DESTINY 2 UPDATE 2.#.0
July 19, 2020 - Backseat Developers
SEASON OF THE PHOENIX
Disclaimer
- The main focus of the past several seasons has been new content. As a result a lot of the old content and mechanics have fallen by the wayside.
- Season of the Phoenix is our attempt at semi-realistically designing a Season based upon updates and fixes whilst focusing on the core gameplay experience for players.
- These are all suggestions, not necessarily balanced solutions. We want to spark discussion over the topics mentioned below.
- Most (95%) of this Document was written before the release of Season-12 and the air of Bungie's Year-4 reveal live stream on June 9th.
Introduction
- The overarching goal of this season is to improve the Core gameplay experience of Destiny2, the activities players engage in, on a daily and weekly basis.
- We want players to log in and be excited to check what's happening that week. Whether it be the modifiers on their favourite activities or what vendor rolls are available.
- This will be supplemented with a huge wave of Sandbox changes, Quality of Life updates and fixes. These will be specifically targeted towards players’ daily experience and gameplay as well as incentivise some not so desirable activities.
Strikes/Nightfall
Overall Goal(s): Give strikes replayability. Give players the feeling that they’re working towards something, as opposed to waiting for a random drop with no tangible progress.
-
At the end of each strike a
skeleton chest Possibility to change the theme of the chests and keys. Chests of the Nine? Taken Skeleton Chests?.will spawn, allowing guardians to use a Skeleton key to guarantee a drop from the strike’s unique loot pool.
- Skeleton Keys can drop from strikes/heroic strikes with a 10/40% chance.
- Nightfalls have a 70->100% chance to drop a skeleton key depending on the difficulty.
- Skeleton Keys stack up to 20.
- Moved all Nightfall specific loot to their strike versions.
- All strikes now have unique weapons with random rolls.
- New weapons have been created for Strikes which had no weapons.
- A wide range of visually interesting armor has been added to most strikes.
- These armor pieces have been modelled to follow the visual theme of the strike.
-
Removed the three weekly
Nightfalls The Loot is now in Strikes, and Nightfall: The Ordeal is more unique and has its own purpose.and its guided games.
-
The weekly strike challenge no longer requires you to
match your subclass element This only added frustration for the players, and serves no real purpose or challenge.with the daily singe.
- The Nightfall: Ordeal Adept and Hero light activities have been removed.
- The Legend, Master and Grandmaster Nightfalls still remain with the intent being:
- Legend: Matchmade activity. For most nightfalls, able to obtain the 100k pinnacle.
- Master: Challanging replayability for enhancement prisms and ascendant shards.
- Grandmaster: A supremely difficult challenge and for those able to achieve it, the Title.
- The Grandmaster Nightfall has been fixed and tweaked.
- Awards 2 Ascendant shards guaranteed upon first completion per account, regardless of time left, lives left or champions killed.
-
Subsequent completions award master level
rewards Platinum tier rewards.but regardless of time left, lives left or champions killed.
-
Every week in the TWAB the top 3
teams Score and/or time.will be featured.
- Modifiers have been split to only have one benefit/drawback, i.e. Lightswitch/Chaff instead of Blackout.
- Modifiers are now completely random and do NOT follow the previous system of 1 singe, 1 positive and 1 negative modifier.
- Every activity with modifiers has 3 modifiers that change daily, Heroic strikes have 5 unique modifiers per day.
- Modifiers are unique per activity i.e. Strike modifiers differ from the Reckoning, Story missions and Menagerie.
- Checkpoints for joining allies have been added to problematic Strikes to help keep fireteams grouped.
- Fixed several spawning issues, such as loading in at the beginning of the Strike while your team is near the end of the Strike.
Gambit
Overall Goal(s): Make the current gambit system more enjoyable. Give Gambit some much needed attention.
- 2 Heavy ammo crates spawn simultaneously and are now the only source of heavy ammo.
- Armaments/Finder mods etc. do not work in Gambit.
- These crates give less ammo than previously but are re-balanced around specific weapons/archetypes.
-
Auto-respawn now has a more forgiving delay whilst you are
being
revived. This should prevent cases where your Guardian auto-respawns despite being revived by an ally.
- At least 1 new map added every other season or 2 every expansion.
-
1-2 New
bosses Throw an orb, Dunk an orb, Chase and kill an enemy before it escapes, enemies that heal the boss etc. Simple but engaging mechanics./rework current bosses with a unique mechanic.
- Added a Freelance playlist.
Gambit Prime
Overall Goal(s): Add some small quality of life changes to streamline the gambit prime reward loop.
-
All
Gambit maps Kell’s Grave and Cathedral of Scars bosses teleport to each sub-area after a damage phase due to the space restrictions of the banking area.have been added to the Gambit Prime playlist.
-
The Synthesiser has been changed to be similar to the
Chalice of Opulence,
storing Freeing up inventory space.all current and future synths and slotting synths for use in the reckoning.
-
Synths now last for the next 3 gambit prime
matches Leaving a game or disconnecting reduces this number.played instