor ornaments in place of swapping out armor, earns an additional buff when ranking up that Iron Banner reputation. – 4 event challenges have been added when playing Iron Banner. These will rotate daily. – – New intro quest added. All players must complete this once. – – A new Triumph and Seal has been added to ring in a new era of Iron Banner. – Bounties and tokens have been removed from Iron Banner. – Power level advantages are now disabled in Iron Banner. – Rift returns as a new Iron Banner Seasonal mode. Learn more about Rift and its future here. – Gambit Reputation: Activity completion now awards 75 reputation points from 50. Activity streaks award 20 reputation points per streak from 15. – Overall gains should be 25-33% faster. – – Reduced the number of wins needed for the Gold Coins gilded Triumph for the Dredgen Seal from 50 to 30. – Quality-of-life update to Gambit bounties: Daily Bounties: Added new bounty for collecting Heavy ammo. – Updated defeating combatants with Stasis bounty to include freeze assists. – Changed sending one of each type of Blocker bounty to sending Blockers of any size (with more progress given for sending bigger Blockers). – Now players must bank 100 Motes as a team, versus the previous 25 Motes banked per player. – – Repeatable Bounties: Added a new bounty for defeating invaders as a fireteam. – Added a new bounty for defeating Blockers. This includes final blows and assists when progressing through this bounty. – – Updated the defeating combatants with Stasis bounty to include freeze assists. – Changed the defeating opposing Guardians with final blows or assists bounty to defeating opposing Guardians as a fireteam. – – – Daily Bounties: – Updated Gambit enemy variations. – Fixed an issue where the incorrect names for Champions in the Warden of Nothing strike would appear. Identity theft is not a joke, Jim. – – Higher difficulty Battlegrounds and strikes can now be rejoined automatically after a disconnect. No, you still won’t be able to change your loadout when taking on Grandmaster Nightfalls. – – Trials Capture Zone and Freelance are no longer referred to as “Labs.” – New Trials weapons can now be earned via Saint-14’s reputation rewards track before they can be decrypted from Trials Engrams. Complete matches of Trials of Osiris to earn reputation with Saint-14. – Please make our favorite space uncle proud. Thanks. – – Control: Each player capturing a zone now gets +1 participation point. – Elimination: Each round will now last 90 seconds, reduced from the previous 120-second marker. – Mayhem: Super kills now reward players with 3 points instead of 2. – Mayhem: Increased the score target to 200 from 150. – Mayhem: Time limit has been reduced from 8 to 7 minutes. – Rumble: Time limit has been increased from 8 minutes to 10. – Showdown: Each round’s target score has been increased to 15 from 10. – Crucible private matches will now default to match mode settings in Playlists. – Fixed a bug that caused the Only One Ascends medal to be improperly awarded on capturing a zone. – Vow of the Disciple: Fixed an issue where players could get out of environment near the Caretaker encounter. – Vault of Glass: Spoils of Conquest are no longer farmable on repeated clears. – Last Wish: Fixed an exploit where players could pick up Diamond Lance to drop Riven’s Heart. Hasn’t Riven gone through enough? I mean… – – Last Wish: Fixed an issue where players could fight Kalli outside of the intended darkness phase. – Garden of Salvation: Fixed an issue where players could continuously spawn combatants in one of the sides of the Sanctified Mind encounter. – Gameplay and Investment Destiny 2 update 4.1.0 patch notes Weapon Crafting: All element currencies other than Neutral Elements have been removed. Neutral Elements have been renamed to Resonant Elements. – Weapon Crafting: The Masterwork visual has been added to crafted weapons. The weapon must be reshaped with an enhanced intrinsic and two enhanced trait perks in order to Masterwork. We heard y’all liked gold borders. – – Weapon Crafting: PvP kills will generate slightly more weapon level progression. – Weapon Crafting: Reduced the amount of time it takes to progress Deepsight mods. – Weapon Crafting: Vow of the Disciple Adept Deepsight weapons will now progress toward recipe progress. This will not retroactively provide progress for already-completed Deepsight mods. – – Weapons: Glaive projectile speed has been increased. – Exotic Weapon: No Time to Explain’s time portal no longer shoots dead bodies when it’s bored. – The Alacrity origin trait now activates when it is supposed to, no longer impacting players that are in a fireteam. – Fixed an exploit that allowed players to break out of playable spaces with glaive and Mask of Bakris equipped. – Reduced the tier-1 damage bonus from 20% to 15% when going up against other players. This is specifically to reduce the number of one-hit kills in PvP (e.g., Le Monarque or a High-Impact Sniper with High-Impact Reserves + High-Energy Fire or an Empowering Rift) – – The Stability weapon stat now grants flinch resistance in addition to its other effects, with a maximum flinch resistance of 10% to 25% depending on the weapon archetype. For a complete breakdown, check out our massive novel-length TWAB from a previous week here. – – For the full changes made to how airborne gameplay works, please check out the full breakdown here. For a brief recap: All Primary weapons have their airborne accuracy penalty removed (i.e., they’re just as accurate airborne as grounded—your bullets go where you’re aiming). – We’ve added a new weapon stat called airborne effectiveness, which has been deliberately tuned on all Exotic weapons, everything that shipped in Season 16, and everything from Season 17 onwards. Some outliers also have a hand-tuned stat, like the rest of the Trials of Osiris and Nightfall weapons. – All other weapons have a default value, set per weapon archetype. – Precision angle threshold – 0 at 0 stat, high at 100 stat. This controls how easy it is to get headshots while airborne. If this is 0, you must pinpoint aim exactly at the head to get the headshot, otherwise you’ll get a body shot even if your aim assist cone overlaps with the head. – – What this means overall is that players will get fewer misses due to randomness from the accuracy cone while airborne, but reliance on aiming is much higher at low stat. In order to make this easier, players will need to build into airborne. – – The airborne effectiveness stat comes from three sources: Weapon: The weapon’s base airborne effectiveness stat, with ranges varying from 0 to 10 and to 0 to 30, depending on the weapon archetype. Exotic weapons typically get a higher stat than Legendary weapons in that archetype. – – This is available to weapon perks, starting with Air Assault. – – The weapon’s base airborne effectiveness stat, with ranges varying from 0 to 10 and to 0 to 30, depending on the weapon archetype. – Subclass: The Heat Rises Warlock Solar Aspect: +70 while Heat Rises is active (i.e., on consuming your grenade). – The Tempered Metal Solar Fragment: +20. – The Whisper of Hedrons Stasis Fragment: +20. – – Exotic Armor: Exotic armor that revolves around being airborne, or works on specific weapons, grants a bonus or penalty that is usually in the -50 to +40 range. Stompees: -50. – Lion Rampant: +100, only while hip-firing. – Peacekeepers: +40 on SMGs only. – Celestial Nighthawk: +100, only for firing the Celestial Nighthawk Super shot. – Lucky Pants: +20, on Hand Cannons only. – Peregrine Greaves: +10. – Wings of Sacred Dawn: +50. – Nezarec’s Sin: +20, with Void weapons only. – Necrotic Grips: +20 with Weapons of Sorrow (and similar weapons). – – This means that, in general, if you want good airborne effectiveness (i.e., 80 stat), you should pick a weapon with a high stat, put Icarus Grip on it, and either equip an Exotic armor piece that helps, or run a subclass Aspect or Fragment. – If you want the best possible airborne effectiveness, you’ll generally have to go all in on all three: weapon, Exotic armor, and subclass. This is a big weapon system change; we’ll be monitoring how it rolls out and adjusting as needed. – – – Exotic armor that revolves around being airborne, or works on specific weapons, grants a bonus or penalty that is usually in the -50 to +40 range. – – Weapon: – – Playlist weapons (Gambit, Crucible, and strike drops) now have a chance to roll with extra traits in one or both columns, increasing with number of rank resets with that vendor. – Starting in Season 17, all playlist weapons from Beyond Light and later will drop with the appropriate Origin Trait. – Sniper Rifle: Reduced stow, ready, and aim-down-sights times by 10%, i.e., all Snipers are now snappier. – – Shotgun (applies to both Slug and Pellet Shotguns): Reduced damage falloff start and end by 1m. – Reduced aim assist and magnetism falloff start and end by 2m. – – Fusion Rifle: Reduced damage falloff near distance. 2m at 0 range (~2.7m when ADS with a 15-zoom stat). – 1.3m at 100 range (~2.275m when ADS with a 15-zoom stat). – – Reduced damage falloff far distance. 1m at 0 range (~1.35m when ADS with a 15-zoom stat). – 1.3m at 100 range (~1.75m when ADS with a 15-zoom stat). – – Reduced recoil scalar variance between 0 and 100 stability: 0 stability: unchanged at 0.750. – 100 stability: increased from 0.500 to 0.550 (i.e. increased the recoil penalty slightly). – – Reduced unmodified High-Impact charge time from 1.000 to 0.960s. – Increased High-Impact damage per burst by 10. – Increased unmodified Precision charge time from 0.740 to 0.780s. – Increased unmodified Rapid-Fire charge time from 0.460 to 0.500. – Decreased Rapid-Fire damage per burst by 20. – New charge time and damage per burst for all fusion rifle subfamilies: High-Impact: 0.960s, 330 damage. – Precision: 0.780s, 280 damage. – Adaptive: 0.660s, 270 damage. – Rapid-Fire: 0.500s, 245 damage. – – – Reduced damage falloff near distance. – Auto Rifle: Increased damage falloff near distance by 0.75m. – – Pulse Rifle: Increased damage falloff near distance based on the range stat: 0 range: increased from 15 to 16m. – 100 range: increased from 22.5 to 24m. (Note that this is the hip-fire falloff distance and is multiplied by the zoom value to get the aim down sights falloff distance). – – Damage falloff far distance remains 40m regardless of the range stat. – – Increased Lightweight (450RPM) Pulse Rifle damage per bullet from 15 to 16 (with a 1.65x precision scalar this will increase precision damage from 24.75 to 26.4). This won’t change the optimal time to kill (TTK) in PvP but will reduce the number of crits required. – – – Increased damage falloff near distance based on the range stat: – Submachine Gun (SMG): Increased damage falloff near distance by 1.5m. – Adjusted zoom values on most viable Legendary SMGs and one Exotic. Shayura’s Wrath: 17 → 16. – Multimach: With max zoom scope: 17 → 15 (second highest zoom will bring this to 14 instead). – Stochastic Variable: 13 → 14. – Ikelos: already did this in 600, but 13 → 14. – Seventh Seraph: 13 → 14. – Every Waking Moment: 13 → 14. – – Nerfed Adaptive SMGs body damage to increase their body shot TTK by one bullet without impacting optimal. Decreased body damage from 12 to 11.25. – Increased precision multiplier from 1.35 to 1.44. – – – Hand Cannon: Precision Frame Hand Cannons Intrinsic switched from an airborne penalty scalar to +25 airborne effectiveness stat. – – – Precision Frame Hand Cannons – Machine Gun: Increased damage by 40% against PvE enemies (20% vs bosses). Xenophage and Grand Overture do not receive the bonus damage against bosses. – – – Increased damage by 40% against PvE enemies (20% vs bosses). – Sword: Fixed several inconsistencies in stat display between different Swords (this has no gameplay impact). – Increased the charge rate of Sola’s Scar from 20 to 50 to match Temptation’s hook. – – Trace Rifle: Increase Trace Rifle buff against non-red bar combatants to a total of 20% over live. – Increased ammo picked up per Special ammo brick from 18 to 30. – – Glaive: Increased melee damage versus PvE enemies (except for bosses and vehicles) by 25%. – Reduced energy drain speed while shielded by 30%. – Increased projectile speed dependent on the range stat: At 0 stat: increased from 30 to 60 m/s. – At 100 stat: increased from 80 to 100 m/s. – – Rocket Launcher: Fixed rocket damage scalar by ROF so it applies to impact and detonation damage and increased the difference from 5% to 10%. – Reduced the Eyes of Tomorrow damage map buff from 1.3x to 1.2x since it gets 1.1x from this Rocket Launcher change (no other Exotic Rocket Launcher should be affected). – – – All Exotics that shipped before the Forsaken expansion release now have their kill trackers visible by default. – Fighting Lion: Reverted the Season 15 breech Grenade Launcher blast radius reduction, but just for Fighting Lion, by increasing blast radius by 0.4m. – Increased damage by 5%. – – Eyes of Tomorrow: Increased damage vs bosses and Champions by 30%. – – Leviathan’s Breath: The Archer’s Tempo perk from the catalyst now has increased effect (just on this weapon). The standard draw time scalar for Archer’s Tempo is 0.75x, it is now 0.5625x on Leviathan’s Breath. – – Added a small delay before detonation on Champions, mini-bosses, and bosses. This allows the impact to stun an Unstoppable Champion and the detonation to deal bonus damage against the stunned Champion. – – Damage changed to be more of an even split between impact and detonation, and increased damage across the board by ~50%. Overall damage vs Champions are roughly doubled (even more compared to shooting an un-stunned unstoppable Champion). – – The Huckleberry: Increased zoom stat from 13 to 15. – – – The Archer’s Tempo perk from the catalyst now has increased effect (just on this weapon). – Xenophage: Reverted the Season 15 change (which reduced the rate of fire to 100RPM). Increased rate of fire from 100RPM to 120RPM. – Reduced damage per bullet to match the previous. – Doesn’t benefit from the Season 15 or Season 17 Machin Gun PvE damage buffs. – – – Reverted the Season 15 change (which reduced the rate of fire to 100RPM). – Le Monarque: Reduced poison tick damage vs players by 25%. – Changed poison damage type from burn to poison. – Increased poison tick damage vs AI by 50%. – – Lorentz Driver: Reduced body shot damage against players by 20%. – Body damage reverts to old behavior when in the weapon’s damage mode. – Precision damage in any mode unchanged. – – Skyburner’s Oath: Increased aim-down-sights (ADS) projectile speed to 9999 (i.e., this projectile is now hitscan). – Both ADS and hip-fire are now 150 RPM. – Hip-fire projectile no longer tracks, but arcs similar to a Grenade Launcher have a larger detonation size than ADS. – The hip-fire detonation also applies Scorch to targets. – The bonus range from the Masterwork has been rolled into the base stats of the weapon. The Masterwork now grants bonus reload speed instead. – Has the highest airborne effectiveness stat of any weapon in the game. – – The Last Word: Reduced mouse and keyboard recoil penalty from 33% to 22%. – – Arbalest: Reduced damage vs Champions by 25% (will still break barriers in one hit). – – Graviton Lance: Catalyst changed from granting Hidden Hand to granting Vorpal Weapon and Turnabout. – – Grand Overture: Reduced time between bursts when in missile mode. Holding the trigger will now fire all missiles in a continuous burst, tapping will fire 5-round bursts. – – Wavesplitter – Void 3.0 update: Picking up an Orb of Power now grants 10s of maximum power and caps at 20s, up from 5 and 10, respectively. Now suppresses targets on sustained fire while in this mode. – – – Picking up an Orb of Power now grants 10s of maximum power and caps at 20s, up from 5 and 10, respectively. – Osteo Striga: Corrected rotation on the projectile model. – – Exotic Glaives: Titan Glaive, Edge of Action: players now gain a Void overshield from entering the bubble. Helm of Saint-14′ Starless Night now applies to this bubble as it does for Ward of Dawn. – – Warlock Glaive, Edge of Intent: increased speed and acceleration of the healing turret projectiles. – Hunter Glaive, Edge of Concurrence: tripled the damage of the wave detonation, increased the number of enemies it can chain to from 4 to 8. – – Titan Glaive, Edge of Action: players now gain a Void overshield from entering the bubble. – Lord of Wolves is like a Shotgun but has some custom tuning, so it needed some adjustments to keep pace with the last couple of Shotgun changes: Reduced damage falloff start and end by 25%. – – Snapshot Sights: Increased ADS animation speed scalar from 0.5 to 0.75 for Special ammo weapons (i.e., made the speed slower, though Primary ammo weapons are unchanged). – – Opening Shot: Removed the damage falloff scalar. – Increased range stat bonus from +20 to +25. – – Full Choke: Increased spread angle scale from 0.95 to 0.9625 (i.e., narrows the spread a little less). – – Smoothbore: Reduced spread angle scale from 1.1 to 1.075 (i.e., widens the spread a little less). – – Desperado: Increased fire recovery scalar from 0.415 to 0.7 (i.e., doesn’t fire as fast with the perk active). – Reduced duration from 7s to 6s, added a timer to the buff text. – Removed the PvE damage penalty. This will allow it to work as intended on some other subfamilies, not just High-Impacts. – – – Shoot to Loot: Now only activates if the player is capable of picking up the ammo brick. – The cooldown has been removed. – – Air Assault: Now grants up to +60 airborne effectiveness stat when wounded (same trigger conditions as Eye of the Storm). – – Mulligan: Increased chance to return ammo on a miss from 20% to 35% on Primary ammo weapons. – Unchanged on Special and Heavy ammo weapons. – – Compulsive Reloader: Increased reload stat buff from +40 to +50. – Added a 0.95x reload animation scalar. – – Adagio: Reduced the damage bonus for Shotguns from 30% to 20%. – – Harmony: Fixed an issue where kills from the weapon with this perk could sometimes activate the perk if stowed quickly. – – Skulking Wolf: The perk duration has been changed to 10 seconds for use in the updated Iron Banner mode. – – Icarus Grip: Removed airborne accuracy scalar, now grants +15 airborne effectiveness stat. – – Adept Icarus: Removed airborne accuracy scalar, now grants +15 airborne effectiveness stat and +5 handling. – – Solar Subclasses: Reworked to fit the Subclass 3.0 system, in particular: Solar subclasses now use the Aspect and Fragment system used by Stasis and Void. – Standardized a set of buffs and debuffs aligned to the Solar damage type used across your subclass, weapons, and armor: Cure – You are healed in a burst of mending Solar Light. – Restoration – You continuously regenerate health and shields over time. Cannot be interrupted by taking damage. – Radiant – Your weapons are enhanced by the power of the Traveler and deal increased damage to foes. – Scorch – The target is singed by destructive Solar Light, taking damage over time. Scorch damage increases as the target accumulates more Scorch stacks. After 100 Scorch stacks are applied to the target, they Ignite. – Ignite – A large, damaging Solar explosion in an area around the target. – – Hovering over Aspects, Fragments, or abilities on the Solar subclass screen now displays a tooltip flyout detailing any relevant status effects. – Some old subclass perks have been deprecated, while others have been rolled into base ability behavior, Fragments or Aspects will have fluid behavior because of that. – All classes now have access to all Solar grenades. – – Healing Grenade (NEW): Releases a wave of benevolent Solar Light on impact with targets or the environment that Cures allies and creates a blessing that grants Restoration on pickup. Tracks to allies in its flight path. – – Solar Grenade: Now applies 20 Scorch stacks to targets on initial detonation and 14 Scorch stacks per second to targets in the lingering damage volume instead of a generic Solar burn effect. – Base cooldown increased from 105s to 121s. – – Tripmine Grenade: Now applies 40 Scorch stacks to targets caught in the blast. – – Firebolt Grenade: Now applies 20 Scorch stacks to targets hit by secondary seekers. – – Fusion Grenade: Now applies 40 Scorch stacks targets caught in the blast. – – Incendiary Grenade: Now applies 60 Scorch stacks to targets caught in the blast, rather than applying a generic Solar burn effect. – – Thermite Grenade: Now applies 10 Scorch stacks to targets hit by each wave. – – Swarm Grenade: Now applies 5 Scorch stacks to targets caught in each drone’s detonation. – – Gunslinger Split Golden Gun into two separate variants, Deadshot and Marksman: Deadshot (6-shot variant): Now deals increased damage while Radiant. – Now refunds a Golden Gun round when you cause a target to Ignite while your Super is active, rather than on any kill. – – Marksman (3-shot variant): Now deals increased damage while Radiant. – Now over-penetrates targets by default. – – Blade Barrage: Increased consistency of tracking strength. Knives can now track targets more predictably at very close and very far ranges. – – Increased PVE damage vs. PVE combatants by 25%. – – Increased consistency of tracking strength. – Knife Trick: Now applies 20 Scorch stacks per knife rather than a generic Solar burn effect. – – Weighted Throwing Knife: Now refunds your class ability on precision kill rather than itself. – Now causes Scorched targets to Ignite on hit. – – Lightweight Knife (new melee): A quick Throwing Knife option that deals moderate damage and causes you to become Radiant when you land a precision hit. – – Acrobat’s Dodge (new ability): Perform an acrobatic leap, driving a Solar knife to the ground. On landing, you and nearby allies are made Radiant. – – Deprecated the Practice Makes Perfect subclass node perk. – Reworked the Knock ‘Em Down subclass node perk: Now passively grants additional bonuses to your Solar Supers: Marksman Golden Gun has 15% additional damage resistance and 4 seconds increased duration (+33%). – Deadshot Golden Gun has 4 seconds increased duration (+33%). – Blade Barrage now fires 5 additional knives per wave (+70%). – – In addition, Radiant-defeating targets with your equipped Throwing Knife refunds your melee energy. – – Now passively grants additional bonuses to your Solar Supers: – – Deadshot (6-shot variant): – – Split Golden Gun into two separate variants, Deadshot and Marksman: – Nightstalker Trapper’s Ambush: Landing detonation now counts as melee damage and will trigger perks like Echo of Exchange and Melee Wellmaker. – – Stylish Executioner: After a Stylish Execution, your weakening melee attack now also deals bonus damage to targets. – – Arcstrider: Fixed an issue where Tempest Strike would sometimes fail to travel through doors with low ceilings. – – – Trapper’s Ambush: – Sunbreaker Hammer of Sol: Now shatters into explosive secondary projectiles as default behavior. – – Burning Maul: Increased initial light attack lunge distance. – After landing ten light attack hits, now automatically spawns a Heavy attack cyclone at the target’s location. – – Hammer Strike: No longer weakens targets. – Now applies 40 Scorch stacks to the primary target hit by Hammer Strike and deals damage to targets behind them. If the primary target is killed by a Hammer Strike direct impact, they automatically Ignite. – – Throwing Hammer: Now applies Cure (in addition to refunding the melee cost) when picked up if the Hammer struck a target. – Deprecated the Mortar Blast melee ability and the Explosive Pyre and Tempered Metal subclass node perks. – – Roaring Flames: Now activates from Solar ability kills and kills with Solar Ignitions. – Damage scalar reduced to compensate for expected increased uptime: Now 20% increased ability damage to combatants per stack, down from 30%. Note: melee damage bonus is reduced when Peregrine Greaves, One-Two Punch, Wormgod Caress, or Synthoceps’ perks are also active. – – Now ~13% increased ability damage to players per stack, down from 25%. – – Now 20% increased ability damage to combatants per stack, down from 30%. – – Sol Invictus: Sunspots are now created from Solar ability kills, kills on Scorched targets, or Hammer of Sol impacts. – Sunspots now apply Scorch (in addition to dealing damage) to targets that pass through. – Sunspots no longer provide an outgoing damage boost, but now grant Restoration when you pass through a Sunspot you created. – Grenade and melee regeneration bonus scalar granted by Sol Invictus (previously Sun Warrior) reduced from 3 to 1.5. In general, we want significant amounts of ability regeneration to come from buildcrafting rather than any single source, and the amount of bonus energy granted by Sun Warrior didn’t meet our goals in the new system where additional buildcrafting elements are present. – – – – Hammer of Sol: – Sentinel Offensive Bulwark: Increased the amount of time added to your Void Overshield’s duration when you defeat a target with a melee attack. – Now 6 seconds bonus duration, up from 2 seconds. – – – Offensive Bulwark: – Behemoth Diamond Lance: Fixed an issue where the Diamond Lance pickup interactable would delete itself if an enemy player walked through it. – – – Diamond Lance: – General Added a small amount of airborne tolerance when casting a rift to reduce instances of the cast sequence terminating early while on uneven terrain. Note: this change was also previously applied to the Titan Barricade ability with the launch of The Witch Queen. – – – Added a small amount of airborne tolerance when casting a rift to reduce instances of the cast sequence terminating early while on uneven terrain. – Dawnblade Daybreak: Now sends out a streak of flames on impact as default behavior. – – – Daybreak: – Well of Radiance: No longer provides an overshield to players standing in the Well. – Now damage resistance has increased vs. damage from combatants, player abilities, and Special and Heavy weapon damage to partially offset the loss in raw HP. – – Celestial Fire: Tracking effectiveness increased at longer ranges. – Reduced damage of each individual projectile from 35hp to 30hp. – Damage scalar increased against PVE combatants by 25%. – – Incinerator Snap (new melee ability): Snap your fingers to create a short-range fan of burning sparks which explode and Scorch enemies. – – Phoenix Dive (NEW): Dive to the ground and create a burst of Solar Light that Cures yourself and nearby allies. – – Deprecated the Guiding Flame and Igniting Touch melee abilities, and the Divine Protection and Everlasting Fire subclass node perks. – Heat Rises: Now also improves Phoenix Dive. While Heat Rises is active, you are granted Restoration while diving, and deal damage to and Scorch nearby enemies on landing. – Now grants +70 airborne effectiveness to your equipped weapons rather than removing the airborne accuracy penalty. – – Voidwalker Pocket Singularity: Improved consistency at close ranges. – Now also disables targets’ melee lunge for 1 second on hit. – – – Pocket Singularity: – Stormcaller Ball Lightning: Projectile now arms more quickly after passing over a target to resolve an issue where the downward detonation could overshoot targets behind cover. – – – Ball Lightning: – Hunter: Knock ‘Em Down – On Your Mark – Gunpowder Gamble – – Titan: Roaring Flames – Sol Invictus – Consecration – – Warlock: Icarus Dash – Heat Rises – Touch of Flame – – Ember of Singeing – Ember of Benevolence – Ember of Eruption – Ember of Searing – Ember of Beams – Ember of Combustion – Ember of Torches – Ember of Tempering – Ember of Blistering – Ember of Solace – [REDACTED] – [REDACTED] – [REDACTED] – [REDACTED] – Loreley Splendor Helm: The Sunspot created by Loreley Splendor Helm now when casting your Barricade or while at critical health has improved Restoration effects. – – The Bombardiers: Now apply Scorch to targets rather than a generic Solar burn effect. – – Dawn Chorus: Now causes your Daybreak projectiles to apply Scorch to impacted targets rather than a generic Solar burn effect. – Now increases the damage your Scorch effects deal. – – Phoenix Cradle: Now applies the Sol Invictus buff and Solar Restoration to allies that pass through your Sunspots. – – Young Ahamkara’s Spine: No longer grants ability energy from burn damage ticks. – – Void Invisibility: Radar ping loop now begins after 5 seconds of invisibility, up from 3. With Update 4.0.0.4, we made a change to radar behavior for invisible targets. We believe that this was the right path forward, but our tuning was slightly too aggressive and removed space in the Nightstalker kit that allowed them to intelligently flank bunkered players. – The changes in this update mean that base Vanishing Step or Trapper’s Ambush melee invisibility will not trigger a second radar ping (unless the invisible player begins sprinting or uses their vertical movement mode). With one source of invisibility extension (like Echo of Persistence or Graviton Forfeit) active or with an extended invisibility effect (like a Trapper’s Ambush Quickfall or Stylish Executioner activation), one additional radar ping will occur, and if two extensions are used then two additional radar pings will occur. – – – Radar ping loop now begins after 5 seconds of invisibility, up from 3. – Void Volatile: Fixed an issue where volatile detonations could be applied to a single target immediately rather than going on the intended 1-second cooldown. We don’t believe this will result in a noticeable player-facing difference in volatile behavior or efficacy outside of edge cases with Volatile Rounds or Controlled Demolition but will be keeping an eye on this going forward. – – Lowered the amount of physics acceleration applied to targets by volatile detonations. – – Fixed an issue where volatile detonations could be applied to a single target immediately rather than going on the intended 1-second cooldown. – Resilience: Now grants increased incoming flinch resistance and damage resistance vs. PVE combatants. – – Power Bands have been increased for the new Season: Power Floor: 1350 (unchanged) – Soft Cap: 1510 (up from 1500) – Powerful Cap: 1560 (up from 1550) – Hard Cap: 1570 (up from 1560) – – The Character Power Boost has been increased to 1510 with the new Soft Cap. – Fixed an error granting unintended progress for Weapon Flair Triumph. – Activity streaks for Crucible, Vanguard, Xûr’s Strange Favor, and Gambit no longer reset when you enter a non-ritual activity. Instead, they rebalance themselves every time you complete a ritual activity, so you can never have a total of more the 5 across the 4 reputations. – Players no longer receive Gunsmith reputation for completing campaign missions. – Public events objectives now award participation for all types of public events. – Fixed an issue where The Butler RS/2 Rocket Launcher is rewarded to a new Guardian after starting the New Light campaign a second time. – Fixed several issues affecting the runes in the Veles Labyrinth Lost Sector in the Cosmodrome. – Removed bounty related objectives from Gambit, Crucible, and strike intro quests. – Fixed an issue where new characters would start with other subclasses unlocked when deleting a veteran character. – Vendor buttons leading to abilities now show a checkmark to signify all abilities have been acquired from subclass tree. – Dares of Eternity: Increased Strange Coins earned from the reward chest in Dares of Eternity from 1 to 3. This does not affect the number of Strange Coins earned from Lightning Round chests. – Dares of Eternity: Fixed an issue that could result in the Pinnacle reward for completing the weekly activity challenge to result in duplicates more often than intended. Seasonal Challenges with unique items or upgrades now show those rewards with large icons. Experience and Bright Dust continue to use smaller icons. – – Going forward, Catalyst Quest Boosts acquirable from the Season Pass will apply to all active Season Pass Exotic catalyst quests. This applies to Season of the Risen and after. – A Season Pass exclusive Ghost projection has been added to the premium track (available at rank 45). Some existing rewards were moved/consolidated to accommodate this change but no items have been removed from the Pass. – – Xûr’s inventory should no longer be different if players manage to find him at destinations shortly after the weekly reset happens on Tuesday. He will still reappear with new gifts from the Nine when he returns at his regularly scheduled time on Friday. – Updated the names and descriptions for some vendor engrams. Engram items titled “Gear” should directly reward you with an item of that type, while engrams items titled “Engram” should reward you with a decryptable engram you can bring to Rahool or focus at a vendor. – Platforms and Systems Cleaned up Audio settings for voice chat on non-PC platforms: Voice Settings: Remove console voice chat settings for Blended, Headset Only, Speakers Only. – – Improved the consistency with which PlayStation and Xbox platform rosters update the online status of platform friends. – Localization The voice actor for Eris Morn’s Italian dialogue has been recast. – General Destiny 2 update 4.1.0 patch notes Season 17 entitlement updates (Seasonal Silver Bundle, Season Pass, The Witch Queen Dungeon Key): The Witch Queen Dungeon Key (which includes both S17 and S19 dungeons) will immediately be granted to players who own or purchase The Witch Queen Deluxe Edition or upgrade the already-owned copy to Deluxe. – For players who do not own The Witch Queen Deluxe Edition, The Witch Queen Dungeon Key can be purchased a la carte from the Eververse store immediately upon 4.1.0 release, or via the Duality dungeon node or Hawthorne vendor when the dungeon launches. – – Scorn sniper damage brought in line with other combatant sniper weapons. Spread of projectiles increased to reduce instances of multiple projectiles hitting players. – Removed veteran player Void 3.0 tutorial. – New Light New Light Solar 3.0 updates: New Hunter characters will start with the reworked Solar 3.0 subclass. – New Titan and Warlock characters will start with Void 3.0 subclasses. – Subclasses you have not acquired are available after finishing the A Guardian Rises questline and talking with Ikora Rey during the A Spark of Hope quest. – – New Hunter characters will start with Solar subclass abilities intended to be more friendly and appealing to new players. Additional abilities may be unlocked by purchasing them from Ikora in the Tower and completing meditation: Hunter: Super Ability: Deadshot Golden Gun (6-shot variant) – Class Ability: Marksman Dodge – Movement Ability: Triple Jump – Charged Melee: Knife Trick – Grenade: Swarm Grenade – – Titan: Super Ability: Hammer of Sol – Class Ability: Towering Barricade – Movement Ability: Strafe Lift – Charged Melee: Hammer Throw – Grenade: Thermite Grenade – – Warlock: Super Ability: Daybreak – Class Ability: Healing Rift – Movement Ability: Burst Glide – Charged Melee: Incinerator Snap – Grenade: Solar Grenade – – – Hunter: – For more tips and guides covering all things Destiny, check out more of our guide content at Dexerto. Best PvP weapons | Destiny 2 Promo Codes | Destiny 2 Prime Gaming Rewards | Infamy Ranks Guide | Glory Ranks Guide | Current Trials of Osiris map | Iron Banner countdown

  • Destiny 2 update 4.1.0.2 patch notes: Solar 3.0 fixes, Raid changes & known issues – Dexerto

    Destiny 2 update 4.1.0.2 patch notes: Solar 3.0 fixes, Raid changes & known issues BungieDestiny 2 4.1.0.2 patch notes are here, with changes to Solar 3.0 and updates to endgame content. Destiny 2’s next weekly reset will bring new challenges as part of the game’s new season, Season of the Haunted. It’ll also see a new hotfix patch drop, with version 4.1.0.2 arriving. Bungie revealed some tweaks as part of its weekly blog post, meaning we know that Solar 3.0, the game’s revamped subclass type, will see an overhaul. “We’d much rather ship something a little too spicy than something bland that makes a bad first impression,” Sandbox Discipline Lead Kevin Yanes explained. “I think with Solar 3.0, we landed somewhere in the middle, and the team feels very passionately that this is the wrong place to be”. Here are the Destiny 2 update 4.1.0.2 patch notes, including updates to Solar 3.0. Destiny 2 update 4.1.0.2 patch notes Here are the full patch notes, as per Bungie, and we’ll update these as we hear more. ACTIVITIES RAIDS AND DUNGEONS We have fixed an issue where Pinnacle gear was dropping more than once per week in the Master version of the Duality dungeon. – Encounters from either Legend or Master, whichever is completed first, reward pinnacles once per week per class. – – – – Pinnacle rewards were unrestricted in Duality Master mode before this change – – – – Fixed an issue that blocked progress in Grasp of Avarice final boss encounter. Captain Avarokk might still show some shaky animations during the fight. – – – – Fixed an issue that could cause an activity crash during the Caretaker encounter in Vow of the Disciple. – Removed Powerful rewards from Deep Stone Crypt when it’s not a weekly featured Raid. – DESTINY 2 4.1.0.2 PATCH NOTES: GAMEPLAY AND INVESTMENT WEAPONS Fixed an issue where some weapons wouldn’t get Deepsight progression – Fixed an issue where the enhanced version of Bait and Switch was not working. – Fixed an issue where Adaptive Munitions was not working on Glaives. – Fixed an issue where the Exotic Sidearm Trespasser was not available in Collections. – Fixed an issue where the Season Pass Auto Rifle Firefright was not available in Collections – Fixed an issue where the Conscripted ornament for Traveler’s Chosen could no longer be equipped – ARMOR Updated the description of the Roast ‘Em perk on the Hunter Exotic arms Caliban’s Hand: “Proximity Knife scorches targets it damages with its explosions, or ignites targets on a direct kill.” – Fixed an issue where Artifice Armor lost their special mod socket. – DESTINY 2 4.1.0.2 PATCH NOTES: ABILITIES WARLOCK Heat Rises: – : Consuming your grenade now also releases a burst of cure x2 around you, healing you and your nearby allies. Consuming a Healing Grenade increases the strength of the burst to cure x3 and consuming a Touch of Flame Healing Grenade provides Restoration as an additional benefit. – – – – Icarus Dash: – : While airborne, rapidly defeating targets with your Super or any weapon cures you. – – – – Celestial Fire: – Each Celestial Fire projectile now applies 10 Scorch stacks. This is increased to 15 stacks with Ember of Ashes equipped. – – – – TITAN Burning Maul: – Buffed damage in PvE by 25%. – – – – Roaring Flames: – While Roaring Flames is active, your uncharged melee attack now deals Solar damage and applies 30 scorch stacks to targets per hit. This is increased to 40 stacks with Ember of Ashes equipped. – – – – Fixed an issue where the Roaring Flames Aspect wouldn’t proc on some Solar grenade kills. – – – – Consecration: – Fragment slots increased from 1 to 2. – – – – Raised the height of the secondary attack’s ground wave by 25% to more easily catch players who jump too late. – – – – MISCELLANEOUS DESTINY 2 4.1.0.2 PATCH NOTES Ember of Benevolence – Fixed an issue that caused this Fragment to activate and refresh inconsistently. – – – – Should now always activate from: – – – – Allies entering your Healing Rift or Well of Radiance. – – – – – – – – Healing allies with a Healing Grenade, Heat Rises grenade consume, Edge of Intent Warlock Glaive turret, or Phoenix Dive landing detonation. – – – – – – – – Hitting allies with Lumina’s Noble Rounds or Boots of the Assembler orbs. – – – – – – – – Fixed an issue with Vortex, Voidwall, and Solar grenades causing them to deal less damage than intended against PvE targets. – GENERAL Fixed an issue where certain Rare armor was able to be dismantled for Legendary rewards. – Fixed an issue where the Season 17 Season Pass +10 ranks bundle was not properly showing on Eververse. – Fixed an issue with the Russian translation for the perk Sleight of Hand. Now it properly states the perk functionality. – That’s everything included in the Destiny 2 4.1.0.2 patch notes. For more tips and guides covering all things Destiny, check out more of our guide content at Dexerto. Best PvP weapons | Destiny 2 Promo Codes | Destiny 2 Prime Gaming Rewards | Infamy Ranks Guide | Glory Ranks Guide | Current Trials of Osiris map | Iron Banner countdown

  • Destiny 2 update 4.0.1.1 patch notes: Ability balancing changes & bug fixes – Dexerto

    Destiny 2 update 4.0.1.1 patch notes: Ability balancing changes & bug fixes BungieDestiny 2 patch notes for update 4.0.1.1 are here, and they make subtle but important tweaks to abilities as well as bug fixes. Destiny 2’s weekly reset is almost upon us, and the game’s rotation of activities will continue as soon as players have downloaded hotfix 4.0.1.1. While it doesn’t add any additional new combat, it does make big changes to a series of subclass abilities, notably the Axion Bolt and Titan Barricade, while also making changes to the Renewal Grasps exotic armor. The patch also squeezes in a handful of bug fixes amidst the latest Destiny 2 patch notes as the MMO/loot shooter hybrid continues rolling toward Season 17. Destiny 2 update 4.0.1.1 patch notes Bungie gave us a preview as part of last week’s mammoth blog post about Season 17 changes, but we have the full notes below courtesy of the latest blog: Destiny 2 Patch Notes 4.0.1.1: Activities Fixed an issue where killing a Hive Ghost was granting more than one revive token in activities. – Fixed an issue where Grandmaster The Lightblade and Birthplace of the Vile were not contributing to the Total Conquest Triumph. – PVP Fixed an issue allowing players to exit the play area on Eternity. – Gambit Fixed an issue where killing the Envoys would not drop the Primeval’s shield. – Fixed an issue where the Primeval would not appear after banking 100 Motes. – Destiny 2 Patch Notes 4.0.1.1: Gameplay and Investment Armor Synthoceps Fixed an issue where the Biotic Enhancements perk prevented shattering an encased player with an uncharged melee. – – – – Renewal Grasps While equipped, Renewal Grasps now increases the base cooldown of the Duskfield Grenade from 62s to 152s. – The outgoing damage penalty applied to players affected by a Renewal Grasps’ Duskfield Grenade has been reduced from 50% to 20%. Damage unchanged vs. PvE targets. – – – – – – – Weapons Fixed an issue where The Summoner Auto Rifle on Saint-14’s rank reputation rewards is missing a Masterwork. – Abilities The Offensive Bulwark Void Aspect now grants 60% less bonus grenade energy regeneration in PvP game modes. – Titan Barricade’s base cooldown when the Bastion Void Aspect is equipped is now 82s, up from 53s. This matches the recharge rate of Warlock Rift. – – – – Skip Grenade impact damage reduced from 8 to 4. Skip Grenade tracking strength now begins to decrease after 1s, down to 50% strength after 3s . – Axion Bolt base cooldown increased from 91s to 152s. – Whisper of Chains now provides 15% bonus damage resistance against players when near a Stasis crystal, down from 25%. Unchanged vs. PvE targets. – – – – Destiny 2 Patch Notes 4.0.1.1: General Stability and crash fixes. Fixed a memory leak contributing to crashes and instability. – – – – Reduced the text chat spam throttle to allow for more messages to be sent by a player before receiving the “You’re sending messages too quickly!” message. – For more tips and guides covering all things Destiny, check out more of our guide content at Dexerto. Best PvP weapons | Destiny 2 Promo Codes | Destiny 2 Prime Gaming Rewards | Infamy Ranks Guide | Glory Ranks Guide | Current Trials of Osiris map | Iron Banner countdown

  • Destiny 2 update 3.3.1 patch notes: Festival of the Lost, The Corrupted changes – Dexerto

    Destiny 2 update 3.3.1 patch notes: Festival of the Lost, The Corrupted changes BungieFestival of the Lost is returning for another year in Destiny 2 but before we get there, here’s an early look at some key changes Bungie plans on shipping with the October 12 update. With the Festival of Lost fast approaching for its 2021 spin, Destiny 2 is gearing up for another sizable update. Patch 3.3.1 is set to be deployed on October 12 and alongside the Halloween makeover, a few key changes are also expected. From bug fixes to balance updates and a handful of minor tweaks, the patch won’t dramatically change Destiny 2 by any means. Though there are still a number of significant adjustments to keep in mind. Here’s an early look at everything coming in Destiny 2’s 3.3.1 patch. Adept Nightfall weapon drops The biggest change we know about for the upcoming patch has to do with Grandmaster Nightfalls. Up until now, Adept Nightfall weapons have been fairly consistent drops from Platinum Grandmaster runs. Moving forward though, they will be 100% guaranteed. “Even on the hardest of weeks,” Guardians will receive an Adept reward if they can get through the Grandmaster-tier challenge, Bungie confirmed. Although it won’t change how random perk rolls function, it does improve your odds of landing on an optimal build. Rather than crossing your fingers and hoping for a drop, Adepts are now guaranteed. Changes to The Corrupted The Corrupted strike is one particular area Bungie is focusing on for improvement in the next patch. From pesky enemies to frustrating modifies, expect to have a smoother run through this strike on your next go around. Specifically, a bugged Phalax Champion has been removed altogether. Rather than just nerfing it, Bungie has opted to remove this foe entirely. “It will never see the light of day again,” the devs joked. Moreover, Sedia’s Durance has been scaled back slightly, now only applying an extra 20% force to knockback effects, compared to the previous 40%. Destiny 2 update 3.3.1 patch notes Alongside these key changes, UI is also being fixed up a bit and various bug fixes are being implemented as well. While the full patch notes will arrive on October 12, here’s an early glimpse at what the meaty update has in store. Grandmaster Nightfalls Increased drop chance for an Adept Nightfall weapon from a Platinum Grandmaster Nightfall to 100%. While this will not guarantee perfect perk combinations on every drop, players may now expect to receive an Adept reward when overcoming the challenge of Grandmasters, even on the hardest of weeks. – – – – The Corrupted Reduced the knockback buff from the “Sedia’s Durance” activity modifier on Nightfall difficulty from +40% knockback to +20% knockback, which may help a few of you complete Grandmaster difficulty. – Removed an Unstoppable Phalanx Champion from the Ransack Ogre encounter. During the Ransack Ogre encounter, an Unstoppable Phalanx Champion would spawn in the Ascendant Plane when the Ogre boss reached 50% health. – That Champion was easy to miss, and you couldn’t backtrack there to defeat it once you killed the Ogre. – After this Champion ruined hundreds of Platinum completion attempts, we’ve snapped it out of existence. – It’s gone. – Dust. – Destroyed. – It will never see the light of day again. – That’s what it deserves. – – – – Fixed an issue that blocked completion of The Corrupted Nightfall scoring Triumph. – Cross Play UI Updated the sign-on experience to show a single toast after character select if you have one or more pending Bungie Friend requests instead of a unique toast for every pending request. The experience when receiving a new Bungie Friend request while playing the game has not changed. – Known Issue: This notification toast may appear blank for some players, but no invites are affected. This issue is already being investigated. – – – – Player search UI now has audio feedback. – Fixed a bug where the text chat auto-hide setting could revert to the Season 15 default value of ”off” under various conditions. – Fixed a bug where booting a fireteam member sometimes left a blank entry in the roster or fireteam UI. – Fixed a bug where online roster contacts were not sorting alphabetically for friends and clanmates. – Fixed a bug where blocking a player through a fireteam invite did not hide interaction options that are expected to fail when interacting with a blocked player. –

  • Destiny 2 update 3.3.0.2 patch notes: Precious Scars, Strike bug fixes and more – Dexerto

    Destiny 2 update 3.3.0.2 patch notes: Precious Scars, Strike bug fixes and more BungieDestiny 2’s latest hotfix, 3.3.0.2 is here. Here’s everything included in the Destiny 2 update 3.3.0.2 patch notes, including fixes for multiple Strikes and exotic gear. Destiny 2 is now well into its latest season, Season of the Lost, but Bungie’s unenviable task of constantly patching the game never stops in the run-up to the Witch Queen expansion. As a result, players logging in may notice a new download is available, with hotfix 3.3.0.2 available for players on PS4, PS5, Xbox One, Xbox Series S/X, and PC. The update makes tweaks to exotic armor, as well as fixes an issue with the latest exotic, Ager’s Scepter, while also making fixes for some frustrating issues in certain Strikes. So, without further ado, here are the Destiny 2 update 3.3.0.2 patch notes, courtesy of Bungie. Contents Destiny’s latest update makes fixes to some of the Season of the Lost content, including Ager’s Scepter. Destiny 2 update 3.3.0.2 patch notes Gameplay and Investment Destiny 2 patch notes ARMOR Fixed an issue where Precious Scars was not correctly restoring player shields on matching weapon kills. – Fixed an issue where Prometheum Spurs would not consistently spawn combination rifts on kills while rift energy is full. – Fixed an issue where Dawn Chorus no longer extended burn damage. – The issues regarding Wormgod Caress and Radiant Dance Machines have been resolved and these armor pieces have been re-enabled in all activities. – WEAPONS Increased the effect of both the impact and detonation of Explosive Light on Rocket Launchers to now increase damage by 25%. – Fixed an issue where Danger Zone was not functioning correctly on Rocket Launchers. – Increase the cooldown of Shoot to Loot to four seconds. – This is a temporary measure to prevent shooting a brick that can’t be picked up to trigger the auto-reload. – Fixed an issue where ammo picked up by players could be quickly shot with Shoot to Loot to get additional ammo. – Fixed an issue where an interaction between Hawkmoon and Hand Cannon Holster allowed for repeated Paracausal shots. – Fixed an issue with Ager’s Scepter where a player’s Super wouldn’t drain while in empowered mode. – TITLE SEAL Fixed issue where a gilding Triumph could be completed before the base title Seal was claimed. – Fixed issue where the Wyvern precision kill objective wasn’t progressing as intended. – Strikes Destiny 2 patch notes Fixed an issue where strike streaks were not rewarded after completing a strike if the player joined a strike in-progress or if the player was pulled forward. – Players should no longer be able to apply Chill Touch to themselves or allies in strikes. – Players should once again not be able to reset their reputation if they have not picked up all rank reward items. A quality-of-life improvement for rank resetting is coming later in Season 15. – – – – Players can no longer be stuck after encountering In’Anah for the first time. – The Fanatic can no longer become stuck in the corner. – The Spider Tank can no longer be killed early. – Burns, shields, and Champions listed on the tooltip for Luna Lost Sectors should once again reflect what players find in-game. – Read more: Everything we know about Season 16 – Platform and system Destiny 2 patch notes Fixed an issue where selecting the Beyond Light Deluxe Edition upgrade from the Timeline took players to the full Deluxe Edition page instead of the upgrade page on the Steam store. – Fixed an issue where Windows 7 users were unable to launch the game due to some incompatible *.dll files. – Localization Destiny 2 patch notes Fixed an issue with Japanese translations of a few lore entries. – Fixed an issue where several languages did not have a description for the Seasonal artifact. – General Destiny 2 patch notes Fixed an issue where the Xunyou offer was not rewarding the correct items. – Fixed an issue where the Warlock’s Nova Warp wouldn’t Blink if Hold Sprint was active. – Fixed an issue where the barriers surrounding the Scorch Cannons in the Fallen Walker public event repelled anything that came near them. – Increased the score target for Iron Banner Control from 125 to 150 (matching base Control). – Adjusted the Iron Banner Mercy thresholds to reduce the number of games that end shortly before they reach the score target. –

  • Destiny 2 update 3.2.0.1 patch notes: Stasis tuning, new H.E.L.M. map – Dexerto

    Destiny 2 update 3.2.0.1 patch notes: Stasis tuning, new H.E.L.M. map ActivisionThe Destiny 2 3.2.0.1 update has arrived, bringing all new content and balance adjustments. Here’s a complete rundown on the latest major patch that introduced Season of the Splicer. With Season of the Splicer now upon us, Guardians are dropping into an all new era in Destiny 2. From the return of Bungie’s first-ever Raid to a controversial transmog system and plenty more, there’s a ton to wrap your head around. Alongside all the fresh content is a sizeable update to rebalance the sandbox and introduce an assortment of new tweaks under the hood. While we already have a good idea of key weapon buffs and nerfs on the way, we now know everything else that came to Destiny 2. Various Subclasses changed, new areas were introduced, and that’s just the tip of the iceberg. Here’s everything you need to know about the 3.2.0.1 update in Destiny 2. Destiny 2 downtime for 3.2.0 update Tomorrow (May 10) at 10:00 AM PDT (1700 UTC), Destiny 2 will undergo background maintenance. No downtime is expected. This will prepare us for Update 3.2.0 releasing on May 11. For more info: https://t.co/48Mjp1uuz7 — Bungie Help (@BungieHelp) May 9, 2021 With Season of the Splicer having kicked off on May 11, players are now able to jump into Destiny 2 once again. Background maintenance was scheduled for 10AM PT on May 10 and ran for roughly four hours. At 9:45AM PT on May 11, however, Destiny 2 was brought offline. This stretch of maintenance ran through until 11AM PT. Balance adjustments in Destiny 2 3.2.0.1 update With Season of the Splicer comes all-new Subclass tuning in Destiny 2. Hunters, Titans, and Warlocks were all hit with changes to various degrees. First up, Hunters will notice a slight nerf to the Silence & Squall ability. Its detonation radius has been pulled back from 12m to 8.5m. Titans were hit with a small buff as Shiver Strike melee energy is now refunded when Glacial Quake ends. Moreover, Whisper of Torment should work more efficiently moving forward. As for Warlocks, the Chaos Reach Super won’t be able to kill enemies through walls in Season of the Splicer thanks to some new bug fixes. Last but not least, the Bleak Watcher Aspect will grant two fragment slots. On top of these balance updates, Stasis abilities will now come with colorblind support. Toggling this option will make everything from Crystals to Duskfields easier to spot. Improved Nav Mode in Destiny 2 3.2.0 update Ever been frustrated when pulling out your Ghost just to see a laundry list of quests and Bounties? This Nav Mode has been updated in the 3.2.0.1 patch to make your life easier. Moving forward, Bounties and Quests will appear under separate lists. To further improve bounty tracking, individual bounties can no longer be highlighted. Instead, every single bounty will now appear on-screen with the touch of a button. If you happen to be tracking a particular Triumph though, that will appear in its own section of the new Nav Mode. New H.E.L.M. map in Destiny 2 3.2.0.1 update Rather than taking up space at the Tower like in previous seasons, the H.E.L.M. area now has its very own space. This can be accessed straight from the Director without having to travel into the Tower. This enormous location was shown on Destiny’s official Facebook page just days prior to the update. There’s plenty more packed into the 3.2.0.1 update to freshen things up in the new season. Glory, Valor, and Infamy are preparing for major tweaks in Season 15. Classic ornaments have been reintroduced through the Eververse. A litany of bug fixes were also included. Below is a complete rundown of everything included in the 3.2.0.1 patch. Destiny 2 3.2.0.1 update patch notes Abilities, Aspects, and Fragments Colorblind Support Stasis abilities now have colorblind support: Enemy Crystals – Enemy Squall – Enemy Duskfield – Enemy Bleak Watcher – – – – Player highlighting in the Crucible now has colorblind support. – – Stasis abilities now have colorblind support: – – – Sublcass Tuning Hunters The freeze detonation from Silence & Squall has been reduced from 12m to 8.5m in radius. – Enemy Squall now has a red ring to define area as it approaches. – – – – Titans Shiver Strike melee energy is now refunded when Glacial Quake ends. – Fixed an issue in which players can trigger Whisper of Torment by standing in an opponent’s Barricade. – – – – Warlocks Shadebinder Bleak Watcher Aspect now grants two fragment slots. – – – – Chaos Reach Fixed an issue with Chaos Reach Super that was allowing it to penetrate some thin walls or objects enough to damage and kill opponents on the other side. – – – – – Shadebinder – – – – Hunters – – – Nav Mode (Menu that appears when pulling out your Ghost) Separated Bounties from Quests in Nav Mode. – All Bounties now appear in Nav Mode. They can no longer be tracked as a result. – Category switching on keyboard and mouse can now be controlled with the scroll wheel. – Tracked Triumph now appears in its own Nav Mode category. – UI Legends added to the Director Destinations tab. This is where you’ll find Vault of Glass in just a few weeks… – – – – Shortcut between HUD quest step notifications and quest details screen added for keyboard and mouse users. – 6v6 Crucible activities have an updated intro experience. Cycle through your teammates to view metrics associated with the activity you’re entering. – – – – H.E.L.M. H.E.L.M. now appears in the Director Destinations tab (moved from Tower map) and has its own map. – Focused Umbral Engrams and Prismatic Recaster Umbral Engrams now auto-decrypt when Focused via the Prismatic Recaster. – The visual states for focusing options on the Prismatic Recaster have been streamlined to reduce visual clutter and confusion. – – – – Glory, Valor, and Infamy Glory, Valor, and Infamy reputations have had their internal systems rebuilt to a unified implementation. In-game, players should expect minimal perceived changes. Unified Glory, Valor, and Infamy rank reputation tracking. Before Forsaken, Glory and Valor had only Major ranks (Guardian, Brave, etc.). – After Forsaken, Glory and Valor gained sub-ranks (Brave I, II, III) alongside Infamy. However, all the historical tracking (Lifetime Ranks) and quest usage still used the original Major ranks. – Now, the sub-ranks are now referred to simply as Ranks, and all usage has been converted to use them where appropriate. (I.e., all lifetime values and quest targets have been multiplied by three.) – – – – Glory playlists no longer block Valor win streaks from declining. – The Valor badge now appears on the Trials launch screen. – Infamy win streak bonus is now linear (+35 points per win). – Glory win streak bonus is now linear (+20 points per win). Note: With the eventual update to Vanguard reputation, players should be ready to spend their Vanguard Tokens during Season of the Splicer. – – – – – Unified Glory, Valor, and Infamy rank reputation tracking. – – – Eververse Eververse Archive Filtering Players can now easily filter the offerings in the Storefront Archive tab. – Per numerous community requests, we added many Exotic weapon and armor ornaments from previous Seasons to the archive tab. – – – – Bright Engrams Spawn FX and Shaders are now standalone items in Bright Engrams. Bright Engrams can no longer decrypt into duplicates of these items. – – – – A small amount of Glimmer will be awarded when decrypting Bright Engrams. – – Spawn FX and Shaders are now standalone items in Bright Engrams. – – – General Things… Momentum Control and Team Scorched have returned and will be available as part of the weekly playlist rotation. – Added repeatable bounties to Shaw Han in the Cosmodrome. – Fixed an issue causing Vaulted gear to erroneously drop from strike-unique loot lists. – Added a full suite of Trace Rifle-focused armor mods to the game. – Activities General Four Lost Sectors have been added to the daily rotation of Legend or Master difficulty Lost Sectors! – Fixed case-by-case issues with unresponsive or clumping combatants across various activities. – Fixed an issue that could prevent AI enemies from firing in some 6-player activities when there are a lot of enemies alive in the area. – Crucible 6v6 Crucible activities have an updated intro experience. You can now cycle through your teammates to view metrics associated with the activity you’re entering. – – – – Momentum Control and Team Scorched have returned and will be available as part of the weekly playlist rotation. – Adjusted The Dead Cliff’s spawn points so that players are no longer placed on the edge of the cliff on match start. – Fixed defeat audio sound for teammate defeats in private matches and in Showdown. – Disabled mercy rule in private matches. – Players can now join a private match in progress at any time, regardless of team scores or time remaining. – Fixed inaccessible Heavy ammo placements on Distant Shore, Bannerfall, Widow’s Court, and Altar of Flame. – Gambit Fixed a rare issue that could result in fronts not rotating due to a single living enemy hiding at a previously cleared front on the other side of the map. – Fixed an incorrect wave progression on Legion’s Folly (Vex). – Fixed an issue where a Scorn Abomination could become friendly and start attacking other Scorn. – Fixed an issue where dropped motes would disappear immediately if the opposing team summoned their primeval. – Fixed an issue where combatants in the Deep Six Gambit map would sometimes fail to move around or take cover. – Fixed an issue that was allowing Warlock players to exploit Blink related abilities to remain on the opposing side during invasions in Gambit. – New Light Campaign Improved the explanations in some tutorial messages. – Tutorial messages will no longer pop up to distract players during Crucible and Gambit matches. – Fixed an issue where players could abandon the ‘A Spark of Hope’ quest and not be able to recover it from the Quest Archive vendor in the Tower. – Destination Patrol The Moon: Fixed an issue where some quest enemies in Moon free roam would immediately respawn after being defeated. – Fixed an issue where the Hive Rune could be missing from one of the stones from a chest puzzle on the Moon. – Fixed an issue where some of the chest puzzles on the Moon weren’t appearing. – – – – Cosmodrome: Shaw Han now offers repeatable Cosmodrome bounties. – Fixed an issue where players could get stuck behind the boss portal in the Veles Labyrinth Lost Sector. – The Hive under the helicopters in the Divide will now always be that Ogre who first killed you back in 2014. – All forgotten dead Ghosts left around the Cosmodrome have been removed and properly laid to rest. – The Grottos now has player containment volumes around its water boundaries. – – – – Dreaming City: Fixed an issue where filling up your quest/bounty slots could result in players losing an ‘A Small Gift’ pursuit awarded to them. – – – – Strikes Fallen S.A.B.E.R.: During the first encounter inside Rasputin’s bunker, the death volume inside the bottomless pits has been lowered to give players a chance to recover. – Sped up the transition from orbit briefing dialog to the gameplay by a few seconds. – Fixed an issue where dialog lines from the previous area’s public events could play during the Warsat encounter. – Player’s Ghosts now immediately revive when the strike ends. – The first fireteam member to enter the Warsat area should now reliably see the Warsat falling – be careful! – – – – The Devil’s Lair: Removed some objects that could be interacted with but had no effect. – Fixed an issue where players could get stuck in the air during the Sepiks Prime boss fight when using Thundercrash. – Fixed an issue where Sepiks Prime was taking more damage than intended. – – – – Inverted Spire: As the boss fight progresses to lower layers, any player’s Ghost left above will now spawn on the current layer. – – – – Warden of Nothing: Fixed an issue where the number of champions killed was not always being tracked correctly. – Fixed an issue where some Cabal champions were missing from the arena fight in the ruins of the old Prison of Elders. – – – – The Corrupted: Fixed an issue where players could get stuck behind in the Ogre room if other members of the fireteam ran too far ahead of them. – – – – The Disgraced: Fixed an issue where players who had completed the New Light campaign would always hear the New Light dialogue during the strike instead of the normal dialogue. – Fixed issues where players could get locked out of the boss room and joining players could spawn in too far behind their fireteam. – – – – Proving Grounds: Fixed an issue where the strike name was written as Proving Ground. – – – – Public Events Stop the Ether Ritual: Fixed an issue where the UI wouldn’t always display that you had engaged with the public event. – – – – Hive Ritual: Fixed an issue where players would engage with the public event simply by being in the same area on the Moon. – – – – Raids Deep Stone Crypt: – Fixed an issue where players could hop off Sparrows to reset the fire in the basement of the Crypt Security encounter. – Fixed an issue where players can avoid having the Rally Banner removed after starting the final encounter. – Fixed an exploit where players can complete the Atraks-1 challenge mode by having players sucked out of the airlock. – Fixed an issue where players were able to trigger a quarantine in the Crypt Security encounter by using a finisher on combatants. – Garden of Salvation: – Fixed an issue where some music would fail to play while on the Divinity quest. – The Last Wish: – Fixed an issue where Riven could start the wipe cast 20 seconds faster if she went to a certain side. – Dungeons Pit of Heresy: Fixed an issue that allowed the carry-object to be duplicated when dunking. – – – – UI/UX Removed display cap on Player Waypoint Season Rank. Waypoint will now show player’s actual Season Rank when it’s above 999. – Season Rank now shows up in player nameplate tooltips. – Gilded Title gilding count displays on in-game player waypoints. – Fixed an issue where some non-Gildable Seals were displaying with Gilding UI. – Fixed an issue where the sound effect when gilding a title would not sync with animation. – Moved fireteam privacy button in roster layout. – Reduced dismantle time and improved dismantle efficiency on some older Fizzled items and currencies. – Tooltips for items in Triumphs tab no longer display ‘Triumph’ for all types found within Record tab. Lore, Metric, etc. are all appropriately named. – – – – Several changes to Nav Mode: Separated Bounties from Quests in Nav Mode. – All Bounties now appear in Nav Mode. They can no longer be Tracked as a result. – Category switching on keyboard and mouse can now be controlled with the scroll wheel. – Tracked Triumph now appears in its own Nav Mode category. – – – – H.E.L.M. now appears in the Director Destinations tab (moved from the Tower map) and has its own map. – Legends added to the Director Destinations tab. – Shortcut between HUD quest step notifications and quest details screen added for keyboard and mouse users. – Updated loading hints regarding anti-Champion modifications. – Appearance Customization has been added to the Vanity screen (below the Character screen). Players are now able to fully customize their armors shaders and ornaments from this screen. – Players are also now able to unlock the appearances of any armor they have obtained using Clas Specific or MTX Tokens (Synthweave Bolts or Synthweave Template). – Players are now able to apply shaders to all their armor at once via the Overview tab. – Players are now able to preview shaders/ornaments on multiple pieces at once within the Appearance Customization screen. – – – – Gameplay and Investment Armor In Season of the Hunt, many armor mods were deprecated as a result of the change to the energy types of all weapon-focused armor mods being changed to Any Energy Type. The pre-Armor 2.0 version of these perks have also been deprecated. – The Mindvault ornament can now be equipped on the Year-1 version of the Insurmountable Skullfort. – Fixed an issue that was resulting in feminine character models utilizing masculine character model hands during certain cinematic scenes (e.g., gear and character preview screens) which was resulting in the hands visibly clipping through the gear wrap bits. – Telesto will no longer incorrectly trigger the Death Throes perk of the Verity’s Brow Exotic. – Khepri’s Sting will no longer grant Truesight when affected by another Guardian’s smoke bomb invisibility. – Felwinter’s Helm will no longer cause 2020 Solstice armor glows to default to Void, regardless of the player’s current subclass. – The Heavy Handed mod will now correctly work with the Shiver Strike melee. – The Assassin’s Cowl, Severance Enclosure, and Felwinter’s Helm Exotics now trigger their effects on Stasis-powered melee takedowns. – Severance Enclosure and Felwinter’s Helm now create their effects at the location of the enemy defeated by a powered melee, instead of originating at the player’s location. – Added a full suite of Trace Rifle-focused armor mods to the game. – Removed the Infusion Caps from all Legendary armor pieces issued or reissued in Season of the Worthy or later. – Armor sets issued in Season of the Worthy and Season of Arrivals have had their Legacy armor mod socket replaced with a Combat Style armor mod socket. – Weapons Removed the Infusion Caps from all Legendary weapons issued or reissued in Season of the Worthy or later. – Weapon Archetypes Nerfs: Aggressive (120 rpm) Hand Cannons now have damage and aim assist falloff distance reduced by between 2 and 4 meters based on range stat. – This roughly halves the range buff they received in Beyond Light. – Vortex Frame Sword full energy Heavy attack ammo cost increased from 4 to 6. – Removed chip damage from Swords. – – – – Buffs: Increased Precision (450 rpm) Auto Rifle damage per bullet from 17 to 18. – Added a rare Linear Fusion Rifle and Breech Grenade Launcher to the world loot pool. – Increased Linear Fusion Rifle precision damage by 15%, and increased reserve ammo by 20%. – Increased damage falloff start distance for Fusion Rifles, no effect on 100 range stat, +2m on 0 range stat. – – – – – Nerfs: – – – Perks Nerfs: Quickdraw Handling bonus is now removed after 1s after switching to this weapon, or on aiming down sights. – Replaced Quickdraw with Surplus on new and existing drops of Felwinter’s Lie and Astral Horizon. – Frenzy bonus damage reduced from +20% to +15%. – Reservoir Burst now increases magazine size in addition to its other effects, reduced full battery bonus damage from 33% to 25%. – – – – Buffs: Subsistence no longer reduces reserve ammunition and Submachine Guns now receive the same ammo fraction per takedown that Auto Rifles do. – High-Impact Reserves and Under Pressure are now active as long as their conditions are met (used to trigger on projectile fire). – Unrelenting now more easily triggers in PvE (immediate trigger on orange bars) and heals 20% more. – Sympathetic Arsenal now grants +20 reload in addition to its primary effect. – Dragonfly now works on Heavy Shanks and Servitors, and occurs even faster than after the Season of the Chosen change. – Hipfire Grip gains +1 degrees precision hip fire angle threshold, +1.2x reticule stickiness falloff distance (increase from the Season of Arrivals buff). – Iron Grip, Iron Gaze, Iron Reach secondary stat penalty reduced from -40 to –30. – Osmosis and Elemental Capacitor now works when playing a Stasis subclass. – Elemental Capacitor with a Stasis subclass grants +recoil direction and reduces ADS move speed penalty. – No Distractions trigger time reduced from 1.5s to 1s and flinch reduction increased from 30% to 35%. – Celerity now always grants +20 handling and +20 reload in addition to the triggered effect. – Bottomless Grief now always grants +30 magazine stat in addition to the triggered effect. – – – – – Nerfs: – – – Mods Adept Mag and Adept Targeting secondary stat penalty reduced from -20 to -15, fixed Adept Mag not granting reserves when applied to a Sword. – Adept Counterbalance has increased recoil direction benefit. – – – – Exotics Mida Multitool catalyst perk changed from Outlaw to No Distractions. – Hawkmoon has increased priority of Paracausal Charge and Paracausal Shot buff text (this was sometimes dropping off the bottom of the list). – The Lament has reduced damage of revved Heavy attack by ~16%. – Bastion chip damage removed and instead intrinsically staggers Unstoppable Champions. Increased spread angle by 13%. – Ticuu’s Divination is now acquirable through the Monument to Lost Lights kiosk in the Tower. – – – – Bug fixes Surrounded perk buff will no longer linger when using Surrounded Spec mod. – Fixed an issue where Symmetry was able to cause damage to friendly teammates in Crucible using its alternate-fire mode. – Fixed an issue where precision Hand Cannons would show down arrow on magazine stat when applying a Backup Mag mod. – Fixed an issue where magazine size would always display a green increase arrow even when the magazine decreases on Temporal Clause. – Fixed an issue where thresh would trigger a generic buff SFX on each kill, even if Super energy is full. – Fixed and issue where Cloudstrike could trigger the lightning storm even if shooting invulnerable targets. – Fixed an issue where Bad Juju’s emissive color was white instead of its normal green. – Fixed an issue where Summoner Auto Rifle’s emissive color was white instead of its normal orange. – Fixed an issue where Seventh Seraph Shotgun ornament had artifacting near the bolt. – Fixed an issue where Adored Sniper Rifle was using Beyond Light Watermark instead of Season of the Hunt Watermark. – Fixed and issue where MIDA Multi-Tool had animation popping in first person when coming out of a sprint. – Fixed an issue where Adept Mag did not work on Sola’s Scar. – – – – Power and Progression The Infusion Cap for weapons and armor has risen 10 points. All sources will now offer upgrades up to 1260, Powerful sources up to 1310, and Pinnacle sources will go to 1320. – Bounties and Purists The Exo Stranger has a new Stasis Aspect quest available. Requires Beyond Light ownership, campaign completion, and acquisition of all prior Stasis Aspects from the Stranger. – – – – Fixed an issue where Step 2 of the Born in Darkness Part 2 quest unintentionally changed to only require using Stasis abilities against 30 combatants instead of the original 60. The objective has been returned to the original value. Players who have not yet completed this quest step will have to use Stasis abilities against 60 combatants. – Weapon-focused bounties now cycle on a weekly rotation instead of random. – Fixed an issue where Eris Morn’s post-campaign Memories quests weren’t showing on her map marker. Fixed an issue where the reward chest had no waypoint, making it easy to miss. – – – – Zavala, Shaxx, and Drifter have new daily and repeatable stasis bounties available. Gambit daily bounty and all three repeatable bounties require Stasis subclass acquisition. – – – – Abilities, Aspects, and Fragments Fixed a bug that was making the Hunter Arcstrider’s Way of the Warrior Combat Flow perk behave inconsistently. – Colorblind Support Stasis abilities now have colorblind support: Enemy Crystals – Enemy Squall – Enemy Duskfield – Enemy Bleak Watcher – – – – Player highlighting in Crucible now has colorblind support. – – Stasis abilities now have colorblind support: – – – Subclass Tuning Hunters: The freeze detonation from Silence & Squall has been reduced from 12m to 8.5m in radius. – Enemy Squall now has a red ring to define its area as it approaches. – – – – Titans: Shiver Strike melee energy is now refunded when Glacial Quake ends. – Fixed an issue in which players can trigger Whisper of Torment by standing in an opponent’s Barricade. – – – – Warlocks: Shadebinder Bleak Watcher Aspect now grants two fragment slots. – – – – Chaos Reach Fixed an issue with Chaos Reach Super that was allowing it to penetrate some thin walls or objects enough to damage and kill opponents on the other side. – – – – – Shadebinder – – – – Hunters: – – – Combatants Reduced the health of the Fallen Dropship turrets. – Stat Trackers Added stat trackers for each Seal that can be gilded, tracking how many times the Seal has been gilded. – Seasonal Challenges The Well-Rested tooltip has been updated to direct players to Seasonal Challenges rather than Weekly Bounties. – Added a Past header category for Seasonal Challenges, and moved any Season of the Chosen Seasonal Challenges with weapon, reputation, or lore rewards to the Season of the Chosen category under the Past. All other Season of the Chosen Seasonal Challenges are no longer available. – – – – Added a new XP reward size for Seasonal Challenges. – Shaders Shaders are now unlockable items and no longer consumed upon application. Shaders no longer exist within the Inventory and can now be found within Collections. Any shader that has been unlocked in Collections can be applied to weapons or armor for the cost of 500 Glimmer. – Existing shaders held in player Inventories, Vaults, and at the Postmaster have been removed. – – – – – Shaders no longer exist within the Inventory and can now be found within Collections. – – – Season Pass Updated tooltip to inform players purchasing Season Pass ranks at rank 99, does NOT provide progress past rank 100. – Seasonal armor will no longer drop from the Season Pass. – Seasonal armor is now available exclusively through Seasonal activities and Seasonal Rank bonuses. – Updated Season Pass Rank Rewards: Free: Rank 5 – 25 Legendary Shards – Rank 10 – 25 Legendary Shards – Rank 15 – 5 Enhancement Cores – Rank 20 – Exotic Engram – Rank 25 – Legendary Engram – – – – Premium: Rank 14 – 25 Legendary Shards – Rank 15 – 5 Enhancement Cores – Rank 17 – 10,000 Glimmer – Rank 24 – Legendary Engram – Rank 27 – 5 Enhancement Cores – Rank 34 – 3 Upgrade Modules – Rank 37 – 10,000 Glimmer – Rank 44 – 25 Legendary Shards – Rank 47 – 3 Upgrade Modules – Rank 54 – Exotic Engram – Rank 57 – 5 Enhancement Cores – – – – – Free: – – – Valor, Infamy, and Glory Glory, Valor, and Infamy reputations have had their internal systems rebuilt to a unified implementation. In-game, players should expect minimal perceived changes. Unified Glory, Valor, and Infamy rank reputation tracking. Before Forsaken, Glory and Valor had only Major ranks (Guardian, Brave, etc.). – After Forsaken, Glory and Valor gained sub-ranks (Brave I, II, III) alongside Infamy. However, all the historical tracking (Lifetime Ranks) and quest usage still used the original Major ranks. – Now, the sub-ranks are now referred to simply as Ranks, and all usage has been converted to use them where appropriate. (I.e., all lifetime values and quest targets have been multiplied by three.) – – – – Glory playlists no longer block Valor win streaks from declining. – The Valor badge now appears on the Trials launch screen. – Infamy win streak bonus is now linear (+35 points per win). – Glory win streak bonus is now linear (+20 points per win). – Valor and Glory gains and rewards are now blocked by the PvP Banhammer. – You are now no longer able to reset Valor or Infamy if you have a full stack of Ascendant Shards. – Infamy rank reward Bygones is now available without restriction. – Infamy rank reward Distant Relation is available if it has never been acquired before. – – Unified Glory, Valor, and Infamy rank reputation tracking. – – – Ada-1 has returned to the Tower with a variety of new offerings. Once the Seasonal introductory quest is completed, players can visit Ada-1 to pick up Armor Synthesis Bounties to earn materials for up to 10 Armor Synthesis per class per Season. – – – – Banshee-44 no longer offers Armor mods and will instead offer a selection of Weapon mods which will rotate daily. – When Xur’s inventory includes an Exotic armor piece with a perk effect that depends on the use of a particular ability, that armor piece should more reliably come with a higher stat value in the stat that governs the cooldown of that ability. – Focused Umbral Engrams and Prismatic Recaster Focused Umbral Engrams now auto-decrypt when obtained via the Prismatic Recaster. – The visual states for Focusing options on the Prismatic Recaster have been streamlined to reduce visual clutter and confusion. – Platforms and systems Added motion blur, chromatic aberration, and film grain settings options to Xbox One and PS4. – General Fixed a bug that was preventing Sparrow cleanup when the rider exited the game unexpectedly. – Fixed an issue causing gear in the Destiny Content Vault to erroneously drop from strike-unique loot lists. – Sparrows no longer time out after seven seconds and can now stay in the world semi-indefinitely. Just please be respectful where you park them. – – – – Players can now easily filter the offerings in the Eververse Storefront Archive tab. Offerings have increased to 200+ items in the Archive. – – – – Store tab now displays a sheen when Bright Engrams are available for decrypting. –

  • Destiny 2 update 3.1.1.1 patch notes: Stasis nerfs & exotic drop rate changes – Dexerto

    Destiny 2 update 3.1.1.1 patch notes: Stasis nerfs & exotic drop rate changes BungieA change to the drop rate for the exotic Eyes of Tomorrow rocket launcher and a massive set of Stasis nerfs have arrived in the 3.1.1.1 update for Destiny 2, with Bungie implementing more tweaks to scale back Darkness subclasses across the board. Since the release of Destiny 2’s Beyond Light expansion, Stasis has been controversially powerful. Specifically, in PVP, the ice-based subclasses have been among the most popular picks throughout Year 4, outpacing nearly all of their light-based counterparts. Despite efforts to scale things back in Season 12, it quickly became clear to the developers that more nerfs were required. An early list of additional changes came through in February and now, the full 3.1.1.1 patch has arrived. A March 23 update targeted Stasis more than ever before with over a dozen crucial changes to reduce its power in PVP, in addition to upping the drop rate for Eyes of Tomorrow to address a bug with the item’s bad luck protection. Hunter nerfs Up first are further nerfs to Hunters. After being the main focus of the previous nerfs in January, Shatterdive has once again taken a hit. This powerful ability now comes with a four-second cooldown, along with the complete removal of damage resistance. Moreover, Withering Blade is also weaker than ever. Not only has damage been reigned in, but so too has the slowing effect applied to enemy targets that are hit by the Hunter ability. In this instance, however, it’s worth noting that these changes only apply to the PVP version of the ability. Withering Blade is still just as deadly in PVE — a philosophy Bungie is attempting to follow with the nerfs to all Stasis subclasses. Titan nerfs Moving on to Titans, two Stasis abilities have been hit in the new update. Both Glacial Quake and Shiver Strike are now less effective in PVP. The former no longer freezes nearby enemies when cast, uses far more Super energy per Shiver Strike activation, and provides less damage resistance. The ability is also slightly less effective as enemies are pulled towards the ground quicker than before. Warlock changes Last but not least, Warlocks have received the most changes of all. Four abilities in particular have been altered in the March 23 patch — but in contrast to Hunters and Titans, not all Warlock changes have a negative impact. While Penumbral Blast and Chaos Reach have been nerfed, Winter’s Wrath and Iceflare Bolts have actually been improved, with Bungie once again focusing on tuning these abilities differently for PVP and PVE environments. Bungie’s goal with this latest batch of Stasis changes is to “reduce frustrations when fighting against” it in PVP. In order to achieve a better state of balance, a sweeping set of general changes have also been deployed. In particular, Duskfield Grenades are now significantly weaker. Their pull range has been scaled back from 9.5m to 6m while slow stacks have also beem heavily reduced. Read More: When is crossplay coming to Destiny 2? – Stasis should now be far less impactful in PVP specifically, and players fighting against these subclasses will hopefully find them far less oppressive than their previous iterations. Eyes of Tomorrow drop rate changes In addition to the Stasis nerfs in the 3.1.1.1 patch, Bungie also added some unplanned hotfixes related to the Eyes of Tomorrow rocket launcher. As well as fixing an unintended damage nerf, Bungie also upped the item’s drop rate to address a bug with its bad luck protection. In the studio’s weekly update on March 18, they noted that after digging into player reports of the launcher not dropping during numerous raid completions, they discovered that “bad luck protection was mistakenly being applied on a per-character basis instead of across the entire account.” To fix this, Bungie combined account raid completions for the Deep Stone Crypt into a single value for all player characters. The developer also confirmed the change is retroactive, and the drop rate has been updated to match each Guardian’s combined completions across all characters. Destiny 2 update 3.1.1.1: full patch notes Activities Fixed an issue where players could respawn into the void, instantly bringing an end to their feeble attempts to survive this activity at Master difficulty. – Fixed an issue where “Immune” text appears when players deal damage to the High Celebrant. – Fixed an issue where players would die instantly if they stood in a particular spot of the Quitter’s Well in Tangled Shore. – Fixed an issue that prevented Scan and Heroic VIP patrols from appearing on Europa. – Fixed issue where players could regenerate infinite Super energy from teammates running through hallways. – Solved an issue where players would incorrectly receive an “online privileges” dialog when trying to launch specific Battlegrounds activities or the Battlegrounds playlist with a fireteam member who hadn’t unlocked the activity. – Fixed an issue where the Cabal Pyro Flamethrower projectile generated a lot of network usage, leading to strange combatant behaviors within Battlegrounds activities. – UI/UX Fixed an issue where the Prismatic Recaster was not displaying all available engram types on a single page. – Gameplay Updated Mantle of Battle Harmony to function in PvP. Grants small amount of super energy when defeating Guardians with weapons matching the damage type of your Super. – Grants small damage bonus when defeating enemies with weapons matching the damage type of your Super while your Super is full, but at a shorter duration than when you defeat combatants in PvE. – – – – Fixed an issue that caused Eyes of Tomorrow to do less damage than intended against yellow bar enemies. – Fixed an issue where Guardians could embrace their darker side and damage their teammates using the Frenzy perk. – Added Unrelenting as a possible perk for THE SWARM Machine Gun. – Shatterdive Removed damage resistance from Shatterdive. – Added a 4s cooldown between activations of Shatterdive. – – – – Withering Blade Decreased Withering Blade damage against players from 90 to 65 damage. PvE damage is unchanged. – Decreased Withering Blade slow stacks applied to players from 60 to 40 stacks. PvE slow stacks are unchanged. – Decreased the target acquisition range of Withering Blade after it impacts a player from 12m to 8m. Range after impacting PvE enemies is unchanged. – – – – Glacial Quake Removed AoE freeze against players on Super cast. Will still freeze PvE enemies on cast. – Reduced damage resistance while in Super from 60 percent to 50 percent. – Increased the energy cost of using Shiver Strike while in Glacial Quake from three percent to seven percent Super energy. – Using the combo of a Shiver Strike into a Heavy slam attack will now cost the full Super energy of both the Shiver Strike and the slam (this previously only cost energy for the slam). – – – – Shiver Strike Increased downwards velocity applied to Shiver Striking players when they are slowed to more quickly pull them out of the air. – Fixed an issue where Shiver Strike (or Thundercrash) could get the player stuck against soft ceilings in Crucible maps. – – – – Winter’s Wrath Improved tracking of Winter’s Wrath projectiles, now tracking strength decays from its max value over 10s instead of 2.2s. – Increased the size of the Warlock Super projectile’s proximity detonation radius 1.5m – 1.65m. – The proximity detonation now starts at its largest and scales down to 40 percent over time. – – – – Penumbral Blast Decreased Penumbral Blast damage against players from 80 to 30 damage. PvE damage is unchanged. – – – – Iceflare Bolts Fixed a bug where Iceflare Bolts would continuously try to switch targets. – Increased target acquisition range of Iceflare Bolts by 33 percent. – Increased turning speed of Iceflare Bolts so they can more effectively hit nearby targets. – – – – Chaos Reach Decreased the amount of Super energy refunded when canceling Chaos Reach early. – – – – Duskfield Grenade Reduced how strongly Duskfield Grenade pulls players inwards, effectively reducing the pull range from 9.5m to ~6m. PvE pull impulse is unchanged. – Reduced the slow stacks applied to players by the grenade detonation from 20 to 10 stacks. Detonation slow stacks are unchanged in PvE. – Reduced the slow stacks applied to players on each tick of the grenade from ten to five stacks. Per-tick slow stacks are unchanged in PvE. – Adjusted the UI presentation of the “Slowed” status to display slow stacks as X/100 instead of X/10, to increase readability when adding slow stack amounts that are fewer than ten. – – – – Stasis Crystals Reduced crystal shatter damage against players from (85 max, 55min) to (55 max, 25 min). PvE damage is unchanged. – – – – Whisper of Chains Reduced Whisper of Chains damage resistance bonus while in Super from 25 percent to five percent. Damage resistance when not in Super is unchanged. This only affects damage from other Guardians. – – – – Investment Significantly reduced objective completion values for all Crucible fragment quests. – Fixed an issue where players could earn Exotic Cyphers with a full inventory, resulting in the loss of their reward. – Fixed an issue that prevented the “Trash the Thresher” Triumph from completing even when the conditions were met. – Reset raid completion time stat trackers for any player who has exactly five minutes time recorded in the stat tracker. – Fixed an issue that prevented bad luck protection for Eyes of Tomorrow from accumulating properly on accounts where players raided on multiple characters. – Fixed issues with the Frozen in Time ornament for the Exotic Pulse Rifle No Time To Explain. The ornament will no longer display “Exclusive Item” which prevented players from socketing it. – – – – Replaced the “Bound in Memory” Triumph with “All the Scattered Memories” to ensure players who missed a week of playing the Presage activity could earn the seal before the Season ended. –

  • Destiny 2 update 3.1.0 patch notes: Rocket Launcher buff, Sword nerf, more – Dexerto

    Destiny 2 update 3.1.0 patch notes: Rocket Launcher buff, Sword nerf, more BungieBungie has deployed a brand new Destiny 2 update, reimplementing loot across key destinations, fixing dozens of general issues, and significantly tweaking the state of balance across the board. Just weeks after the 3.0.2 patch tweaked various abilities, Destiny 2 players now have a whole new balance pass with the 3.1.0 update. Outside of a laundry list of bug fixes, the February 9 update brings one of the biggest changes to the sandbox in quite some time. Everything from Fusion Rifles to Machine Guns have been adjusted to some extent. Moreover, Exotics have also been tweaked while certain armor will now be more effective than ever. There’s a lot to digest in the update but here’s a complete rundown on the most crucial changes from Destiny 2’s 3.1.0 update. Destiny 2 weapon changes First up is the most noticeable changes. When you drop back into action, you might notice some of your favorite weapons dealing less damage than usual. In total, eight weapon types have been impacted by the latest update. Regardless of which specific weapon you’re using from those types, these changes apply across the board. Rocket Launchers received one of the bigger buffs, as they now deal 30% extra damage against Miniboss tier enemies and above. Meanwhile, Swords have been scaled back quite significantly. When attacking Miniboss enemies or above, you will deal 15% less damage with Swords moving forward. Read More: Destiny 2 review: not the promised new era – Submachine Guns, Pulse Rifles, Machine Guns, Fusion Rifles, and Sniper Rifles should all be a little easier to aim in this update as well. Destiny 2’s returning loot in patch 3.1.0 As announced in a previous blog post, this Destiny 2 update reintroduced some older content. Certain loot was vaulted at the beginning of Year 4, though it has quickly been added back into the mix. Dreaming City’s Reverie Dawn armor set is now available once again. Additionally, the Walking Vigil, Vouchsafe, Retold Tale, and Sleepless weapons are also back in the game with new max power caps. Visiting the Moon will also allow you to claim some older loot as well. The Dreambane armor set is back, along with the Apostate, Blasphemer, Heretic, and Premonition weapons. Destiny 2 update 3.1.0 patch notes From dozens of bug fixes to bigger quality of life improvements, this Destiny 2 update is the biggest of the year thus far. Be sure to read up on the full patch notes below. ACTIVITIES New Landing Zone added in Eventide Ruins for all players who complete the Beyond Light campaign. – The Reverie Dawn armor set has been reissued with a new max power cap and the Combat Style mod socket. – The Waking Vigil, Vouchsafe, Retold Tale, and Sleepless weapons have been reissued with a new max power cap and new perk pools. – Dreaming City weapons that have reached their max power caps will no longer drop once you have obtained the item once, allowing collectors to fill out their collections while ensuring that subsequent item drops remain usable in difficult activities. – Fixed an issue where Petra’s map icon could blink even when there was no quest to talk to her. – Fixed an issue where one-way connection or temporary connections between areas weren’t accounted for by the waypoint system. – Fixed an issue where one of the portals to the Confluence was missing. – Fixed an issue where some Shuro Chi dialog lines could play twice when picking up a patrol beacon. – Fixed an issue where lighting would noticeably pop when moving between Rheasilvia and Harbinger’s Seclude. – Malfeasance Quest Fixed an issue where Taken Acolytes were missing their Void shields during the Malfeasance mission. – Fixed an issue where it was possible to fight the Ogre bosses without triggering the darkness zone. – – – – Dark Monastery Fixed an issue where some areas that were supposed to be private were, in fact, public, and fireteams could block each other’s progress. – – – – Fixed an issue where Toland could be missing from Ascendant Challenges. – Fixed an issue where patrol completions in Dreaming City weren’t counting towards the “Wisdom of the Witch” Triumph. – Fixed an issue where Ahamkara Bones were failing to spawn in Agonarch Abyss. – Fixed an issue where Ahamkara Bones were failing to spawn in the Cimmerian Garrison. – Fixed an issue where the Lore of Luna Triumph was not progressing when completing Toland patrols. – Fixed an issue where the Run the Gauntlet Triumph wouldn’t progress when completing the time trial in the Cimmerian Garrison Ascendant Challenge. – Fixed an issue where some rocks and grass were floating in the air. – Fixed an issue where some Fallen Skiffs could fly through the environment during public events. – Fixed an issue where one-way connection or temporary connections between areas weren’t accounted for by the waypoint system. – Fixed a lighting issue in Hellrise Canyon where cracks in the environment were highlighted by a bright light emitting from behind a wall. – The Rider Fixed an issue where the tank summon pad could de-spawn. – – – – The Mad Bomber Fixed an issue where a Dreg Pike driver would ignore the player. – – – – The Dreambane armor set has been reissued with a new max power cap and the Combat Style mod socket as well as a dedicated Nightmare mod socket. – All three Altars of Sorrow weapons (Apostate, Blasphemer, Heretic) and the Premonition Pulse Rifle have been reissued with a new max power cap and new perk pools. – A Mysterious Disturbance Fixed an issue where players could accidentally bypass a trigger volume and end up in a blocked state. – Fixed an issue where the first combatants of this mission had their Power Level scaled too high. – – – – Fixed a bug where some players’ weapons could remain up near Eris. – Fixed an issue where environment decorations were floating near the K1 Logistics Lost Sector. – Fixed an issue where players could experience the “Harp” error code when approaching Eris on the Moon. – Fixed an issue where a chest puzzle during Moon free roam would get stuck and not restart. – Fixed an issue where Fallen combatants would spawn from a Hive ship. – In the Deep Fixed an issue where a Hive Cutter would pop into existence without playing its spawn visual FX. – – – – Symphony of Death Fixed an issue where the boss could get stuck in an immune state if the fireteam hard-wiped during the boss encounter. – – – – Fixed an issue where one-way connection or temporary connections between areas weren’t accounted for by the waypoint system. – Fixed a floating patrol beacon. – Fixed an issue where ambient squads could fire on the player before they finish loading in one of the Silent Fang missions. – Fixed an issue where one-way connection or temporary connections between areas weren’t accounted for by the waypoint system. – Fixed an issue where the combatants from the final encounter could respawn during the end-of-mission countdown timer at the end of one of the Silent Fang missions. – Fixed an issue where some water reflections had graphical errors in cave areas. – Ether Resupply Fixed an issue where Fallen Servitor teleport attack was missing audio. – Fixed an issue where a Fallen Ketch could clip through the environment. – – – – Glimmer Extraction Fixed an issue where the Glimmer Extractor public event would occur too infrequently in The Gulch on EDZ. – – – – Disrupt Vex Construction Fixed an issue where Vex combatants wouldn’t despawn after this public event ended. – Fixed an issue where the capture plates could remain after it was too late to achieve Heroic, but capturing them would do nothing. – – – – Altar of Sorrows Fixed an issue where the Altar of Sorrows’ music would play for players in the Sorrow’s Harbor area even if they were not engaged with the public event. – Fixed an issue where Knight Swords could spawn too high in the air after killing the Knight that drops them. – Fixed an issue that was preventing the Altar of Sorrows bosses from rotating each day. – – – – Defend the Warsat Fixed an issue where the public event would not always count towards public event completions for certain bounties and quests. – Fixed an issue where an Ogre boss in the Skywatch area would sometimes teleport around the Warsat. – – – – Cryo-pod Freeze Fixed an issue where the orbs used to trigger the heroic completion would continuously spawn after one vent was broken. – – – – Stop the Ether Ritual Fixed an issue where all of the objects and combatants in this public event could suddenly disappear if no players had engaged them. – – – – Taken Blight Fixed an issue where the rally flag and public events would appear in different spots in the area. – Fixed an issue where the public event might not always happen if players had previously engaged with the rally flag. – – – – Warden of Nothing Fixed an issue where a Minotaur miniboss would teleport to attack the players too early, before the shield that was supposed to block it came down. – Fixed an issue where the lift tube could close after the first member of a fireteam went through, preventing the other fireteam members from proceeding. – Fixed an issue where the strike boss was facing the wrong direction during some animations. – Fixed an issue where some combatants could pop into existence instead of spawning properly with animations. – Fixed an issue where players could progress too far without putting a lever, and then have to backtrack to find it. – – – – The Insight Terminus Fixed an issue where the fireteam could get stuck behind a locked door after a hard wipe. – Fixed an issue where the boss could fail to teleport away and players couldn’t proceed, forcing them to quit the strike. – – – – The Scarlet Keep Fixed a bug where a line of dialog would sometimes not play. – – – – Lake of Shadows Fixed some bugs with waypoint locations. – Fixed an issue where it was possible to bypass a trigger volume and break the mission flow, blocking the fireteam from progressing. – – – – The Corrupted Fixed an issue with waypoint locations. – Fixed an issue where players could encounter missing environment objects if they backtracked to the elevator. – – – – Broodhold Fixed an issue where some combatants would pop into existence without showing proper spawn visuals. – Fixed an animation issue where a Hive barrier would briefly pop back into existence before despawning. – – – – The Inverted Spire Fixed an issue where platforms would despawn and players in a fireteam could get stuck in the Cistern area if their fireteam went too far ahead. – – – – Exodus Crash Fixed an issue where players should have been pulled to the boss room to join their fireteam but were instead seeing a countdown timer and dying. – – – – Crucible Tokens and Crucible Token Gifts have been deprecated. – Crucible Valor rank rewards are now visible on Lord Shaxx. – Bannerfall Fixed an issue where the Bannerfall Crucible map would sometimes display the incorrect name. – – – – Burnout, Wormhaven, and Midtown Fixed an issue where map music would play too early, during the load screen. – – – – Radiant Cliffs Fixed and issue where the map name was missing from some screens. – Fixed out-of-environment issues. – – – – Twilight Gap Fixed an issue where players could get caught on invisible geo. – – – – Exodus Blue, Javelin-4, Fragment, Midtown, and Deadcliffs Fixed out-of-environment issues. – – – – Gambit Infamy rank rewards are now visible on Drifter. – Raid reward sources now include Masterwork materials as follows: Enhancement Cores and Prisms now have a chance to drop from hidden chests in Last Wish, Garden, and Descent Raids. These are on a weekly lockout, per chest, per raid (cannot be infinitely grinded). – – – – Ascendant Shards are obtainable via a reward from a weekly director challenge connected to the featured raid. – Ascendant Shard Weekly Director challenge requires players to complete all encounters of the featured raid before paying out. – – Enhancement Cores and Prisms now have a chance to drop from hidden chests in Last Wish, Garden, and Descent Raids. – – – Encounters and challenges should now award the intended standard XP amounts. – Fixed an issue where players could experience network desyncing. – Fixed an issue where some Knight combatants would spawn inside of wall. – Fixed an issue where too many Taken Captains were spawning during the Riven encounter. – Fixed an issue where Morgeth the Spirekeeper would pop into existence within view of the player. – Fixed an issue that allowed the fireteam to skip some platforming gameplay once the first player in the fireteam got through. – Fixed an issue where players could die after clearing the platforming encounter, and have to redo the platforming gameplay. – Fixed an issue where killing a second Eye of Riven at just the wrong time would break the encounter and force a restart. – Fixed a bug where a Drifter dialog line would play even if you hadn’t activated the relevant wish. – Fixed an issue that prevented the Strength of Memory challenge from being completable. – Fixed an issue where the finale music was not always playing at the proper times. – Atraks-1’s health bar should exhibit less rubber-banding behavior. – Free Roam Scanner augment will now be removed from players when starting the first raid encounter. – Shattered Throne Shattered Throne chests will no longer drop items that have reached their max power caps. – Reverie Dawn armor that drops in the Shattered Throne dungeon will roll with higher stats, comparable to raid armors. – Dreaming City weapons that drop in the Shattered Throne dungeon can roll with perks that are unavailable from drops from other reward sources. – Fixed an issue where music might not play during the final encounter. – Fixed an issue where a door could get stuck locked and prevent players from progressing. – – – – Pit of Heresy Pit of Heresy chests will no longer drop items that have reached their max power caps; all Essence quests will still have a chance to drop from Pit of Heresy encounters. – Dreambane armor that drops in the Pit of Heresy dungeon will roll with higher stats, comparable to raid armors. – Weapons that drop in the Pit of Heresy dungeon can roll with perks that are unavailable from drops from other reward sources. – The final chest in Pit of Heresy will no longer drop a fully Masterworked Dreambane armor piece. – Instead, the Dreambane armor piece that drops will have 7 armor energy and is guaranteed to drop with at least a +16 in two different stats and higher stats overall. – Dreambane class items will not drop from this chest. – Fixed an issue where relics could have the incorrect visual effects. – Fixed an issue where audio was missing from some Hive barrier objects. – – – – Prophecy Fixed an issue where a boss combatant might not disappear properly after completing an encounter. – Fixed an issue where fireteam members who stay behind in the Drifter’s ship could be locked out of the dungeon when their team progresses forward. – Fixed some issues where pillars of light could show progress on the wrong objects. – Fixed an issue where light pillar visual effects were offset from certain platforms. – Fixed and issue where the Kell Echo boss’s teleport animation and VFX wouldn’t sync up with the actual teleport, causing some odd animation. – Fixed an issue where player’s Ghosts could appear in an inaccessible location if they died shortly after stepping through a teleporter, forcing them to wait for 45 seconds before respawning. – Fixed an issue where join-in-progress players would spawn way back near the beginning of the dungeon if they joined late. – Fixed a bug where players could pick up motes without receiving credit for it. – Fixed an issue where a Devoured Ogre would sometimes teleport to the players if they moved too far away. – Fixed an issue where two of the mote-gathering rooms would prevent players from respawning within them. – – – – Fixed AI behavior bugs across numerous activities, where combatants could be found standing still, teleporting, or moving to the wrong location. – Fixed an issue where some Lost Sector combatants’ Power Levels were too low, sometimes lower than the same combatants in the public free roam areas. – Fixed issues where the incorrect name was shown above the health bar for various named combatants in various activities. – UI/UX Collection categories now allow players to mark all new items as seen to clear the new item indicator for that category. – Vault has a button with information about how to access the Destiny Companion App and others built by the Destiny community. – Menu header bars correctly stretch to widescreen monitors. – Logo updated for the BNOC team (formerly known as DOC). – Shout out to the folks who’ve kept our services running for years, and cheers to many more! – Fixed an issue where sometimes the Legacy Triumphs were displayed when first accessing the Triumphs screen. – Subclass toggle icon correctly displays inactive state when equipment is locked. – Updated Stasis Aspect Fragment display to correctly show zero slots. – EVERVERSE/ECONOMY Weapon and armor ornaments will no longer be gated on player entitlement state. – Weapon and armor ornaments tooltips in the store now clearly indicate when a parent item is not owned. – SANDBOX Fixed an issue where certain Arc and Solar grenades could apply their “hit” visual FX to animated doors and floors. – Fixed an issue where using Shiver Strike near Stasis crystals could send you into the stratosphere. – Fixed an issue where using certain abilities near Stasis crystals could push you through a closed door. – Fixed an issue where Sunbreakers would trigger Roaring Flames with Solar Sword kills. – Fixed an issue where Sentinel Shield single attacks via Heavy attack input did not consume Super energy. – Fixed an issue where players could be damaged by the shatter of their own Stasis crystals if the opponent had Whisper of Fissure equipped. – Fixed an issue where Wormhusk Crown and Vesper of Radius would trigger their perks upon breaking out of Stasis. – Fixed an issue where Duskfield Grenades can freeze Stasis crystals and barricades. – Improved reliably of Frostpulse Aspect when enemies were on different elevations. – While using Jumper or Cold Shoulders, Glacial Quake Super melee attack is now also mapped to LT/L2 for accessibility. – Decreased the height at which Glacier Grenades will launch the player who threw them. – Duskfield Grenades can now kill to prevent players from using it to continuously trap others in Stasis. – Iceflare Bolts no longer grants grenade energy when shattering a frozen target. – Ensured that Iceflare Bolts correctly tracks the number of seekers created before going on cooldown. – When playing with a controller, the input for breaking out of Stasis Freeze is now double-press B/Circle for all classes. – The controls for the breakout action can be changed via controller remapping. – Stasis Freeze Increased the damage frozen players can take before shattering from 100hp to 200hp. – When frozen by Stasis, players now take 50% less damage from Primary-ammo weapons. – When frozen by Stasis, players now take 50% more damage from Special-ammo weapons, Heavy-ammo weapons, and non-Stasis abilities. – Note: We’re planning a more in-depth abilities tuning pass, but in the meantime, we’ve implemented this change to increase players’ chances of surviving being frozen. – When frozen by Stasis, AI combatants now take 5% less damage from Primary-ammo weapons. – When frozen by Stasis, AI combatants now take 5% more damage from Special-ammo weapons, Heavy-ammo weapons, and non-Stasis abilities. – – – – Withering Blade No longer does critical headshot damage. – Increased base damage from 60 to 90. – Melee lunge range reduced by 1m when Withering Blade is charged. Allows players to more reliably use Withering Blade when up close. – – – – Handheld Supernova Reduced self-damage from 100% to 25%. – – – – Reduced the cost of Deep Stone Crypt raid mods significantly. – With the Taking Charge mod equipped, you will no longer pick up Orbs of Power if you are already at your maximum Charged with Light stacks. – The Aeon Cult arms Exotic armor pieces for all three classes have been redesigned and now feature selectable, role-based perks oriented toward teamwork. – The Overshield buff timer granted from IceFall Mantle Exotic will no longer be refreshed when a Titan is shot by Allied players in PvE. – Damage from enemy combatants and opposing players in Gambit/Crucible will still refresh the buff’s timer. – Fixed an issue where Dreambane armor wouldn’t drop above 1050 Power until players complete the Shadowkeep campaign. – Catalysts for the following weapons have had their sources and objectives updated to not be associated with Vaulted content: Bad Juju – Izanagi’s Burden – Sleeper Simulant – The Huckleberry – Worldline Zero – Polaris Lance – Telesto – Legend of Acrius – Skyburner’s Oath – – – – Fixed an issue with Sturm’s Exotic perk. Sturm will once again reload any equipped Special slot weapon on kill provided the Special weapon’s clip isn’t full already and there’s available reserve ammo. – – – – Bow weapon kills or multi-kills no longer incorrectly progress the Fusion Rifle Calibration bounty from Banshee. – Fixed an issue that was preventing Merciless from increasing its charge rate on non-lethal hits. – This also fixed an issue affecting the Exotic perks of Jade Rabbit, Eriana’s Vow, Coldheart’s perk not triggering when shot through a Citan’s Rampart barrier, and Mulligan activating on hits when used with Anti-Barrier Rounds. – Fixed an issue that caused Line in the Sand to have broken gear and play the wrong reload animation. – Fixed an issue causing Thunderlord and possibly other weapons to not render their scope and/or reticle. – Rocket Launcher Increased Rocket Launcher damage by ~30% against Miniboss tier enemies and above. – Exotic Rocket Launchers have been adjusted individually and are affected by this change to different degrees. – – – – Fusion Rifle Increased Fusion Rifle damage falloff start distance, by an increasing amount based on range (6% with 0 range, 16% with 100 range). – Reduced camera movement from firing a Fusion Rifle by 9.5%. – – – – Breech Grenade Launcher Breech Grenade Launcher projectiles will now detonate on impact with enemies, even if holding the trigger. – – – – Submachine Gun Reduced camera movement from firing an SMG by 24%. – – – – Pulse Rifle Reduced camera movement from firing a Pulse Rifle by 7%. – – – – Machine Gun Reduced camera movement from firing a Machine Gun by 9.5%. – – – – Sniper Rifle Scaled flinch from damage from other players while aiming a Sniper Rifle by 1.6x. – – – – Sword Damage against Miniboss tier enemies and above reduced by ~15%. – – – – Demolitionist Added a short cooldown on the reload effect. – – – – Reduced the recoil scalar on mouse and keyboard (previously mouse and keyboard had ~40% less recoil than controller, this change brings mouse and keyboard closer to controller). – Affects these weapon archetypes: Auto Rifle – Scout Rifle – Pulse Rifle – Submachine Gun – Hand Cannon – Machine Gun – – – – Fixed certain Exotic weapons losing their buff when pulling out a Ghost Shell (they will still lose the buff if you stow them). Ace of Spades – Tarrabah – Hawkmoon (final round only) – – – – Borealis and Hard Light now have a custom (short) animation for switching damage type. – Duality Increased damage falloff distance by 1.25m (in both hip fire and aim down sights). – – – – Reduced maximum buff stacks from 7 to 5, each stack now grants more of a damage bonus, extended buff duration slightly. – POWER AND PROGRESSION Power Floor: 1100 – Soft Cap: 1250 – Powerful Cap: 1300 – Pinnacle Cap: 1310 – When below the Soft Cap, increased the upper limit of Power upgrades dropped from weekly powerful sources. – Increased XP rewards for the Last Wish raid to match Garden of Salvation and Deep Stone Crypt. – Fixed an issue where the Power preview for some vendor items did not match the Power of the gear received. – Several title Seals now support Gilded Titles. After completing the base Triumphs and claiming the Seal, several gilding Triumphs become available. – Completing all the gilding Triumphs changes the Title to its gilded state, represented by new color and icon in menus and player waypoints. – The Title only remains gilded through the remainder of the Season, as gilding Triumphs will be reset at the end of each Season. – This functionality exists for these Titles: Gambit – Dredgen – Crucible – Unbroken – Nightfall – Conqueror – Trials – Flawless – – – – New titles were made for Conqueror and Flawless that support gilding. The base Triumphs within these title Seals can be completed in any Season. – Players who have completed Triumphs associated with previous version of the Flawless or Conqueror Titles will have those completions applied to the new versions of the titles’ Triumphs where applicable. – Triumphs to complete flawless carries in Trials no longer require the person being carried to never have gone flawless, and now require that they have not gone flawless during the current Season. – Fixed an issue where players could acquire more currency for acquiring fragments than there were fragments in the game. – Bounties and Pursuits The Exo Stranger has a new Stasis Aspect quest available. – Requires Beyond Light ownership, campaign completion, and acquisition of all prior Stasis Aspects from the Stranger. – Reduced the completion values for many Stasis Fragment pursuit objectives to be less frustrating. – – – – PLATFORMS AND SYSTEMS PC Switching teams during a Private Match has been moved to Shift key. – Remove the notifications and sound options that didn’t do anything. – – – – Consoles Removed voice chat volume slider setting that didn’t do anything. – – – – GENERAL Season of the Worthy Eververse items have been added as potential drops in the Bright Engram. – Spider now sells Glacial Starwort and Spinfoil. Spider and the Gunsmith no longer accept Phaseglass Needle, Alkane Dust, Simulation Seed, or Seraphite. – Remaining Phaseglass Needle, Alkane Dust, Simulation Seed, or Seraphite can be turned into Spider for a small quantity of Glimmer. – Starter gear has been removed from Suraya. – Collections version of the Generalist Ghost Shell now has full Ghost mod and Masterwork functionality. – Riskrunner has been removed from Xur’s vendor pool as it’s tied to a New Light quest. – Legendary Engrams can no longer be claimed from the Season Pass rewards when inventory and Postmaster are both full. – Wrathborn Hunt trail improved to better support colorblindness. – Fixed an issue where players could sometimes receive no reward from Dreaming City weekly bounties and Shattered Throne encounters. – Fixing this required the removal of very rare fixed-roll drops of the Dreaming City Scout Rifles and Sniper Rifles. – LOCALIZATION For Season of the Chosen, some of the localized voice actors were recast permanently or temporary due to ongoing challenges imposed by the pandemic. Permanent Recast Spanish Mexican voice actor for Ghost permanently replaced. – – – – Temporary Recast Polish Zavala voice actor temporary replaced for Season of the Chosen by sound-alike actor. – Russian Ghost voice actor temporary replaced for Season of the Chosen by sound-alike actor. – Brazilian Osiris voice actor temporary replaced for Season of the Chosen by sound-alike actor. – – – – We intend to return to the original cast as soon as possible.

  • Destiny 2 update 3.1.0.1 patch notes: Whisper of Chains & Fallen SABER strike fix, more – Dexerto

    Destiny 2 update 3.1.0.1 patch notes: Whisper of Chains & Fallen SABER strike fix, more BungieBungie has released a hotfix for Destiny 2 outlined in the 3.1.0.1 update patch notes that’s bringing a swarm of fixes to everything from Collections, Umbral Engrams, and the Fallen SABER strike, among others. Following up the base 3.1.0 update from a couple of weeks back, the developers are back at it to clean up some of the more nuanced problems that Year 4 has been facing. An interesting inclusion in the Destiny 2 hotfix 3.1.0.1 is the touchup to weapon Mods which people are celebrating since it has implications for fans of the Hand Cannon targeting mod and Shotgun Ammo Finder. While there’s still no fix to pressing issues like Dunemarchers’ chain lightning, multiplayer rubber banding, Warlock stasis melee, and the like, there’s still plenty to unpack for the Destiny community. Bounties, Pursuits, Challenges There’s a host of fixes coming down into Destiny’s player challenges, primarily dealing with Weekly Challenges as well as Valor resets that would bug other game mechanisms. There was an issue where Weekly Challenges would drop engrams at a higher Power than intended. While some might have benefited from this, the issue should be fixed from here on. Additionally, Bungie also “reduced the number of wins required for the Legendary Glory Triumph from 50 to 5” that is more in tune with Season of the Hunt’s requirements. Meanwhile, Destiny players would be unable to reset their Valor and Infamy after four resets and one reset, respectively. But the devs have made it a point to implement a fix to that in the update. Destiny 2 Fallen S.A.B.E.R. strike After weeks of questions looming on the Fallen S.A.B.E.R. strike since the Feb 9 roadmap teased the playlist, the Destiny 2 hotfix 3.1.0.1 is finally going to fix the access that players didn’t previously have. Now people can get into the Strike via the Strikes Playlist or Direct Launch Node to finally grind the fan-favorite scenario. To get a complete picture of the Destiny 2 hotfix 3.1.0.1, take a look at the patch notes below, courtesy of Bungie. Destiny 2 hotfix 3.1.0.1 patch notes Activities BATTLEGROUNDS: Fixed an issue where Umbral Engrams could spawn under the ground when the engram inventory is full. – Fixed an issue where generators could not be destroyed when fireteam members or combatants were within close proximity. – Fixed an issue where players were respawning in the Land Tank after disconnects and becoming trapped. – STRIKES: Fixed an issue where players could not access Fallen S.A.B.E.R. in the Strikes Playlist or Direct Launch Node. – UI Fixed formatting of Seasonal Rank strings where text was overlapping. – Fixed and issue where players could temporarily soft-lock the game and exit vender performances in the H.E.L.M. – Changed XP reward icon on the Quest Details screen to match XP icon used throughout the rest of the game. – GAMEPLAY AND INVESTMENT EVERVERSE Fixed an issue where Lucent Night ornaments disappeared from the armor’s universal ornament section after unequipping. – Icon for Anarchy’s Uniocracy ornament now more accurately reflects the ornament’s actual appearance. – Fixed an issue where the Thalia’s Reach ornament for Liar’s Handshake disappeared when unequipping it. – Fixed an issue where The Fourteenth Anamnesis ornament showed that it could be applied to Khepri’s Sting instead of the Helm of Saint-14. – Fixed an issue where Mantle of Remembrance ornament indicated it was for Aeon Swift instead of Shinobu’s Vow. – Fixed an issue where the Caduceus Warlock ornament showed that it could be applied to Aeon Soul instead of Ophidian Aspect. – Fixed an issue where the Bump and Run sparrow was missing like… most of it. – Fixed an issue where players were receiving more Bright Engrams than intended after reaching Season Pass rank 100. – Fixed an issue where Core Ritual (Gambit, Crucible, and Vanguard) Weekly Bounty Challenge would sometimes not reward Bright Dust. Any players affected by this will receive all missing Bright Dust in the future. An in-game message will confirm when your Bright Dust has been delivered – – COLLECTIONS Fixed an issue where the War Weary shader was not appearing in Collections. – Fixed an where the Salvagers Salvo Seasonal Grenade Launcher could not be reclaimed from Collections. – Fixed an issue where the Contender’s Banner and The Next Chapter emblems were displaying the same art. – Fixed an issue where players could retrieve the Season of the Chosen ritual emblems from Collections without completing the steps to earn them. – MODS Fixed an issue where some mods were removed if their artifact version was equipped during the Season change. – FRAGMENTS Fixed an issue where Whisper of Chains was not properly granting damage reduction when near frozen enemies. – BOUNTIES, PURSUITS, CHALLENGES Fixed an issue where players could continue to earn additional Hawkmoons if they didn’t pick up the quest and join others. – Fixed an issue where a Proving Rune’s description from the War Table is different than the actual Rune you get. – Reduced the number of wins required for the Legendary Glory Triumph from 50 to 5 to be aligned with the same requirement from Season of the Hunt. – Fixed an issue where some Weekly Challenge engrams were dropping at a higher Power than intended. – Fixed an issue where players were unable to reset their Valor after 4 resets. – Fixed an issue where players were unable to reset their Infamy after 1 reset. – Fixed an issue where players were incorrectly earning Powerful rewards after 3 Valor resets. – GENERAL Fixed an issue where audio was out of sync with the Season of the Chosen opening cinematic. – Fixed an issue where several vendor tooltips were incorrect. – Fixed a Season of the Chosen purchase information screen which had an incorrect translation in Brazilian Portuguese. –

  • Destiny 2 update 3.0.1.2 patch notes: Buffs, nerfs, bugfixes & more – Dexerto

    Destiny 2 update 3.0.1.2 patch notes: Buffs, nerfs, bugfixes & more BungieBungie has officially released Destiny 2’s update 3.0.1.2 – here are all the patch notes for the December 15 release. Destiny 2 players from around the world have been enjoying the game’s first expansion of Year 4, Beyond Light, which has brought plenty of new and exciting content for fans to sink their teeth into. However, Bungie has now released an update that aims to fix a few of the game’s more glaring issues. One of the biggest changes is to the Penumbral Blast and Glacial Quake Super, which should make using them a lot more viable. To help give you the lowdown on the latest tweaks and adjustments, we’ve covered all the 3.0.1.2 patch notes below. Destiny 2 update 3.0.1.2 patch notes Season of the Hunt Adjusted the Cryptolith Lure to allow players to charge it twice as fast. – Increased Cryptolith Lure charge cap from 3 to 5. – Fixed an issue that was causing players to reacquire the Cryptolith Lure every time they launched the game. – Fixed an issue with the Lure exclusion description. – The One for All perk is incorrectly listed as a possible roll for Corsair’s Wrath and has been corrected to the Unrelenting perk. – Activities Fixed an issue that was causing some players to be blocked from progressing the Forsaken campaign. – Fixed a location where players could get out of the environment. – Resolved an issue that was preventing some players from progressing past the first mission of “A Guardian Rises” in the New Light introduction quest. – Fixed an issue where “Stasis Weekly Challenge” was translated incorrectly in some languages. – Fixed an issue with the Lost Lament quest not progressing from Minotaurs, Hydras, and Cyclops. – Rewards Fixed an issue where deleting a character could reset some raid rewards. – Economy Adjusted destination materials exchanges with the Gunsmith to reduce the chances of materials from Vaulted destinations being required. – Combat Fixed an issue where the Freeze Tag emote was reducing incoming damage. Abilities Penumbral Blast: – Projectile range increased by 37%. – Minimum distance to cast ranged melee reduced by 32%. – This allows you to throw the ranged melee closer to targets. – Fixed an issue with the Glacial Quake Super where the melee attack would sometimes fail to activate. – Resolved an issue where players could appear to become stuck in Shiver Strike action and animation for other players. – Weapons Fixed the issue with The Lament’s Heavy air attack working when the weapon lacked ammo. – Platforms Fixed an issue where PSN friends list wasn’t populating as expected. – Fixed an issue with screen tearing on some consoles. –

  • Destiny 2 update 3.0.0.1 patch notes: Beyond Light, Europa, more – Dexerto

    Destiny 2 update 3.0.0.1 patch notes: Beyond Light, Europa, more BungieBungie has officially released Destiny 2’s Year 4 expansion Beyond Light in update 3.0.0.1 — here’s all the patch notes for the mega-sized Nov. 10 release. The next era of Destiny is finally here — on Tuesday, the first Destiny 2 expansion of Year 4, Beyond Light, arrived in all its glory on PlayStation 4, Xbox One, PC, and Google Stadia. It really is a new era too. Guardians are now able to travel to Europa for the first time, and return to the Cosmodrome, in a new war against the Darkness. Destiny is finally “vaulting” guns, unveiling a dark new ‘Stasis’ power, and much, much more. Bungie have now revealed the full Destiny 2: Beyond Light patch notes during launch, and there’s plenty of huge changes! Eyes up Guardians! #Destiny2 #BeyondLight is now LIVE across PlayStation 4, Xbox One, Google Stadia, and Steam! The mysteries of Europa await… pic.twitter.com/BipvxaTQOm — Destiny 2 News (@DeltaINTEL) November 10, 2020 Beyond Light campaign The expansion’s story is reintroducing The Exo Stranger from the original game, and will take us to Europa (see below). On the icy moon, we’ll battle Eramis, a Fallen Kell “intent on taking the Darkness” for themselves. Guardians will also be reunited with Eris Morn and The Drifter, both of whom are called to Europa to investigate the Jovian moon. There, the Exo Stranger will reveal she comes from a timeline where the Darkness won, and we have to stop it. We’ll leave the rest for you to find out as you play through the story — here’s the Beyond Light story trailer though, just to whet your appetite for adventure. New destinations: Europa, Cosmodrome Beyond Light added two destinations to Destiny 2. One, the Cosmodrome, will be quite familiar to plenty of Guardians; the Old Russia patrol zone was a big part of the franchise’s original title, and played a key role in much of its story. The second, Europa, is tied into Beyond Light’s overarching storyline. It will be the main destination for the Year 4 expansion. The moon, which circles Jupiter, has been long-teased in Destiny, but this marks the first time Guardians can visit. All players are able to visit Europa, and the “new player experience” in the Cosmodrome. Story missions will be inaccessible, however, without Beyond Light. Here’s the full Destiny 2 Beyond Light update 3.0.0.1 patch notes, provided by Bungie. Destiny 2 Beyond Light update 3.0.0 full patch notes Rewards Vendor Armor Vanguard, Crucible, and Gambit vendors now all reward a Prime version of their respective ritual engram for completing the weekly challenge. These engrams award the ritual’s new Season of the Hunt armor on a knockout list until the full set has been obtained. – Once the full set is obtained the engrams drop re-rolls of the ritual armor as well as world weapons. (Note this is on a per-ritual basis; each ritual engram assesses separately.) – All armor dropped from these engrams is high stat armor. – – The base (non-Prime) version of Vanguard, Crucible, and Gambit engrams now drops world armor until the respective ritual set has been obtained from the Prime ritual engram. – Once the ritual set has been obtained from the Prime ritual engram, low-stat ritual armor will drop. – Zavala, Shaxx, and Drifter now sell low-stat versions of their new Season of the Hunt armor. Armor must be obtained from the ritual’s Prime engram before it can be purchased. – Engrams Engram previews for most gear engrams have been removed. – The following engrams had new versions created in Season of the Hunt: Legendary World, Prime, Crucible, Gambit, Vanguard, Gunsmith, and Iron Banner. Older versions of these engrams will be removed from the game in Season 13. Players with a back-stock of these engrams in the Postmaster are advised to extract and decrypt these engrams before the end of Season of the Hunt. – – Economy Spider has made several changes to his inventory as follows: He has grown jealous of the large stocks of Legendary Shards Guardians have saved up, and now covets them. To that end he will no longer part with Legendary Shards. – He has obtained Enhancement Prisms to sell but will part with no more than three per week for each customer. He has priced these at 400 Legendary Shards each. – – Enhancement Cores are now fixed in price at 30 Legendary Shards each (they do not ascend with each purchase) but are limited to 5 per day for each customer. – – Zavala’s and Shaxx’s Boons and the Eververse’s Gleaming Boons have been deprecated and can be dismantled to recover their original full purchase price. – Economy, Currencies, Faction of the Nine, Dead Orbit, New Monarchy, Future War Cult faction tokens, and all Rare destination materials can now be safely discarded and can be deleted as a full stack. – Banshee-44 and the Spider will still accept planetary materials from Vaulted destinations for the duration of Season of the Hunt. These materials will be deprecated in a future season and players are advised to spend them during Season of the Hunt. – – Season Pass Season Pass rewards have been refreshed for Season of the Hunt. – Additional Bright Dust has been added to the Season Pass reward tracks as follows: Free Track: Added 5,200 to the already present 2,300, for a total of 7,500. – Paid Track: Added 2,600 to the already present 400, for a total of 3,000. – – Weekly Bounties will now award 100 Bright Dust – – Eververse Starting in Season of the Hunt, Bright Engrams will now contain all Eververse content from Season 1 to three Seasons prior to the current Season (excluding content from special events like Festival of the Lost, the Dawning, etc.). Here are some practical examples: Season of the Hunt: Bright Engrams contain all content from Seasons 1 through 9. – Season 13: Bright Engrams contain all content from Seasons 1 through 10. – – – Starting in Season of the Hunt, Bright Engrams will now contain all Eververse content from Season 1 to three Seasons prior to the current Season (excluding content from special events like Festival of the Lost, the Dawning, etc.). Here are some practical examples: – Ghosts All existing and new Ghost Shells except the Generalist Shell now have energy levels and access to mods with various energy costs instead of being pre-loaded with specific perks. – Ghosts now have four mod slots. Three are unlocked by default, and the fourth is unlocked by Masterworking the Shell. – Kill Tracker functionality remains only on Ghosts that originally had access to that perk. – Other pre-existing Ghost perks have been turned into mods and some have been made into more globalized versions of their past functionality. – A selection of mods are available on all Ghost Shells by default, with the remaining ones obtainable via various gameplay sources (information on where to find these mods can be learned from Collections). – No mods will be obtained from the Eververse and Eververse purchased Shells will have no advantages or functional differences from Ghost Shells earned in game. – Sparrows All Sparrows intrinsically fast-summon now. Newly acquired or reacquired from Collections sparrows no longer roll on the Speed Demon(fast-summoning) perk. – Players are advised to re-pull any sparrows they presently are using that have fast-summon to gain a new perk combo. – – General Fixes Matterscourge ornament can no longer be reacquired from Collections. – Last Perdition on Shaxx now dismantles for less than its vendor cost. – Universal Ornament item descriptions no longer refer specifically to Year-3 items. – Emotes now display flavor text on the item detail screen or when being previewed on the Eververse store. – Added icons to weapons that were missing their release watermark. – Exotic Ciphers can no longer be added to a player’s Vault. Players saving an Exotic Cipher in their Vault must remove it and spend it before they can acquire a new one. – – Armor affinity now display on player inspect. – Bounties Lectern of Enchantment weekly bounty no longer references Nightmares on Io or Titan. Progress is now made from defeating Nightmares on the Moon. – – Power & Progression Powerful sources, weekly rituals with Powerful rewards released with Shadowkeep no longer grant Powerful rewards. These rewards have been moved to new rituals released with Beyond Light. – – Once the character’s gear Power has reached the soft cap (1200 in Beyond Light), it will now be possible to receive small Powerful upgrades from some normal drops. These will come from strikes, Crucible, and Gambit as well as some Seasonal sources, and are not subject to daily nor weekly lockouts. – These can drop until the Power Cap (1250 in Beyond Light). – – Reduced the Power level of some vendor token rewards. – Player Identity Login screens now have a dark background. – Updated the Full-screen Menus to have a dark background style. – Player waypoints now display Season Rank, HUD waypoints. Character Creation: – Changed selection from “Male” & “Female” to “Masculine” & “Feminine.” – Guardian head and hair models have been replaced with improved versions. – Several color swatches have been changed to better represent the applied color. – Players previous head selections are still used. – – Added toggle functionality to the character screen, allowing the player to make a choice between Light and Dark subclasses. Character screen visuals updated depending on player choice between Light and Dark. – – Triumphs Triumph Screen Updates: Navigation has been added to Triumphs and Seals to toggle between Active and Legacy content. – Legacy Triumphs and Seals have a new visual style to distinguish them from Active content. – Medals, Exotic Catalysts, and Lore have been given their own section within the Triumphs screen. – Improved Lore screen added for better book/page navigation. – Triumphs now display both the current step reward and final completion reward. – – Triumphs have had an overhaul and are now categorized in a new way. Lifetime Triumph sets will persist across all Seasons and introduces new players to the core aspects of Destiny. – Destination Triumph sets will move to the Legacy section when the related destination enters the Destiny Content Vault. – Seasonal Triumph sets will move to the Legacy section at the end of each year. – – Legacy Triumph Sets and Seals are found in the Legacy section. Legacy sets will not apply to your Active Triumph Score. – Players can still see their Legacy set scores and which Triumphs they completed in time. – All the Legacy Seals and their related Triumphs can be seen on the Legacy page. – Titles for completed Legacy Seals can still be equipped – – Several new Stat Trackers were added to the system including, but not limited to, weapon-type Stat Trackers gated behind new Triumph completions. Prophecy Dungeon Stat Trackers have been moved to the Open World category matching other Dungeon related Stat Trackers. – – Combat Weapons Hand Cannons Aggressive Increased Rate of Fire (RoF) from 110 to 120. – Broke out Aggressive Hand Cannons, allowing custom tuning of stats (e.g. damage falloff for 100 range in this subfamily now starts at 32m). – – Adaptive and Precision Range stat now has more impact on minimum damage falloff range for both archetypes. – Damage falloff for 100 range now starts at 25m, was 20m. – – Precision Hand Cannon 180 RoF magazine scaled up by 37 percent. – Note: This also affects Exotics with that RoF. – – Lightweight (folded in to Adaptive) Moved all Lightweight Hand Cannons (150 RoF) to the Adaptive subfamily (140 RoF). – – This includes Luna’s Howl and Not Forgotten. One Exotic Hand Cannon will retain 150 RoF. – We aren’t going to leave it to speculation. – It’s beautiful. – It does Solar damage. – It makes enemies explode. – It’s Sunshot. – – – Aggressive – Sniper Rifles Adjusted how aim assist (AA) is affected by Sniper Rifle Zoom rating. The lower the Zoom the lower the AA and vice versa. Scopes with around 50 Zoom are unchanged. – Lowest-Zoom scopes have a large reduction in AA cone angle. – Highest-Zoom scopes have a small increase. – – Auto Rifles Adaptive Damage per bullet reduced from 15.75 to 14.25. – Note: Prior to Season of the Worthy, damage per bullet was 13.75. – – – Adaptive – Scout Rifles Increased how much each point of the AA stat widens the AA cone. – At maximum, the AA cone is now 15 percent wider. – – Rocket Launchers Increased reserves by 1 or 2 rockets depending on Inventory stat. – – Perks Outlaw – Reload speed increase felt insufficient with certain subfamilies and combinations of rolls (e.g. Aggressive Hand Cannons). Increased Reload stat bonus from +50 to +70. – – – Outlaw – Reload speed increase felt insufficient with certain subfamilies and combinations of rolls (e.g. Aggressive Hand Cannons). – Merciless Increased Inventory stat from 36 to 55 (this increases reserve ammo). – – Mountaintop Reduced splash damage by 33 percent, increased impact damage such that total damage is 5 percent lower than before. – Reduced projectile velocity multiplier from the Micro-Missile perk from 1.4 to 1.2. (i.e., now 20 percent faster than other breech Grenade Launchers instead of 40 percent). – Reduced in-air accuracy. Now has significant projectile error while in-air (around 7 degrees without the Icarus Grip mod, substantially less with). – – Falling Guillotine Reduced Heavy Attack damage by ~24 percent to bring in line with other Swords. – Note: Falling Guillotine will continue to be slightly above average, just not to the extent that it is now. – – MIDA Multi-Tool and MIDA Mini-Tool MIDA Mini-Tool Moved the “Mida Synergy” trait to the intrinsic, similar to how the (Baroque) version works. – Added the following perks: Hip-Fire Grip – Kill Clip – – – NOTE: There is an issue with the Masterwork on this weapon that prevents it from being upgraded. This will be fixed in a later update. – NOTE: The Gunsmith will begin selling a version of this weapon on November 10 with no infusion cap. – – MIDA Mini-Tool – Sturm and Drang Drang Moved the “Together Forever” trait to the intrinsic, similar to how the (Baroque) version works – Added the following perks: – Accurized Rounds – Moving Target – NOTE: There is an issue with the masterwork on this weapon that prevents it from being upgraded. This will be fixed in a later update. – NOTE: The Gunsmith will begin selling a version of this weapon on November 10 with no infusion cap. – – – Drang – Ruinous Effigy Transmutation Spheres – Reduced the damage of the aerial melee attack by 25 percent. – Significantly reduced the damage of the drain effect on enemy combatants. – – Arbalest No longer strikes shields multiple times, but its efficacy against shielded targets has been increased. – – Jade Rabbit Armor Piercing Rounds swapped to High Caliber Rounds. – This fixes an issue that could prevent the Exotic perk from triggering. – – Traveler’s Chosen Reduced muzzle flash intensity. – – Point of the Stag Increased Point of the Stag’s Max Power Level to 1310. – – Divinity Fixed a bug that prevented some weapons from dealing precision damage to the Divinity cage (e.g. Eriana’s Vow). – – Energy Type Requirements All of the weapon-oriented armor mods (e.g. Hand Cannon Loader, Fusion Rifle Ammo Finder, etc.) have been changed to be any energy type. As a result of the above change, all Arc Charged with Light mods now activate their second perk if you have any other Arc mod equipped on the same armor piece, or if you have any other Arc Charged with Light mod socketed in any other armor piece you are wearing. – – Enhanced Mod Rebalancing All mods that have an Enhanced version of that mod (e.g. Enhanced Hand Cannon Loader) have had the base mods’ efficacy increased to match that of the Enhanced version of the mod. As a result, those Enhanced mods have been deprecated, and the base mods’ energy costs have been adjusted upward slightly (but are still lower than the equivalent Enhanced mods). – – Some mods have moved to different slots to create more competition for mod sockets across armor pieces (for example, the Fast Ready mods have moved to the Arms socket). – Raid Mods Starting in Season of the Hunt, Last Wish, Garden of Salvation, and the upcoming Beyond Light raid armors will now drop with a fifth, dedicated armor mod socket that is exclusively for the mods related to that raid. Anti-Taken mods from Last Wish will only function in the Last Wish raid. – Anti-Hive mods from the Leviathan raid will be deprecated. – Anti-Fallen raid mods from Scourge of the Past will be deprecated. – – Last Wish and Garden of Salvation armor acquired prior to Season of the Hunt will not have this dedicated armor socket but will still be able to use the mods related to that raid in the new Legacy armor mod socket. – Combat Mods All armor released in Beyond Light and Season of the Hunt, all Last Wish and Garden of Salvation armor acquired starting in Season of the Hunt, and all Armor 2.0 Exotic armor pieces (including those already possessed by players) will have a Combat style mod socket. In Season of the Hunt, this socket will accept all Charged with Light and Warmind Cell mods. – – All Armor 2.0 armor acquired during Seasons 8 through 11 have had their Seasonal mod sockets replaced with a single, unified Legacy mod socket that can socket all Charged with Light mods, all Warmind Cell mods, all Nightmare Hunt mods, all Garden of Salvation mods, and all Last Wish mods. – Banshee-44 now has a chance to sell armor mods from Black Armory, Season 10, and Season 11. – Anti-Champion Mods Anti-barrier rounds will now penetrate Taken Phalanx shields. – All Anti-Champion mods have been shifted to armor, rather than taking a weapon mod slot. – Abilities Increased Hunter’s dodge cooldown by a few seconds (E.g. Tier 4 original cooldown: 22 sec. New cooldown: 26 sec) – – Orbs of Light have been changed to Orbs of Power as they can now be consumed by Light and Dark subclasses. – Activities Vanguard Removed Legacy Nightfall and Heroic story mission nodes. – Nightfall: The Ordeal Adjusted Adept recommended Power level to 1180, matchmaking is available at 1150. – All versions of Nightfall: The Ordeal now fill player ammo at the start of the activity (like Grandmaster has always done). – – Gambit Merged Gambit and Gambit Prime into a single mode Single round. – Prime encounters, with all a large boss combatants reduced in potency. – Mote targets and drain from Prime. – Gambit Prime blockers, with the Phalanx taking the place of the Captain for 10 motes. – Invasion cadence from Prime, with longer cooldown between invasions. – Gambit boss fight, with increased Primeval health and Slayer buff potency. – Removed Gambit Prime armor perks. – – Crucible Updated the Crucible’s featured modes: Control – Elimination – Rumble – Glory: Survival Both Survival and Survival: Freelance will be available. – – Weekly rotator Clash – Mayhem – Showdown – – Private matches – Limited Availability Iron Banner – Iron Banner: Freelance – – Weekend Availability Trials of Osiris – – – Trials of Osiris Power level requirement increased to 1210. – Weapons or armor that have ornaments applied to them now correctly show the ornament icon during the Trials intro. – Added Adept weapons and weapon mods to Flawless chest rewards. – Additional information here (link TWAB). – – Maps Added physics blockers to some out-of-bounds areas on: Altar of Flame. – Exodus Blue. – Cauldron. – – – Added physics blockers to some out-of-bounds areas on: – Monument to Lost Lights Added the following to the new Monument to Lost Lights vendor in the Tower: Exotic quest weapons from Year 1. – Most Exotic quest weapons from Year 2. – Exotic Season Pass and quest weapons from Year 3 through 8, 9, and 10. – All past pinnacle and ritual quest weapons. – Vaulted Raid’s Exotic Weapons. – – All Exotics require an Exotic cipher, large amounts of Glimmer, a large amount of one planetary materials, and a small amount of Masterworking material. – Legendary weapons require a second Masterworking material, rather than an Exotic cipher. – Amounts vary between weapons. – Added a repeatable source of Exotic ciphers – visit Xur to learn more. – Added a new currency, Spoils of Conquest, acquirable only from raids. Spoils of Conquest can be used to acquire Vaulted raid’s Exotic weapons from the Monument to Lost Lights vendor. – – General Fixed an issue where dying while holding Riven’s Heart could cause the Heart to disappear. – Removed flashpoints. – Removed the following Shadowkeep challenges from the Moon: Rune table – Repeatable campaign missions – Nightmare Hunt completion and time trials – Pit of Heresy completion – Garden of Salvation completion – – Quest Notifications Added notifications in the player’s HUD that display whenever a player acquires a new quest, progresses to a new quest step, and completes a quest. – Tracking a quest with an associated map location automatically adds a waypoint to that associated location. – Added a shortcut to the current Season’s Triumphs within the Seasonal tab of the Quest Log. – New Light Greatly expanded the New Light experience Introducing a new introductory campaign that both new players and veteran players can experience. – Cosmodrome makes a return as a destination along with new activities and a new NPC. – Created additional new user experience tutorials to help explain equipping weapons and armor, quests and bounties, lost sectors, strike matchmaking, and more. – Veterans can experience this new campaign should they choose by retrieving the “A Guardian Rises” pursuit from the Quest Archive. – – The Pain & Gain Exotic quest for Riskrunner has been replaced This quest has been folded into the New Light campaign experience. – – Subclass Acquisition New Light players who do not have a veteran account with all subclasses unlocked will now acquire alternate subclasses from Ikora – New characters can earn pursuits to unlock their additional subclasses by speaking with Ikora after their first strike. – All subclass pursuits are class scoped just as their subclasses are. – Alternate characters with missing subclasses can acquire them by speaking with Ikora and accepting the subclass pursuit package. – – Added a new vendor to the Tower, located to the left of the Postmaster. The Quest Archive Vendor functions much like the Destiny 1 Abandoned Quests Kiosk as well as a way to acquire older pursuits. – The kiosk has subpages that group the pursuits just as they are seen on your Quests page. – Going forward any pursuits abandoned will go to this vendor. – Older pursuits can now also be found on this vendor. – This is to help ensure that vendors do not become overwhelmed by older content. – – Triumphs are now unlocked as part of the New Light experience Prior to this moment you will not be able to navigate Triumphs if your account has not yet unlocked them. – Unlocking Triumphs on any character enables them for all. – There are categories of Triumphs under Lifetime that unlock as a result of claiming adjacent Triumphs. – – The Season Pass and its rewards are now unlocked as part of the New Light experience Unlocking the Season Pass on any character enables it for the entire account. – The first time you unlock the Season Pass you will earn 5 free ranks, up to rank 5. – Rested XP is also not enabled until the Season Pass has been unlocked. – The moment that the Season Pass is unlocked both Rested XP and Challenges are enabled. – – Destinations unlock via XP if you do not own the expansion associated with that destination. Unlock Order: Cosmodrome – Europa – EDZ – Nessus – Tangled Shore – Dreaming City – Moon – – – Unlock Order: – Crucible and Gambit These activities are now unlocked after reaching the Tower and picking up the associated pursuit from Lord Shaxx and Drifter respectively. – Completing the first step of either pursuit unlocks the entirety of the activity types modes. – These pursuits can be acquired when returning to the Tower after your first strike. – They can be picked up, but they will not advertise on the vendor waypoint/tooltip until you’ve progressed through the game further. – – Strikes can be unlocked after completing the first step of the strike introduction pursuit provided by Zavala. – The Forsaken campaign now has the same introduction behavior as Shadowkeep and Europa. All players regardless of expansions owned get to experience the first mission of the Forsaken campaign upon unlocking the Tangled Shore. – Completing this activity is a requirement for unlocking Free Roam on the Tangled Shore. – Accounts that own Forsaken will automatically be given the remainder of the campaign and may continue as they see fit. – Accounts that do not own Forsaken will be able to Pick up the remaining campaign for Forsaken from the Quest Archive vendor once they’ve purchased it. – Still explore the Tangled Shore and the Dreaming City after having unlocked their patrol zones. – – – Beyond Light Veteran characters who log in and qualify for the start of the Beyond Light campaign will be automatically launched into it. – New characters who log in and qualify for the start of the Beyond Light campaign, but have not completed the New Light quest, will not be automatically launched into it. – This does not disable a new character from manually starting the Beyond Light campaign. – – Chaperone Acquisition There is now an alternative pursuit for acquiring the Exotic Shotgun, Chaperone. This pursuit may be acquired via Shaw Han on the Cosmodrome or the Quest Archive Vendor in the Tower. – This pursuits requires ownership of Beyond Light. – – The pre-existing pursuit for Chaperone continues to exist as-is and remains part of the Forsaken expansion. ###Misc – – There is now an alternative pursuit for acquiring the Exotic Shotgun, Chaperone. – Fixed a bug that prevented online friends from showing up in the roster on Stadia for players with over 100 friends. – Fixed a bug that occasionally prevented players from earning progress on bounties when joining an activity in progress. This most notably impacted Iron Banner bounties, and also caused players to have their artifact power bonus enabled. – – General PC PC players with compatible NVIDIA cards and drivers will be able to take advantage of Destiny 2 integration with NVIDIA Reflex, reducing “click-to-display” latency during gameplay. – Environment Updated lighting in a number of areas on EDZ and Nessus. – Updated lighting and sky atmosphere for EDZ. – Localization Due to the challenges of voice recording during a global pandemic, different actors had to be used for the following characters: Osiris (Brazilian version) – Eris (Brazilian version) – Eris (Polish version) – – We intend to return to the original cast as soon as possible. – Advanced Rendering Lighting improvements and better dark area standardization. – Please revisit your brightness settings and tune to your taste. – We recommend HDR black point is set to the default middle value for best results. –

  • Destiny 2 update 2.8.1.1 patch notes: Hard Light finally nerfed, more – Dexerto

    Destiny 2 update 2.8.1.1 patch notes: Hard Light finally nerfed, more BungieThe 2.8.1.1 update for Destiny 2 is now live across all servers, and with the April 29 patch comes much-needed relief for Crucible and Trials of Osiris players alike — the infamous Hard Light exotic auto rifle has finally been nerfed. Thanks to early-season tweaks to auto rifles, which saw Destiny’s auto rifles given a leg up with some much-needed precision buffs, the Hard Light has become a monster. The general buffs, combined with its unique perks, made it unstoppable. Following the 2.8.0 buffs, the Hard Light was slingshot to the top of Destiny’s meta. The gun soon landed at 10.23% usage in the Crucible. Only the Revoker (10.13%) and The Summoner (7.40%) came close, according to DestinyTracker. Bungie certainly took notice. Ahead of the 2.8.1.1 update, the devs confirmed the Hard Light was “at the forefront” of nerf plans due to its “shocking” oversaturation in PvP playlists. The plan, the devs said, was to “reduce lethality.” “This patch will be focused on a weapon that’s been shining a little too bright in the Crucible since Season of the Worthy began,” Bungie confirmed. Now Guardians have a clear picture of the planned nerfs, and they’re pretty big. Hard Light cops multiple nerfs in 2.8.1.1 update The Hard Light has been hit on multiple fronts in its 2.8.1.1 update. As well as damage fall off — which was well above the Auto Rifle’s 0.5x standard — has now been set to 0.7x, while recoil adjustment has been bumped down. The gun also now boasts two separate bonus damage stats on ricochet bullets in PvE and PvP modes. When facing other Guardians, players will deal 1.35x damage. In Raids, Strikes, and other PvE modes, however, its 2.0x multiplier remains. Bungie said they wanted to address the gun’s “usage for mouse and keyboard users, since the ability to precisely aim over range allows you to use the weapon at longer distances, on top of being able to use ricochets more effectively.” “The Hard Light boasts a lot of great stats, and its impact grows as more use it — eventually no cover is safe,” Bungie added. “As such, we’re reducing some of the aspects that allow for indirect fire and unexpected lethality in odd scenarios.” Season Pass, Warmind Cell bugs patched out On top of the Hard Light changes, which well and truly headline update 2.8.1.1, Bungie has also provided a bandaid fix for a Warmind Cell glitch. The Seventh Seraph buff-drops were overcharging Guardians — this has been fixed. Finally, Bungie also confirmed Levels 32 & 92 in the Season Pass “have now been unlocked for all three characters.” This means Guardians who were previously locked out of these tiers should now have the rewards in their inventories. Be warned too: this patch has been advertised by Bungie as a smaller, 150MB update. Unfortunately, it looks like while that is true, update 2.8.1.1 is also asking Guardians to fully copy over their Destiny 2 game-state, meaning it’s a near-100GB download instead. Get cracking! Destiny 2 update 2.8.1.1 full patch notes Combat Fixed an issue that allowed Guardian’s to quickly regain ability energy by picking up Warmind Cells. Exotics Hard Light Hard Light’s damage falloff now floors at 0.7x (Auto Rifles use 0.5x standard). – Split ricochet bonus damage between PvE and PvP: PvE damage remains at 2.0x. – PvP damage is now 1.35x. – – Removed a recoil adjustment that made the weapon more stable than intended. – Season Pass Level 32 and 92 upgrades now unlock for all three characters. Players who were previously locked out of these Season bonuses can now access them.

  • Destiny 2 unveils Raid race changes for Beyond Light: Power level, date – Dexerto

    Destiny 2 unveils Raid race changes for Beyond Light: Power level, date BungieThe next monumental Raid race in Destiny 2 is right around the as Beyond Light draws near. From the required Power level to the exact hour it unlocks, here’s everything you need to know. [jwplayer FcWdjVVq] As the Destiny community gets set for the next chapter to kick off on November 10, the hungriest players have their sights set on the next endgame activity. Raids have long been the pinnacle of PvE content in Destiny, pitting six players against the most challenging puzzles, platforming trials, and of course, boss fights. With each new Raid comes to the iconic world’s first race. Teams around the globe gear up and battle it out to be the very first squad through the latest challenge. Hundreds of thousands gather on Twitch every year to support their favorite squads and Beyond Light will be no different. We’re still a few weeks from launch and further still from the Raid, though Bungie has just outlined some critical information in the weekly blog post. From the exact Power level to the time it unlocks, we’ve got you covered with a complete rundown on the Beyond Light Raid. When is the Destiny 2 Beyond Light Raid race? The single most important detail has been revealed well ahead of time this go around. Beyond Light’s Raid race begins on Saturday, November 21 at 10 AM PT / 1 PM ET / 6 PM BST / 4 AM AEST. As per usual with Raids in Destiny, no one truly knows how long the race might go for. Raids have taken anywhere from 2 hours up to 18 hours in world’s first runs, so be prepared for a long day of action just in case we’re in for another big one. Power level for the Beyond Light Raid No different from the most recent Destiny Raids, Bungie will be enforcing Contest Mode for the first 24 hours. This means that regardless of your exact Power level, all players around the world will be capped 20 Power below each encounter. Keeping things balanced and fair across the board for competitors looking to race on day one. Also of note, Artifact Power will be disabled for the Raid race. However, this doesn’t mean the road to the Raid will be easy. Beyond Light launches on November 10 and the Raid unlocks a full 11 days later. During this stretch of time, you’ll still want to be pushing for the highest Power level possible. “1230 Power is your team’s goal,” if you want to be at the cap for every encounter Bungie confirmed. Beyond Light Raid details Other than the launch time and the Power requirements, the next Destiny raid is shrouded in mystery. We know that the world’s first fireteam will be sent a championship belt for their efforts as usual. Moreover, any team that completes the Raid in the first 24 hours will be rewarded a special emblem as well. In terms of the Raid’s storyline, not much is known. Players will be venturing through the Deep Stone Crypt, the birthplace of Exos. With The Stranger playing a central role in the expansion after years of absence, the endgame activity could be crucial for the future of all Exos. Keep your eyes peeled over the coming weeks as we learn more about the specifics of the Raid, along with our path to unlocking the endgame activity.

  • Destiny 2 unveils first look at new Stasis powers coming in Beyond Light – Dexerto

    Destiny 2 unveils first look at new Stasis powers coming in Beyond Light BungieDestiny 2 players have finally got their first proper look at the new ‘Stasis’ subclass coming to Bungie’s long-standing franchise in its fourth-year Beyond Light expansion, and let’s just say evil has never looked so good. As the long-running Destiny franchise dives headfirst into a “new era” with the release of its fourth-year expansion ‘Beyond Light,’ there was bound to be a bit of a mixup to the tried and true formula Bungie has stuck to since 2014. That expected shakeup has come in the form of a new element, Stasis, which Bungie unveiled in a July 23 trailer during the Xbox expo. The icy-power was on full display in the 81-second teaser video, which showed Guardians freezing foes, smashing enemies, and even wielding a mysterious frozen wand. “Rooted in Darkness, Guardians will wield this new elemental power alongside Arc, Solar, and Void, summon epic supers to dominate the battlefield,” the Beyond Light trailer description reads. It also confirmed each Destiny 2 class — Titans, Warlocks, and Hunters — would “use Stasis in a different way”. This is no surprise, to be fair, considering all the different variants each class the franchise has used so far. Bungie shows off Stasis power Stasis’ power, which was on full display in the hype video, certainly seems ready to take Destiny by storm too. Guardians can be seen building ice platforms they can vault over and freezing hordes of AI opponents for a final slam dunk. The moment that has the Destiny community bubbling with excitement, however, is a short casting animation for one of the abilities. The Guardian in question whips out an ice wand to use their new Stasis power; talk about dialing up the fantasy elements in Year 4! Stasis is a completely new fourth element. That means some Beyond Light guns will be handed the new damage type. That includes the mysterious new weapon teased at the end of the trailer; it looks like nothing we’ve seen in Destiny. How to get the new Stasis power One thing the trailer failed to reveal was how Guardians would get their hands on this brand new magic ice. We can probably speculate though; the Darkness has landed on Europa, and huge pyramids are appearing on plenty of planets. Players will likely be given a choice to pledge themselves to the Darkness. In return, they’ll be handed the Stasis power. That could even lead into the World of Warcraft-style Vanguard vs the Darkness split Bungie has been teasing too. Unfortunately, there’s still a bit of a wait until we can get our hands on the new-look Stasis subclass in-game. The franchise’s Year 4 expansion has been delayed by nearly two months from its original September 22 release date. The Destiny 2 developers confirmed the news in a Bungie.net blog post on July 16. The devs explained the last-minute swap was “best for the game,” after they realized the original date was going to be a “big ask” in the current climate.

  • Destiny 2 Undercurrent: How to get grenade launcher, God Roll, Drop rate, more – Dexerto

    Destiny 2 Undercurrent: How to get grenade launcher, God Roll, Drop rate, more The Undercurrent is a meta grenade launcher that many players are desperate to get a hold of. Here’s how you can get Undercurrent in Destiny 2, plus what God Roll you’ll want and how rare the Arc GL is. Season of the Wish brought with it a range of powerful weapons, both for PvE and PvP. Some of the best examples include the Rocket-Assisted Sidearm from Warlord’s Ruin, Gambit’s reissued Breakneck, and the immense Ros Arago IV Void Auto Rifle. However, the weapon that has taken Destiny 2 by storm is Undercurrent. This new Arc Wave Frame Grenade Launcher is truly meta-defining, being the first of its type to challenge Forbearance’s previously untouchable throne and even outperforming many of the looter shooter’s best Exotics. Given its status as an absolute meta weapon, it’s no surprise players want Undercurrent so badly. With that said, here’s how to get Undercurrent in Destiny 2. How to get Undercurrent grenade launcher in Destiny 2 Undercurrent is earned as a drop from completing Nightfalls. It can be received from any difficulty of Nightfall but drops more frequently at higher difficulties, and will never drop from regular Strikes. Alternatively, those who have already received at least one Undercurrent can focus the Arc Grenade Launcher at Commander Zavala in The Tower at the cost of x5 Vanguard Engrams and 25,000 Glimmer each. What is Undercurrent’s drop rate in Destiny 2? The drop rate of Nightfall weapons like Undercurrent changes depending on what difficulty you are playing on. However, it can only be received in weeks when it is the featured Nightfall weapon. Assuming a Platinum medal is gotten, Undercurrent’s rarity is as follows: Heroic Nightfall: Uncommon – Legendary Nightfall: Common – Master Nightfall: Common – Grandmaster Nightfall: Guaranteed (Adept only) – Grandmaster Nightfalls are the only activity that guarantees an Undercurrent drop. However, both Legendary and Master Nightfalls also have good drop rates and are worth grinding, especially if you already have a lot of Vanguard Engrams saved up to focus Undercurrent afterward. Undercurrent PvE & PvP God Roll in Destiny 2 These are the Undercurrent God Rolls for both PvE and PvP: Undercurrent PvE God Roll Barrel: Quick Launch – Magazine: High-Velocity Rounds – Basic Trait 1: Demolitionist/Lead From Gold/Field Prep – Basic Trait 2: Voltshot – The most used combination by far is Demolitionist + Voltshot, which not only gives Undercurrent add clear potential but also great DPS and even some utility thanks to the additional Grenade energy granted on Final Blows. However, there is a strong argument for using Lead From Gold which fills up Undercurrent’s ammo supply whenever one of Destiny 2’s Heavy Ammo bricks is collected. Similarly, Field Prep is a solid option as it improves reload time on a weapon that you’ll be constantly reloading given its single-shot design. Undercurrent PvP God Roll Barrel: Quick Launch – Magazine: High-Velocity Rounds – Basic Trait 1: Demolitionist – Basic Trait 2: High Ground – Wave Frame Grenade Launchers like Undercurrent don’t lend themselves well to Destiny 2 PvP as enemies can simply jump over their projectiles. Even so, the Arc GL is a decent option with High Ground significantly boosting damage when shooting down at opposing Guardians. We also like Demolitionist as it grants grenade energy on Final Blows, providing you with significantly more grenades to pressure objectives and enemies alike. In saying all this, you are honestly better off equipping either a meta Heavy GL like Cataphract GL3 or a Lightweight Frame like Pardon Our Dust. Be sure to check out our other Destiny 2 content to stay ahead: Deepsight Harmonizers: How to farm, use, and what weapons to convert | Destiny 2 Season of the Wish: Release date, dungeon, ritual weapon, more | Exotic Mission Rotator | Best PvP Weapons | Best PvE Weapons | Best Titan Builds | Best Warlock Builds | Best Hunter Builds | Trials of Osiris map & rewards this week | Xur location today | How to claim Destiny 2 Prime Gaming rewards | Destiny 2 promo codes

  • Destiny 2 troll slammed with $500,000 fine, Bungie restraining order, & permaban – Dexerto

    Destiny 2 troll slammed with $500,000 fine, Bungie restraining order, & permaban BungieA Destiny 2 troll has been slammed with a $500k fine from Bungie, along with a restraining order and a permanent ban from future Bungie IPs. Destiny 2 developers Bungie have long held a firm stance against cheating in their game. Whether that be enforcing safety measures such as anti-cheats or restrictions on 3rd party software, or filing lawsuits against cheaters and cheat developers who breach their terms of service. Many of these lawsuits Bungie has been successful in, resulting in millions being paid out to the developers. Now a new lawsuit case has been won by Bungie, this time against a troll who had threatened and harassed employees, as well as cheated in the game. Destiny 2 devs win $500,000 USD in lawsuit against cheater In a court document found by TorrentFreak, lawyers who represented the player came to an agreement with Bungie. The player, initials L.L., had used cheat software in Destiny 2 “countless times”, with each use constituting as an act of circumvention. Each act costs $2,000 USD, with the defendant engaging in at least 100 acts of circumvention, totaling in $200,000 USD. Alongside this, Bungie was also entitled to statutory damages of $150,000 for each “infringed work” which resulted in a total of $300,000. Put together Bungie was entitled to $500,000 USD in damages. To add insult to injury, the player L.L also had a restraining order placed on them, preventing them from being able to “Travel within 1000 feet of Bungie’s offices, or knowingly travel within 1000 feet of the known home address of any Bungie employee, except as is incidental to travel on public highways and roadways…” L.L. will also no longer be allowed to participate in any Bungie-made game, which includes the new IP Marathon and any games after it. This is not the first lawsuit Bungie has filed against this player, with the previous lawsuit being filed last year after L.L. threatened to “burn down” their offices.

  • Destiny 2’s Trials of Osiris rewards revamp is flooding players with incredible loot – Dexerto

    Destiny 2’s Trials of Osiris rewards revamp is flooding players with incredible loot BungieAfter more than a year, Trials of Osiris appears to be hitting its stride in Destiny 2, and the community isn’t holding back in its praise of Bungie’s changes to the playlist — specifically, an overwhelming amount of easily obtainable loot. Trials of Osiris sat squarely in the throne of Destiny 1’s PVP, but the game mode struggled to find the same success in Destiny 2. However, after almost two years of dealing with cheaters, low population, and an unbalanced loot structure, the playlist finally seems to be finding its footing. On September 9, developer Bungie ushered in a new, “revamped” era for Trials. This massive overhaul — the latest in a series of attempts by the studio to reinvigorate the playlist — included a total rework of the mode’s rewards, accessibility, and pretty much everything else. The community had a cautious optimism heading into its first weekend back, but it now looks like they’re being well-rewarded. Practically every Guardian who stepped foot in playlist had nothing but good things to say, particularly in regards to the mode’s much-improved rewards. As Trials went live for the first time in Season of the Lost, eager players began flooding the playlist to see if Bungie had managed to revive the game mode. After just one day inside the new version of Trials, Destiny 2’s community voiced their overwhelmingly positive feedback. Read More: Destiny 2: Atlas Skews Week 3 locations – Popular Destiny content creator ‘GernaderJake’ — a huge proponent of Trials since the earliest days of Destiny 1 — praised Bungie for making the game mode’s loot accessible to more players than ever before. 14 hour stream in the books. Trials felt fantastic today. The energy in my chat was incredible! So many Guardians going deeper in cards and getting more loot than they’ve ever seen in Trials before. I’m feeling so happy and hopeful for this playlist right now. 🥰 — GJake (@GernaderJake) September 11, 2021 “Trials felt fantastic today,” he shared. “So many Guardians getting more loot than they’ve ever seen in Trials before. I’m feeling so happy and hopeful for this playlist.” GernaderJake was far from alone in his praise, however. Fellow Crucible aficionado ‘Mercules’ commended Bungie for the changes, and shared his excitement about the wealth of loot flowing from the playlist. “I think something we can all agree on is that Trials is 100% better when everyone can participate and be rewarded for doing so. My timeline is littered with stories of awesome rolls [people] got on weapons that, prior to this weekend, were unreachable,” he shared. If you want to debate whether or not going Flawless is less prestigious this season, that’s one thing. But I think something we can all agree on after today is that Trials is 100% better when everyone can participate meaningfully and be rewarded for doing so. — Mercules (@Mercules904) September 11, 2021 Well-known Destiny pundit ‘PopeBear’ shared his own impressive Trials loot grab, and praised Bungie for making the playlist (and its loot) accessible to more players than ever before: “I can’t go to the Lighthouse or get Adept weapons but I’m okay with that. GG’s Bungie.” While there are still concerns around the longevity of the playlist, and some factors such as solo players being matched against pre-made fireteams, the playlist seemed to be in the best place it’s been since the original Trials of Osiris launch in Season of the Worthy. Solo Que Trials of Osiris Twenty-Three Games 7 wins/16 lossesLoot: Messenger, SMG, Sniper, Sword, Linear Fusion, Full Trials Armor Set. Alright, I can’t go to the Lighthouse or get Adept weapons but I’m ok with that. gg’s @Bungie #Destiny2 — PopeBear (@PopeBear) September 11, 2021 Trials Report, a site that tracks player participation and statistics, shared some data that outlined the massive success of the updated game mode: “This is now officially the most populated Trials of Osiris weekend in Destiny 2 [and] we’re less than a day in.” It remains to be seen whether or not Bungie can maintain the playlist’s newfound success, but based on all accounts from the community it seems that Trials of Osiris has, indeed, finally nailed its formula perfectly.

  • Destiny 2 leak reveals Trials of Osiris to return in Season of the Worthy – Dexerto

    Destiny 2 leak reveals Trials of Osiris to return in Season of the Worthy BungieDestiny 2’s premier competitive player-vs-player mode Trials of Osiris is set to return to Bungie’s flagship franchise in the title’s upcoming tenth season, new datamined leaks have revealed. Trials debuted in the franchise’s first installment, and quickly became the pinnacle of PvP combat. Based around undefeated streaks, Guardians were tasked with winning nine matches in a row to reach The Lighthouse for loot. In Destiny 2, a new variant titled Trials of the Nine debuted, but with an added player and the removal of the elimination mode changing the core gameplay, many abandoned the playlist. Bungie were forced to scrap it completely soon after. New leaks reveal Trials of Osiris return details Since it’s removal, players have been begging Bungie to re-release the original Osiris mode, and once again allow competitive stars to flex their player-vs-player muscles in the sci-fi FPS title. Now, it looks like the developers may have listened. New information datamined from the latest Destiny 2 update, 2.7.1, suggests the conclusion to the Season of Dawn – which is currently live – will lead directly into a new “Season of the Worthy,” based around the return of the original Trials. Data miner Ginser was the first to stumble across the new evidence, which included a series of text strings. Those strings suggested players would rebuild the Empyrean Foundation, a new locale this season, and restore the Lighthouse. The text string itself reads: “[EDAC1366]: With the restoration of the Lighthouse complete, Trials of Osiris and more will return in Season of the Worthy,” confirming Bungie will guide the players through steps to bring back the mode. Okay i think this is something big?! “”[EDAC1366]: With the restoration of the Lighthouse complete, Trials of Osiris and more will return in Season of the Worthy.””— Ginsor (@GinsorKR) January 28, 2020 How to prepare for the return of Trials For long term Destiny players, and anyone who loves competitive matches and grinding to be the best, the return of Trials of Osiris will be very welcome. After so long away from the top level of PvP play, not everyone could be ready to grind. Now is the perfect time to get ready for the battle, however, with the Season of Dawn still in full-flight for the time being. There are a few top weapons in the meta right now you should get your hands on, from hand cannons to pulse rifles. Hand cannons sit as Crucible kings in Destiny 2 at the moment, accounting for a whopping 35% of all kills in player-vs-player modes. They are followed by the all-star pulse rifles, which deliver burst shots, and collect 10% of kills. What weapons are best to collect? The best hand cannon is the Spare Rations, which can be earned through the Reckoning and Gambit Prime, and accounts for 12% of the Crucible’s eliminations, as well as exotic options like The Last Word, Ace of Spades, and Thorn. Likewise, Bygones—also a Gambit reward—is a strong pulse rifle option. While hand cannons and pulse rifles reign supreme for the primary slot, shotguns, and sniper rifles have cornered the market for special weapons. Each boasts around 15% of kills in the Crucible, meaning you’ll want to have one or the other in Trials. If you’re picking up a primary shotgun, Dust Rock Blues is the best bet, and the same goes for the Revoker sniper rifle, though it’s considerably harder to collect considering it was released as a Season of Opulence Pinnacle weapon, meaning there’s a hefty grind to unlock it. If special weapons are more your style, Mindbender’s Ambition or the infamous Lord of Wolves would be great pickups in regards to shotguns to take into Trials. If you’re veering towards a long-range choice, pick up the Beloved. For now, it’s a waiting game to see what Bungie has up their sleeve for the storyline leading into Trials’ return. Considering the Empyrean Foundation opened today, however, it shouldn’t be long before Guardians find the next clue. Destiny’s current release, the Season of Dawn, is set to run until March 9. After that, the title’s tenth season is expected to drop, and with it should come the long-awaited return of one of the franchise’s most popular modes.

  • Destiny 2 Trials of Osiris: Featured map & weapon this week – Dexerto

    Destiny 2 Trials of Osiris: Featured map & weapon this week DexertoDestiny 2’s pinnacle PVP activity, Trials of Osiris, returns yet again. If you want to know what this week’s featured map and weapon are, we have all that and more in this breakdown of the looter shooter’s most competitive game mode. The Final Shape brings back Trials for yet another expansion, giving Guardians more opportunities to go head-to-head for glory. There are also two new weapons up for grabs: Aisha’s Care and the reprised Shayura’s Wrath – that you’ll be able to farm throughout Echoes Act 3. Trials of Osiris features a new map each week, keeping the experience fresh and allowing players of varying skill sets to shine. Some maps favor CQB, while others are more suited to Scout Rifles and Snipers. You’ll want to stay on top of the featured map to know exactly what loadout to use. While you’re here, why not check out Xur’s location too and find out all about the Agent of the Nine’s rework in The Final Shape? Featured Trials of Osiris map this week There is no featured Trials of Osiris map this week as Iron Banner is live and has taken its place in the Crucible rotation. The competitive PvP mode won’t return until September 27, so you’ll want to use this time to visit Lord Saladin in The Tower and see what he has to offer. Featured Trials of Osiris rewards & weapon this week This weekend’s rewards for Trials of Osiris are as follows: Rank 4 – Upgrade Module (x3) – Rank 7 – Enhancement Prism (x3) – Rank 10 – Aisha’s Care (Strand Pulse Rifle) – Rank 13 – Ascendant Alloy (x1) – Rank 16 – Shayura’s Wrath (Void SMG) – Featured Weapon – The Prophet (Adept Scout Rifle) – Rather than the 3, 5, 7, and Flawless win thresholds previously required for rewards, players no longer earn specific weapon drops. Instead, you’ll earn Trials Engrams for leveling up your reputation with Saint-14 in the Tower’s Hangar. Once a weapon has been received at least once, you can focus it for the cost of a Trials Engram – meaning farming rolls has never been easier. Also, you can get Adept gear and armor with higher stat rolls by going Flawless. ll Trials of Osiris Passages explained With the playlist revamp in Season of the Lost, Trials of Osiris underwent some changes to its Passages. These items grant you access to the Trials playlist each weekend, and there are some important changes to note under the new system: Passages no longer track losses Each Passage is either Flawless or not, which allows you to keep playing and earning rewards regardless of how many losses you suffer – Players can still reset their Passage after a loss, but are no longer forced to do so after hitting three losses on their card – – Passages now track up to 20 rounds won – All Passages have had their prices significantly reduced – Passages are now account-wide, meaning you can play and earn rewards on any of your characters using the same Passage – These changes and what they mean for you when gearing up for the playlist can be pretty confusing. Here’s a breakdown of every Passage, what they do, and which one is right for you: Passage of Mercy: Will now forgive two losses if you have not been Flawless for the week. Once you have been flawless, this will only offer one. If your goal is to make it to the Lighthouse, this is the Passage for you. You’ll get one free loss without needing to reset your card and start from scratch – – Passage of Ferocity: This Passage grants you a bonus win after reaching three wins on your card Usually the next choice behind Mercy for Flawless runs, this will allow you to skip an entire match on your way to the Lighthouse — but, you won’t have the loss forgiveness that comes with Mercy – – Passage of Wealth: Will reward extra Trials rank on every win, the amount rewarded increases as your major rank increases.The If you’re more focused on farming Trials rewards and aren’t concerned about going Flawless, this is the card for you. With the new Trials reputation system, the Passage of Wealth will bump up your rank with Saint-14 more quickly than any other card – – Passage of Confidence: This Passage grants a bonus reward from the Flawless chest, but you can only acquire this card after already going Flawless that week If you’re confident about your skills and have a solid fireteam to play with, the Passage of Confidence can help you rack up more rewards at the Lighthouse, but is arguably the most difficult Passage to play – – Passage of Persistence: This Passage reduces the impact of losses by rewarding the weekly Adept weapon at seven wins, regardless of how many games it takes. While Passage of Wealth provides better rewards overall, this is a great option for casual players who want to obtain an Adept weapon but lack the consistency to go flawless. – – Picking the right Passage for you (and your teammates, if you plan on entering Trials with a pre-made fireteam) will go a long way towards making sure you get the most out of your time in the playlist each weekend. Trials of Osiris weekly reset time Trials of Osiris will next go live on September 27 and will run until the weekly reset on October 1, bringing a new map and featured weapon into rotation. The competitive PvP mode is taking two weeks off to make room for Iron Banner. Before diving into the competition, you’ll need to make a stop at The Tower’s hangar and talk to Saint-14, the vendor who oversees Trials. He’ll be your main source of rewards and the person who provides each of your Trials Passages. For more information on which weapons you should be using, check out these guides on the best PvP weapons and best PvE weapons. As for meta builds, these breakdowns for Hunter, Titan, and Warlock will give you all the information you need.

  • Destiny 2 Trials of Osiris just hit its lowest player count in years – Dexerto

    Destiny 2 Trials of Osiris just hit its lowest player count in years BungieTrials of Osiris is a competitive PvP mode that pushes Destiny 2 players to the limit, but right now the community is avoiding it entirely, with player counts reaching concerning lows. For the weekend ending August 20, Trials of Osiris saw just 109,449 players take part, as tracked by Trials Report. That is not only an 8% decline from the previous week but also the lowest population the playlist has seen in three years. Back in August 2021, only 95,929 players queued into Trials, with the following 113 weekends all proving more popular. Last weekend, the playlist’s population hit the lowest since then, suggesting that even those who regularly play Trials aren’t engaging with it right now. This is likely due to multiple smaller factors rather than one big problem. Throughout The Final Shape, the community has protested various features. The likes of Fireteam Matchmaking, frustrations with the meta, and cheating have been among the biggest complaints. Equally, casual players who are only interested in farming meta weapons don’t have a reason to play Trials this season. Since the newest expansion’s launch, only one new weapon has been added to the loot pool – Aisha’s Care. Three other guns were reissued, but this hasn’t proven to be enough of a draw to get people involved. This loot deficit is problematic considering Echoes did not add any new armor sets to Trials, so there aren’t any earnable cosmetics either. It isn’t just Trials of Osiris that is struggling, as Destiny’s population as a whole has declined. According to Steamcharts, the looter shooter attracted an average of just 42,343 Steam users over the last 30 days, 32% less than in July and 65% less than in June. To be fair, somewhat of a decline is expected in the months following the launch of a major expansion. However, in a live service game like Destiny 2, those players should return at some point. Right now, that isn’t the case, with the population declining almost every week. Hopefully, the content coming in Echoes Act 3 gets players to log on again, with the next Exotic Mission said to be “the biggest,” Bungie has ever created. It’ll also conclude the ongoing seasonal story, making it a must for lore enthusiasts.

  • Huge Trials of Osiris changes are great news for solo Destiny 2 players – Dexerto

    Huge Trials of Osiris changes are great news for solo Destiny 2 players BungieDestiny 2’s Trials Labs is back, bringing Guardians a whole new way to experience Trials of Osiris — and after weeks of player demands, it’s finally aimed at those wanting to play the iconic mode solo. Destiny 2’s Trials of Osiris mode has long been the pinnacle of the game’s PvP modes, offering the sweatiest, toughest combat but the sweetest rewards. The game’s current season, Season of the Lost, has made the mode much more accessible, too, by adding matchmaking and other quality of life improvements ahead of the Witch Queen expansion. Trials Labs, Bungie’s way of tweaking the Trials of Osiris experience, has been adding fresh wrinkles to the experience, and this week’s one is perfect for players that don’t have others to play with, or who prefer to adventure alone. Trials offers bonus rewards for solos As per Bungie’s weekly blog post, players jumping into the “Freelance: Trials Lab” playlist will earn double Trials of Osiris reputation. “If you’re rounding out your Trials specific armor collection or aiming for a good roll on any of the weapons that Trials has to offer, this is a great weekend to jam out some rep,” the blog explains. For the uninitiated, the Freelance playlist prevents anyone from entering if they’re in a Fireteam. This means that you won’t come up against pre-made squads like you would in the standard Trials of Osiris mode, so you’re on a more equal footing in terms of being able to communicate with teammates. The mode has been around for a while, but the addition of double Trials reputation is a big win for those that have felt frozen out by Trials of Osiris’ reliance on squads. Read more: Everything we know about this week’s Trials of Osiris Trials reputation is used to earn new items from Saint-14, the mode’s vendor, and if players are still looking to fill out their collection of weapons and armor, or are looking for better rolls on ones they already have, there’s never been a better time to pick up a Trials Passage and go to work. As Bungie’s blog also notes, there’s a weekly challenge that happens to nicely line up with this Trials Lab, too. “Trial by Firing Squad” requires 20 round wins over the course of the weekend, and will earn players XP for their season pass, Bright Dust to spend on cosmetics, and the Reed’s Regret Linear Fusion Rifle. For more on Destiny 2, be sure to find out why fans are upset about Bungie’s approach to dungeons, as well as our thoughts on whether it could be time for the game to switch to a monthly subscription fee.

  • Destiny 2 Trials Labs explained: December 3 Freelance guide – Dexerto

    Destiny 2 Trials Labs explained: December 3 Freelance guide BungieTrials Labs are now upon us in Destiny 2, with Bungie’s experimental Trials of Osiris playlist letting Guardians in on a few early tests. From how it all works to a rundown on the currently active mode, here’s everything there is to know. Bungie has opened the floodgates for experimentation in Destiny 2 as Trials Labs has arrived in the popular FPS title. While Labs was once a testing ground for new Crucible ideas, it now serves exclusively as an experimental Trials of Osiris playlist. Destiny 2 players will be dropping into some truly unique modes that may never see the light of day in regular Trials. If you’re unsure how Trials Labs works or just looking for an explainer on this week’s test, we’ve got you covered below. What is Trials Labs in Destiny 2? Trials Labs serves as a way for Bungie to include the Destiny 2 player base in new experiments. This everchanging playlist provides new gameplay experiences with bold changes to the core Trials experience. While none of these adjustments are guaranteed to reach the standard version, they allow Bungie to get some immediate feedback with the full Destiny community getting in on the action. These experimental Trials Labs often overtake regular Trials of Osiris for that week, meaning all players will have to test out the new variant or simply go without their Trials fix for those cycles. December 3 Trials Labs: Freelance Freelance will land back in Destiny 2 on December 3, but unlike other Trials Labs we’ve seen, it won’t replace the regular 3v3 playlist and will be a separate node instead. This variation of Trials functions the same way it does inside Iron Banner and the Competitive playlist: only solo players without pre-made teammates can queue into the Freelance node, meaning all six Guardians in each match will be thrown together randomly. Read More: Destiny 2 Season 16 – everything we know – Despite the shakeup in matchmaking, the Elimination gameplay loop in Freelance Trials stays the same: put all of your opponents down, and make sure they stay down, before they do the same thing to you and your teammates. Bungie also confirmed they were looking to tweak Freelance matchmaking after the first iteration of this particular Trials Labs, so we’ll have to see what they have in store for the playlist this time around. Trials Labs is set to shake things up every so often in Destiny 2, as Bungie continues to refine the competitive multiplayer experience. As always, the regular Trials of Osiris experience will be rotated in and out alongside these experimental options. Be sure to check back often as we’ll keep you up to speed with all the latest variations. And there you have it: everything you need to know about Trials Labs. In the meantime, you can check out some other helpful Destiny 2 guides here: Best Destiny 2 PVP weapons: meta tier list for Trials of Osiris & Control | Everything being vaulted from Destiny 2 in 2022 | Destiny 2 best weapons and how to get them | Destiny 2 promo codes: All free emblems and shaders | Destiny 2 Season 16: Release date, story, content and everything we know |

  • How to use transmog in Destiny 2: Armor Synthesis guide – Dexerto

    How to use transmog in Destiny 2: Armor Synthesis guide BungieA transmog system is finally in Destiny 2 with the Season of the Splicer update but it’s a little more complicated than you might think. Here’s a complete guide on how Armor Synthesis works. After years of requests, Bungie has finally implemented a transmog system in Destiny 2. This means you can change the appearance of almost any armor piece to match your favorite style while keeping the desired perks and stats. Guardians had been waiting on such a feature for years and now it’s finally in effect. However, before the transmog system even went live, it was met with a wave of backlash due to its convoluted nature. If you’re just dropping back into Destiny 2, it can be rather confusing trying to figure out how it all works. To help you understand Armor Synthesis, we’ve got you covered with an in-depth guide. How to transmog armor in Destiny 2 While you can’t just copy over the visual style of one armor set to another, much to the dismay of the community, the process is still possible after you jump through a few hoops. You’ll need to kill a bunch of enemies, gather a variety of materials, and then finally use new items at the Tower. Below is a step-by-step breakdown of the full process. Kill enemies across various activities in Destiny 2 – Gather Synthstrand from defeated enemies – After you have 150 Synthstrand, head to the Tower and grab some Bounties – Complete Bounties to gather Synthcord – Head to the Loom in the Tower to convert your Synthcord into Synthweave – Use Synthweave on any piece of armor in your Collection to make it a Universal Armor Ornament. – It’s a lengthy process that can require a few hours of your time with each Bounty. Just make sure you’re always picking up new Synthstrand so you don’t have to spend too much time farming random enemies. Buying Synthweave Templates in Destiny 2 If the process above sounds too time-consuming for your liking, there’s a way to bypass it completely. Instead of grinding through each step, you can simply purchase Synthweave Templates from the Eververse store. These are sold individually or in bundles of five. A single template will run you 300 Silver while a bundle of five will cost 1,000 Silver. Armor Synthesis Cap explained Whether you follow the process above or buy your way to templates, one thing remains consistent: there’s a limit. Ultimately, you can’t transmog every armor piece in the game just yet. Instead, Bungie has implemented a cap for each season. If you complete all 10 bounties across three classes, you’ll be looking at a maximum of 30 possible Synthweaves per season. This applies to all season moving forward, however, the current Season of the Splicer is a little different. Read More: Destiny 2 Season of the Splicer Battle Pass – As a bonus to celebrate the new feature, players can grab 20 Syntweave per class through Season of the Splicer. Shader changes in Destiny 2 Season of the Splicer With customization changes across the board, shaders have also been tweaked in the new season. Rather than being one-time consumables that had to be repurchased through the Collection, shaders are now permanent unlocks. Once you’ve acquired a shader, it’ll be visible in the Guardian Appearance Screen. From here, you simply need to pay a set amount of Glimmer to apply any given shader. It’ll run you 500 Glimmer per armor piece or 2500 to apply for your full armor set.

  • Destiny 2 to add SBMM in Season 18: How it will work – Dexerto

    Destiny 2 to add SBMM in Season 18: How it will work BungieAfter a lot of discussions, Destiny 2 is finally getting SBMM, starting with Season 18, and Bungie has explained how it will be implemented and why they’ve chosen to do so. Destiny 2’s Crucible Mode has been the epicenter of all PvP conflict in Bungie’s sci-fi looter shooter and its competitive element is possibly about to become more balanced due to the addition of skill-based matchmaking. If you’ve never heard the term before, SBMM (skill-based matchmaking) is a system that creates lobbies with players who are on an even keel where ability is concerned. It’s designed to promote fairness and balanced matches – although it’s not always welcomed. Bungie has explained how they intend to slowly add SBMM to Destiny 2, starting with Season 18, and how it will affect the game moving forward. SBMM arriving in Destiny 2 Season 18 On the newest edition of This Week at Bungie, the devs discussed the concept of “loose SBMM” and how a slower rollout will, hopefully, make the overall transition a lot smoother. “We’re striving towards a goal that all players—including New Lights!—can enter the Crucible and regularly get matches where they can feel competitive and have a reasonable chance of winning/competing,” they said. To achieve this goal, Bungie will add SBMM to Season 18’s Control playlist and nothing more. They also gave players a heads up: “Expect loose SBMM to expand to other playlists in future Seasons as we tune what we consider a “high-quality match” by gathering real data and feedback from you.” So anyone with concerns about SBMM suddenly taking over Destiny 2 need not worry as the rollout is going to be a lengthy process and will clearly be fine-tuned. Bungie also went on to explain their system and how they assess the ability of a player: “Skill is a combination of stats made up of your performance (kills, deaths, captures, round wins, revives, dunks, etc.) that ranks you against all the other players in a match. Each player’s skill is compared against the skill of the other players in a match, and we make skill adjustments for all players at the end of a match where the two rankings differ.” The devs take PvP very seriously and are clearly working towards building a balanced and competitive online component in Season 18, despite the unpleasant harassment they’ve been on the receiving end of.

  • Destiny 2 Titans demand rework of “pointless” ability that’s hardly used – Dexerto

    Destiny 2 Titans demand rework of “pointless” ability that’s hardly used BungieThe Titan class ability has been dubbed “pointless” in Destiny 2’s PvE sandbox, and players have demanded a rework to boost its relevancy. Ever since the release of Destiny 2, Titans have often ended up on the wrong side of Bungie’s nerfs. While Hunters and Warlocks have received the best abilities and Exotics, Titans typically have fewer options to choose from. Even the handful of meta choices that do exist end up getting nerfed, with Synthoceps being one high-profile victim. As such, players have expressed their disappointment about the Titan Barricade Shield, claiming that it’s a “pointless wall” with no helpful effects. The problem with Titan Shield is that it does not offer any extra utility and is too fragile to do its intended job – blocking incoming damage. Raising their concerns on Reddit, players demanded buffs to fix the problem. One such player commented, “It needs to stop AoE attacks,” referencing the tendency to end up dying to splash damage even if you have a Shield raised. Another user expressed their disappointment surrounding this ability, adding, “I am hoping they completely rework Barricade.” In contrast, every Hunter dodge offers something special, be it buffs, auto-reload, or survivability. In the case of Warlocks, the rift either provides a boost to damage or on-the-spot healing. There are even builds where Warlock Rift activates powerful aspects, like Child of the Old Gods, making it critical to how some meta builds play. However, in the case of Titans, the Barricade Shield neither provides safety nor any buffs. While Void Barricade provides an Overshield and Strand Barricade suspends enemies, they both only last for a short duration. Barricades can even be detrimental. If deployed during boss DPS, players are likely to hit it with their Rocket Launchers or Heavy GLs and end up dying. You may often see PvP players expressing complaints that Titan Barricades are ruining Trials of Osiris. Now, it is true that Titan Barricades are decent in PvP, especially when it comes to zone control. However, they are severely underpowered in PvE and need immediate buffs to prevent Titan from losing its edge further.

  • Destiny 2 Titans slam “lame” PvE meta over lack of build diversity – Dexerto

    Destiny 2 Titans slam “lame” PvE meta over lack of build diversity BungieWhile Titans are performing extremely well in PvE right now those who main Destiny 2’s tank class insist the meta has gotten stale with all three top builds playing similarly. Throughout Lightfall, Titans have been in and out of the meta. At their best, Solar Titans were dominating thanks to Throwing Hammer’s synergy with Synthoceps and Void Titans have always been prevalent in PvP. These days the Titan classes’ power level is more comparable to Hunters and Warlocks but remains a strong option. The introduction of the Banner of War aspect has been especially impactful in PvE with Strand Titans being better than ever. However, just because something is meta doesn’t mean it’s fun and many Titan players are sick of the classes’ current state. Meta Titan builds in Destiny 2 all play the same Not enjoying the current PvE meta, one Titan posted on Reddit, “The titan PVE meta is the most boring it’s ever been because all 3 meta titan exotics are just for punching things.” They continued, “All 3 are for punching things but the choices between the 3 exist based on HOW you want to punch things. It’s incredibly boring compared to hunter and warlock,” before finally questioning, “Why did they decide to rework 3 exotics that all work with the same play style in the first place???” Rounding off their point, OP concluded, “Was fun at first but having all the meta exotics for titan being used for the exact same type of play style is getting lame quick.” The three Exotic armor pieces referenced are Synthoceps, Wormgod Caress, and Peregrine Greaves. These are all melee-focused Exotics that excel at dealing a lot of damage and received buffs/reworks in Season of the Wish. One player blamed the classes’ identity shift, “Bungie’s basically shoehorned Titans into a primarily Melee class instead of a traditional ‘tank’ class, sure it has some tank elements, however the majority of the kit for Titan (subclass and exotics) pushes it into the ‘I punch things good’ class.” Another Guardian expressed, “I feel like Titan buildcrafting is the ‘simplest’ or has the least engaging gameplay, because so many Titan exotics are so simple, and don’t have access to exotics that can offer moments of synergy between weapons, abilities, and exotic.” While melee builds are indeed the Titan meta right now, several other Exotics still hold their own. The likes of Heart of Inmost Light, Precious Scars, and Pyrogale Gauntlets are all great options that perform well even in high-end content.

  • Destiny 2 Titan mains call for changes following poor Raid performance – Dexerto

    Destiny 2 Titan mains call for changes following poor Raid performance BungieDestiny 2’s latest Raid, Salvation’s Edge, has exposed a discrepancy in class balance and players want changes. On June 8, Team Parabellum became the first Fireteam to clear Salvation’s Edge in Contest Mode with not a Titan in sight. Following the World’s First clear, subsequent completions revolved around using a Fireteam composition of one Warlock (for support) and five Hunters. The reason for this comes down to Still Hunt, a new Exotic sniper rifle introduced in The Final Shape, that boasts strong synergy with the Exotic Hunter helmet, Celestial Nighthawk. The pairing made meeting DPS checks for the Raid’s final encounter easier. The knock-on effect of this is obvious. The first Fireteam containing a Titan to finish the Raid came in 32nd place. According to a summary posted on Reddit, just three Titans were present in the top 50 teams. As expected, Titan mains have been vocal about the poor showing, calling for Bungie to review its design philosophy for the class. “Titans need a complete philosophy rework. Yes, the ‘wall on which the Darkness breaks’ is a cool idea but for some reason, Bungie has decided that this means that it is melee-focused,” said one commenter on a Reddit thread lamenting the lack of representation for Titans. Another placed the blame squarely at the feet of Still Hunt. “By the simple of Still Hunt, EVERY single Contest Raid boss is going to be five Hunters and one Warlock. If they remove the Celestial functionality with it, it’ll alleviate this issue entirely.” “I don’t even know what Bungie wants Titans to be anymore,” another said, adding “They’ve been getting complaints for years about the direction of Titan philosophy being controversial at best.” Despite the general sentiment agreeing that Titans need some love, it’s worth noting that Salvation’s Edge is no longer in Contest Mode. With DPS checks no longer being as strict, the Titan population will hopefully enjoy a rebound.

  • Destiny 2 unveils new “Timelost” weapons coming in Season of the Splicer – Dexerto

    Destiny 2 unveils new “Timelost” weapons coming in Season of the Splicer BungieDestiny 2 is getting a brand new weapon type as Bungie has unveiled ‘Timelost’ weapons set to be introduced as new Raid rewards in Season of the Splicer. From how to unlock them to their exclusive bonuses, here’s everything you need to know. Season of the Splicer is getting ready for a big shakeup. As part of an upcoming July 9 patch, Bungie will be introducing Master difficulty for the Vault of Glass Raid. As a result, all new Challenges are waiting in the wings and so too are new rewards. By toppling the hardest endgame activities, where enemies reside at 1350 Power, players can get their hands on an entirely new weapon type. Timelost weapons are on the way; we’ve got a rundown on the new guns. What are Timelost weapons in Destiny 2? As the latest weapon type in Destiny 2, Timelost loot is akin to Adept loot. Rather than introducing a new rarity beyond Legendary or Exotic, Timelost is a separate label given to unique rewards in the Vault of Glass. Similar to Adept guns, it’s expected that Timelost weapons come masterworked and feature their own stat bonuses. However, making these new additions stand, Timelost drops offer additional perks in columns three and four for added customization. This will allow players to really fine-tune their favorite Timelost drops. If you’re unhappy with a third or fourth perk in the base drop, you can purchase additional rolls from the chest at the end of Vault of Glass using Spoils of Conquest. How to get Timelost weapons in Destiny 2 Unlike most other loot in Destiny 2, Timelost loot is exclusive to a single location. Timelost weapons can only be earned in the Vault of Glass on Master difficulty. Completing Challenges in the Master Vault of Glass is the key to finding Timelost weapons. There will be one specific weapon up for grabs every seven days, rotating with new weekly Challenges. It’s important to note that Challenges can only be completed once across all difficulties. This means you won’t be able to complete a Challenge on Normal, then run it again on Master and hope for Timelost loot. In order to get a Timelost weapon, you’ll have to play the Master difficulty first and complete the Challenge throughout.

  • Destiny 2 The Journey Ahead: How to watch, date & time – Dexerto

    Destiny 2 The Journey Ahead: How to watch, date & time BungieDestiny 2: The Final Shape has offered a spectacular opening salvo as Guardians finally take on The Witness inside the Pale Heart of the Traveler. Now, Bungie has announced The Journey Ahead, a live stream that will outline the game’s next year. The Final Shape was released on June 4, and the first few days have proved immensely successful for the developer. The game’s campaign has drawn near-universal praise as teams prepared for the arrival of the expansion’s first raid. Equally, the Race to World First that followed has been an all-time classic. Team Parabellum was the first to push The Witness back to the Monolith, and they were the only fireteam to progress through the entire raid in the first 24 hours. With so much going on, it’s difficult to see what could possibly come next. Fortunately, the Destiny 2 community won’t have to wait long to find out, so here’s everything you need to know about watching The Journey Ahead live stream. Destiny 2: The Journey Ahead date and time Destiny 2: The Journey Ahead will take place on June 10 at 9 am PT. If you live elsewhere in the world, here are the times you need to know: US East: 12 pm ET – UK: 5 pm BST – Central Europe: 6pm CEST – Australia: 3 am AEST – How to watch Destiny 2: The Journey Ahead You can watch Destiny 2: The Journey Ahead on the game’s official YouTube channel on June 10. What is being confirmed in Destiny 2: The Journey Ahead What exactly Bungie is announcing for the future of Destiny 2 is unclear, as the dust continues to settle after the first raid completion. We do know it will lay out the next year, but it’s hard to say what the next year will hold considering that The Final Shape is the last expansion. Rumors have started to swirl on the possible announcement of Destiny 3, though the factual foundation for this is thin at the time of writing.

  • Destiny 2 The Imbaru Engine: How to solve The Cunning Test chest puzzle – Dexerto

    Destiny 2 The Imbaru Engine: How to solve The Cunning Test chest puzzle The new weekly quest has Destiny 2 players stumped with it introducing a puzzle that is a little tricky. To help you we’ve put together this quick guide on how to complete The Cunning Test chest puzzle in Destiny 2’s The Imbaru Engine misson. For week 5 of Season of the Witch, a new story mission was released called The Imbaru Engine. It requires players to explore a hidden chamber located far above the Altars of Summoning and unveil its secrets. This involves a chest puzzle that the game doesn’t give you too many clues to solve. It can be somewhat confusing given the lack of guidance so we’ve made a guide to point you in the right direction. Here’s how to complete The Imbaru Engine mission’s The Cunning Test chest puzzle in Destiny 2. Destiny 2: How to complete The Imbaru Engine chest puzzle The Cunning Test puzzle requires players to identify the correct Hive Rune and then open chests that match that symbol. For all three sections, the correct Hive Rune symbol is the Star sometimes described as an X with a plus overlaying it. Here are all the steps required to complete Destiny 2’s The Cunning Test in Imbaru Engine: In the first section, there will be two chests. Loot the chest with the Star Symbol pointing to it. – The second section will require you to jump up to an elevated platform. Here there will be three chests, loot the two chests that have the Star Symbols next to them. – The final section is more involved with several chests being randomly scattered around the room. The symbols can be found either nearby, behind, or pointing to the chest they are linked to. Parkour around to find each star symbol and loot the linked chests. – Once all six chests have been looted you will have successfully completed the puzzle as well as the Mist and Mysteries seasonal challenge and The Mother Morph secret triumph. That’s everything you need to know about how to complete the Imbaru Engine’s The Cunning Test puzzle in Destiny 2. For more useful guides consider checking out some of our other content: Deepsight Harmonizers: How to farm, use, and what weapons to convert | Season of the Witch seasonal activities | Exotic Mission Rotator | Season of the Witch: Release date, raid, power cap, & more | Best Exotic weapons | Best PvP Weapons | Best PvE Weapons | Destiny 2 | Best Titan Builds | Best Warlock Builds | Best Arc 3.0 Builds | Best Solar 3.0 Builds | Best Void 3.0 Builds | Best Stasis Builds

  • Destiny 2 The Imbaru Engine: How to solve Strength Test puzzle – Dexerto

    Destiny 2 The Imbaru Engine: How to solve Strength Test puzzle The weekly quest continues with another puzzle for players to figure out. This one’s a little more complicated than the last so we’ve put together this Destiny 2 guide on how to complete the Strength Test puzzle and part the mists in The Imbaru Engine to help you out. Week 5 of The Bladed Path saw players faced with the first real puzzle of the Season of the Witch’s seasonal quest. Named The Cunning Test, it required some strategic thinking to find the correct chests. Now we’ve arrived at Week 6 and another puzzle is here. This one’s a little harder and involves figuring out some tricky patterns. To help you we’ve put together this guide to make completing The Strength Test a simple task. Destiny 2: How to complete The Imbaru Engine Strength Test & Part the Mists objective To complete The Strength Test you’ll first need to collect the Gift of Strength minor arcana card. It can be found hidden on the right side of the room with three portals near the end of Savathun’s Spire. Also, you’ll need to have begun Week 6 of The Bladed Path seasonal quest on whatever character you are playing. Once the Arcana Card has been acquired you’ll need to do the following: Go to The Imbaru Engine and complete The Cunning Test puzzle as done in Week 5. Check out our dedicated guide for more information. – Head to the sealed door near The Cunning Test’s first two chests and interact with it to ‘proceed through the Imbaru Engine’. – Head through the left passage and proceed, dodging the traps on the way. Go up the Grav Lift at the end of the passage. After ascending, go through the door on the same side where the Grav Lift dropped you off. A quest marker should appear letting you start the puzzle. – Reveal footsteps by gaining Deepsight Vision. These footsteps will lead you to the first Knight. Defeat the Knight and then follow the pointed Rune’s direction to find the next two Knights you’ll want to take out. – After defeating three Knights head to the neighboring room and shoot the closest Cursed Thrall. From here on out you’ll need to kill the Hive two plates away rather than one. For example, in this room, you’d skip the Knight the Thrall’s Rune Plate points at and instead take out the Cursed Thrall that follows. – Follow this pattern defeating the correct Cursed Thrall until the puzzle is complete. – Those who prefer a visual guide can check out our video below which walks you through the puzzle step by step: That’s everything you need to know about how to complete The Strength Test and part the mists in The Imbaru Engine. Consider checking out some of our other Destiny 2 content for more tips & tricks: Deepsight Harmonizers: How to farm, use, and what weapons to convert | Season of the Witch seasonal activities | Exotic Mission Rotator | Best Exotic weapons | Best PvP Weapons | Best PvE Weapons | Destiny 2 | Best Titan Builds | Best Warlock Builds | Best Arc 3.0 Builds | Best Solar 3.0 Builds | Best Void 3.0 Builds | Best Stasis Builds

  • Destiny 2 The Imbaru Engine: How to solve Navigation Test puzzle – Dexerto

    Destiny 2 The Imbaru Engine: How to solve Navigation Test puzzle The weekly quest continues and with it comes another Savathun’s test for Guardians to overcome. Here’s how to complete Destiny 2’s Navigation Test puzzle in The Imbaru Engine and further progress the seasonal quest. Week 8 of The Bladed Path has introduced yet another puzzle with this being a test of your ability to match and navigate through the correct mirrors. It isn’t as difficult or as dangerous as the previous Strength Test but it can still be confusing as Destiny doesn’t attempt to explain how the puzzle works. So, to help you solve The Navigation Test, we’ve put together this guide on how to complete it. Destiny 2: How to complete The Imbaru Engine’s Navigation Test To complete the Navigation Test you’ll first need to collect the Gift of Navigation arcana card. It can be found by destroying the large crystal held by a statue in the Altars of Summoning activity. Also, you’ll need to have reached Week 8 (Step 47) of The Bladed Path seasonal quest on whatever character you are playing. Once the Arcana Card has been acquired you’ll need to do the following: Go to The Imbaru Engine and complete The Cunning Test puzzle as done in Week 5. Check out our dedicated guide for more information. – Afterward, continue through The Imbaru Engine until you reach the grav lift that leads to The Strength Test. Ascend it as done in Week 6 but this time head through the door to the right of The Strength Test and open it with your newly acquired Arcana Card. – Proceed past the next few traps and up a second grav lift that will lead you straight to the Navigation Test. – The Navigation Test puzzle requires you to look at the Hive Rune on the door you first entered through and shoot the matching Rune on the seven doors in front of you. The correct rune to shoot will match both the element and position of the Rune behind you. – Every time you shoot the correct Rune a mirror will open, and you’ll want to go through the mirror to continue the puzzle. The correct runes to shoot to solve The Navigation Test are as follows: 1st Puzzle: Second door – left Arc rune – 2nd Puzzle: Fifth door – top Solar rune – 3rd Puzzle: Fourth door – right Void rune (hidden behind Arc rune) – Final Puzzle: Floating Solar rune left and up if you look directly opposite from your starting position. – That’s everything you need to know about how to complete The Navigation Test in The Imbaru Engine. Consider checking out some of our other Destiny 2 content for more tips & tricks: Deepsight Harmonizers: How to farm, use, and what weapons to convert | Season of the Witch seasonal activities | Exotic Mission Rotator | Best Exotic weapons | Best PvP Weapons | Best PvE Weapons | Destiny 2 | Best Titan Builds | Best Warlock Builds | Best Arc 3.0 Builds | Best Solar 3.0 Builds | Best Void 3.0 Builds | Best Stasis Builds

  • Destiny 2: The Final Shape’s Day One raid race does the unthinkable and becomes longest in history – Dexerto

    Destiny 2: The Final Shape’s Day One raid race does the unthinkable and becomes longest in history BungieDestiny 2’s newest Raid has become the game’s toughest Day One challenge bar none. Salvation’s Edge, the capstone content of The Final Shape, has officially been beaten by Team Parabellum as recognized by Bungie. Per the time stamp on Bungie’s X/Twitter post, confirmation comes 19 hours and 25 minutes after the release of Salvation’s Edge. For comparison, Last Wish, the Raid added as part of Destiny 2’s Forsaken expansion back in 2018, took 18 hours and 48 minutes to beat. Clan Redeem was the first Fireteam to triumph against Riven and score loot for their efforts. Guardians’ climactic face-off with The Witness has proven to be one of attrition, but the Light vs. Dark saga isn’t over yet. As previously confirmed by Bungie, the first completion of Salvation’s Edge triggered new content to unlock. This comes in the form of a 12-man epilogue, Excision. Despite Team Parabellum’s triumph, it’s worth noting that Salvation’s Edge remains in Contest Mode. Under these parameters, Guardians’ Power levels are handicapped to below that of enemies. This ruleset remains in place until 48 hours after the Raid’s release, so you’ve got time to earn bragging rights before difficulty is reduced. Any player who beats the Raid’s final encounter and loots the last chest during Contest Mode will be awarded an exclusive emblem. Following feedback from players regarding Raid and Dungeon difficulty, Bungie disabled Surges for Contest Mode. Whether these changes will be extended to other content permanently remains to be seen, but Bungie has “No changes planned right now.” If you’ve beaten The Final Shape’s campaign and need pointers on how to unlock all the new Exotic weapons, check out our Khvostov 7G-0X and Still Hunt guides.

  • Destiny 2 The Final Shape’s Collectors Edition pays touching tribute to Lance Reddick – Dexerto

    Destiny 2 The Final Shape’s Collectors Edition pays touching tribute to Lance Reddick BungieDestiny 2’s The Final Shape Collector’s Edition has a touching voice line from Lance Reddick, providing a fitting tribute to Zavala’s voice actor. Destiny 2’s The Final Shape Collector’s Edition is full of nostalgic hints and nods celebrating the last 10 years of the franchise. Of course, not all of it is jubilant though. Many will still be mourning the death of Lance Reddick last year, who voiced Vanguard commander Zavala. For many Guardians, his absence will be dearly felt as the upcoming expansion closes the book on its first saga. However, The Collector’s Edition has a heartfelt secret that players can discover for themselves. If you are picking up the edition and don’t want to ruin the surprise for yourself, now would be a good time to get out of here. If you’ve stuck around, the secret goes like this. If you put the Tower sculpture included in the collection into interactive mode, and you place the Zavalla figure on the front pad you will hear him say: “If we do not meet again know how proud I am of what you’ve done”. I’ve experienced this moment myself in a Collector’s Edition sent to me by Bungie. When you place him on the back of the model too, you also open a compartment that you find a Cayde-6 figure in. However, this moment is being hailed by owners and Destiny 2 players. In a Reddit thread about this, user DemonCipher13 said: “So simple and so sweet, and brought a tear to my eye.” Another commented: “I thought that was a really touching choice of words to include”. As to whether the words or the fact you find Cayde-6 in the statue through Zavala, are hinting at happenings in the story we will have to see. Keith David is taking over the role going forward, but we will have to see if that is a long-term role, or if Zavala’s story will come to an end in the Final Shape.

  • Destiny 2 The Final Shape will let you mix and match subclass abilities in out-of-this-world change – Dexerto

    Destiny 2 The Final Shape will let you mix and match subclass abilities in out-of-this-world change BungieThe Final Shape is set to mark the conclusion of the Light/Dark saga in Destiny 2. As part of the run up to its release, the developers are revealing more information on what’s to come, including the huge news that a new subclass will make its debut. The arrival of the Lightfall expansion saw the addition of the subclass Strand to the game. Despite that, many players speculated that more subclasses were on the way, and it seems as though those rumors were correct. In a live stream on the official Destiny 2 YouTube channel, Bungie confirmed that a new subclass known as Prismatic would be released with The Final Shape. Taking advantage of both the Light and Dark, it looks like nothing that players have ever seen before. The subclass features a new mechanic in which two bars at the bottom of the screen fill up as players deal Light and Dark damage, respectively. When these fill up, Guardians unlock a new level of power known as Transcendence. While players are transcendent, they can combine subclass damage types in unique grenades. For Warlocks, this is Void and Stasis, while Hunters have access to Fire and Ice, and Titans have Strand and Arc to make use of. Players also get additional damage bonuses and near-infinite grenades to blow enemies away in spades. This is going to blow builds wide open, allowing customization from all of the existing subclass elements, with one developer describing the change as “a little game breaking.”

  • Destiny 2 The Final Shape will increase several weapon archetypes PvE damage – Dexerto

    Destiny 2 The Final Shape will increase several weapon archetypes PvE damage BungieDestiny 2’s The Final Shape sees the meta for PvE being shaken up once again, with the most recent TWID revealing several weapon archetypes receiving damage buffs in the upcoming expansion. The Final Shape will be hosting a massive amount of changes in Destiny 2. With a new prismatic subclass, new location, new story, and raid, there’s a heap of things coming to the game. Alongside this, the looter shooter’s sandbox will be changing once more, as guardians come to face new threats in the Traveler. As such, developer Bungie is bumping up the damage dealt by Guardians in PvE, with the most recent TWID revealing huge increases to several weapon archetypes in The Final Shape. From Pulse Rifles to Hand Cannons to Side Arms and Glaives, Bungie spared no expense when it came to buffing weapons for the new expansion. Pulse Rifles received the biggest buff in the upcoming patch, with a 20% damage increase to all combatants in PvE. Similarly, Shotguns, Fusion Rifles, Sniper Rifles, Linear Fusion Rifles, and Glaive Projectiles will also receive damage buffs to all targets. Popular options like Submachine Guns, Hand Cannons, and Auto Rifles will also have their damage increased against red-bar enemies. Sidearms, Trace Rifles, Scout Rifles, and Bows are receiving the most at 20%, with Pulse Rifles also receiving an additional 15% buff on top of the other. SMGs and Hand Cannons are receiving a 10% and 5% buff, against red bars, while Auto Rifles are gaining a similar 15% alongside Pulse Rifles. Machine Guns and Swords are also getting a 7% damage buff in PvE and PvP making them more lethal in both scenarios, potentially changing up the heavy weapon meta. These changes are set to go live with Destiny 2 The Final Shape, slated to launch on June 4, 2024.

  • Destiny 2 The Final Shape versions explained: Annual Pass, Dungeon Key & more – Dexerto

    Destiny 2 The Final Shape versions explained: Annual Pass, Dungeon Key & more BungieDestiny 2’s final expansion is nearly here and there are several versions of The Final Shape available for players to purchase. Here’s everything you need to know about the different editions of the game and how much they costs. As with previous Destiny 2 expansions, Bungie is offering a Standard Edition, alongside a version that includes an Annual Pass. As the game has switched to an episodic system, the pass will now cover the first three episodes of the expansion. For those who truly want it all, there’s a Collector’s Edition with some highly unique collectibles that could prove tempting – though expect to meet a very steep price tag. The Final Shape Standard Edition The Standard Edition of The Final Shape includes access to the full campaign and the first episode of the year. Additionally, the new raid and Supers will all be available to Standard Edition players too. This also means you’ll get access to The Pale Heart location being added in this expansion. Pre-ordering any version of The Final Shape will reward players with the following items: The Final Shell – Paracausal Path Emblem – Pyramidic Vessel – Prismatic Horizon Emblem – The Final Shape + Annual Pass Edition The Annual Pass Edition is the further investment you can make that will cover you for the entirety of this expansion year. It includes all of the features of the Standard edition, plus access to all three of the episodes from Year 7. It also includes a dungeon key for access to the first dungeon of the expansion. Pre-ordering this version of the expansion grants players further instant rewards as well. These include: Tesselation Exotic Weapon – Abstract Meditation Emote – The Final Shape Collector’s Edition The Collector’s Edition of The Final Shape really does have it all. It includes everything from the previous two versions of the game, as well as some highly desirable physical items that are unavailable anywhere else. On Bungie’s help site, the full contents of the Collector’s Edition is as follows: All The Final Shape + Annual Pass Content – Digital Soundtrack for Destiny 2: The Final Shape – Destiny 1 Tower Replica – Miniature Zavala, Ikora, and Cayde Figures – Introduction Letter – Autograph Book – Character Photographs – Ramen Shop Tickets – Mission Patch – Lore Book – Destiny 2: Collector’s Edition Unique Emblem Code – Interestingly, the Bungie Store page for the Collector’s Edition is currently only selling the version that comes without the digital game code. Anyone purchasing the $175/€194 version will have to purchase a code for the game and Annual Pass separately.

  • Destiny 2 The Final Shape: Traveler’s Blessings explained – Dexerto

    Destiny 2 The Final Shape: Traveler’s Blessings explained BungieDestiny 2 has brought about the conclusion of the Light & Darkness Saga with The Final Shape, which introduced a lot of new mechanics such as the Traveler’s Blessings. D2’s Traveler’s Blessings are Destination Mods that players can acquire while journeying around the Pale Heart. Since this is a new mechanic, it helps to know exactly what you are getting into with Traveler’s Blessings. So we’ve compiled an explanation of how these work as well as what each one is in Destiny 2: The Finale Shape. What are Traveler’s Blessings in Destiny 2? These Destination Mods are a little different than the mods you would use for Armor or Weapons. Instead of altering damage or defense, the Traveler’s Blessings will affect the Pale Heart itself. In essence, they are helpful buffs that can give you an edge when completing different activities around the new location. There is another twist that comes with them, too – each one is timed. While other mods are permanent, Traveler’s Blessings are temporary, with none of them lasting more than 27 hours. There are two types of Traveler’s Blessings you can find: Flickering Blessings and Pale Blessings. Each one requires different kinds of actions to unlock, as well. Flickering Blessings can be collected from the following: Cyst chests – Lost Sector chests – Overthrow Level 2 & Level 3 encounter chests – Pathfinder Field Assignments chests – Triage chests – Obtaining Pale Blessings is a little trickier, as they require you to complete every level of the Overthrow activity in one of The Pale Heart’s zones. After completing these, you will be given a Luminescent Seed, which can be planted in one of the hand sculptures scattered around The Pale Heart. This seed grows into a Traveler’s Flower, and interacting with it will give you access to the Pale Blessing. You can activate which one you want heading to the Map in the Director. There will be a new option next to the Pathfinder icon. All Traveler’s Blessings available in Destiny 2 In total, there are eight Flickering Blessings and seven Pale Blessings in the game. They include all of the following: Flickering Blessings Traveler’s Animus: Defeating a combatant has a chance to create a random elemental pickup or Orb of Power. – Traveler’s Fervor: Sliding after sprinting for a short time sends forth a burning line of fire, dealing damage and scorching targets in its path – Traveler’s Transference: Sprinting for a short time causes you to become amplified. While you are amplified, melee damage creates lightning bolts which damage nearby combatants – Traveler’s Diffraction: Defeating combatants with Void damage has a chance to create Void seekers that track nearby targets and suppress them – Traveler’s Sublimation: Rapidly defeating combatants with Stasis weapons creates a Stasis mine that damages and freezes nearby combatants – Traveler’s Proliferation: Defeating combatants with any source of Strand damage produces Threadlings. Defeating Powerful Combatants produces more Threadlings. – Traveler’s Multiplicity: Finisher final blows convert your next thrown grenade into a bonus fragmentation grenade. – Traveler’s Abundance: Defeating combatants with your grenade has a chance to spawn Special ammo. Defeating combatants with your Super ability has a chance to spawn Heavy ammo – Pale Blessings Traveler’s Insight: Upon interaction with a Traveler’s Flower, gain a temporary buff that provides increased Super ability regeneration – Traveler’s Facet: Upon interaction with a Traveler’s Flower, gain a temporary buff that provides increased class ability regeneration – Traveler’s Aegis: Upon interaction with a Traveler’s Flower, gain a temporary buff that provides – Traveler’s Remedy: Upon interaction with a Traveler’s Flower, gain a temporary buff that provides a regenerating Overshield – Traveler’s Resurgence: Upon interaction with a Traveler’s Flower, gain a temporary buff that provides increased health regeneration – Traveler’s Valor: Upon interaction with a Traveler’s Flower, gain a temporary buff that provides increased grenade regeneration – Traveler’s Grace: Upon interaction with a Traveler’s Flower, gain a temporary buff that provides increased melee regeneration – There are a few more systems that launched alongside Destiny 2: The Final Shape, including the new Pathfinder mechanic, the Prismatic subclass, and Strange Coins.

  • Destiny 2 The Final Shape Transmigration mission guide: Puzzles, boss, more – Dexerto

    Destiny 2 The Final Shape Transmigration mission guide: Puzzles, boss, more BungieDestiny 2 The Final Shape takes place inside the Traveler, and the first mission Transmigration shows you how. Here is a guide to this mission including its puzzles, boss fights, and other details. Destiny 2 The Final Shape has hit the mark with the campaign. Players across the world have praised it for the quality of the missions, narrative, enemy design, and overall connection with the Destiny universe. This campaign feels well put together, with context and reasons for everything that happens, which creates a beautiful flow. If you are still thinking about it and feeling unsure, The Final Shape’s campaign is worth diving into. In case you decide to do that, the first mission you will come across is Transmigration. However, if you are new to the game, you will have some difficulty as, unlike previous campaigns, The Final Shape turns the notch to maximum in terms of difficulty level. As it happens, we can get you started as here is a detailed guide to the opening mission of The Final Shape. Full guide to Destiny 2 The Final Shape Transmigration mission Step 1: Enter the Threshold The first step is to Enter the Threshold. A cinematic will start, and you will crash land into a mysterious place with floating platforms. Mara Sov will guide you as she explains that the Witness‘ grasp over the Traveler is tightening. Step 2: Reveal the Path After you proceed a little, you will come across a bunch of Taken. Defeat the Taken Witch, and a Darkness deposit plate will spawn. Shoot the Darkness node in the middle of the plate, and a series of platforms will appear. However, they are translucent and you cannot use them yet. Drop down and more Taken will spawn. Defeat the Taken Centurion and it will drop a white glowing ball called Icon of Light. Pick this item and deposit it on the plate. This will turn the Darkness plate into a Light plate and the partial path will be fully revealed. Step 3: Remove the Darkness barrier Proceed forward from the previous section and you will eventually reach a Darkness barrier. Shoot the three nodes and it will remove the barrier for you. Step 4: Meet the Dread After you proceed a little further, you will meet the Dread for the first time. Defeat them, but be careful as the Strand Psions will throw you off the platforms. Once you defeat them, make your way to the top and open the Darkness barrier. The process here is the same as the previous one, as you just need to hit the nodes. Step 5: Create a pathway This is the second time you have to create a pathway for yourself, but this time it’s a lot more difficult. Place your Rally banner and get ready to fight. A bunch of Taken will spawn in front of you. Defeat them, but take down the Minotaur first. This will spawn the Darkness plate, similar to the previous section. Shoot the node in the middle and you will notice the translucent platforms. After you clear the first set of Taken, the game will point you inside a small ventilator. Get inside and you will notice a Taken Centurion, who will drop an Icon of Light on defeat. Once you come back out, more Taken will spawn. Defeat them and then deposit the Icon of Light in the Darkness plate. This will reveal the path for you. Step 6: Leave the Threshold After you proceed a bit, once again you will encounter a bunch of Taken. Here as well, your objective is to defeat all of them and drop an Icon of Light into a Darkness plate. The platforms are much smaller here and there are not many places to hide. The fight will be difficult, but after you are done, collect the rewards and proceed through a very small platforming section. Upon clearing it, you will make your way out of the Threshold. Step 7: Enter the Traveler After you are sucked into a portal following the Threshold, you will land on a white glowing platform. You will notice a portal far away from you and the platform slowly turning into a path. Keep proceeding until you hit the portal. Go through the cave-like section and you are finally inside the Pale Heart of the Traveler. Step 8: Feel the Prismatic Once you make your way through the initial section of the Pale Heart, you will eventually come across a pool where Light and Darkness are mixed together. This will be pointed out by your Ghost as well. Stand on that pool and commune to receive a temporary Prismatic power. You may have noticed a few enemies with pink shields, even in the Threshold section that your Ghost mentions as a fight you will not win. You can defeat them with the Prismatic power. Get used to this new power, though it is only temporary for now. Step 9: Defeat the Icon of Finality After getting a taste of the Prismatic power, proceed forward. You will now come across a no-respawn region filled with Dread and Taken. Here, you need to open the Darkness barrier at the end of the section. However, you need to collect two Icon of Darkness buffs for that. For that, defeat the Dread in the middle first. After this, you can move either to the left or to the right. Make your way to one of the directions and you will eventually come across a Taken Witch with a Prismatic Shield. Defeat the Witch by communing with a Prismatic pool. This Witch will drop an Icon of Darkness. Deposit it in the middle and then make your way in the direction opposite to where you went first. Defeat another Taken Witch in a similar manner and collect the second Icon of Darkness. This time, once you return to the middle platform, you will notice a massive Taken Ogre boss, Icon of Finality. Defeat it, and you are good to go. Step 10: Claim Prismatic After you open the Darkness barrier, go up, and soon you will come across a much bigger pool of Prismatic energy. Here, you can commune to gain the Prismatic subclass. You can use the subclass, but most of the Fragments and Aspects are still locked. The default class is very good regardless and we recommend you keep it. Step 11: Defeat the Subjugator After gaining the Prismatic power, proceed forward and drop a Rally banner. Here you will face your first Subjugator enemy. At first a bunch of basic Dread will spawn that you can defeat easily. In the second wave, two Centurions will spawn with Prismatic shields. Activate your own Prismatic power to break the shield. If you do not have Prismatic activated, look for the Prismatic pools in the room. Standing on them activates the power instantly. Once the Taken are defeated, a Strand Subjugator will spawn. This enemy is difficult and will one-shot you. Fight and defeat it to finally finish the mission. Once you take down the Subjugator, you will come to the end of the Transmigration mission. Make sure to collect the rewards from the chest. After this, you will meet Cayde-6 and move on to mission 2 – Temptation. Meanwhile, if you are interested in Destiny 2: The Final Shape, you can also check out our guide to all the missions in the game. If you want to learn more about Destiny in general, check out our guides for promo codes, mission rotators, and the best Auto Rifles for PvP and PvE.

  • Destiny 2 The Final Shape to make history with new exotics tied to a vendor – Dexerto

    Destiny 2 The Final Shape to make history with new exotics tied to a vendor BungieDestiny 2’s The Final Shape will finally introduce a method of obtaining new exotics from Rahool in the tower, making history for the franchise. Destiny 2 will be introducing a new feature with The Final Shape that seeks to massively improve life for exotic hunters everywhere. According to a recent TWID, the feature sees Rahool gain a reputation track that, once completed, will grant you access to Tier 3 exotic focusing. Once you gain access to this new tier of focusing, you’ll be able to purchase any piece of Exotic armor for any character on your account, provided you have one Exotic engram and one exotic cipher. What’s even better is that there’s no weekly limit to this tier of focusing, which means as long as you can cough up the material, you’re able to grab as many new exotics as you please. As a result of this change, the previous method of Lost Sectors has also been updated. Now instead of dropping exotic gear, they will instead drop Exotic engrams, giving you the option of decrypting them or trading them in at Rahool for a focused exotic. Bungie has confirmed that Neomuna’s Vex Strike Force encounter will continue to drop new Exotic armor, but the devs won’t be adding any more new armor to the drop tables after Season of the Wish. This is a major quality-of-life improvement from the previous methods of obtaining exotic armor and will be a welcomed edition as players look to grab the new gear in the upcoming expansion. This also removes a large portion of the RNG behind receiving new exotics, which may reduce some of the excitement of grabbing new gear. However, it means that veteran guardians will be able to get their hands on a good chunk of the new exotics that are released with The Final Shape.

  • Destiny 2 The Final Shape Temptation mission guide: Puzzles, boss & more – Dexerto

    Destiny 2 The Final Shape Temptation mission guide: Puzzles, boss & more BungieDestiny 2: The Final Shape is here, and its story propels Guardians into a direct conflict with The Witness. After the first mission, players finally manage to enter The Traveler’s Pale Heart, before the second tasks players with finding Crow after he goes off the grid while on a scouting mission. The conclusion to the opening level sees Guardians reunited with Cayde-6 for the first time since his death in the Forsaken expansion. While the conversation marks a touching moment for both characters, there is no time to rest on our laurels. While investigating a darkness anomaly in The Pale Heart, Crow has gone missing. The Guardian quickly discovers that he has been separated from his Ghost Glint, so it’s a race against time to find him and reunite the two. Here’s everything you need to know about completing the second campaign mission in The Final Shape – Temptation. Step One: Confront the Tormentor Starting things off with bombast, our first major enemy will be a Tormentor. Head through the Traveler’s version of the old tower foyer and jump off the platform in the middle of the balcony railing. For this mission, a Scout Rifle like Hung Jury is very useful, particularly on Legendary difficulty. There are long sightlines and slightly cheesy ways of minimizing danger if you have a gun with solid range. The path is pretty linear, and you will quickly come to a larger open area where some cabal enemies will spawn. Take out the weaker Cabal adds from your raised location and then jump down and head immediately right. You will come to a Prismatic Flare in the ground, so use this to fill up your Transcendence meter. Then head back the way you came and you will find two Bound Attendants that need to be killed, so become Transcendent and get them out of the way. This will then spawn the Tormentor, who will start marching down the main road toward you. The best strategy here is to pop the shoulders from range and head back to the Prismatic Flare you used previously. Wait for the Tormentor to get to you and stay on the balcony with the Flare. It can’t follow you up, and you should be able to cycle between using and recharging Transcendence in relative peace. Just back up whenever the Tormentor hurls Void discs, and the fight quickly becomes trivial on both difficulties. After it dies, recharge your Transcendence meter one more time and head up the main road. There will be two more Bound Attendants to kill, which should be fairly simple, and then you’re done with the first part of the mission. Step Two: Solve the dials and enter the cave After defeating the attendants, the path is relatively linear again, so progress until you come to an overlook. Ahead of you, you should see a large cave blocked by Darkness, with three beams in front of the entrance. These beams are a hint that there are three puzzles to solve. After dispatching the enemies in front of the cave, turn around, head back up the hill, then turn left to get to the first puzzle area. All three are marked on the map, but it is best to start here. Each location has a large conduit, and the premise for deactivating it is relatively simple. Essentially, each functions as a clock face with eight sections. On the first dial, one section will have a beam of darkness, and it is your job to rotate the hand so that it stops in that section. To do this, players can turn it clockwise and counterclockwise. Unfortunately, this is not possible until getting the Psionic Insight buff. To grab this, kill the Taken Psions that spawn in the area and the buff should be applied to your character, allowing you to turn the dial. One major mechanic to be aware of is that this is a stacking buff. So, if you kill three Psions and get three stacks, when you rotate the dial it will also move three sections in your chosen direction. This can be useful if you need to move the dial further, so just be aware of how many you need to get it in the right place. On the first dial, you only need to match the “hand” to one section. This increases to two for the second dial and three for the third. After each successful section, adds will spawn, starting with Cabal in the first two instances, before flying Grims spawn at the third dial. Follow the road down from the first dial to find the second, then rinse and repeat to progress through. After completing the second one, you should be able to see a Prismatic Flare by the side of the road. This allows you to become Transcendent to take out the single Bound enemy that spawns between the second and third dial. After completing the third dial, head over the nearby bridge to the original Cave, where Crow is trapped. A boss will spawn on your arrival, so be prepared to jump into an occasionally annoying, though relatively simple, fight. Step Three: Defeat the Pillar of Denial The next major boss in this mission is the Pillar of Denial. When he spawns, two Taken Blights will also appear. He will shelter himself in one of these, so they do need to be destroyed. His health is also split into four, so each time you burn a quarter of his health, new blights and adds will spawn. The best strategy here is to head back up the steep hill to eliminate as many adds as possible from a distance. When only the boss remains, head in and take out the Blights as quickly as possible before running back to the top of the hill and picking off the next portion of the boss’ health from afar. After that, the fight becomes relatively easy. The major element of risk comes when destroying the Blight that the Pillar of Denial is in. On Legendary difficulty, this can quickly spell death, so keep moving and don’t be afraid to back out if you need to recharge. As the boss tends to stay inside the Blight, he is a minimal threat if you leave. After killing the boss, the entrance to the cave will open up and you’re ready to move on to the next part of the mission. Step Four: Defeat the Enlightened Omen After heading into the cave entrance, Guardians are quickly presented with a rally point in preparation for the next big fight against the Enlightened Omen. Fortunately, this is also a relatively easy fight if played correctly. After rallying, walk slightly forward and pop the Witness affliction by shooting it. This will allow a Prismatic Flare to appear on the ground, making the fight a lot more winnable than it otherwise might have been in such a confined arena. The encounter plays out in three waves, each deploying Bound enemies that must be killed. The general gameplay loop here will be this: Shoot and kill the Grims who spawn on the left and right of the arena – Pop transcendence and use grenades to kill the Bound enemies quickly – Spawn the next wave – For the first two waves, you shouldn’t have much trouble. The third wave will spawn the main boss of the fight, the Enlightened Omen. Tactics here will be much the same, so become Transcendent, then use your Super and special grenades to burn down the boss. The Grims will keep spawning with Bound enemies; taking them out quickly is important. If the enemies start to get on top of your health bar, don’t be afraid to back off and hide behind the lip of the cave wall where you came in. Defeat the boss and head through the opening at the back of the area. Step Five: The Witness appears From here on out, no fighting is left in this mission, so sit back and enjoy the story. You quickly find that Crow is inside an afflicted part of the Traveler that The Witness nefariously refers to as an incision after he takes over your Ghost (briefly). Follow the ethereal bird as it marks out the path forward. It’s all straightforward platforming, but look for red lights if you get lost (similar to The Whisper mission). You will come to a series of statues, so hang around for some interesting RP before you eventually find Crow standing in front of a veiled statue. After some brief dialogue, the mission concludes, and you can successfully move on to the third part of the campaign – Exegesis. For all other missions in The Final Shape, check out the full mission list here. To learn more about what else is new with Destiny 2: The Final Shape, check out the new Exotics, what each edition of the expansion gets you, and when you can dive headfirst into the new raid.

  • Destiny 2 The Final Shape: Release Date, platforms, gameplay, story – Dexerto

    Destiny 2 The Final Shape: Release Date, platforms, gameplay, story BungieDestiny 2: The Final Shape is a much-anticipated expansion generating massive buzz among Guardians. Fans of the popular online shooter are eagerly awaiting its release, and here’s everything we know so far. The Final Shape promises to be a game-changer, with Bungie promising a host of exciting new features and storylines during The Destiny 2 Showcase on August 22, 2023. From fresh gameplay mechanics to intriguing plot developments, this expansion is set to redefine the experience of this game. The Final Shape introduces new Supers, new enemies, and a brand new destination to the game. It pretty much changes the landscape of Destiny 2 and paves the way for the future in a glorious style. The Final Shape is set to be the conclusion of The Light and Darkness Saga. In this, the Guardians will face off against The Witness while being inside The Traveler. Now that we’ve had our first official look at the game, here’s everything we know about Destiny 2: The Final Shape so far. Contents Destiny 2 The Final Shape: Release Date The Final Shape was set to release on February 27, 2024, but has been moved to release on June 4, 2024. This was confirmed in an official tweet by Bungie. Destiny 2 The Final Shape: Platforms It’s not been 100% confirmed just yet, but we expect Destiny 2: The Final Shape to follow in the footsteps of previous expansions – meaning it should appear on PlayStation 4, PlayStation 5, Xbox One, Xbox Series X, and PC. Destiny 2 The Final Shape: Story Destiny 2 The Final Shape is set to be the conclusion to the Light and Darkness Saga of the game. During the expansion, Guardians will enter inside the Traveler and protect it from the clutches of The Witness. The Traveler’s insides are filled with greenery and life and during their journey, Guardians will learn the meaning of their existence. They will understand why everything has happened so far and thereby put an end to The Witness’s atrocities. Players will join hands with comrades such as Zavala and Ikora and Cayde-6 will make a return after being dead since Forsaken. Destiny 2 The Final Shape: Gameplay Destiny 2 The Final Shape will take place inside the Traveler. It will be a brand new destination and the story will not end with the campaign. Instead, the ultimate story will end with the raid as the developers want to make it a complete experience. It is also important to remember here that The inner parts of the Traveler will be similar to what players have experienced so far. It will be as if the Traveler is recreating things that the Guardians have experienced so far. Lastly, there will be new enemies called The Subjugators. These enemies will use Strand and Stasis subclass and will make sure they stop the Guardians at any cost. Destiny 2 The Final Shape: New Supers Destiny 2 The Final Shape is introducing Three New Light supers in the game, one for each class. The Warlock Super is a callback to Radiance from Destiny 1 and is part of the Solar subclass. This super will allow players to buff allies, deal massive damage through a ranged melee ability and burn down enemies with a brand-new aspect that functions similarly to an Arc Soul. The exact ability of the Super is unknown yet. The Titan Super called Twilight Arsenal is part of the Void Subclass and it allows players to literally use an Axe. This Axe can be consistently thrown at the enemy and picked up. Once thrown it reciprocates all the abilities known to the Void subclass (volatile rounds as well). The Hunter super is that of the Arc subclass and is all about speed. In this super, the Hunter throws an Arc Knife and teleports to the location. Once the player teleports, they will unleash Arc damage like a spinning top and destroy all enemies in the vicinity. This Knife can be used three times. Destiny 2 The Final Shape: Trailers The first full trailer for Destiny 2 The Final Shape was showcased by Bungie on August 22, 2023. For more on Destiny 2, be sure to check out the other content we’ve whipped up for the looter shooter: Best PvP weapons | Destiny 2 Promo Codes | Destiny 2 Prime Gaming Rewards | Infamy Ranks Guide | Glory Ranks Guide | Current Xur location | Current Trials of Osiris map | Iron Banner countdown | Destiny 2 voice actor for every character | Destiny 2 Osteo Striga: How to get exotic SMG | Destiny 2 Stasis: Best builds, how to unlock all Aspects & Fragments

  • Destiny 2 The Final Shape server issues leave players stuck in queue for hours – Dexerto

    Destiny 2 The Final Shape server issues leave players stuck in queue for hours BungieDestiny 2 The Final Shape marks the final chapter of Destiny 2’s saga, the conclusion of a storyline that started with the original Destiny almost 10 years ago. And, with so many players vying to experience that story, the servers haven’t been able to handle everyone trying to join. Even considering the DLC’s massive file size that’d require a lengthy download, the servers were almost immediately overloaded. Hours after launch, players still can’t get in. And, according to those in both the Steam reviews and on Twitter/X, there’s a chance of getting kicked out even if you manage to get in. “Absolutely disappointed in the fact that I paid $60 for an expansion that I can’t even play,” a Steam user claimed. “Been waiting 3 hours to get in, I want my money back.” “I just don’t understand why we constantly have these server issues every expansion lol how do they still not learn,” said one X user. Bungie has confirmed its looking into these issues, but players aren’t giving up on trying to brute force their way into the game. Bungie has since confirmed Destiny 2 is going through “background maintenance,” as developers try to fix sign-in issues while keeping the game live for The Final Shape’s launch. Server issues aren’t anything new for Destiny 2’s expansions, since the wealth of new content attracts a ton of players who haven’t touched the game in a while. Its nature as an always-online game requires players to log in, so servers getting overloaded makes sense. However, with the hype behind The Final Shape bringing in a player count of almost 300k on Steam alone, it’s safe to say Bungie probably wasn’t expecting their servers to be under this much load. What’s worse, there isn’t a formal queue players can wait in like, say, Final Fantasy XIV, a game that famously had to stop selling copies for a time because servers got so backed up. Players stuck in the queue have to keep trying to log in if they want a chance at playing the new expansion. Bungie has been posting regular updates on how server maintenance is going, and we’ll keep you updated on if the situation improves.

  • Destiny 2 The Final Shape Salvation’s Edge raid: Disabled perks, Exotics & more – Dexerto

    Destiny 2 The Final Shape Salvation’s Edge raid: Disabled perks, Exotics & more BungieDestiny 2 The Final Shape Salvation’s Edge raid released on June 7, 2024, with a 48-hour Contest Mode. Here is a list of all perks and Exotics that are banned from use in the new raid. Contest mode raids are the most prestigious activities in Destiny 2. The best fireteams across the world compete to figure out and clear every encounter within 24 hours, all with the aim of earning the prestigious title of World’s First. Other players also try to complete it within 48 hours to earn the special Contest mode emblem. To make sure the race is competitive, Bungie prohibits players from using anything that will give raiders an unfair advantage. Contest mode raids are supposed to be difficult, and only meant for the most hardcore players. The Salvation’s Edge raid is also the Avenger’s Endgame of Destiny with the final confrontation against the Witness. Thus, it’s going to be challenging as Bungie will try to push Guardians to their limits. Here’s everything we know that will be banned from use in the brand-new Salvation’s Edge raid, so you know what can’t be used while Contest Mode is active. All disabled equipment for Destiny 2 Salvation’s Edge raid The disabled perks, Exotics, and fragments were announced in a TWID on June 6, 2024. Here is everything Bungie has confirmed will be banned in Salvation’s Edge’s Contest Mode: Weapon Perks Cascade Point – Final blows or sustained precision hits with another weapon increase this weapon’s rate of fire for a short duration. – Magnificent Howl – The number of precision final blows before reloading affects the total rounds granted with increased range and damage. Precision final blows with Magnificent Howl active extend the effect for additional rounds. – Relentless Strikes – Landing three light-attack hits within an improved short time grants Sword ammo. – Exotics Lucky Pants (Hunter Exotic) – When you ready a fully loaded Hand Cannon that deals Kinetic damage or a damage type that matches your equipped Super, each hit from that Hand Cannon increases the damage of the next shot for a short time against a target. – Aspects and Fragments Facet of Command (Hunter Prismatic Fragment) – Freezing or suppressing a target reloads your equipped weapons and increases weapon stability, aim assist, and airborne effectiveness. – Ascension (Hunter Prismatic Aspect) – While airborne, consume your class ability energy to summon your Arc Staff, propelling yourself upward and creating a burst of energy around you that amplifies allies and jolts targets. – Miscellaneous Bounty progress disabled – Weapon level-up progress disabled – Most of the items disabled here are associated with exceptional damage output. Hunters with Lucky Pants Exotic can deal massive amounts of damage without having to use ammo, while Cascade Point is also a very powerful perk, especially on Edge Transit when combined with Bait and Switch. Meanwhile, both bounty and weapon level-up progress are disabled to reduce stress on servers. However, these bans will be held only during the 48-hour Contest Mode. The Facet of Command fragment will be re-enabled on June 9, and the rest on June 11. However, you can still equip the weapons with the banned perks and the Exotics. The problem is you won’t be able to trigger their effects. Finally, it is also important to clarify that this list can increase depending on what the community discovers before the raid launches. Rest assured, we will keep you updated if anything changes. In the meantime, check out the guide on Destiny 2 The Final Shape Salvation’s Edge raid to learn about the release date, bosses, and more. If you want to learn about the current meta of Destiny 2, check out the best Linear Fusion Rifles, Snipers, and Rocket Launchers for PvP and PvE.

  • Destiny 2: The Final Shape review – One of the best expansions ever made – Dexerto

    Destiny 2: The Final Shape review – One of the best expansions ever made Destiny 2: The Final Shape isn’t something that comes around very often. The market is dominated by live-service titles, but it’s rare for them to culminate into a moment — especially one that has been building for ten years. Games like World of Warcraft and Final Fantasy 14 have certainly had big, climactic finales. However, Destiny has been building, in some way, towards the confrontation of the Light and Dark since the franchise launched in 2014. From the first cutscene in Destiny 1 where Bill Nighy’s Speaker introduced the conflict, the sense of The Darkness vs. the Traveler has been at the forefront. Admittedly, we’ve been off the beaten path from time to time. There have been robo-viruses infecting aliens, a campaign of vengeance against a now friend, and an invasion by a horde of Romanesque space hippos. However, hidden away in the deeper lore, the root always led back to The Darkness and The Light. When Destiny launched, it was said that Bungie was putting together a “10 year plan” for the franchise. After a rocky initial launch, it was used somewhat as a punchline. The joke was there’s no way this bizarre, experimental, confused shooter MMO would last. Suffice it to say, Bungie has had the last laugh. So here we are. The Final Shape. The moment Guardians have been envisioning for the better part of a decade. Frankly, it’s an impossible task. It would take a miracle to live up to so much promise, especially after stumbling during Lightfall’s story last year… right? Well, miracles would just be called wishes if they didn’t happen every once in a while. This isn’t the work of a higher power, though, but instead a developer at the absolute top of its game. Destiny 2: The Final Shape Key Details Price: $49.99 – Developer: Bungie – Release Date: June 4, 2024 – Platforms: PS4, PS5, Xbox Series X|S, Xbox One & PC – First Cayde The Final Shape is a campaign with narrative at its forefront. This doesn’t spin its wheels in place like in Lightfall, nor does it take any sort of detour. It also doesn’t retreat into a mystery like in previous expansions. This is a story about the Guardian and every major player in the franchise set on a collision course with The Witness, the biggest bad in Destiny history. However, there’s more than just the fight with the Witness here. This is easily Bungie’s most character-forward story, too. Destiny 2 campaigns often get caught up purely on the events of the plot. The Final Shape feels different, though. It walks this tightrope of feeling like a universe-ending conclusion and also an intimate examination of the people caught in the middle of it. While there are scenes of wonder in the story, it’s pretty dour for the most part. That’s fitting of the moment, too. Cayde-6 is back, and while he still quips here and there, he’s not the comedy relief guy of the crew anymore. Instead, he finds himself having to be a leader with a lot more worldly wisdom than he previously did. Dying apparently is a great teacher. Elsewhere Zavala, now voiced by the instantly recognizable Keith David taking over from the late Lance Reddick, has a major crisis of conscience. His actions make sense, though. The amount he’s been through, the sacrifices he’s made — there is a keen, understandable reason for what he’s doing. There are heavy themes of grief and mourning, as well as the ultimate responsibility to live on regardless, even in the face of immense pain. This was a risky tact to take with the story. The game slows the action to focus on these somber scenes. However, the characters are handled so excellently, they provide a soul to the broader narrative of The Final Shape. Cayde’s new shade of wisdom is an excellent fit for him, Zavala’s crisis has been building for years, and Ikora’s iron resolve begins to falter as her foundations begin to crumble. It’s so well done, and it’s the standard for the kind of character work the series should hold onto into its future. Witnessing greatness [This section will discuss notions about the structure and emotions of the game’s finale, but contains no direct spoilers] It’s not all sad campfire talks about loss, pain, and the temptations of the Darkness though. This is still the ultimate showdown with the strongest known being in the universe. The Witness really comes into its own in The Final Shape. It steps into the forefront, a move that probably should have happened earlier but one that is welcome nonetheless. There are hundreds of lore entries you can dive into to get the full lowdown on The Witness — and you should; it’s a fascinating character. But the tl;dr is this: The Witness used to be an entire civilization that now exists within one being that wants to freeze reality into the shape it deems perfect — ridding pain and suffering, but also all life and potential at the same time. This confrontation is handled in an inventive, multi-tiered way that incorporates all of Destiny 2’s mightiest tools. The initial seven missions in the campaign lead into the raid, Salvation’s Edge. This became the raid with the longest World’s First in Destiny’s history —- and is quite possibly the best ever made in terms of spectacle, mechanics, and difficulty. Then, the events of the raid lead into a brand new activity, Excision, the franchise’s first (sanctioned) 12-man activity. This mission is an extraordinary moment. A cathartic rush of adrenaline, characters, and pay-off as 10 years of storytelling devolves into an actual war of Guardians, allies, and ultimately The Witness itself. The Avengers: Endgame comparison feels too easy to make, but it doesn’t feel like Bungie is trying to hide that. What makes it work, in the way that the climactic battle of that film does, is that it has 10 years of story built into it. It doesn’t matter that it’s riffing that hard on that moment: Destiny earned it. This all culminates into a remarkable mission that’s unlike anything I’ve ever experienced in a game before wrapping up in a way that will test the cold heart of anyone who has ever cared about this franchise. From the start of the mission to the last cutscene – it’s an astonishing sequence. It might be my favorite in any video game ever. Full stop. Period. Filled with Dread Making this occasion feel bigger is the inclusion of Destiny’s first new enemy race since Forsaken. The Dread are some of the game’s toughest enemies, with some of the most intense abilities. A lot of it revolves around Strand and Stasis, making them shapers of the battlefield more so than any other race. While, as Guardians, crowd control is our bread and butter, this is the most we’ve had an enemy faction throw that back at us. The way the Dread’s abilities mix can be utterly brutal. Stasis crystals are flung around the field to freeze you, and Strand abilities are used to pull you into danger or suspend you in place. If you don’t get on top of a situation, it can spiral quickly against the Dread. Never before has there been an enemy that can literally drag you out of your cover or immobilize you so completely. While it can become a real challenge to face enemies that carve out the battlefield in their favor, it never becomes completely oppressive. They’re a threat but rarely tip over into obnoxious. They can also be hilarious too. At one point, I was fighting a tougher Tormentor, relatively safe from a distance. That was before I was yoinked by a Strand Weaver right into the Tormentor’s grasp, who promptly grabbed and killed me. I couldn’t help but laugh at the enemy’s ingenuity — they got me. Beyond the Pale All of this takes place in a destination players have long speculated on. The Pale Heart brings us into the Traveler as we explore one of the most unique locations ever introduced into Destiny. For the first time, a Destiny 2 planetary location isn’t a big circle, but instead a straight line. That may seem like a minor change, but it actually provides a path of momentum through the game’s increasingly dire story. As you first enter the Pale Heart, there’s a sense of awe and magic to this reflective world of beauty. As you stumble through verdant recreations of your memories, it’s clear you’ve had an effect on this world. It recreates locations and scenes from your past. However, as you press deeper down the funnel the Pale Heart forces you through, it’s clear something is wrong. The Witness is equally having an effect on this space, with clear corruption becoming more distilled and potent as you get close to The Witness’s looming tower. Before long, it’s all dissected faces of pain and a lot of hands. Like, a lot of hands. So many, many hands. This is Bungie’s most visually stunning planetary location to date, and honestly, it’s not even that close. It all abides by a singular vision, but one that’s refracted through a prism going from wonder and growth to anguish and desolation. It’s a hell of a thing to look at and a ton of secret nooks to go out and explore. Thematic prismatic The other big addition to The Final Shape is Prismatic. This new subclass brings together both Light and Dark under one roof. This allows players to deeply customize their subclasses into a marriage of both sides. If you throw together something that at least functions, this is a fun new wrinkle in a Guardian’s arsenal. The crux of the subclass is you need to be able to balance both Light and Dark damage, in order to fill up a bar to activate Transcendence. This acts almost like a second super, that’ll give you all sorts of gameplay benefits, including increased ability regeneration, better resistance, and a whole new grenade that mixes Light and Dark. Prismatic is easily the most complicated buildcrafting can do in the game. This is because it’s not just about throwing on the best aspects and fragments that complement your Exotics. Instead, the subclass pushes back on you in a meaningful way. You need to be able to build both Light and Dark meters. That balance to meet Transcendence provides complication in your setup, where you’ll have to consider every ability, super, and weapon you’ve equipped while playing the subclass. For newcomers, this may prove to be a little overwhelming. However, if you’re well-versed in Destiny 2 buildcrafting, it’s a unique challenge. It’s safe to say the best builds are still being conceived. The newly released Exotic class items bring in a whole other complex dimension to Prismatic, too, and that’s going to take some time to shake out. However, regardless of where it all lands, Prismatic is a unique addition to Destiny 2 that will hopefully be built upon in the future. Taking shape There’s a lot more in this expansion, too (and looking at my ballooning word count, I’m not going to get to it all). However, I’ve only touched on the big marquee, back-of-the-box features here. As mentioned, the Raid is a wild, challenging experience that may be the best Bungie has ever put out. There are some amazing exotics added to the game, like the meta-defining Still Hunt sniper that gives players a pocket Golden Gun Super or the first-of-its-kind heavy Trace Rifle Microcosm. There are also new Supers for every class. The Titan Super, which provides Void axes for the full team, is really fun to use with multiple Guardians. Hunters get to zip around with an Arc teleport that clears entire rooms. Warlocks regain the solar Song of Flame which allows them to constantly rotate abilities to a supercharged finger snap, to a tracking grenade in the form of a bird. There is also a secret Exotic Mission that has recently opened up, and it’s the best Bungie has done — feeling almost like a new type of Dungeon or Raid activity but for just two people. I’d love to see that idea explored again in the future. The point is, it’s not just the big things that work in The Final Shape – it’s everything. It all works. The issues feel minute, and everything put into the game, big and small, feels like a best-case scenario for the development team. Of course, there’s still time for issues to reveal themselves, metas to stagnate, and Episodes to disappoint, but right now —- Destiny is at its absolute peak. Here at the end The Final Shape is not just the best Destiny expansion ever made — it is one of the best gaming experiences I’ve ever had — and I’ve been gaming for over thirty years. Profound isn’t a word I expected to be using when first jumping into the expansion, but it’s hard to think of a better one, to sum up my time. There is a caveat to all this, though —I have a long history with Destiny. I have over 3000 hours played and have met many friends through my journey in the past 10 years. The Final Shape is a celebration of that time. The story I told with my Guardian intermingled with my own life. It’s nearly impossible for me to untangle that from my experience. If you don’t have that history, it’s harder for me to say exactly how you’ll find The Final Shape. I still believe even if you just picked up the game, you’d have a very good time with it. The campaign is excellent, the Raid is an all-timer, Prismatic brings previously unseen depth, and the Pale Heart is an astonishing creation. It’s hard to envision anyone who likes Destiny even a little walking away having an overall negative experience. It’s a great expansion, even in a vacuum. However, what makes all of this really come together into a beautiful achievement is how all of these aspects return to Destiny’s core soul — the people you play with. The fact the game encourages you to do all of this with friends, take part in the community outside of the game, and feel like you’re living in a collective moment — that’s what really makes this special. That’s always been the best part of Destiny: its ability to bring people together. The Verdict – 5/5 The Final Shape is a sentimental love letter to the social and community aspects of gaming. The power of creating a group of friends and playing something together. The stories you experience in-game and out of it. It’s not just the culmination of the expansions and seasons of the last 10 years, but the people we met along the way. It’s so rare for games to get to this moment – a climax of a decade of storytelling – and it’s practically unheard of to have it end so satisfyingly. Bungie did what seemed impossible with The Final Shape – it nailed it.

  • Destiny 2 The Final Shape Requiem mission guide: Puzzles, boss & more – Dexerto

    Destiny 2 The Final Shape Requiem mission guide: Puzzles, boss & more BungieAfter pulling Ikora out from her deep meditative state and third-wheeling her bumpy reintroduction to Cayde, it’s time to press on. Destiny 2‘s fourth campaign mission for The Final Shape tasks us with tracking down the last of our companions. Zavala has been missing since he entered the Traveler alongside Ikora during the opening throes of the expansion. As such, his fate is unknown, though discovering Ikora alive in the previous mission does a lot to suggest that he’s fine. This mission has us taking on some significantly powerful enemies in chaotic environments, all on the way to a stunning and emotionally touching conclusion. Here’s everything you need to know about being the Requiem mission in The Final Shape campaign. Step One: Understanding the glyph mechanic The first part of the Requiem mission is an introduction to the mechanic that defines it. Press forward from your initial starting area and head around to the left. You will encounter some Fallen enemies from the House of Salvation who are relatively easy to dispatch. The central focus of this staging area is a rocky area blocked by a facade of Darkness. Our task here is to remove it, which is done using glyphs (more on that in a minute). Shoot the Darkness Splinter to the right of the facade and then head to the large enclosed cave area to your right, as you look at the veil of Darkness. More Fallen enemies will spawn, but the one you want to look out for is the Resonant Warder (it looks like a Heavy Shank). Take out the adds quickly and burn down the Warder with your Super and grenades. Once it dies, it will leave behind a Glyph that you need to take note of. Head back to the area where you are trying to remove the veil of Darkness and you will find it has changed. On the ground are four circles with different Glyphs. Stand in the one that matches the Glyph left behind by the Warder, and the Darkness will dissipate. From there, investigate the Veiled Statue and listen to its immensely creepy weeping, then head through to the next area of the map. Step Two: Defeat the Omen of the Witness After some linear pathing through to the next area, you will find yourself on an overlook. Stay up high and take out the initial adds before jumping down and heading towards the wall with the complicated circular light patterns on the wall. After approaching, shoot the Darkness Splinter as you did in the first area and prepare for a three-wave fight. The main adds to deal with here are Grims and Attendants, but you’re fighting in a large space with a lot of cover, so take advantage of that. Again, a Heavy Shank-style Warder will spawn, and you need to take this out to get the Glyph required to unlock the entryway. Don’t use your Super here if you have it. Instead, the best play is a Linear Fusion like the Taipan, to take advantage of the large critical area offered by the Shank’s grille. The reason for saving your big-hitting abilities is that the first boss of the level will spawn immediately after you kill the Warder. Known as the Omen of the Witness, it has access to several very high-damage Light and Dark powers. The best play here is to use Stasis abilities to hold him in place, then pop a super like Silence and Squall. From there, bring it down from range with a Scout Rifle like Hung Jury or another similar long-range weapon. Take note of the Glyph left behind by the Warder and then stand in the matching Darkness pool in front of the wall. Once you do, it will part and allow entry into the next zone. Step Three: Dispel the Darkness and defeat the Tormentor The third area is the most difficult by a wide margin. Follow the path through until you come to the rally point. Before you jump down, take out the many flying Grims in the room, who don’t pose much of a threat when you are up high. Head straight over to the exit on the opposite wall, then shoot the Splinter to start the fight. This fight consists of two Warders that need to be taken out before a Tormentor spawns. While facing away from the exit, head left and take out the adds, burn down the Warder quickly. After you kill the Warder, Trip Lasers and mines will spawn everywhere in front of you, and it can become annoying and time-consuming to clear them while the adds are attacking. It’s a perfectly viable tactic to do this, but it’s better and more efficient to sprint away after killing the Warder (take note of the Glyph), then jump up to where you entered the room. From there, use a scout and explosive heavies to clear everything. You’re then going to want to head to the opposite end of the room to take out the other Warder. The situation here is much the same as before, so just take note of the Glyph and sprint away to get back up to the entrance area. The big threat is the Tormentor, which spawns after you clear the two Warders. Again, the best place to fight it is from the elevated position where you came in. At the time of writing, there is a bug where the flag does not despawn. Despite it being blocked off by Darkness, you can stand close and rally again, allowing you to get your Super back. If you pop the Tormentor’s shoulders with your gun and drop a double Super, it should be enough to clear it out. After that, stand in the two matching Glyph pools, and access to the next part of the level will be unlocked. Step Four: Help Zavala defend his homestead After progressing through another of The Witness’ incisions, you will eventually come to a large, serene clearing with a farmhouse in the center. Behind the house stands Zavala. Approach him to begin the encounter. Once again, this is a three-phase fight that tasks Guardians with taking on an enormous Brig known as the Pillar of Stillness. There aren’t any insane mechanics to be aware of, so essentially knocking off the first third of his health removes the Brig’s armor. Then it’s a case of burning it down using its vulnerability spot. The main areas of danger here are twofold. The first is that the Brig does a ton of damage, particularly in its final phase, and some attacks are enough to one-shout less resilient Guardians. The second issue is the Tenet of Stillness mini-boss that spawns at 66% and 33% health. These enemies move quickly and use Strand attacks, so the absolute best thing to do is to keep as much distance as possible so you don’t get suspended. If you do get caught, the encounter usually ends in short order. Stasis is your friend here, so use as much crowd control as possible. Then, prioritize burning down the Tenets over the Pillar. The Pillar also has a lot of health, so reserve your highest damage output for the two phases after the armor drops off. Use the house as cover from the Brig or use the arena to put some distance between the two. From there, it is a relatively simple, if time-consuming proposition, thanks to the Brig’s large health pool. Then you’re done! Reconvene with Zavala and enjoy your cutscenes before heading into the next mission – Ascent. Make sure to take a look at our full mission list for The Final Shape and if you need to change up your build, this list of new Exotics may help. If you’re yet to commit to buying the expansion or are thinking about upgrading, we’ve got a guide to each edition as well.

  • Destiny 2 The Final Shape Raid boss confirmed: Guardians confront The Witness – Dexerto

    Destiny 2 The Final Shape Raid boss confirmed: Guardians confront The Witness BungieWith The Final Shape expansion comes the final Raid of Destiny 2’s Light and Darkness Saga. While Guardians still have a few months to wait, we can already start gearing up for what could be the toughest challenge yet, as Bungie has confirmed the Raid boss is none other than The Witness himself. Over the past few years, Destiny 2 players have been tormented by one particularly mysterious foe above all others. While the likes of Calus, Riven, and even the long-awaited Savathun all gave Fireteams one hell of a challenge, none have posed more of a threat than The Witness. From the first glimpse of this otherworldy figure at the tail end of The Witch Queen to now being the focal point of The Final Shape, a clash with The Witness has been, well, our destiny for a number of years and soon, we’ll finally have our chance to strike. Detailed roughly halfway through Bungie’s gargantuan 2023 showcase event, Destiny 2 Director Joe Blackburn locked in the next Raid boss for good. No speculation, no rumors, and no room for leaks ruining the surprise. We now know for certain The Witness will serve as The Final Shape’s conclusive Raid boss. The Witness is The Final Shape’s Raid boss in Destiny 2 As Destiny 2’s near-decade-long Light and Darkness saga winds down, The Final Shape is set to “tie a bow” on this era in Destiny history, Blackburn said. And while the campaign itself will serve as somewhat of a definitive ending for most players, Guardians will actually get to fight The Witness head-on in the accompanying Raid. “One of the things we knew was going to be challenging is, we’re telling the climax of the story. “You’re going to confront The Witness. The biggest bad in Destiny… We think you have to confront The Witness in the Raid.” So leaving no doubts, Blackburn explicitly confirmed The Witness will indeed serve as the ultimate final boss for the Light and Darkness saga in Destiny 2. Exactly how tough a challenge this fight will be, however, remains anyone’s guess. But the Director assured they’re well aware of possible talking points should they make the fight a little too easy. ‘The Witness was tough, but not quite as tough as Val Ca’uor,” he joked. “Probably not a thing our players are going to be super happy about. So what we really think is this day-one experience, is sort of the penultimate episode, right before the season finale of your favorite TV show. It really sets the stage. “You should all wait for the Raid. We’re gonna help make sure everyone is brought along for the journey.” The Final Shape Raid boss discussion begins at the 1:42:45 mark below. Though in confirming The Witness as the final Raid boss, Blackburn then clarified more casual Destiny 2 players won’t exactly be left behind story-wise should they not participate in the endgame activity. “Do I have to play the Raid to get the full story?” a host of the showcase asked. “No,” Blackburn immediately responded. “There is a piece of the story that’s told in the Raid, that’s essential. But it’s definitely not going to be a moment where only Raiders get to see the end of the Light and Darkness saga.”

  • Destiny 2 The Final Shape: Prismatic Hunter subclass explained – Dexerto

    Destiny 2 The Final Shape: Prismatic Hunter subclass explained BungieThe final livestream before the release of the long-awaited Destiny 2 expansion The Final Shape had some stunning revelations. Chief amongst those was the new Prismatic subclass, which looks set to revolutionize how people play the game. The new subclass allows Guardians to take elements of existing subclasses and combine them. In turn, this should allow for buildcrafting far more diverse than the game has seen up to this point and new powers that could turn players into wrecking balls. The developers themselves describe the new system as “game-breaking,” willfully leading players down a path that puts fun and creativity to the fore. Ahead of the expansion’s release in June, Bungie has begun to release further details on what each Prismatic class will look like. With that in mind, here’s everything we know about the exciting Prismatic Hunter. The Final Shape Prismatic Hunter abilities and Aspects The first important note is that each class will have a selection of existing abilities, rather than being able to choose from the entire roster of Supers, Aspects, Grenades et Al. The developer has sensibly chosen to prioritize maneuverability in the case of the Hunter and many of the options reflect that goal. An initial build will be provided for the first mission of The Final Shape, following which players can unlock and use the other options. The available build options at the start of the expansion are marked with an asterisk in the full breakdown below. Prismatic Hunter Supers Silence and Squall* (Stasis) – Storm’s Edge (Arc) – Golden Gun: Marksman* (Solar) – Silkstrike (Strand) – Shadowshot: Deadfall (Void) – Class abilities Marksman’s Dodge* – Gambler’s Dodge* – Acrobat’s Dodge* (Solar) – Movements Double Jump* – Triple Jump* – Strafe Jump* – Blink* (Arc) – Prismatic Hunter Melee Abilities Combination Blow (Arc) – Knife Trick* (Solar) – Withering Blade* (Stasis) – Threaded Spike (Strand) – Snare Bomb (Void) – Grenade Abilities Arcbolt Grenade (Arc) – Swarm Grenade* (Solar) – Duskfield Grenade* (Stasis) – Grapple (Strand) – Magnetic Grenade (Void) – Prismatic Hunter Aspects Ascension (Arc) – Gunpowder Gamble (Solar) – Winter’s Shroud* (Stasis) – Threaded Specter (Strand) – Stylish Executioner* (Void) – The first obvious thing to note is that a ton of staples don’t appear as though they will be Prismatic Hunter options at this stage. Blade Barrage and Moebius Quiver miss out, as well as Aspects like Vanishing Step. In the first instance, this is likely an attempt to maintain some semblance of control in the first phase of The Final Shape. Allowing players to mix and match every ability and Aspect makes balancing a near-impossibility, though the gradual introduction of more could work.

  • The Final Shape restores what Destiny 2 has been missing – hope – Dexerto

    The Final Shape restores what Destiny 2 has been missing – hope BungieIt was surreal walking out into the Pale Heart for the first time when playing Destiny 2: The Final Shape. It was a moment I’d envisioned for over a decade. As I entered the Traveller, It was a real moment of reflection. The first time I ever played Destiny was all the way back at E3 2013 (I know, I’ve been doing this a while). I was among the first to ever play the franchise outside of Bungie, and though I didn’t know it at the time, I was about to embark on a ten-year journey of discovering my favorite game ever made. Fast forward a little over a decade to me sitting at Bungie in Bellevue, Washington, playing through the opening mission of the conclusionary expansion. Here I was, on the final stretch in the Light vs Dark saga of Destiny. In total, I played around ten hours of The Final Shape at the preview event, and I’ve come away with a lot to say. Let me be clear — I won’t be spoiling any of the story that you can’t already infer from marketing materials. Nor will I go in-depth on things like Prismatic, the Dread, the new exotics, perks, weapons, various UI, and quality of life changes. I’ll save my evaluation of all of that for our full review, which will come after The Final Shape launches and having time to play in a live environment. Instead, I think a richer vein to explore is a vibe check. When I walked away from my designated desk inside Bungie, having played well over half of the campaign and a lot of the side activities, what was my overall sentiment? After a 10-year journey to get here, here’s what it felt like to play The Final Shape. Disclaimer: I was flown out by Bungie to their offices in Bellevue earlier this month to play The Final Shape. Beyond the Pale The Final Shape is something that’s exceptionally rare – the payoff of a decade-long story. For as much as live-service games are derided (and with good reason), this expansion is a representation of when it all comes together. We’ve taken a character we made, one who has walked parallel to us in our own life, and are about to wrap up the adventure we’ve been on for a decade. To meet that occasion, The Final Shape has to hit. On top of that, the expansion has some goodwill to garner after the disappointment and stagnation of Lightfall’s narrative fumbles. Bungie can’t afford for this final chapter to miss. From everything I’ve played, I don’t think that’s going to be the case. The Final Shape doesn’t have the luxury that Lightfall did of spinning its wheels for a year. This is about a showdown with The Witness. There’s no hanging around, no preamble, no distractions. You’re going into the Pale Heart, and Destiny’s biggest bad is your final goal. This is facilitated in a really fascinating way, as The Pale Heart isn’t designed like any previous Destiny location. Generally, locations are circles. Areas that are linked together and wrap around themselves. The Pale Heart, on the other hand, is all about moving forward. It’s a linear space that directs you towards The Witness and the towering structure it’s erected to try and overpower The Traveller. It’s a simple change, but it adds this sense of progression and urgency to the situation. We’re making our way through this location, which many have wondered about for a long, long time. You’ll start in the wondrous beauty of the Traveller, untouched by corruption. However, as you move closer to The Witness, you’ll begin to see the sickness it has wrought. Twisted body parts rise into the skies, imposing superstructures all contort in pain and disgust as Destiny’s biggest villain sullies the Traveller from within. For my money, it’s one of the most compelling places ever designed for Destiny 2, with a real sense of progression as you move through all of its areas. It has this emotional throughline no other location has — going from wonder to terror as you progress closer and closer to the Witness. The campaign feels closer to a traditional video game than most Destiny expansions. It’s not a handful of quests that are scattered around, utilizing a circular space as best as it can. It’s a space designed to tell the story of this confrontation — and that makes this feel like a big deal. This is the End(game) The other thing I walked away from the Final Shape feeling was that it all feels befitting of the moment. That sense of closing a chapter permeates every moment of this expansion. Bungie has done a lot here to make this feel like a big occasion. The presentation of it all is one of the most striking things about The Final Shape. The stakes are high, and all of the main characters are involved directly in the story. Cayde has returned and developed a delightful relationship with Crow, who both act as guides through the Pale Heart. Zavala is also a big part of the expansion, and we get the unveiling of Keith David, who takes over the role of the late Lance Reddick under tragic circumstances. It’s a little jarring as David isn’t trying to replicate Reddick, instead bringing his own recognizable spin to the character. However, this is a moment of crisis for Zavala. In this exact framing, David’s gravelly voice does end up working in the transition. It would have been great to see Reddick see out this chapter, but if ever there was a moment that this could work, this feels like it. Ikora, Ghost, and the many allies we’ve made over the last few years have parts to play too, making this all feel like a big Avengers: Endgame moment for Destiny 2. There’s also a sense of a larger scale at work here as well. There are big, expensive-looking cutscenes that rank among some of the most striking in the franchises’ history. It’s clear Bungie wants to end this all with a big expensive-looking flourish. It really does help the scale of the expansion feel that much bigger. That presentation is at least Witch Queen levels but pushed further by having a more compelling space and a greater sense of occasion. From what I’ve played, this is one of the best stories ever told in an expansion, which is good — it needs to be. We’ve been waiting for all these moments for many years, and fumbling them now would be heartbreaking. I didn’t leave Seattle with any such heartbreak. That said, I’ve not seen the conclusion, which will be the moment Bungie needs to stick the landing most. Now for our feature presentation As stated, since we’re so close to release, I don’t want to ruin anything. That, and a lot of the specifics of upcoming features have been highlighted in painstaking detail through Bungie’s very lengthy blog posts. I’ll touch on more definitive conclusions in our full review. Instead, let’s just go over some first impressions. Here’s a very unscientific look at how I felt about the expansion’s biggest new features after a little bit of play: Prismatic – A fascinating subclass, but a much more complex build process than others. It’s not just about putting on the best aspects and fragments. Instead, you also have to consider the balance of Light and Dark. This provides pushback on how you craft your mixed subclass. However, having Devour, Amplified, Cure, and Woven Mail all proceed at the same time is undeniably powerful. Eventually, the best loadouts will be figured out, but I expect it to take some time to emerge as people experiment with it, weapons, the new Exotic class items, and the artifact. – The Dread – The Dread are a welcome addition to the game and feel different from most other enemy classes. The flying Grim add unique verticality while Attendants and Weavers manipulate the battlefield, including you, in ways that really apply pressure. I had one instance where I was burning a Tormentor safely at range, before getting grabbed by a Weaver and pulled directly toward it in a panic-inducing moment. It feels like you’re playing against much smarter enemies than in other factions. These units are able to transform the battlefield in their favor very quickly. – Exotic Weapons – The new Exotic weapons are pretty interesting across the board. I played with the Microchosm most. It does big damage but, importantly, acts as an excellent salve for your Prismatic class. Because it’s a Kinetic Trace Rifle, and Kinetic damage helps fill both bars, if you’re struggling to balance your Prismatic class between Light and Dark, it works as an excellent bandaid to help smooth the buildup of what’s lacking. The Khvostov 7G-0X shoots very straight and has application in PvE, though I suspect it might see most play in PvP. I didn’t play with the Still Hunt exotic much, but having a Golden Gun on a sniper is undeniably rad. And yes — it works with Celestial Nighthawk – Exotic Class Item – I messed around with a lot of combinations and never quite landed on one that was a total knockout. I’m undecided if these will be excellent or a little underwhelming. I did end up using a Star-Eaters and Necrotic Grips combo on the Warlock bond that was great for neutral game, though. With the complexities of Prismatic, this only adds a further wrinkle to buildcrafting that will take time to fully comprehend. – New Light Supers – Warlock’s solar Song of Flame is a neat roaming super. You get ultra-powered abilities with a wild solar snap and a bird grenade that tracks enemies. I had a moment of dominance in PvP with it, but I did die several times using it too. The thing I am most worried about in PvP is the new void Titan Twilight Arsenal super. Throwing the axe at enemies is wild and then having your team able to pick up that axe for more spirals fast. It seemed very strong. The Hunter’s arc Storm Edge super did leave a little to be desired, I’ll say. It might take a little more understanding to maximize its use. However, teleporting around by throwing a knife like Captain Boomerang is undoubtedly fun. – UI enhancements – These are great across the board. The buffs and debuffs changes are much more readable. This is a significant change that makes everything going on much clearer. Most importantly though, they’ve changed the Shader icons. I never thought they’d do it, but they finally made the shaders a good representation of what to expect when you equip them. – There are lots of other little bits and pieces that mix to make The Final Shape feel like a lot of good decisions blending together. And that really is the key sentiment here — Everything I’ve played feels like a positive step forward for Destiny 2. In good shape The Final Shape is a big moment for Destiny. Arguably, it’s the biggest moment in the franchise’s history. Obviously, there’s the actual conclusion of this ten-year journey, but also the circumstances that surround Destiny 2 and Bungie after the year of Lightfall. The Final Shape has to do a lot right to rectify that. And, at least from the 10 hours I played, it’s doing a lot right. Perhaps one of the best things I can say is I don’t have a lot of concerns. The campaign feels big and climatic, Prismatic is a fascinating idea, The Pale Heart pushes the already exceptional Destiny environments to new heights, and there are lots of smaller things that just make everything feel a little better. I don’t have a total overview of everything in The Final Shape. Bungie is rightfully holding some cards close to its chest. But to add a touchstone, it feels at least on the level of Witch Queen, though with more radical elements. Dare I even suggest there are hints towards the depths of Forsaken here, too. Of course, for systemic problems, it will take a lot longer than 10 hours for those to emerge. People need to understand Prismatic, get deep into the endgame, and understand what Episodes are (which I did not get to play) to know if this is one of the all-time greats. I also haven’t witnessed the conclusion of the campaign, the raid, or any story beats after that. I can’t say if The Final Shape sticks its landing, so take my praise with a grain of salt. I’ll also say that the campaign missions I played on Legendary difficulty were a touch easier than I would’ve liked. Bungie was very curious about our take on how hard it was, though, so who knows if that feedback had time to trickle down into any adjustments. However, I left Bungie’s studios with a real sense of sanguine. That is a massive upheaval to how I’ve felt through a lot of the last 12 months of Destiny 2. The Final Shape feels like an impressive step. It’s one that suggests not just a definitive conclusion to the series’ biggest moment but that this is a development team that still has a lot of ideas and enthusiasm for their franchise. There’s this undeniable feeling that there’s a future for the franchise that means so much to so many of its players. I’ll say openly I got to talk to Bungie developers off the record extensively during the event. Their enthusiasm for the game is something I can only convey in vague platitudes — but it really is there. The most important thing, though, is that it felt like the return of Destiny’s key quality – the feeling that permeates its world, music, and story. The first thing I felt loading into the Tower in D1 and seeing the Traveller floating above the Last City. The thing that it lost last year but was only smothered, not stamped out – it’s hope.

  • Destiny 2 The Final Shape Preload guide: Dates, size & more – Dexerto

    Destiny 2 The Final Shape Preload guide: Dates, size & more BungieDestiny 2 The Final Shape will be released on June 4, 2024. Here is a guide on preloading the new expansion beforehand so that you can play it on launch without any delays. Destiny 2 The Final Shape is the end of the Light vs Darkness saga that began in 2015. During these 10 years, Guardians have been through numerous adventures, slain Gods, and protected the world several times. One final task remains as the Witness is attempting to destroy the Universe from inside the Traveler, and it’s up to you to stop it. However, to do that, you’ll need to be able to jump into The Final Shape expansion on launch. Thankfully, you have the option to preload the game, so that you do not have to spend your time downloading while others make their way to the Pale Heart. Here is all you need to know about preloading Destiny 2 The Final Shape, to make sure you get to play the new expansion as soon as possible. Destiny 2 The Final Shape preload size The preload size for Destiny 2 The Final Shape is big, especially on Steam and The Epic Games Store. Here are the storage requirements to preload the upcoming expansion: PS4: 129.31 GB – PS5: 143.81 GB – Xbox One: 139.52 GB – Xbox Series S/X: 165.82 GB – Steam: 299.70 GB – EGS: 279.66 GB – Microsoft Store: 156.22 GB – If you are confused about the preload size on PC, there is nothing to worry about. Once the preload begins on Steam and the Epic Games Store, Destiny 2 will create two copies of itself. Upon completing the installation, the old copy will be deleted, reducing its size to 155 GB. For those intimidated by the download size here on Steam and EGS, a possible solution is to put some of your data on an external drive and transfer the files back to your computer once you’ve got the game fully installed. When does Destiny 2 The Final Shape preload begin? Destiny 2 The Final Shape preload begins on June 3, 2024. This is when Destiny 2 will go offline for 24-hour maintenance. The preload will begin right after maintenance begins, giving you a whole day to download the expansion. The times at which it becomes available are as follows: 10 AM PT – 1 PM ET – 5 PM GMT – These times are the same for all platforms, namely PC, PlayStation, and Xbox. How to preload Destiny 2 The Final Shape PlayStation Here is how you can preload the game on PlayStation: Navigate to Destiny 2 – Tap on Options – Select “Check for Updates” – Xbox Here is how you can preload the game on Xbox Press the Xbox button on your controller – Follow the Path Profile & system > Settings > System > Updates – – Check the box for “Keep my Games and Apps up to date“ – This will automatically update Destiny 2 with The Final Shape update – PC If you are on PC, irrespective of Steam, Epic Games Store, or Microsoft Store, follow the steps: Open your desired launcher after maintenance begins – Click on Destiny 2 – Click on Update – For more on Destiny 2 check out these guides on using Legendary Shards and all Vaulted content for The Final Shape. You can also check out new Exotics, The Final Shape Editions, and raid release date.

  • Destiny 2 The Final Shape pre-orders reportedly plummet after Lightfall missteps – Dexerto

    Destiny 2 The Final Shape pre-orders reportedly plummet after Lightfall missteps BungieDestiny 2’s The Final Shape pre-orders have reportedly plummeted to “less than 25%” of Lightfall’s total player count after the previous expansion left players disappointed. Destiny 2 is in a bit of a weird spot at the moment. The massively popular looter shooter is supposed to be heading into its last expansion of the Light and Dark saga, but that was delayed until June of this year. Because of this Season of the Wish has been extended by a fair amount, with no new story content available for players to complete. Therefore players are at a bit of a standstill, eagerly awaiting to see what Bungie does next. This is particularly so when players’ faith has declined a bit thanks to the lukewarm reception to Lightfall. It seems that this has also translated to the pre-orders for The Final Shape, as pre-orders have reportedly dropped to lower than that of the past three expansions. Destiny 2’s The Final Shape pre-orders may indicate a worrying trend According to reporting from TheGamePost, total preorders thus far amount to “less than 25%” of the total Lightfall count, showing a significant decline in interest. At least, that’s the case this far out. It’s not certain why this is the case, but there is potential that Lightfall’s lukewarm reception meant a lot of players lost faith in Bungie and the quality of their PvE content. With The Witch Queen being a fantastic expansion, many are hoping Bungie will continue the cycle of one good and one bad DLC, but we won’t know until the next expansion releases. This does however indicate a potentially worrying sign for the developers, as The Final Shape is being hyped up as the end of a 10-year-long saga. Without this built-up hype, the number could’ve potentially been even lower. No one is quite certain what the plans are for Destiny 2 past The Final Shape, but with the introduction of Marathon and even more layoffs at Bungie, this may very well be the start of the end for Destiny 2.

  • Destiny 2 The Final Shape: Overthrow Activity guide – Dexerto

    Destiny 2 The Final Shape: Overthrow Activity guide BungieThere is so much more to dive into after finishing the campaign in Destiny 2: The Final Shape, including a handful of new modes to enjoy. This includes Overthrow, a new semi-World Event that involves several different objectives. It also plays a key role in acquiring some of the expansion’s newest Exotics, which are some of the most sought-after items in the game. So to help you understand just how Overthrow works in Destiny 2: The Final Shape, we have a rundown of how the mode works and what you need to do to be successful in it. How Overthrow works You can only attempt Overthrow once you have finished all the story missions in the expansion. Additionally, it can take place in each of the three major areas of The Pale Heart: The Impasse, The Landing, and The Blooming. You can either trigger the mode in-game by going to these areas or queue up for public Overthrow by selecting the orange logo in one of the three regions on the map. You will progress through different tiers in each run of the mode, with three total. For every 1,000 points you earn, you will unlock the next tier, which brings more difficult enemies and objectives. The overall goal of Overthrow is to obtain enough points to trigger the final boss of a run – specifically, you will have to collect 3,000 points. You can rack up points through a few methods: Kill enemies – Complete mini-events around the area – Open Corrupted Chests – Defeat powerful enemies – When you reach the point threshold, the boss will appear on the map, marked by your Ghost. Three different bosses can spawn for any Overthrow run, and which one you face is random. Overthrow tips & tricks This sounds easy enough, but it can take a lot of time and effort to get the most out of Overthrow, which means you need to know some of the little tricks here to get an edge in the competition. Don’t focus on killing enemies While killing the Taken in Overthrow is the easiest way to collect points, it is also the slowest. Each kill will only net you one point, and getting to 3,000 with that method is mind-numbingly time-consuming. This is why killing enemies shouldn’t be your main objective. Do mini-events The mini-events that will appear during a run will get you the most points in the shortest time. Each one should get you around 450 points when you finish them, and they are comprised of fighting enemies until a mini-boss spawns. Bring friends with you While Overthrow can be completed solo, bringing a full Fireteam will always be your best bet at getting more points. When working as a team of three, you can split up to tackle more mini-events, earning a ton of points that you would otherwise miss out on. Look out for high-value targets Taking down Overthrow’s bigger enemies will get you 100 points every time you defeat one. Taking out a handful per tier can go a long way in speeding up your progress through the event. Save your Heavy ammo When fighting the smaller enemies in each Tier, it is recommended to focus on using your two Primaries and keep your Heavy ammo saved up. Save that ammo for the final boss, so once that battle is going, you can easily take them down. You won’t have an issue at all with taking out the little guy before then with your standard guns. Overthrow is just one new event to tackle in Destiny 2: The Final Shape and you should know about modes like the Pantheon, the new Salvation’s Edge raid, and the first episode of post-expansion content called Echoes.

  • Destiny 2 The Final Shape new revamp helps Guardians accessorize better – Dexerto

    Destiny 2 The Final Shape new revamp helps Guardians accessorize better BungieDestiny 2’s The Final Shape is going to up the looter shooter’s fashion game by revamping Shader icons to assist Guardians in their accessorizing endeavors. Bungie has announced that they’ll be revamping the Shaders in The Final Shape. The new icons should assist Guardians in picking out what color scheme they’d like for their character, and should also be a little less misleading. As mentioned in the TWID, the devs are upgrading the look and design of the shader icon layout. The goal of this update is to help shader icons more accurately represent the colors and textures that would be put on your character. The developers explained that there are 6 different colors within each shader, but currently only four of them are displayed within the icon itself. That was the main reasoning behind why certain shaders would look completely different when equipped. Alongside this, Bungie spoke about an issue of having the colors on the shaders all be an equal size, which made it difficult to tell what the main colors of the shaders were. To address these issues, Bungie has updated the shader icon design so that all six colors will be included. They’re also changing the way in which primary colors appear so that they can take up more space and be more accurate in representation. Glows are also reflected in the updated design so that players will be able to tell which shaders contain them within the shader selection screens. This update will roll out with The Final Shape, allowing players to look fashionable as we face the end.

  • Destiny 2: The Final Shape may not be delayed after Bungie press release – Dexerto

    Destiny 2: The Final Shape may not be delayed after Bungie press release BungieA press release issued by Bungie has listed the original release date of February 27 for Destiny 2: The Final Shape, despite reports that the expansion would be delayed in the wake of mass layoffs at the developer. The Final Shape is set to mark the conclusion of the Light and Dark saga, a continuing story that began with the game’s original release in 2017. The current expansion saw the arrival of The Witness, the Darkness-wielding main antagonist, as it finally started its attack on the Traveler and the Light itself. After the Witness was able to slice a triangular portal into its surface, it moved inside the Traveler with its fleet. The Final Shape will pick up this story and finally allow the Guardians to confront the greatest threat to their survival. Fans were hugely disappointed at the rumors of potential delays after tremendous turmoil internally at Bungie, but a new press release suggests that the expansion could be arriving on schedule after all. Bungie press release contains an unchanged release date for The Final Shape Significant community site Destiny Tracker shared a screenshot of a press release they had received featuring the original release date for The Final Shape. It’s important to note here that while there is no official word of a delay, this latest press release could be a holding tactic from the developer. Reporter Jason Schreier recently claimed sources close to the game’s development expect a June 2024 release rather than the currently slated February. After Destiny Tracker published the tweet, many were quick to put forward their theories, with one saying: “I’m gonna guess that they’re still internally speaking on how long they’re gonna delay final shape still, cause the only way final shape has a chance of being better than forsaken is it being delayed or a massive amount of crunch on an already demotivated team.” Others quickly pointed out how the lack of a delay could cause a worrying drop in quality, following a similar state of affairs with Lightfall. One said: “It’ll honestly be more disappointing to me if it isn’t delayed. It’s closing out the last decade of story, it ought to be the greatest expansion in Destiny history. But firing nearly 10 percent of the company and dumping the remaining work on existing staff, with a rapidly approaching deadline?” More details will inevitably emerge over the next few months, with concrete information on The Final Shape likely to surface also. With the expansion marking the culmination of the Destiny 2 experience, the pressure is on Bungie to ensure they deliver.

  • Destiny 2: The Final Shape leaks as players warned about major spoilers – Dexerto

    Destiny 2: The Final Shape leaks as players warned about major spoilers BungieDestiny 2 has seen an enormous leak ahead of The Final Shape release next week, with the potential for major spoilers to leak. In a heartbreaking turn for Bungie, it seems a slip-up allowed some players into Destiny 2: The Final Shape early. While the exact method, and who is at fault is still being figured out, it seems some players got access to the expansion through PS+’s cloud streaming systems. The extent of the leak is not yet clear, with some claiming it could just be weapons, ornaments, and season passes, or it could extend to full story and raid spoilers. Of course, if spoilers affecting the raid did leak, it would put Bungie in a difficult position. The developer is exceptionally secretive about its raids to have fair Day One raid races, which are event moments on the Destiny calendar. There’s currently a lot of uncertain information about the leak spreading right now on places like Reddit – with some even claiming it extends to Elden Ring’s upcoming Shadow of the Erdtree DLC. From our own research, we’ve yet to see any confirmed evidence that Elden Ring is compromised. Protect yourself from Destiny 2: The Final Shape spoilers With the leak hitting though, players are encouraged to protect themselves from spoilers ahead of the conclusion of the 10-year saga. We’d suggest muting words like “The Witness”, “Traveler”, “Cayde”, “Zavala” and any other characters you think might turn up in the expansion on your social media platform of choice for the next few days. Of course, the best way to avoid spoilers is to get off platforms where that information could be spread altogether. The community will play an important role in protecting the experience now. How far the information goes will be in their hands. Destiny 2 is about to wrap up its decade-long story – and have one of its biggest moments ever. Come on now – don’t spoil that for anyone.

  • Destiny 2: The Final Shape is 17% off before release for Cyber Monday – Dexerto

    Destiny 2: The Final Shape is 17% off before release for Cyber Monday Guardians seeking one final confrontation against the forces of Darkness can currently pre-purchase Destiny 2’s upcoming The Final Shape expansion at a 17% discount for Cyber Monday. Slated for release in February 2024, this campaign capstone lets players infiltrate the heart of the Traveler itself to rally the Vanguard for a last stand against the Witness. Included with the Annual Pass bundle is immediate access to the Tessellation exotic fusion rifle, Cosmos Shell ghost, and other cosmetics to showcase your readiness for Destiny 2‘s endgame event. But more importantly, players can expect new Supers for each Guardian class, a foreboding new destination, and the coveted Final Shape dungeon key granting entry to this release’s pinnacle endgame activity. Bungie continues evolving Destiny with new powers. The Arc Hunter’s Gathering Storm allows teleporting strikes, the Void Titan’s Warp Strike charges, and the Solar Warlock’s effect amplifies Ignition Overflow. Alongside a menacing landscape beyond normal spacetime, these expand build crafting possibilities against unrelenting foes. Save 17% Pre-Ordering Destiny 2: The Final Shape this Cyber Monday With Cyber Monday discounting pre-orders 17%, devotees of Destiny’s groundbreaking shared world shooter should act now guaranteeing themselves a seat for the franchise’s crowning act next February. Take advantage of savings today and be fully prepared to lead the Vanguard against oblivion itself. Cyber Monday savings on Current Destiny 2 Lightfall Expansion Guardians not yet caught up with Destiny 2’s Lightfall expansion can pick up 60% off at just $39.99 (originally $99.99). Purchasing Lightfall includes Season of Defiance access, the Quicksilver Storm exotic auto rifle, and much more. Looking out for more Cyber Monday deals? Check out this deal on the M1 iPad Pro. If you click on a product link on this page, we may earn a small affiliate commission.

  • Destiny 2 The Final Shape introduces new Memento reward from Salvation’s Edge raid – Dexerto

    Destiny 2 The Final Shape introduces new Memento reward from Salvation’s Edge raid BungieThe Final Shape’s raid in Destiny 2 has introduced a new Memento cosmetic reward. Salvation’s Edge will award players with a neat cosmetic if they’re able to clear the raid and meet all the requirements. Destiny 2’s The Final Shape Raid Salvation’s Edge has introduced the Monolithic Memento reward, which is given to only the strongest of Guardians who are able to complete the required objectives within the raid. Guardians have discovered that the reward can be picked up from the vendor at the end of the raid. This reward can be slotted into Shaped or Enhanced weapons and will grant the weapon additional looks. Mementos have been added into the game before, but only as rare drops from ritual activities. This is the first time a Memento has been offered as a reward for a high-end raid and is truly the definition of “an actual endgame reward”. Grabbing the Memento is no easy task, as it not only requires Guardians to complete all of the encounters in Salvation’s Edge in a single session, but they must also complete them without any hard wipes or in Master mode. Generally speaking, rewards from completing the raid on Master difficulty or completing it flawlessly come in the form of an achievement or triumph. This is one of the first times a reward can be used on a weapon, letting Guardians really flex their skills to others within the tower and in other activities. “I didn’t see anyone post this yet but this is f**king awesome” one Twitter user posted. “As soon as they started making Mementos I was saying they need to put these in raids. This is awesome.” another agreed. It’s uncertain if Bungie has plans for more rewards like this in the future, but it’s great to see Guardians be rewarded for their in-game prowess.

  • Destiny 2 The Final Shape Iconoclasm mission guide: Puzzles, bosses & more – Dexerto

    Destiny 2 The Final Shape Iconoclasm mission guide: Puzzles, bosses & more BungieSo it all comes down to this. As The Witness approaches The Final Shape, the Guardian, Cayde, Ikora, Zavala and Crow have to do everything in their power to stop its evil machinations from coming to fruition. The whole plan hinges on the supposed existence of a ritual site. This is meant to be the location where those who defected from The Witness “destroyed” themselves. It is also the place where The Witness was created and arguably our best chance of stopping him, in a nice parallel with The Lord of the Rings. There are several boss fights in the mission and a mechanic that needs careful management if you are to progress successfully. At the end of it all is the hardest single fight in any Destiny 2 campaign to date, so you may want to mentally prepare yourself for that. Bearing that in mind, here’s everything you need to know about beating The Final Shape’s Iconoclasm mission. Full guide to Destiny 2: The Final Shape Iconoclasm mission Step One: Fight your way into the Fortress The first part of this mission is mercifully forgiving and doesn’t require any unique mechanics. Jump down from the starting area and follow the path around to the right, then defeat the Taken Phalanxes, Goblins and Psions that spawn. Move around to the left and you’ll quickly come to an area with crops and other vegetation. More enemies will spawn, with the Attendants and Ravenous Hobgoblins being the main threat. Kill them quickly, then head forward over the farmland. Jump down behind the farms and follow the path laid out by the floating platforms. Defeat the adds that spawn and run up the hill. You should reach a Rally Point, so stop there and get ready for your first major fight. Step Two: Destroy the Taken blockade Standing between you and your ultimate goal is a blockade with a lot of Taken enemies. A Heavy Machine Gun is a solid choice here, as there are a lot of adds that can be defeated quickly if you have one to hand. Kill the Servile Wizards and wait for the Imprint of Nezarec Tormentor to spawn. Stasis is a great choice in this situation, regardless of your class, as the Imprint of Nezarec moves quickly and hits hard. Slowing it up with Stasis abilities and Supers should allow you to lay down much more sustained damage. The other major thing to be aware of is that there are two pools of Prismatic Energy at the end of the mall where the Tormentor spawns. Cycle into these as much as possible to take advantage of Transcendence, which becomes easier if the boss is frozen in place. Overall, this is actually a fairly easy fight. Just keep rotating between cover points and firing at the Imprint of Nezarec’s weak spot on its chest (after you have popped the shoulders). Defeat it, collect your rewards and proceed to the next area. Step Three: Find a way to The Witness’ ritual site Proceed through The Witness’ structures until you come to an area full of floating platforms called The Sacrarium. Head round to the right and follow the path laid out by the platforms (you should be heading downwards) until you come to an opening on the left lit by white light. You will come to a door on your left that is blocked by Darkness and, at the same time, will start taking damage from the air. Ignore the blocked entrance and proceed up the path until you come to a Darkness node. If you shoot it, you will gain the Shielded from Darkness buff that stops you from taking damage in those oppressive atmospheres. The veil of Darkness will dissipate after you shoot the node, so head through it quickly before the buff expires. Jump down onto the colored blocks then head left, before following the path upwards, laid out in a linear fashion by the blocky constructs. Continue to proceed through the level until you come to a large Ghost statue with a red eye. Head into the little passage behind it and you should come to another Rally Point. Step Four: Defeat Eshkin’Tuk, Witness’s Blessed Drop down into the arena and be prepared for a ton of enemies to spawn. The main threat in this first portion is a Bound Omen. That said, there are several Bound enemies that need to be dealt with, so pop Transcendence early and throw grenades into the spawn point to make them vulnerable immediately. After defeating the adds, you should see a Darkness node on either side of the room. Pop both and then head into the area directly below the nodes (you should see the Darkness veil disappear when you shoot the nodes and get the Shielded from Darkness buff). The basement is filled with poisonous air again, so make sure to maintain your buff. There are two nodes in opposite corners that should enable you to do so relatively easily. The main threat here is two Resonant Warder Hive Knights. Additional Husks will spawn, so make sure to take them out quickly as their speed can prove to be a problem. There isn’t much in the way of other strategies here, so just kite the Knights while laying down headshot damage with your heavy weapon. The Resonant Warders will drop Glyphs on the ground when killed, so take note of those. Use the portal in the center of the basement to head back to the top. Find the matching Glyphs (there is one in each corner of the room) and then stand in them. As soon as you do so, the main boss for this section will spawn – Eshkin’Tuk, Witness’s Blessed. There aren’t any particularly fancy tactics here, as Eshkin’Tuk is a one-phase fight with no shields or anything to remove. He simply needs to be killed. On Legendary difficulty, add control is key, so make sure to take out the Acolytes that spawn early. Use the raised platforms for cover when you need to, and opt for a Heavy Machine Gun or Linear Fusion Rifle in your third weapon slot, as the boss has a large head (weak spot), so it’s relatively easy to lay down big damage with either. After you defeat him, head through the newly opened pathway and collect your rewards. Step Five: Platform to the next boss arena The game offers players a bit of a break here. You will quickly come to another area that was similar to the first pathing route. Continue on until you enter another of The Witness’ pyramid-style structures. Jump on the outstretched hand and head into the next room. You are on the right path if you come to another of the rooms that has a unique statue in it with three Guardian classes. Proceed through it, and there will be another platforming section. Follow the floating Cubes, then run along the wall to the left. Jump down into the large opening to the right, and you will enter the next boss arena. Rally to the flag and get ready to fight Dolgith, Blade of Reasoning. Step Six: Defeat Dolgith, Blade of Reasoning This next fight uses similar mechanics to the first time around. As soon as it begins, two Bound enemies will spawn inside Taken Blights on either side of you. The goal is to destroy the Blights and the Bound foes in the first instance, so take advantage of the Prismatic pools that appear on either side, just underneath each Blight. After you do so, look for the Darkness Splinter in the middle of the room. Shoot it and get the Glyphtouched buff, then shoot the Darkness node next to it to get the Shielded from Darkness buff. After that, jump through the portal that appears above. Again, you will find yourself in dark and cramped confines where the air will kill you if you are not protected. If you need to top up your buff, then look for one of the multiple nodes in the area and shoot it. The goal here is to kill the Resonant Warder Knights once again. They hit very hard and move surprisingly quickly, so keep moving and make sure to take out superfluous adds so you don’t get stuck in the immensely cramped space. There will be two Warders to kill, both of which will leave behind a Glyph. Once you have both memorized, use the portal in the center of the room to go back up to the main boss arena. There will now be two glyphs on either side of the room, stand in the appropriate pools, and you will get a message saying, “A Warder’s Glyph has been nullified.” After you have done that, another Light Aegis will appear at the front of the room where you entered. grab it and use your Super toggle button on the boss, to break his invincibility shield and begin the first damage phase. You will be able to get him down to half health. From there, the second phase is identical to the first. Head down into the basement, note the Glyphs, nullify the Warder’s points in the boss room, break the boss’ shield and kill it once and for all. Step Seven: Journey to the Ritual Site Up next is another platforming section that should be fairly self-explanatory to most. Head through the huge doorway at the end of the room where the boss was and proceed into the tunnel. You will emerge into a huge open space where you will see the monolith opposite. Use the floating platforms to gain access to the area initially and then work your way up the stairs and into the corridors of the structure. There is generally one way to go here, and it’s difficult to go wrong, so look out for the room with the Golden Horse to make sure you are on the right track. After some more platforming and navigating through corridors, you will come to a room with the old Vanguard War Table. Ikora, Zavala and Cayde stand before it, and the game will take you through some RP here. The Witness will offer you a deal to become a disciple (which will be roundly turned down by Ghost), and then you can proceed to the next area. You will then come to a Rally Point once again before entering the stunning final arena for this portion of the campaign. Step 8: Defeat the Witness At the start of this fight, you will be unable to damage The Witness, so don’t bother trying. Use cover to avoid his shard attack, as it will one-shot you in most cases. The first foe to look out for here is Lenurae, Subjugator of Fluxion. Kill adds and burn Lenurae down to half health. After that, he will get a shield that prevents him from taking damage. Fortunately, a node will appear in the room, so shoot it to get the Shielded from Darkness buff. Then, head to the corridor on the left-hand side and run down to the end to collect the Aegis of Light. Head back into the arena to break Lenurae’s shield, just as you have done with other bosses along the way in this journey. Don’t be afraid to use the Aegis as add clear first, as this can be helpful in stopping them stacking too high. Kill Lenurae and make sure to take advantage of the fissure to recharge your abilities. After it dies, a sword will appear at the room entrance. Grab it and run over to the darkness pillar in the center of the arena. Attack it and interact to embrace the Darkness. You will be teleported, so destroy the statue and wait to be sent back over to the arena. Phase Two requires you to defeat Molak’Al, Subjugator of the Traveler. This is a very similar encounter to the first, only now, the entire arena is toxic, so you will need to maintain Shielded from Darkness. There are more nodes to take advantage of, though, so it isn’t too tricky. Again you will need to get an Aegis to break the shield of the Subjugator. Beyond that, it’s just a case of killing it as quickly as possible. After doing this, grab the sword again and hit the node to be transported to another Veiled Statue. Destroy it, and you’ll be sent back to the arena. The third time around, just go straight for the sword and Embrace the Darkness once more. Destroy the statue, and you will be teleported to a corridor with another Aegis. Pick it up and use it to block all incoming damage while consistently walking forward. Don’t stop and you should be fine. At the end, drop down and use the stairs, triggering the final cutscene. And that’s it! You’ve officially completed this part of The Final Shape campaign and can view the ending. With more to come after the release of the raid, we shall see what Bungie has up its sleeves for players to enjoy. Make sure to take a look at our full mission list for The Final Shape and if you need to change up your build, this list of new Exotics may help. If you’re yet to commit to buying the expansion or are thinking about upgrading, we’ve got a guide to each edition as well.

  • Destiny 2 The Final Shape: How to get Wishful Ignorance Exotic – Dexerto

    Destiny 2 The Final Shape: How to get Wishful Ignorance Exotic Few could have predicted the universal praise The Final Shape has received since launch, as Destiny 2‘s Light and Darkness saga finally concludes. A big part of its offering is new Exotics, including new Titan arms, Wishful Ignorance. The Final Shape has left Destiny fairly unrecognizable from its state during much of the Lightfall era. The way Exotics are farmed and earned is a major area of change, with many traditional sources now no longer viable for players. Additionally, the buildcrafting alterations and addition of the Prismatic subclass has rendered some formerly powerful Exotics moot, while others have risen to the fore. A good example is Assassin’s Cowl, which is largely redundant in a Prismatic build, that uses Stylish Executioner and Combination Blow. The landscape is relatively obscure now, but Wishful Ignorance is a solid utility option. Here’s everything you need to know about getting it. Where to get the Wishful Ignorance Exotic in Destiny 2 The Wishful Ignorance Titan Exotic is only available via decryption with Master Rahool in The Final Shape. Rahool is one of the new reputation vendors in The Final Shape and decrypting Exotic Engrams with him has a chance to drop Wishful Ignorance. All the other class-specific armor Exotics are sourced here also, so you will likely be visiting regularly. Focused Decoding is also available from Rahool for those who have maxed out and reset his reputation level. This will allow players to fill in gaps in their collections and seek out specific items they have yet to obtain. Make sure to take a look at our full mission list for The Final Shape and if you need to change up your build, this list of new Exotics may help. If you’re yet to commit to buying the expansion or are thinking about upgrading, we’ve got a guide to each edition as well.

  • Destiny 2 The Final Shape: How to get the ERGO SUM – Dexerto

    Destiny 2 The Final Shape: How to get the ERGO SUM BungieDestiny 2 is getting more than just more story missions in The Final Shape, as players can look forward to new activities, rewards, and Exotics to unlock, including the ERGO SUM Sword. This brand-new weapon goes hand-in-hand with the new Transcendence mechanic, becoming stronger as you defeat enemies it. To learn how you can get this powerful, new tool in your inventory, we have the guidelines so that you can get ERGO SUM in Destiny 2: The Final Shape. How to get ERGO SUM To unlock the ERGO SUM, you are going to need to complete the Destined Heroes Exotic quest in The Final Shape. This mission will only unlock after you have completed all main missions of the expansion, after which you can speak with your Ghost at the old Tower in The Lost City. This will let you acquire the quest and begin. Destined Heroes is a lengthy mission, but one that is straightforward. There is little confusion as to what you need to do during its events, and you will follow the following objectives and steps: Listen to the strange radio transmission coming from the old Tower in the Lost City. It’s using a Hive frequency – Investigate the activity of Savathȗn’s Lucent Hive near the portal – Speak to Micah-10 through her conduit in the Arbor of Light – Talk to Cayde-6 in the Lost City – Ghost has something he wants to talk to you about. Go to the ledge of the old Tower in the Lost City to speak with him – Talk to Ghost to begin the quests Lost in the Light and Found in the Dark. Work with your allies to explore the possibility of synergy between Light and Darkness – Investigate spikes in Taken energy in the Refraction – Go to the Lost City and confer with Ghost – Use the Dyadic Prism to access the new landing zone in the Sacrarium and claim your destiny – When you have brought Destined Heroes to an end, ERGO SUM will be added to your arsenal for you to use. What does ERGO SUM do? The Final Shape introduces a new mechanic called Transcendence, which, once charged up, will allow you to enter into a more powerful state for a brief duration of time. ERGO SUM is a perfect companion to this, as the sword becomes more powerful when used while you are in that state. It will also increase the duration of your Transcendence when you get a kill, meaning you can lengthen this state indefinitely. However, it also comes with a powerful uppercut alternate attack that will launch enemies into the air above you, sending out a powerful shockwave with its usual attacks. Additionally, it can be randomly rolled, which means that when unlocking it, it will come with randomly set stats and abilities. You can keep rerolling ERGO SUM by unlocking it every week. How to get the ERGO SUM catalyst Grabbing the catalyst for ERGO SUM requires you to complete the 12-man mission Excision on Grandmaster difficulty. This is no easy task, and you’ll need to have 11 other Guardians or use an LFG since there isn’t any matchmaking for it. Taking down the Witness in the Grandmaster difficulty will net you the catalyst, unlocking it for all future drops as well. ERGO SUM catalyst changes The ERGO SUM catalyst grants you ammo to that weapon when you deal damage with a Transcendent grenade. This is fantastic for keeping up with DPS as it can proc multiple times from a single grenade, allowing you to keep slashing away. This also works well for the weapon, as ERGO SUM’s exotic perk means it collects less ammo, which makes the ammo gained from the catalyst even more valuable. Final blows also increase your Light and Dark mastery, letting you hit Transcendence more frequently so you can refill ERGO SUM’s ammo. This is just one new Exotic that you can get in Destiny 2: The Final Shape, so be sure to check out how to unlock weapons like Microcosm and Still Hunt.

  • Destiny 2 The Final Shape: How to get Strange Coins – Dexerto

    Destiny 2 The Final Shape: How to get Strange Coins BungieStrange Coins have played a significant, if intermittent role, in the Destiny economy over the last decade. They have once again emerged as an operative currency when dealing with Xur, so here’s everything you need to know about earning and spending Strange Coins. Xur has undergone a major rework in The Final Shape with Legendary Shards becoming defunct. Xur has become a full reputation vendor with associated rewards, with players able to progress through his levels by buying things when he’s around over the weekend. When approaching the mysterious figure in this expansion, you should see that he’s selling more than previously. To take advantage of everything, you’ll need a lot of Strange Coins. The good news is they are relatively easy to earn, so read on for our full list of methods for earning the unusual currency. How to earn Strange Coins in Destiny 2 Unlike many currency farms in Destiny 2 over the years, the methods for earning Strange Coins are remarkably varied. They will drop upon completing any Ritual Activity, though the amount you will get for each success varies. Ritual Playlist activities include anything from the three core playlists of the game – Vanguard, Crucible and Gambit. At the time of writing, 2-4 coins are dropping from each run through and there doesn’t appear to be increased rewards for making it to the end of the game’s more difficult pursuits. Additionally, they are also dropping in other world activities. This includes confirmed sources like Overthrow in The Pale Heart and The Final Shape campaign missions. You will need to work heavily towards earning enough to buy everything from the vendor, with new Exotics costing 23 coins and Exotic Catalysts at an eye-watering 74. Another major thing to be aware of is the Favor of the Nine timed buff. This is granted after players spend 47 Strange Coins with Xur. This grants a chance for a bonus coin to drop every time you’d normally be awarded one from the usual channels, potentially doubling your earning power. With the expansion still in its infancy, those are the known sources for Strange Coins. This guide will be updated to reflect any further available avenues.

  • Destiny 2 The Final Shape: How to get Still Hunt – Dexerto

    Destiny 2 The Final Shape: How to get Still Hunt BungieThe Still Hunt is a brand new sniper rifle in Destiny 2 The Final Shape, so here is everything you need to know about how to unlock it as well as the perks it offers. Destiny 2 The Final Shape has arrived, the new expansion offers up plenty of new content for players, including new Power caps, a fresh campaign, and much more. As part of the expansion, new weapons are also available to unlock via quests, providing an added boost to arsenals. One such weapon up for grabs is the Destiny 2 Still Hunt exotic sniper rifle, a unique riff on a version of the Hunter’s Golden Gun Super that allows you to fire multiple Golden Gun shots on command. For those eager to get their hands on the Still Hunt, here is everything you need to know about how to unlock it. How to unlock Still Hunt in Destiny 2 The Final Shape Still Hunt can be unlocked in Destiny 2 as a reward for completing the Wild Card Exotic quest which can only be unlocked after completing The Final Shape campaign. Therefore, once you’ve traversed your way through the main story of the new expansion, the quest will become available to complete, allowing you to then get your hands on the Still Hunt. The Wild Card Exotic quest centers around Cayde-6, which should come as no surprise to fans given the weapon’s unique trait is called Cayde’s Retribution. Destiny 2 The Final Shape: Still Hunt perks Still Hunt offers up some exciting perks for Destiny 2 players to tinker with. Included below are all of the perks the gun offers and what each means. Cayde’s Retribution Intrinsic Trait: To use this trait, you must first pick up Orbs of Power or land precision hits as a way to charge up the Still Hunt’s Super bar. When this is full, reload the gun to then fire off multiple Golden Gun shots at a time. Sharpshooter Trait: Still Hunt’s sharpshooter trait allows the weapon to gain passive bonuses to target acquisition, aim down sight speed and flinch resistance, this bonus increasing when the weapon’s super mode is active. Element: Solar And there you have it folks! Everything you need to know about the Still Hunt sniper, including how to acquire it and what perks it includes.

  • Destiny 2 The Final Shape: How to get Microcosm – Dexerto

    Destiny 2 The Final Shape: How to get Microcosm BungieHere is everything you need to know about unlocking the Microcosm in Destiny 2 The Final Shape and what perks the weapon includes. Destiny 2 The Final Shape has arrived, the new expansion bringing with it plenty of new content for players to dive straight into. As is the way with any Destiny 2 expansion, The Final Shape will introduce multiple new weapons and variations so that you can have an extra edge against enemies and battles. One such weapon introduced to Destiny 2 via The Final Shape is the Microcosm trace rifle. The weapon is the first ever heavy ammo trace rifle and as such, is truly one-of-a-kind. For those wanting to get their hands on this gun, here is everything you need to know about unlocking the Microcosm in Destiny 2 The Final Shape. How to unlock Microcosm in Destiny 2 The Final Shape Similarly to the Still Hunt weapon in The Final Shape, unlocking Microcosm in Destiny 2 will require players to complete an Exotic quest post-campaign. As such, be sure to complete all the new campaign missions for The Final Shape before beginning the journey to unlocking the Microcosm. Destiny 2 The Final Shape: Microcosm perks Microcosm includes some exciting perks for Destiny 2 players to tinker with. Below are all of the perks the gun offers and what each means. Paracausal Beam Intrinsic Trait: This grants the weapon the ability to fire a beam of Kinetic light which packs a massive punch and provides bonus damage to shields. Paracausal Imbuement Trait: This trait grants the Microcosm Super energy whenever killing an enemy with it, with the gun gaining even more bonus damage once your Super runs out. Element: Kinetic And there you have it folks! Everything you need to know about the Microcosm rifle, including how to acquire it and what perks it includes. For more Destiny 2 The Final Shape guides, check out our full mission list guide here.

  • Destiny 2 The Final Shape: How to get Khvostov 7G-0X – Dexerto

    Destiny 2 The Final Shape: How to get Khvostov 7G-0X BungieWhile there are plenty of new weapons in Destiny 2: The Final Shape, the expansion also brings back some old favorites like the Khvostov 7G-0X, a beloved Auto Rifle from the original Destiny. Sporting some new bells and whistles, such as ricocheting bullets, the Khvostov 7G-0X is making its return with both Legendary versions and an Exotic. However, unlocking the Exotic is a long and complicated process. As such, we’ve laid out how to get both the Legendary Khvostov 7G-0X and the Exotic to make sure you can access all the new tools in Destiny 2: The Final Shape. How to get Legendary Khvostov 7G-0X Before you can get your hands on the Exotic version of the Khvostov 7G-0X, you will first need to obtain the Legendary copy. To do this, you will need to follow a series of steps: Finish Destiny 2: The Final Shape’s campaign. – Loot nine Lost Encryption Bits from regional chests in The Pale Heart. These are golden chests that can be found scattered around The Blooming, The Landing, and The Impasse. – – Start the Alone in the Dark quest you can get from Micah-10. – Obtain six Lost Encryption Bits from Cyst missions. Following the Alone in the Dark questline will get you all of these. – – Take these Encryption Bits to open the golden chest in the Impasse. This is the spot where you could find the Khvostov in the original Destiny. – – Following this process will net you the Legendary Khvostov, which is a great weapon in its own right. How to get Exotic Khvostov 7G-0X While the Legendary version is similar to the Exotic, it is missing one key component: The Right Choice. This trait causes every seventh bullet to deal additional damage and ricochet to other targets. To find the Exotic edition of this Auto Rifle in Destiny 2: The Final Shape, you must gather all 17 Motes of Light in the expansion. This can be done by doing the following: Collect all eight Visions of the Traveler These collectibles can only be found after completing the main campaign, after which you can store them in a room on the south side of The Lost City in The Pale Heart. They resemble a miniature version of the Traveler and each one will give you a Mote of Light. – In this room, there will be columns for each Vision that provide a hint for where to find them. – – Collect nine Motes of Light from defeating bosses in Overthrow missions from each zone. The first time you defeat a boss, they will drop a Mote of Light; you cannot kill the same boss to get another one. – Once you have taken down the last boss, you will be given the Mote of Primordial Light. – – Head to The Last City and place each Vision of the Traveler in its column to spawn a golden chest in the center of the area. – Open the chest to receive the Exotic Khvostov 7G-0X. – The Khvostov 7G-0X is just one special weapon in Destiny 2: The Final Shape, and there are plenty more you will want to unlock like the Still Hunt or armor Exotics such as the Speakers Sight.

  • Destiny 2 The Final Shape hits franchise high on Metacritic – Dexerto

    Destiny 2 The Final Shape hits franchise high on Metacritic BungieDestiny 2’s The Final Shape has truly been a triumph for the series, earning it the number-one spot on Metacritic’s top games of 2024. The Final Shape has been nothing but an absolute success for Destiny 2. Coming in at a pivotal moment, the final chapter of the Light and Dark Saga needed to be an absolute banger for the community to be appeased. Fortunately, Bungie came out swinging on all fronts, delivering a fantastic campaign with a darker story, new exotics, and the Prismatic subclass. The player base fell in love with the new content, with praise being echoed all throughout social media. The Final Shape has bagged another win for Bungie, as it’s currently rated as Metacritic and Opencritic’s top game of the year for 2024, truly cementing the expansion as the best the franchise has ever seen. At a Metacritic score of 93, the expansion has beaten out other heavy hitters such as Final Fantasy VII Rebirth, Tekken 8, and Like A Dragon: Infinite Wealth. And while the score is subject to change depending on reviews from other critics, it’s clear that The Final Shape has dug its way into players’ hearts, truly captivating them and reminding them what peak Destiny 2 is like. Alongside this, as an expansion, it’s unlikely that Destiny 2 players have discovered everything that Bungie has on offer. The game usually houses plenty of secret quests and other content that players need to unlock or the devs need to release, meaning we haven’t quite seen all of The Final Shape just yet. Regardless this is still a fantastic sign for Destiny 2 fans everywhere, with Bungie proving they’re able to give the players what they want while pulling out all the stops. With The Final Shape being the end of the Light and Dark saga, we’re yet to know where Destiny goes next, but if the expansion is anything to go by, the future is looking bright.

  • Destiny 2 The Final Shape Exotic Class items: How to unlock & best combinations – Dexerto

    Destiny 2 The Final Shape Exotic Class items: How to unlock & best combinations BungieOne of Destiny 2: The Final Shape’s most-anticipated additions are the three Exotic Class items that players can unlock that offer unique abilities to bring the fight to the forces of Darkness. While players couldn’t unlock the abilities in the first week of the expansion until after the Salvation’s Edge raid was completed, the second week has them now open for the taking. All you have to do is complete the new activity called Dual Destiny, and we have the breakdown of everything you need to know about what these Exotic items are, and how to best use them in Destiny 2. How to unlock Exotic Class items To unlock the Dual Destiny activity, you will need to complete the Overthrow event in each of the three areas it can be accessed: The Landing, The Impasse, and The Blooming. You will need to beat every wave of the event, and once you have finished, there will be a prompt to find a Secret-Keeper of the Witch Queen nearby. You can easily track them down by driving around the area and checking your radar. When you have done this in all three areas, you can head to The Blooming to find a green beam of light that will show you to a spot of light you can interact with to get the Savathun’s Envoy buff. This will prompt a seven-minute timer to appear and you will then need to head to the two markers that appear on your map. At each spot, you will fight through waves of Dread and then defeat a Subjugator boss at the end. When you have defeated this boss, one of two things will drop, a Refracted Light or a Refracted Dark. You must pick this up and take it back to the spot where you were given the Savathun’s Envoy buff. Once you have done this with both Refracted items, the Dual Destiny mission will be unlocked. This mission requires you to have another player with you; it cannot be done solo or with three people in your Fireteam. You must also have your partner be the opposite Super type as you (Light and Dark). The mission itself can be confusing to complete, as it requires both players to use callouts at certain moments as one player can see something the other cannot. It functions much in the same way as a Raid would, so teamwork and communication is key. At the end, you will be pitted against two Subjugators as the final boss, again, with a team-oriented twist, before Savathun asks you and your teammate to fight. Now, this is actually a decision on your part: you can choose to fight each other or to make declare peace. Should you choose to battle or not, you will have the chance to claim one of the new Exotic Class items at the end of the mission. Best perk combinations Now, each Exotic Class item comes with 16 possible Perks that it can come with, and each roll gives you two to work with. Not every combo is created equal, however, which is why we have the best combinations for you. Essentialism (Hunter) Spirit of Caliban & Spirit of Synthoceps: These Perks work best together to create powerful melee capabilities. Caliban will allow powered melee final blows to trigger an ignition, while Synthoceps will give you better melee damage when surrounded. These two will make it so that should you be swarmed by enemies, you will be given an edge against those numbers. Spirit of the Dragon & Spirit of the Coyote: This Perk combo is designed to improve your Class ability, with the Dragon reloading your weapons and improving weapon handling when using it. The Coyote gives you an extra charge of that Class ability. This means more chances to use the ability and an added benefit when using it. Spirit of Galanor & Spirit of the Star-Eater: Star-Eater is here to improve your Super through Orbs of Power overcharging it when its energy is full. Combine that with Galanor, which will replenish energy whenever you get hits and Final Blows with your Super. It creates a vicious cycle that will help you create a monster with your Super, and help you keep it rolling as long as possible. Stoicism (Titan) Spirit of Hoarfrost & Spirit of Alpha Lupi: These will give your Barricade a little bit more oomph, through the healing abilities of Alpha Lupi and the Stasis of Hoarfrost that will slow nearby enemies. It makes Barricade much more powerful, both keeping you alive and making your enemies vulnerable. Spirit of Severance & Spirit Contact: Give your Powered Melee an added kick through a damaging explosion when landing a hit, while also hitting surrounding enemies with a jolt of lightning. It has single target and crowd control capabilities, which is always useful. Spirit of the Eternal Warrior & Spirit of the Star-Eater: Gain Super improvements through overcharging it with Star-Eater, and then gaining a damage bonus when your Super ends. It makes for a duration of incredible power when you activate your Super in any situation. Solipsism (Warlock) Spirit of the Stag & Spirit of Vesper: Create a powerful Rift that will reduce incoming damage for any ally standing in it, it will also shoot out Arc damage occasionally. Keep your team going while also hurting those around you. Spirit of the Filaments & Spirit of Vesper: Another exceptional Rift combo that will send out Arc damage, and grant you Devour when you use an empowered Rift. Using Devour will help you get your health back as you damage your enemies so staying in your Rift is a viable strategy. Spirit of the Necrotic & Spirit of the Claw: You can boost your Melee with these Perks, as the Necrotic will poison enemies you hit, and also spread the condition when defeating them. The Claw will give you an extra Melee Charge, so you can use this even more. There are still many things to uncover and unlock in Destiny 2: The Final Shape, so be sure to check out all Exotics now in the game, how the Pathfinder system works, and how to collect the Strange Coins.

  • Destiny 2: The Final Shape exotic class items – All perk combinations – Dexerto

    Destiny 2: The Final Shape exotic class items – All perk combinations BungieDestiny 2 is introducing exotic class items in The Final Shape, this new gear allowing Guardians to mix and match exotic perks to their liking, providing them to live out their power fantasy fully. Here’s every perk combination available for each class. Exotic class items are coming to Destiny 2, letting you mix and match various perks from other exotics to craft the perfect build. These armor pieces will be randomly rolled, meaning you’ll want to farm as much of this gear as possible so you can obtain the optimal role that suits how you want to play. Want to start theorizing early? We’ve got you covered. Destiny 2 Hunter exotic class item perk combinations Destiny 2 Warlock exotic class item perk combinations Destiny 2 Titan exotic class item perks That’s all the possible perk combinations for each exotic class item. Remember that these perks are only active when you have a Prismatic subclass equipped.

  • Destiny 2 The Final Shape Exegesis mission guide: Puzzles, boss & more – Dexerto

    Destiny 2 The Final Shape Exegesis mission guide: Puzzles, boss & more BungieDestiny 2 The Final Shape is out and you can enjoy the entire campaign right now. This campaign is different from previous expansions as, apart from boss fights, there are some tricky puzzles as well. Here is a guide to the third mission of The Final Shape Exegesis covering the puzzles, boss fights, and more. Exegesis is the mission where you are tasked with searching for Ikora Rey inside the Pale Heart. If you want to save the Warlock Vanguard, you need to go through a bunch of puzzles and fight through the servants of the Witness similar to the previous mission, Temptation. If you play on Normal difficulty, the fights will be quite easy. However, if you want the extra reward and play on Legend difficulty, the fights will be tough, and combined with the puzzles, you will have a hard time. However, if you want to make your run easier, here is a detailed guide that you must follow. Full guide to Destiny 2 The Final Shape Exegesis mission Step 1: Launch the mission Exegesis The first step is to launch the mission Exegesis from the Pale Heart. You can choose the Normal or Legends version depending on how you want to play. Launching the mission will drop you at a region called The Refraction. The mission tab will say “Locate Ikora’s Ship”. Step 2: Pick up the Crystalline Key Once you proceed a little, you will notice a locked door with a pressure plate on the ground. Don’t try jumping as it won’t work. Instead, look behind and you for a Crystal Formation. Upon walking close to it, you will be able to pick up a Crystalline Key. Slam it on the pressure plate to unlock the door. Step 3: Unlock the Darkness barrier It is now time to get used to a new mechanic. Once you unlock the door and proceed, you’ll find a Darkness barrier. In front of the barrier are two plates, one Light and one Dark. There will also be a Hive Knight in front of the Dark plate. Kill the Hive Knight and it will drop Dark motes. Pick these up and deposit them on the Dark plate to unlock the barrier. Remember this mechanic as it will come in handy in the following sections. Step 4: The Light Relic After unlocking the Darkness barrier, you’ll enter a room where multiple Dread enemies spawn. Defeat these and the game will point you to break three Red spherical formations toward the end of the room. The first one is on the ground floor and the other two are on the first floor. Simply shooting them will do the job. Once the formations are destroyed, the Light Relic from the Vault of Glass raid will spawn in the middle of the room. Pick it up and defeat all the enemies. Now, a few Hive Knights will spawn on the first floor. Defeat the Hive Knights with the Relic in hand. If you do that, the Hive Knights will spawn Light motes. Deposit these on the Light Plate to unlock the path forward. To recap, defeating the Hive Knights with bare hands drops Darkness motes. Defeat them with the Light Relic in hand for Light motes. Step 5: Open the locked door once again After you proceed from this area, it is time to repeat the mechanics once again. There will be a few Dread enemies combined with Hive Knights. Defeat the Hive Knight normally and deposit the Dark motes. Once you do that, the Light Relic will spawn. Use the Relic and collect Light motes to deposit them. There will also be one Dread Psion with a Prismatic shield. Defeat that enemy while Prismatic is activated. Once the motes are deposited and enemies are defeated, a Darkness barrier will open on the right side. Inside the barrier, you’ll find a Crystalline Key. Deposit that on the pressure plate by the locked door to open it. Step 6: Unlock the bigger Darkness door One more Darkness door awaits, this time with a twist. Once you reach the next area, you will notice a bunch of Dread enemies, a Subjugator with a Prismatic shield, and a massive Darkness barrier. Defeat the enemies and get ready for more puzzle-solving. Before beginning, you will notice four deposit plates here. Two Dark; two Light. However, first, you need the Light Relic to get Light motes. You will get it from inside a locked door in that same area (it is hard to miss). While facing the locked door, look for a small area on the left glowing with Light to find a Crystalline Key. Deposit this Key and unlock the door. Walk inside and pick up the Light Relic. Now, these four plates need to be activated but in an order. Defeat a Knight and deposit the Dark motes on a plate. It doesn’t matter if it’s wrong — you’ll notice Darkness beams coming from every plate. The number of beams the plates have is the order in which you must deposit the motes. Once you know the order, defeat the Hive Knights with the Relic and bare hands, and deposit the motes on the plates. This will unlock the big Darkness barrier and spawn a Prismatic chest unlocking new abilities for your Prismatic class. Step 7: Scan Ikora’s Ship Emerging on the other side of the caves, you’ll notice Ikora’s ship. Walk up and scan it. After some dialogue, more combat is on the cards. Proceed forward after scanning the ship and a massive Hive Ogre called Pillar of Silence will spawn. The Ogre has a shield that can only be removed by the Light Relic dropped by a nearby Ogre. Take down one-third of the Pillar of Silence’s health bar and it’ll disappear. Step 8: Defeat the Hive Ogre Once you encounter the Ogre for the first time, proceed forward and you will soon notice a spot for Rally Banner. It is now time to take down the Ogre. The process is simple. Follow the same mechanics as previously and activate the Light and Dark plates. Once that is done the Ogre will reappear. Use the Relic to break the Ogre’s shield and deal damage. Once the second HP bar is gone, it will disappear again. Repeat the same mechanics and take down the final HP bar to finally put the Pillar of Silence to rest. Step 9: Take down the horde Once the Ogre is defeated, follow the Light to reach a massive open area with a corrupted Tree of Silver Wing. Rally, load your weapons, and proceed to defeat the Dread before you. These are not very difficult, but annoying as the Grim will silence you, while the Psions will pull you across with Strand powers. A Supremacy Sniper with Kinetic Tremors and a Sunshot Handcannon will be handy here. Once the initial horde is defeated, you will notice a few Prismatic shielded enemies and a Tormentor. Fortunately, you can keep a long distance from them provided you have a Sniper. Take down the Prismatic shields with your Prismatic Power and defeat the Tormentor. Step 10: Meet Ikora After the Tormentor is defeated, you will notice Ikora standing over a ledge. Talk to her and a cinematic will begin. This will end the mission and trigger a cutscene which leads into the next mission – Requiem. For all other missions in The Final Shape, check out the full mission list. Be sure to also see the new Exotics, what each edition of the expansion gets you, and when you can dive headfirst into the new raid.

  • Destiny 2 The Final Shape ending explained: What happens at the end of the campaign? – Dexerto

    Destiny 2 The Final Shape ending explained: What happens at the end of the campaign? BungieThe Final Shape is upon us, but what exactly happens as Guardians venture through the conclusive chapter in Destiny 2’s Light and Darkness saga? While there’s still a Raid and one final story mission left to go, here’s how the campaign wraps up at launch. A decade in the making, our fight with The Witness is finally in focus. Having pulled the strings for years before making their presence known, The Witness has been tormenting the Destiny 2 community ever since. Now, we finally strike back. The Final Shape is all about a climactic standoff with Destiny’s ultimate big bad, but how exactly does it all pan out? For now, we’re still left with a few blanks to be filled in as we await the Salvation’s Edge raid, along with the eighth story mission it unlocks. But there’s still plenty to wrap your head around from the campaign already. Here’s how The Final Shape’s campaign draws to a close and what the ending sets up for the immediate future of Destiny 2. It goes without saying, but spoiler warning from this point forward. We’ll be breaking down the ending of Destiny 2’s most important campaign, so do not continue reading if you want to experience it all as intended, by playing yourself. Confronting The Witness After six story missions of highs and lows, uncovering a weakness of The Witness, losing Zavalla’s Ghost Targe along the way, we finally set forth to confront the big bad face-to-face, and it’s no easy task even just making it to the fight. After dealing with Dolgith, Blade of Reasoning, it’s full steam ahead to The Sacrarium, The Witness’ current abode. Fending off waves of ads, the objective here is to whittle down the health of all-important Subjugators. In doing so, a portal soon opens up, one that takes us inside a realm of Darkness. It’s inside the very essence of Darkness itself we begin to learn how we may defeat The Witness. “What was made in Darkness can be unmade in Darkness,” voices cry out before Guardians are spat back out into the arena with The Witness. A few rotations of clearing ads and killing Subjugators pave the way for us to destroy statues still trapped in the Darkness. It’s by destroying these statues we weaken The Witness’ shield. Continuing to repeat the process, draining The Witness’ shield bit by bit, we’re eventually joined by Zavalla, Ikora, Cayda, and Crow, all of which help fight off weaker foes while you focus on the bigger targets. In one last rotation, destroying a statue actually deals a blow to The Witness, the first time we’ve ever wounded the almighty foe. Though in a last-ditch effort to foil your plans, The Witness gravely wounds us and teleports us away. “We. Cut. You. Out.” We have just 90 seconds in which to escape his clutches, which of course, we do, and that’s the last playable chunk of The Final Shape campaign before a handful of cutscenes tell us the rest. Facing down with The Witness, the first time we’ve ever seen the character even slightly harmed, they yell at our Fireteam before transforming into a towering behemoth we simply can’t challenge. At least, not yet. Fleeing The Witness “We had such hope you would understand,” The Witness says. “But you choose entropy. You will revel in chaos, and in your wake, there is only suffering.” Alongside Zavalla, Ikora, Cayde, and Crow we all flee after The Witness transforms into this monster, barely living to fight another day. Yet while it may seem like a total defeat, having bailed from our fight, as Mara Sov explains, we now have hope. “The Witness may have won this battle, but it is wounded,” Sov explains. Uniting a number of key allies, including Caiatl and her empire, Mithrax and his House of Light, along with Micah-10, a mysterious “Guardian of great renown who comes to us with bold ideas,” Sov has rallied the troops for one last offensive. “You will storm the Witness’ monolith and strike where it is most vulnerable. Shatter its hold on The Traveller and you will end it.” Salvation’s Edge awaits – One final battle with The Witness The cutscene fades to black before one last message appears on screen: “The final battle with The Witness approaches.” For now, that’s where things are at in the final pages of the Light and Darkness saga. The Salvation’s Edge Raid is set to commence on June 7 at 10 AM PT. It’s here where we no doubt engage in the final battle, however, there’s still more to come. Upon the World’s First clear of this all-important Raid, an eighth and final campaign mission is set to unlock for everyone. Rest assured, we’ll be jumping into the Raid and keeping you up to speed right here with all the latest developments as Destiny 2’s decade-long story arc comes to an end.

  • Destiny 2 The Final Shape early patch notes: All sandbox changes – Dexerto

    Destiny 2 The Final Shape early patch notes: All sandbox changes BungieDestiny 2’s The Final Shape will shake up the game’s sandbox with the introduction of new weapons, supers, exotics, and balance changes. Here are the patch notes for what we know so far. The Final Shape will make some of the biggest changes Destiny 2 has ever seen. With the introduction of new supers, new Prismatic subclasses, and much more, the game won’t be the same when the new expansion drops. Outside of the new additions, Bungie is always making more balance changes to the sandbox to ensure all weapon archetypes remain somewhat viable. Without further ado, here’s everything we currently know about the sandbox changes coming in The Final Shape. Destiny 2 The Final Shape patch release date Destiny 2’s The Final Shape patch will launch alongside the Final Shape, which drops on June 4, 2024. Destiny 2 The Final Shape file size We do know that the full size of Destiny 2 following the Final Shape update will be 105GBs in total. This may not mean that the update itself will be 105GBs, but players should be prepared for a hefty download. What’s changing in Destiny 2 The Final Shape’s sandbox? Weapon Archetype Changes Many weapons are receiving huge buffs in The Final Shape, particularly for PvE. This includes Pulse Rifles, who are receiving two consecutive buffs, which should make them a strong contender as a DPS option in the new expansion. Subclass Tuning Every subclass is receiving some form of tuning in The Final Shape, whether that be new fragments added into Stasis or a rework of Solar Hunter, there’s a change for almost every class. Destiny 2 The Final Shape early patch notes Weapon Archetypes Mods Boss Spec, Taken Spec, Minor Spec, Major Spec, and Adept Big Ones Spec have been removed. – Exotic Primary weapons and Trace Rifles Reduced damage bonus versus Minors from 40% to 30% (except Fighting Lion). – Weapon Archetype Damage Changes Increased base PvE damage versus all combatants. Pulse Rifles: 20% Exceptions: Graviton Lance and Revision Zero’s Heavy Burst mode. (These both have an intrinsic PvE damage buff built in.) – – Pellet Shotguns: 10% Exceptions: Legend of Acrius, Tractor Cannon, Conditional Finality, and The Fourth Horseman. (These are all already performing as intended.) – – Slug Shotguns: 9% – Fusion Rifles: 7% Exceptions: One Thousand Voices. (This one was just buffed.) – – Sniper Rifles: 7% Exceptions: Izanagi’s Burden’s Honed Edge shots and Cloudstrike’s storm. (These are both performing well.) – – Glaive projectiles: 7% – Linear Fusion Rifles: 5% – – Pulse Rifles: 20% – Increased damage versus Minors (red bars)—this stacks with the base PvE damage increase. Sidearms, Trace Rifles, Scout Rifles, and Bows: 20% – Auto Rifles and Pulse Rifles: 15% For Pulse Rifles, this is in addition to the above buff, and Graviton Lance and Revision Zero’s Heavy Burst mode are included. I.e. Pulse Rifles will do 1.2 * 1.15 = 38% more damage to red bars. – – – For Pulse Rifles, this is in addition to the above buff, and Graviton Lance and Revision Zero’s Heavy Burst mode are included. – – Submachine Guns: 10% – Hand Cannons: 5% – Increased damage versus Majors (orange bars). Trace Rifles: 20% – – Increased damage globally, including PvP. Machine Guns: 7% – Swords: 7% – – Splash damage from add clear-Exotic Primary weapons was overperforming in The Final Shape when combined with the damage buffs listed above, so we’ve pulled it down slightly on a handful of weapons. Reduced splash damage by 10%: Sunshot – Trinity Ghoul – Polaris Lance – Graviton Lance – – – Reduced splash damage by 10%: – Kinetic Weapons Kinetic damage type weapons no longer deal bonus damage to bosses; damage to other combatant tiers is unchanged. For example, a kinetic Sniper Rifle and a Stasis Sniper Rifle of the same subfamily will both deal the same damage to a boss. – – Quality of Life Weapon Changes Updated Heavy, Adaptive, and Aggressive Burst weapon intrinsic names to match burst count across all weapon archetypes. Functionality is unchanged. 2-burst: Heavy Burst Includes Sidearms, Hand Cannons, and Pulse Rifles. – – 3-burst: Adaptive Burst Includes Sidearms, Linear Fusion Rifles, and Adaptive Pulse Rifles. – – 4-burst: Aggressive Burst Includes Pulse Rifles. – – – 2-burst: Heavy Burst – Removed the foundry name from the Veist Rapid-Fire, Häkke Precision, and Omolon Adaptive weapon intrinsics. – Scout Rifles Updated the hip-fire reticle to better show accuracy and aim-assist state. – – Hand Cannons Some aggressive Hand Cannons struggle to compete with the stats of the top-tier examples [cough] Igneous Hammer [cough], so with Crimil’s Dagger and Something New returning in The Final Shape, we updated their stats. – Crimil’s Dagger (Iron Banner) Stability: 23 to 31 – Handling: 23 to 31 – Magazine Size: 8 to 9 – Airborne Effectiveness: 10 to 21 – – Something New (Solstice) Stability: 27 to 30 – Handling: 24 to 30 – Magazine Size: 8 to 9 – – – Low inventory Sniper Rifles were a little too low in PvE for our liking, so we’ve increased the minimum. Increased minimum reserves from 14 to 17 shots; maximum reserve is unchanged. – – Linear Fusion Rifles Adaptive Burst Linear Fusion Rifles are strong, but in some cases are quite hard to control. Reduced firing animation kick and recoil for Adaptive Linear Fusion Rifles. – – – Adaptive Burst Linear Fusion Rifles are strong, but in some cases are quite hard to control. – Wave Frame Grenade Launchers The size of the wave is now affected by the blast radius stat. This will mostly impact the width of the wave, though the length and height will also be scaled. The default display stat for the blast radius has been changed from 100 to 50 (where 50 represents the previous baseline—any stat over 50 will result in a larger wave segment than what was possible before). – – Special ammo Wave – Frame Grenade Launchers overperform as add clear weapons in their current state, so we’ve pulled the length of the wave back a little. Reduced the length of the waves from 22 meters to 15 meters (except for Dead Messenger). – – Swords Updated the Sword reticle to better indicate its charge state. When Sword energy is consumed, the amount of delay the Sword has before it begins to recharge now subtly appears in the reticle. – Bug fixes: Fixed an issue where the Overwhelming Battlesong debuff from some missions would prevent Swords from recharging or losing energy while guarding. – Fixed an issue where unpowered caster Sword heavy attacks would not reset the Sword’s energy recharge delay. – Fixed an issue where uncharged adaptive Sword heavy attacks cost the same amount of ammo as their charged counterparts. They now cost 1 ammo, same as other uncharged heavy attacks. – – Exotics Divinity Increased the number of shots required to generate the cage by 75% against combatants (PvP unchanged). – The Rat King Swapped the firing animation to the same one used by other auto-fire Sidearms. – Devil’s Ruin Fixed an issue where the firing animation from Devil’s Ruin would get applied to other equipped Sidearms if the weapon was swapped during the firing animation. – Symmetry Catalyst now provides +10 reload speed, +10 handling, and the Eddy Current perk, in addition to its existing effects. – Gjallarhorn Updated the visuals of Wolfpack Rounds to match the damage type of the weapon.For example: On Gjallarhorn, they will use Solar effects. – On the Royal Entry Void Rocket Launcher buffed by Gjallarhorn, they will have Void effects. – – Touch of Malice Increased duration of burn applied by the Darkness Ball against combatants from 2 to 3.5 seconds. – Osteo Striga Now has a 4-second cooldown on the poison burst on kills. (Poison burst from sustained damage doesn’t receive this cooldown.) – Necrochasm Intrinsic perk now provides increased reload speed after precision kills. – Increased duration of burn applied by the Cursed Thrall explosion against combatants from 2 to 3.5 seconds. – Catalyst has been rebuilt. One for Thrall: Damaging 3 combatants in quick succession provides a period of increased damage, range, and aim assist. – – The Lament Reduced healing effect by 20%. – While this weapon does inherit the 7% global buff to Swords, we’ve reduced the damage of the high end of the chained heavy attack by 20% from that point. This means combos at lower stacks are less affected by the change than combos at higher stacks. – – Dead Man’s Tale Baseline: Cranial Spike stacks now grant stability in addition to aim assist stat and range (+2 per stack). – Increased reload speed benefit of Cranial Spike stacks. – – With catalyst, when hip-firing: Slightly reduced accuracy benefits. – Increased magnetism falloff scale (1.6 to 1.7). – Increased baseline rate of fire from 130RPM to 140RPM. – Removed PvE-only damage buff that scaled with stacks of Cranial Spike and added a 15% damage bonus at maximum stacks of Cranial Spike. – – The Colony Now spawns additional insectoid robots on final blows. More robots (up to five) spawn from tougher combatants. – Truth Increased area-of-effect (AoE) damage such that it doesn’t lose noticeable damage due to not dealing impact damage. – Increased total reserves by 3. (This is on top of the reserves change to high impact Rocket Launchers from the 7.3.5 update.) – The Queensbreaker Increased damage versus bosses, minibosses, Champions, and vehicles by 12%. – Increased reserve ammunition by 3. – Cerberus +1 Focus fire now will activate on Special reloads following a kill and will no longer reduce range or rate of fire. – Bastion Reworked Saint’s Fists perk: Dealing damage with melee increases your charge rate, damage, and reload speed for a short duration. Landing a majority of pellets in a burst increases melee damage. – Eriana’s Vow Breaking a matched shield or piercing a Champion’s Barrier will cause the target to ignite. – Deterministic Chaos This weapon is now intrinsically anti-barrier. – The Heavy Metal and Vexadecimal perks have had their locations and behavior swapped. Heavy Metal now causes every 4th bullet to make targets volatile. – Vexadecimal now causes every 16th bullet to also weaken targets. – – The Fundamentals The Fundamentals now maintains its state across death or respawn. – Perks Alacrity Will no longer work in Rumble. – Archer’s Gambit Reduced draw time buff from 66% to 60%. – Reduced buff duration from 8 to 4 seconds (but it can now stack up to 8 seconds). – Grave Robber Will now activate on dealing damage with a powered melee, in addition to standard melee kills. – Chain Reaction Special: About 15% smaller AoE size and 20% less damage. – Heavy: Same AoE as before and 30% more damage. – Eddy Current Now takes 1.5 seconds of sprinting to activate instead of 3 seconds. – Also provides a bonus to handling and a 5% scalar on each stat at base. – Being amplified will immediately activate the perk at its maximum effectiveness. – Underdog Instances of Underdog have been replaced with Pulse Monitor. – Osmosis and Permeability These no longer drop off when pulling out a Ghost or similar actions. – Now partially refill the weapon’s magazine on activation. – Chill Clip Adjust the number of slow stacks applied based on properties of the weapon. In this case, Rapid-Fire Fusions like Riptide will still require 3 shots to freeze, but slower firing Fusions only require 2. – – All other archetypes have been un-nerfed and only require 2 shots to freeze. – High Ground Reworked to provide a stacking damage bonus when getting kills in any context (like Rampage) or instantly granting the maximum amount of stacks when damaging an enemy from the high ground. – PvE max bonus increased to a 25% damage bonus, and PvP max increased to 15%. – General Perks Osmosis and Tessellation now match the damage type of your equipped grenade. – Permeability and Elemental Capacitor now match the damage type of your equipped Super. – Deconstruct Now refills from reserves instead of from thin air and should trigger more reliably across weapon types. – Subclasses Stasis – General Frost Armor keyword You are fortified by layers of durable Stasis matter, reducing incoming damage. Frost Armor damage resistance grows stronger as you gain additional stacks. – Reduces damage from PvE combatants by 4.5% per stack and from enemy players by 2% per stack. – Whisper of Rime reworked No longer grants a Stasis Shard Overshield when collecting a Stasis Shard. – Now increases the maximum duration and stack count of your Frost Armor. – All Harvest Aspects Added new behavior: While Grim, Tectonic, or Glacial Harvest is equipped, Stasis Shards grant a small amount of health and a stack of Frost Armor. – Large Stasis Shards from Grim Harvest grant more health and Frost Armor stacks. – – All Harvest Aspects now have a standardized cooldown when a large number of Shards are created very quickly. – Tectonic Harvest Now creates a Stasis Shard when shattering a frozen target in addition to shattering Stasis crystals. – Renewal Grasps Replaced generic damage resistance with Frost Armor: On entering your Duskfield Grenade volume, you or your allies gain a stack of Frost Armor. – About every 0.9 seconds while in the volume, an additional Frost Armor stack is granted, resetting your timer. – – Balidorse Wrathweavers Replaced Stasis Shard Overshield with Frost Armor when you activate your Rift or use your Winter’s Wrath shatter attack. – New Fragment: Whisper of Chill Stasis weapon final blows have a chance to create a Stasis Shard. – New Fragment: Whisper of Reversal While you have Frost Armor, dealing or receiving physical melee (i.e., not projectile melee) damage slows your victim or attacker. – Whisper of Chains rework No longer grants passive damage resistance when near a Stasis crystal or frozen target. – Now grants a chance to create a Stasis Shard when defeating a target while you have one or more stacks of Frost Armor. – Whisper of Fractures rework No longer increases melee energy regeneration while surrounded by enemies. – Now grants a stack of Frost Armor when you shatter any frozen target with a melee attack. – Whisper of Torment rework Grenade energy gains are no longer dependent on your current health value. Base grenade energy regeneration amount per incoming damage event increased from 5% to 7%. – While you have Frost Armor, energy per damage event increases from 7% to 12%. – Stasis Shatter Increased base PvE shatter damage from 200 to 400. – Fixed an issue where bosses auto-shattering were being hit by two instances of shatter damage. – Fixed an issue where players in an active Super would show immune damage flyouts when automatically breaking out of Stasis freeze. – Stasis – Warlock Iceflare Bolts Increased maximum number of seekers created before going on cooldown from 5 to 7. – Stasis – Hunter Winter’s Shroud Added new behavior: Slowing targets briefly increases your class ability regeneration rate. Bonus is reduced in PvP game modes. – – – Slowing targets briefly increases your class ability regeneration rate. – Now grants PvE damage reduction when activated. – Touch of Winter Glacier Grenade: Added an additional Stasis crystal to the ring formation, increasing total count from 6 to 7. – Glacier Grenade ring now forms over 0.27 seconds, rather than instantly. – – Coldsnap Grenade: No longer chains an additional time while Touch of Winter is equipped. – Instead, seekers now duplicate when they freeze a target. – Second and third seeker chains now create a medium and large Stasis crystal respectively, rather than every chain creating a small crystal. – – Silence & Squall Increased Squall maximum travel speed by 10%. – Squall storm now slows down when any target is within its area of effect to reduce instances where it could overshoot its target. – Increased damage and slow tick rate vs. PvE combatants by about 40%, bringing its freeze time from approximately 0.8 seconds to ~0.5 seconds. – Stasis – Titan Shiver Strike Increased damage vs. PvE combatants by 10%. – Increased size of melee target search area cone by about 50%. – Increased maximum lunge tracking angular speed from 7 degrees per second to 21 degrees per second. – Glacial Quake Now automatically begins sprinting when the player throttles forward. – Cryoclasm Removed sprint time requirement. Cryoclasm now goes on cooldown for 4 seconds after one extended slide. – Diamond Lance Increased thrown Diamond Lance detonation radius from 3.5 meters to 5 meters. – Increased Diamond Lance slam detonation radius from 6.75 meters to 8 meters vs. PvE combatants. – Diamond Lance now shatters Stasis crystals on direct impact. – Reduced Diamond Lance pickup interaction time from 0.2 seconds to 0.1 seconds, matching Strand Tangles. – Increased Diamond Lance pickup interaction radius from 0.7 meters to 3 meters, matching Strand Tangles. – Well of Radiance and Ward of Dawn Well of Radiance Now grants radiant for 8 seconds when players exit the Well of Radiance area. – Reduced player survivability while standing in the Well of Radiance aura. Reduced healing per second from 100 to 50 health points, matching restoration x2. – Increased heal on cast from 40 to 300 health points. – Reduced damage resistance vs. non-boss combatants from 40% to 20%. – Reduced damage resistance vs. boss combatants from 40% to 10%. Note: damage resistance vs. enemy players is unchanged. – – – Increased maximum Orbs of Power from defeating targets while in your Well of Radiance aura from 4 to 5. – Ward of Dawn Armor of Light: Removed Armor of Light overshield. Ward of Dawn now immediately applies a full Void Overshield to the caster and allies that enter its dome. – Armor of Light now instead grants additional damage resistance to players inside the Ward of Dawn:30% vs. enemy players and 60% vs. enemy combatants. Effective health of players inside the Ward of Dawn dome remains roughly the same as it was before vs. PvE combatants. – Effective health of players inside the Ward of Dawn is significantly lower than it was before vs other players in PvP, and cannot be further increased by stacking Bastion Barricades inside the Ward to gain additional Overshield layers. – – – Allies near the Ward of Dawn dome now have Void Overshield trickled on over time, similar to the volume behind a Bastion barricade. – No longer provides Weapons of Light by default. This behavior has been moved to the benefits of Helm of Saint-14. – The Ward of Dawn caster can now generate additional Orbs of Power by defeating enemies with melee attacks in or near their Ward of Dawn dome. – Arc – Hunter Arc Staff Heavy palm strike attacks and heavy air slam blind enemies. – Disorienting Blow Decreased base cooldown time from 100 seconds to 90 seconds. – Tempest Strike Added additional damage resistance vs. PvE combatants when activated, lingering for a short duration after the attack. – Arc – Warlock Lightning Surge Added additional damage resistance vs. PvE combatants when activated, lingering for a short duration after the attack. – Ball Lightning Increased the final arming shape size by 30%. – Fixed an issue where the arming shape was offset upward, higher than the maximum damage range of the projectile’s detonation. – Chain Lightning Increased secondary chain projectile’s base damage from 27 to 54. – Arc – Titan Thunderclap Added additional damage resistance vs. PvE combatants when activated, lingering for a short duration after the attack. – Increased minimum damage vs. PvE combatants by 20%. – Increased maximum damage vs. PvE combatants by 33%. – Increased maximum damage vs. enemy players by 14%. – Knockout Increased bonus damage granted to powered melee attacks vs. PvE combatants from 25% to 50%. – Reworked healing behavior: No longer unstuns health regeneration on melee defeats. Now instantly grants a chunk of healing that scales with the type of target defeated. Player: 30 health points. – Minor combatant: 50 health points. – Major combatant: 75 health points. – Champion+ combatant: 100 health points. – – – No longer unstuns health regeneration on melee defeats. Now instantly grants a chunk of healing that scales with the type of target defeated. – Touch of Thunder Storm Grenade: Increased tracking travel speed when targeting PvE combatants by between 0.5 and 1 meters per second, increasing with the storm’s lifetime. – – Lightning Grenade Now applies jolt after the first damage event, rather than prior. – – Arc Grenades Storm Grenade: Increased damage vs. PvE combatants by 20%. – Touch of Thunder variant’s damage is unchanged. – – Skip Grenade: Increased damage vs. PvE combatants by 15%. – – Arcbolt Grenade: Increased damage vs. PvE combatants by 15%. – – Arc Fragments Spark of Recharge Ability regeneration bonus now persists until the player returns to full shields, rather than deactivating as soon as shields begin to recharge. – Spark of Beacons Now also triggers on defeating targets with Arc Power ammo weapons while amplified. – Spark of Frequency Now also grants 15 weapon stability on powered melee hit, in addition to its reload benefit. – Solar Hunter Lightweight Knife Now has 2 melee charges by default. – Increased throw animation speed by 33%. – Reduced suppression time between throws, so both knives can be thrown very quickly back-to-back. – Note: The additional melee charge does not stack with Ophidia Spathe, due to the Exotic’s unique energy recharge behavior. We’ll be monitoring this and evaluating how things are playing once things go live. – Knock ‘Em Down Reduced internal cooldown on throwing knife refund from 1 second to 0.2 seconds. – Golden Gun – Marksman Reduced strength of Orbs of Power created on precision hit as follows: When hitting non-boss enemies, reduced strength from 0.75x to 0.5x of a normal Super Orb of Power. – When hitting boss enemies, reduced strength from 0.75x to about 0.4x of a normal Super Orb of Power. – When hitting boss enemies while Star-Eater Scales is equipped, reduced strength from 0.75x to about 0.35x of a normal Super Orb of Power. – – Solar – Titan Consecration Consecration’s slam attack can now shatter Stasis crystals. – Ignitions generated by Consecration now deal 20% additional damage to PvE combatants. – Fixed an issue where Consecration’s slam attack was sometimes unable to damage floating combatants while they were grounded. – Fixed an issue where Consecration’s intended PvE damage resistance was not being applied. – Hammer of Sol Increased projectile submunition count when Sol Invictus is not equipped as follows: If the projectile detonates within the first 0.7 seconds of its lifetime, it now creates 4 shrapnel submunitions, up from 3. – If the projectile detonates after the first 0.7 seconds of its lifetime, it now creates 6 shrapnel, up from 5. – Note: When Sol Invictus is equipped, only 3 shrapnel submunitions are created, regardless of flight time. – – Shrapnel submunitions now deal additional damage when Sol Invictus is not equipped, with the damage increasing after the first 0.7 seconds of the projectile’s lifetime. – Swarm Grenade Increased tracking shape size from 4 meters to 6 meters. – Increased linger duration from 7-8 seconds to 10-11 seconds. – Increased damage vs. PvE combatants by 20%. – Void – Hunter Snare Bomb Increased linger duration of smoke after detonation from 3 seconds to 5 seconds. – Now applies small damage over time to enemies in the smoke , which increases in strength the longer they remain in the smoke. – Trapper’s Ambush Increased linger duration of the smoke after detonation from 4.5 seconds to 6 seconds. – Now applies Snare Bomb’s damage over time to enemies caught in its smoke. – Fixed an issue where Trapper’s Ambush’s smoke effects could be obstructed by ground geometry. – Stylish Executioner Stylish Executioner’s weaken effect can now be applied by Glaive melee attacks. – Void – Titan Shield Throw Increased maximum bounce count from 4 to 5. – Increased maximum lifetime from 3 seconds to 4 seconds. – Now increases its tracking shape size and strength after each bounce, increasing its ability to consistently find a new target. – Slightly increased gravity and decreased thrust speed with each bounce. – Increased damage vs. PvE targets by 20%. – Offensive Bulwark Can now only extend Void Overshield’s timer to its normal maximum duration, to prevent an issue where players could get into a bad timer state. – Now regenerates a small portion of your active Void Overshield with each melee defeat. – Void – Warlock Chaos Accelerant Charged Magnetic Grenade: Increased maximum intensity of physics knockback impulse by 10%. – Increased damage vs. PvE combatants by 20%. – Now passively decreases your Magnetic Grenade’s cooldown by 10% while Chaos Accelerant is equipped. – – Pocket Singularity Increased detonation damage vs. PvE combatants by about 50%. – Nova Bomb Cataclysm variant: Increased seeker count from 4 to 6. – Fixed an issue where seekers could impact the environment on creation. – – Vortex variant: Increased Vortex linger duration from 7 seconds to 10 seconds. – Fixed an issue where the linger visual effects were shutting off early. – – Strand – General Thread of Warding Reduced Woven Mail duration on Orb of Power pickup from 10 seconds to 5 seconds. – Strand – Hunter Ensnaring Slam Detonation volume vs. enemy players is now a cylinder with a 6.5-meter radius, rather than a sphere with an 8-meter radius. This results in fewer instances of victims correctly attempting to counterplay by jumping but being caught by the Ensnaring Slam detonation high up in the air. – – Threaded Spike Reduced damage vs. enemy players from 79 to 70. – Catching your Threaded Spike no longer breaks invisibility. – Strand – Warlock Weaver’s Call Added new behavior: Defeating a target with Strand damage now has a chance to generate a perched Threadling, with a higher chance of generation from defeating more powerful targets. – This damage can be from any source, including other Threadlings. – – Strand – Titan Into The Fray Reduced melee energy regeneration scalar from 4x to 3x in PvE activities. – Unchanged in PvP activities. – Banner of War Reduced maximum timer from 30 seconds to 24 seconds. – Melee, Glaive melee, and Super damage bonus now have diminishing returns with Synthoceps as follows: Melee bonuses decreased from 1.4x to 1.15x. – Glaive melee bonuses decreased from 1.25x to 1.125x. – Super bonuses decreased from 1.4x to 1.2x. – – Melee and Glaive melee damage bonuses now have diminishing returns with Wormgod Caress, too. Melee bonuses decreased from 1.4x to 1.1x, based on stack count. – Glaive melee bonuses decreased from 1.4x to 1.05x, based on stack count. – – Frenzied Blade Reduced the forward offset for melee lunge target point from 0.4 meters to 0.18 meters. – Grapple Tangles and Melee No longer fully refresh their duration when Grappled to. – Now increase their duration by a maximum of 5 seconds per Grapple, reducing to a maximum of 1 second added after 5 consecutive Grapples to the same Grapple Tangle. –

  • Destiny 2 The Final Shape Dissent mission guide: Puzzles, bosses & more – Dexerto

    Destiny 2 The Final Shape Dissent mission guide: Puzzles, bosses & more BungieThe fireteam might be back together for the first time in a long time, but all is not well. Zavala’s grief appears to be overwhelming him and he disappears, with our task being to track him down in Destiny 2: The Final Shape’s sixth mission, Dissent. Though the first few missions in the campaign are relatively straightforward, the difficulty dials up quickly. This sixth mission is a staging post for the initial campaign’s ultimate conclusion, though we are expecting more after the raid is defeated for the first time. Working hand-in-hand with Zavala’s Ghost Targe, we are tasked with working to understand why the Commander has decided to turn towards Darkness, and save him from this path before it’s too late. With all that in mind, here’s everything you need to know about defeating the Dissent mission. Full guide to Destiny 2: The Final Shape Dissent mission Step One: Press forward and search for Zavala Head underneath the enormous skull and follow the path forward. Jump and move upwards as far as you can. The route is linear and you will quickly arrive in a large open area with dead trees and various structures from across the Destiny universe. There are some red bar enemies in this area and a Blistered Knight that need taking care of initially. After doing so find the Veiled Statue in the center of the room and interact with it. Zavala’s Ghost Targe will begin to get to work. If facing the statue, turn left and defeat the Hive enemies. Watch out for the Shrieker that spawns and then make your way through to the Rally Point ahead. There are plenty of Cursed Thrall and Ogres in this next area, so stay elevated where possible and deal with them quickly. Continue to press on and you will arrive at a desertified area with seemingly high winds. This gives a debuff called Howling Plague of the Witness, which prevents double jumping and healing, so avoid any combat in these areas when the debuff recurs later in the level. Move inside the stepped pyramid-style structure, where you will be immediately faced with some yellow bar Scorn enemies. You will arrive at a room with another Veiled Statue, and this is where the first boss encounter will occur, so get ready. Step Two: Defeat the Tempest’s Beloved In this room, a lot of enemies of varying types will all spawn with the name Tempest’s Beloved. One of these is a huge Psion-style enemy with an uncomfortably large health pool. This is the one to prioritize, as the rest will despawn when it dies. The room itself is fairly cramped, so make good use of the various areas of cover littered around. Crowd control is key here, so Stasis, Strand and Void abilities can come in particularly clutch. Don’t let the numbers build up, particularly on Legendary difficulty, as it can quickly become too much to manage in the limited space. You will also need to become Transcendent in this section, as there are two Bound enemies that need to be dealt with. Fortunately they are relatively low health and easy to deal with once they are vulnerable to damage from other sources. Save your Super for the boss, and it should burn down fairly quickly. From there, it isn’t too demanding, mechanically speaking. Just stay on top of your movements, and you should be fine. Step Three: Allow Targe to commune with the Veiled Statues Press on through the next area, where you will once again come under the effects of the Howling Plague of the Witness. There are Ravagers here, both inside and outside of the next structure, so burn them down quickly, as the lack of ability to double and triple jump can be a nightmare when avoiding their vicious melee. After dispatching the enemies in the next building, you will see that there is another Veiled Statue. Climb up to the platform in front of it and allow Targe to attempt to commune once again. The next area will open up so proceed through. You will enter a no-respawn section of the level here, as well as picking up Howling Plague of the Witness once more. Watch out for the Screebs in this section, as they will one-hit kill on both difficulties. There are also two Deranged Abominations to deal with here that hit like a train, so caution is the name of the game when moving through at this point. Head forward and to the right until you come to the next structure. The first room has more Screebs, so take those out and head to the back of the room. Turn around and jump up to face more Scorn enemies, including a Tarnished Captain. All of this is no-respawn, so take your time and dispatch enemies from range. You will then find another Veiled Statue, so allow Targe to commune once more. After he has done so, turn away from the Veiled Statue and jump up to an area lit by orange light. You will once again emerge into a Howling Plague of the Witness zone. Follow the path around and then jump all the way down to the bottom (an area marked by a pink light). There is another structure in front of you though two enemies will spawn outside. There is no health regen here, so be careful when fighting them. Head in and take out the enemies inside, including a Bound Chieftain who requires Transcendence to defeat. There is a pool at the back of the room for you to refill the meter. There is another Veiled Statue in this room, so it’s a case of rinsing and repeating with Targe. After you commune with the statue, the veil of Darkness will disappear and allow you to move on, with a rally point appearing in its place. This marks the start of the next major encounter. Step 4: Defeat the Devoted Acolytes When moving into the next area, you will see three Devoted Acolytes who will quickly disappear. They are the first part of a two-stage boss fight, with a Tormentor known as the Devoted Commander to deal with immediately afterward. Essentially, these Acolytes have moved into different areas, with one on the right, one on the left and one in the are behind the central zone. We recommend dealing with the two in the wings first, before taking out the one behind. The latter is a much more enclosed space, and enemies can filter in from behind if they haven’t been killed first. Each room has a different set of adds protecting the Acolytes. One has two Shriekers that need to be burned down quickly and another has Knights that should be easy to CC. The third room has Cursed Thrall so just be aware of that before you barrel in there. The Acolytes themselves are relatively easy to defeat, so you are arguably better saving your Super for the Devoted Commander (depending on how quickly it regenerates). To do this legitimately, the best thing to do is cycle between the different rooms using the pillars for cover. There is a cheese of sorts, in which the Devoted Commander stands still if you remain on the pillar in the left-hand room. Though he may eventually snap out of it, we were able to burn through 90% of his health without reply by using this method. After killing the boss, proceed back to the central room and drop down the huge hole that has appeared to collect your latest Prismatic reward. Step Five: Make your way through to the Rally Point The next part of the mission is relatively simple, just pay attention to where you put your feet. Path linearly until you come to a huge open space with floating cubes. Jump up and follow these around until you are overlooking a huge platform with some enemies on. You can take them out from here with a Scout Rifle to make your arrival less risky. From the main platform, head left and proceed up the stairs, where you will come across a Bound Wizard. Kill it, and then continue to use the floating blocks until you arrive at yet another Rally Point. Step Six: Subdue the Pillar of Devotion This final boss fight is against a Scorn enemy known as the Pillar of Devotion. At the start of the fight, he is shielded. We need to break this by killing two Subjugators of the Devoted (one of which is found at the back left of the arena, with the other being at the front right.) The first phase of this is relatively easy. Simply head over and burn them down with high damage output Heavy weapons (I used the Taipan, and it worked well.) They will have a few trivial adds with them, so just be aware of your surroundings. After killing the Subjugators, you will see the Granted Aegis buff appear at the top of your screen. This means that another shield of light has spawned in the center of the room near the boss. Grab it and use it to destroy the Pillar of Devotions shield, then you can begin your damage phase. Pop your Super and Transcendence (if you have it) for the highest damage output possible, but don’t waste it once the boss is approaching 50%. This is because once it reaches half health, its shield will return, and it becomes immune to any damage sources. Essentially, we are going to rinse and repeat the first phase; only this time, we will be taking on Bound Subjugators of the Devoted. Fortunately, pools of Prismatic energy will spawn so you should be able to fill up your Transcendence meter easily. Having this resource available actually helps significantly with adds, even if the Subjugators are harder to kill. After taking them down once more, the Granted Aegis buff will appear and the boss will once again become vulnerable after you destroy his shield. The Subjugator platform at the front right of the room is a great place to deal damage. For some reason, the Pillar of Devotion does have particularly good gun pathing when you’re up there, and it’s easy to stay out of trouble. After killing the boss, the game won’t give you a moment to rest, so be ready. Step Six: Run! The name of the game after conquering the boss is simply to escape with your life. Run up the ramp/step construct at the back right of the arena. The path is relatively linear, but move quickly as these platforms will start to disappear beneath your feet. After sprinting like Indiana Jones through the rapidly collapsing section of the Traveler, you will eventually emerge outside. There, you will find Zavala staring into a shifting wall of darkness that appears to have him in a trance-like state. Walk up to him, and the game will play the mission’s closing cutscene. This will lead to the Final Shape’s next mission – Iconoclasm. Make sure to take a look at our full mission list for The Final Shape and if you need to change up your build, this list of new Exotics may help. If you’re yet to commit to buying the expansion or are thinking about upgrading, we’ve got a guide to each edition as well.

  • Destiny 2: The Final Shape complete mission list: All campaign missions in main story – Dexerto

    Destiny 2: The Final Shape complete mission list: All campaign missions in main story BungieA story 10 years in the making has finally reached its end. Destiny 2: The Final Shape is now upon us and here’s the full rundown on the expansion’s campaign missions. A full decade ago Guardians took their first steps in the original Destiny. Now, The Final Shape is in play and the ultimate big bad, The Witness, has set the stage for the conclusion of the Light and Darkness Saga. But what exactly can players expect from the climactic chapter in Destiny 2’s story? How many missions are there and does the expansion differ from any recent releases? Before you jump in and start the grind, assuming you steer clear of any server issues, here’s the full overview of The Final Shape’s campaign. How many Destiny 2: The Final Shape missions are there? In total, there are eight, full-length missions available in The Final Shape campaign. However, it’s worth noting only seven can be completed in the initial launch window. The eighth and, well, final campaign mission will be unlocked upon the World’s First completion of the Salvation’s Edge Raid. So whenever the first Fireteam clears the new Raid, Guardians far and wide will have access to the conclusion of the campaign through the eighth mission. Destiny 2: The Final Shape campaign mission list Here is the full list of each mission from The Final Shape Campaign. We have also attached our helpful mission guides for each mission if you find yourself stuck on the campaign’s tougher puzzles. Mission 1: Transmigration – Mission 2: Temptation – Mission 3: Exegesis – Mission 4: Requiem – Mission 5: Ascent – Mission 6: Dissent – Mission 7: Iconoclasm – Mission 8 (Unlocked after the World First Raid completion) – There’s plenty more to see and do in The Final Shape beyond just these eight campaign missions. Though it’s worth mentioning this conclusive expansion does align with other recent content drops in Destiny 2. Lightfall, The Witch Queen, and Beyond Light all featured eight campaign missions in total too, meaning The Final Shape falls in line with the past few years of Destiny 2 content. With an abundance of extra content on offer though, it’s worth keeping in mind all the Exotic quests we’re sure to learn about over the coming days, as well as any secret additions that join the mix as The Final Shape plays out. We’re sure to unravel plenty more of the mystery in the coming days so we’ll update you here with further details as ourselves get stuck into the campaign.

  • Destiny 2: The Final Shape comes agonizingly close to breaking concurrent player record – Dexerto

    Destiny 2: The Final Shape comes agonizingly close to breaking concurrent player record BungieDestiny 2: The Final Shape is finally here, and players have been logging in to battle the forces of The Witness. Though the community turned out in huge numbers, they didn’t quite manage to break the all-time concurrent player count record. According to Steamdb.com, the opening night of The Final Shape releasing on to live servers drew in an impressive 314,634 players at its peak. This falls just short of the record set by Lightfall, which managed to achieve a staggering 316,750 players when it debuted back in February 2023. There were some reports of server issues and login queues, though most were able to get on within the first few hours of the expansion’s launch. As a result, the peak numbers are likely to be a fairly accurate representation of The Final Shape’s appeal. This will come as a relief to developer Bungie, as discourse in the run-up to release was a mixture of trepidation and genuine concern from the community. The delaying of its release further compounded these conversations, though the player count will likely serve as vindication for that decision. The Final Shape was always expected to draw big numbers, regardless. The expansion serves as the conclusion to the decade-long Light and Darkness saga that started with the first game. As such, new and returning players have turned out to participate in a watershed moment for the game. Guardians are tasked with heading into the Pale Heart of the Traveler and saving it from the fate set in motion by The Witness. The series’ overriding antagonist is a being of immense power who seeks to wipe out all life by extinguishing the Light from the universe. How well the game will maintain its popularity remains to be seen, though very early reactions to the expansion’s story are positive.

  • Destiny 2 The Final Shape’s colossal PC preload isn’t as bad as it looks – Dexerto

    Destiny 2 The Final Shape’s colossal PC preload isn’t as bad as it looks BungieThe storage requirements to preload Destiny 2 The Final Shape have been revealed and they are huge on PC, but the installation won’t end up using as much space as it first appears. In the latest TWID posted on May 30, developer Bungie revealed the storage requirements for Destiny 2 The Final Shape. The storage space required to preload the new expansion on each platform is as follows: PlayStation 5: 143.81 GB – PlayStation 4: 129.31 GB – Xbox Series X/S: 165.82 GB – Xbox One: 139.52 GB – Steam: 299.70 GB – Epic Games Store: 276.66 GB – Microsoft Store: 156.22 GB – Most of these requirements are in line with what fans expected, but the storage space needed for the PC version caused a lot of confusion, with a Reddit post on r/Destiny 2 asking “Why so Big?” receiving over 2,000 upvotes. While the console versions vary between 129 GB and 165 GB, those playing Destiny 2 on Steam and the Epic Games Store will have to install double that. The reason why the PC version of Destiny 2 The Final Shape is so big is due to how Steam and Epic Games handle preloads. When preloading the new expansion on these platforms, users download a second version of Destiny 2 while retaining the original install. This allows Destiny 2 to be accessible for as long as possible, while also ensuring PC players can log on and try out The Final Shape as soon as it is released. The downside to this approach is that it temporarily uses a lot of storage space, but that only applies until the expansion’s launch. Once the update is live, the old version of Destiny 2 will be removed. Once the old version is removed, Destiny 2 will instead total 155.50 GB on PC. That’s more in line with other platforms, freeing up 144.2 GB of space. Preloads on Steam will be available on June 3, 2024, during the scheduled 24-hour maintenance period leading up to The Final Shape.

  • Destiny 2: The Final Shape build makes Legendary campaign easy – Dexerto

    Destiny 2: The Final Shape build makes Legendary campaign easy BungieA new build has emerged in Destiny 2: The Final Shape that is making some of the game’s hardest content incredibly easy, including the Legendary campaign. With the new Prismatic subclass giving players a ton of creativity in how they create their Guardian’s abilities, many fans have quickly found the best tools that can be combined to elevate their power to incredible levels. This includes combining the Getaway Artist Exotic gloves with the Bleak Watcher Stasis Aspect to give the player infinite grenades. It’s something that Destiny 2 players are realizing is powerful enough to make the Legendary campaign a walk in the park. News of this build is spreading on the game’s subreddit, where one user celebrates the build as turning the game into an “AFK looter.” One person explains that they are using this build, along with the No Time to Explain Exotic Pulse Rifle, to become absurdly powerful, saying, “Absolutely decimating solo Legend campaign. So powerful without any build crafting but once you figure out a nice build…it’s quite unstoppable.” What makes this Destiny 2 build so enticing is that it doesn’t require much effort on the player’s part to create. All they need to do is equip the two pieces of gear on a Warlock that’s using the new Prismatic subclass. Of course, the sheer strength of this set-up has some fans worried about a future nerf coming to the equipment to bring it back down to earth. One user on the subreddit claims it is “definitely going to get nerfed.” However, some believe a nerf may not happen, as the Prismatic subclass is designed to encourage this kind of powerful experimentation for The Final Shape’s climactic story. As one explains, “That’s why they made prismatic in the first place is for nonsensical combinations like this to be possible.” Whether or not a nerf is going to happen, that isn’t stopping players from having fun with this build in Destiny 2: The Final Shape, which is just another reason why many have lauded the expansion as one of Bungie’s best.

  • Destiny 2 The Final Shape brings life back to Gambit with returning map and new enemies – Dexerto

    Destiny 2 The Final Shape brings life back to Gambit with returning map and new enemies BungieDestiny 2’s The Final Shape introduced some positive changes to Gambit, as the game mode has brought back a map and new enemy races to increase match-to-match variety. Destiny 2’s most unique game mode is finally receiving some love in The Final Shape. Gambit was the PvEvP mode introduced with Forsaken, seeing Guardians compete against one another to defeat enemies, bank motes, and eventually take down the Primeval to claim victory. While the four versus four mode was popular right after its release, the game mode fell to the wayside as Bungie focused on other aspects of the looter shooter. And while the mode was revived in Season of the Drifter, it practically saw no play until The Final Shape. Fortunately, Gambit has seen some love in The Final Shape, with Guardians discovering that Bungie reintroduced the Dreaming City map and added two new enemies to face off against. Shadow Legion and Lucent Hive have been discovered to now appear on some maps in Destiny 2’s Gambit. This adds a bit of variety to the mode as you now have more enemy races to face off against, all with their own unique quirks and perks. For example, some Lucent Hive are capable of casting their own supers — making them a far more formidable foe than your regular Hive or Vex. This means Guardians have to take on new approaches when facing down the foe to ensure their safety. These enemy factions were introduced in Lightfall and The Witch Queen, which means there’s potential we see the new Dread faction join the ranks at some point too. On top of that, The Final Shape also saw the reintroduction of the removed Dreaming City map, which further boosted the pool of available maps for the mode.

  • Destiny 2 The Final Shape Ascent mission guide: Puzzles, boss & more – Dexerto

    Destiny 2 The Final Shape Ascent mission guide: Puzzles, boss & more BungieAre you looking for the definitive guide to the Ascent mission in Destiny 2: The Final Shape? Worry not, as we have you covered in that regard. The Ascent is an interesting mission in The Final Shape. After meeting up with Zavala, Ikora, Cayde, and Crow, you are now tasked with making your way to the Witness‘ monolith. You are also looking for a way to commune with the Traveler so that you can find a way to weaken the Witness. In this mission, you are accompanied on comms by Cayde and Crow, who dive into a discussion about the Ahamkara. Crow tells Cayde that the latter’s resurrection might be linked to the wish he made to Riven. However, Crow also affirms to Cayde that the wish was not the only reason, as the Traveler clearly wanted him back as well. On the Guardian’s end, this time you have to face the Sol Divisive, who are trying to stop you from reaching the Witness. This is a difficult mission, especially in Legend difficulty, and the point where the story really starts to take shape. Full guide to Destiny 2: The Final Shape Ascent mission Step 1: Make your way through the forest After you start the mission, you need to go through a small platforming section. This section moves through a forest with waterfalls. You will also fight a few Taken, but nothing too difficult. Once you are past the jumping puzzle, it is time to fight. Step 2: Volatile Darkness Once you clear Step 1, you will come to a Rally point. Place a banner, load your weapons, and fill your super. As soon as you enter the room, Taken will spawn. Defeating the Taken is easy. However, you will notice there is something guarded inside a Darkness barrier to the left of the room. Upon approaching, even more enemies will spawn along with a Subjugator. Defeating the Subjugator will unlock the barrier, revealing the Volatile Darkness. Pick that up and throw it at the Taken barrier to the end of the room. Once you pick up the Volatile Darkness, even more Taken will spawn. However, it is not necessary to kill them, and they can be ignored safely. If you are not confident enough, you can take them down. Step 3: Make your way through the snowfields After you are done with Step 2, you will make your way to snow-covered mountains. Keep walking until you eventually see Crow and Cayde sitting on the mountain paths. You will fight a few Vex along the way, though there is nothing too difficult. You will have to open another door with Volatile Darkness while crossing the snow-covered paths. There will be a few Prismatic shielded enemies here, which you can take down by communing at Prismatic pools nearby. Eventually, you will reach a point where you can put down a Rally banner. Get ready for a really difficult fight. Step 4: Clear the Path ahead After putting down the Rally banner, it is time to fight. You will get bombarded by a horde of Vex here. However, the points of interest are the Vex Minotaurs and the Vex Wyverns. The Minotaurs have Prismatic shields, which you can break, similar to what you have done so far. The Wyverns, on the other hand, are extra special as they drop symbols. Once you defeat all the Vex in the area and the Wyverns, there will be two symbols on the battlefield, and four in front of a wall. Out of those four in front of the wall, two of them match the ones dropped by the Wyvern. Collect the matching ones and the path in front will be revealed. Step 6: Make your way to the boss After the path is cleared, keep moving forward until you reach one more Taken barrier. You will come across a bunch of Taken, Vex, and Grim along the way. There is a short platforming section, but it is very easy to clear. Once you reach the barrier, defeat the Subjugator guarding the wall. This is a Stasis Subjugator who can one-shot you on Legend difficulty. We recommend that you take down the smaller enemies first before engaging with the Subjugator. Once defeated, pick up the Volatile Darkness from the top. Upon opening the wall, walk through the vents until you reach a dead end. Drop from here, and you will eventually see platforms with Grim flying around. Take down the Grim, defeat the few Taken enemies here and get ready for the boss. Step 7: Defeat the Unwaking Mind Once you enter the boss arena, you will be greeted with The Unwaking Mind. This boss’ HP is divided into two parts. Taking down the first part is very easy. However, use your Heavy ammo instead of wasting your Super energy. After the first HP bar is gone, a shield will appear on the boss. Additionally, a Volatile Darkness will spawn in the middle, guarded by a Darkness barrier. In order to remove the barrier, you need to defeat the two Subjugators that spawned on both sides of the room. These are Strand Subjugators, and they will one-shot you. However, you must save your Super and use your heavy ammo here. Once they are dead, pick up the Volatile Darkness and throw it at one of the Darkness doors on the left and right. Upon entering through the door, you will notice two Dread Psions with Prismatic shields, a few Taken enemies, and a Vex Wyvern. Commune with Prismatic from the pools in the boss room and take down the smaller enemies. After that, fight against the Wyvern to take it down. You need to do this with both doors, and the Wyverns will drop two symbols. Check the symbols and collect the matching ones that you will find on four corners of the boss room. Once that is done, the Unwaking Mind’s shield will vanish. Use your Super to take down the boss, as it has very little HP. Step 8: Claim your new Super After the boss is defeated, proceed forward until you reach the outside. You have finally made it to the point where the Witness’ hold is the strongest and the Monolith is visible. Here, your Ghost will point to an area where you will find a crack on the ground. From this crack, the Traveler’s light is leaking and you can commune with it. This will unlock your new Super for whichever class you may be playing. Once this happens, a horde of Taken will spawn, but you can crush them with your new Super ability Upon defeating the Taken, Crow and Cayde come to the conclusion that the Traveler is listening and helping them. This prompts them to find a better way to contact the Traveler. This is the end of the Ascent and you can now start making your way to the next mission, Dissent. Meanwhile, if you are interested in Destiny 2: The Final Shape, you can also check out our guide to all the missions in the game. If you want to learn more about Destiny in general, check out our guides for promo codes, mission rotators, and the best Auto Rifles for PvP and PvE.

  • Destiny 2 Echoes artifact: Every mod and what to use in Act 3 – Dexerto

    Destiny 2 Echoes artifact: Every mod and what to use in Act 3 Artifacts are always important to get the most out of any new Destiny 2 act or expansion, and Episode: Echoes is no exception. It offers powerful mods that define how you play with every activity in Bungie’s looter shooter. To come up with the best builds, you need to use the best Artifact mods, even if it takes time and experience to unlock them. Nevertheless, it’s worth the grind, as these Artifact mods often single-handedly dictate the meta. With the launch of The Final Shape, Destiny 2 players got their hands on the latest artifact, Hunter’s Journal. This will act as the artifact for Echoes’ three acts. As ever, this dictates what weapons you can use to stun Champions, as well as what subclasses perform the best in the sandbox. This episode’s artifact has some exceptional perks that improve a range of subclasses and weapon types. With the additions to the Artifact in Echoes Act 3, the biggest beneficiaries are Auto Rifles and Arc builds, both of which will be much stronger with these new mods. All Echoes Act 3 artifact mods This episode’s artifact is Hunter’s Journal, a little present from Cayde himself. To level up the Artifact, you will need to earn experience, which you get from doing almost anything in the game. The fastest method to level the season pass is to complete seasonal challenges, with these often rewarding multiple ranks each. However, just playing the game normally will progress the season pass over time, so don’t feel forced to go out of your way. Here are all the mods you can unlock in Echoes Act 3: First column Second column Third column Fourth column Fifth column *Added in Echoes Act 2 **Added in Echoes Act 3 Best Hunter’s Journal artifact mods So, what are the best Artifact mods in Episode: Echoes? There are a few that are definitely worth your attention, and you should prioritize them where possible. What’s great is that the new mods in Acts 2 and 3 have strengthened the earlier columns, which were looking fairly weak beforehand. However, this does mean you’ll have a tougher time figuring out what to spend the 12 available points on, but we can help with that. Here are our top picks for the best mods on the Episode: Echoes Artifact: Anti-Barrier Sniper Rifle: All of the anti-Champion mods are good and should be picked depending on what weapons you are using, but Anti-Barrier Sniper is the best. Why? Because it makes Still Hunt even better, which was already one of the best Exotics in the game. – Overcharged Armory: This mod makes it so any weapon with one of the new Origin Traits is overcharged if the Overcharged Weapons modifier is active. Simply put, that’s 25% more damage with no extra effort on your behalf. Use this if it applies to your loadout. – Incendiary Rifle Rounds: Not that Still Hunt needed any help, but this makes the dominant Exotic Sniper Rifle even better by causing precision hits to scorch targets. – Void Hegemony, Radiant Orbs, Galvanic Armor: These provide Void Overshields, Radiant, and damage resistance while amplified respectively. Being able to gain these buffs so easily is very strong, with Radiant Orbs standing out as the best of all. – Prismatic Transfer: – Argent Blade: Though somewhat situational, Argent Blade empowers Sword damage, and all you need to activate it is Armor Charge. With Swords being so strong in Episode: Echoes, this is a great artifact mod that can eradicate most enemies. – Expanding Abyss: This effectively doubles the impact of Weaken, which is already one of the most powerful debuffs. Partner this with a meta heavy weapon like Edge Transit or a powerful Void Super like Nova Bomb, and you’re destined to top the DPS chart. – Shieldcrush: With how many meta melee builds are in the sandbox right now, an artifact mod that recharges your melee ability faster and causes it to deal more damage is a no-brainer. This also has great synergy with Radiant Orbs and Void Hegemony. – Using the strongest Artifact mods is one thing, but you’ll need to partner them with the best PvE Weapons and best PvP Weapons for a truly complete loadout. Likewise, using a meta Hunter build, Titan build, or Warlock build will make Destiny’s hardest content much easier.

  • Destiny 2 The Final Shape: All Pale Heart Weapons and Perk Combinations – Dexerto

    Destiny 2 The Final Shape: All Pale Heart Weapons and Perk Combinations BungieThe Final Shape has finally arrived in Destiny 2, bringing the new location the Pale Heart of the Traveler, alongside new weapons and perks with it. Here’s everything you need to know about the weapons and their perk combinations. Destiny 2’s Guardians have finally arrived in the Pale Heart of the Traveler. Faced with a new threat, there’s a tonne of new weapons to pick up and take down enemies with. Weapons in Destiny 2 are generally tied to a certain activity or zone, with the Pale Heart of The Traveler being no different. Want to know what weapons are on offer in the final zone of Destiny 2? We’ve got you covered. Destiny 2 Pale Heart Weapons and Perk Combinations Pale Heart Weapon Origin Trait – Dealer’s Choice Every weapon available from the Pale Heart of the Traveler will roll with the origin trait Dealer’s Choice. The trait reads as follows: Final blows with this weapon grant a small amount of Super energy. Equipping multiple weapons from the Pale Heart increases this effect. –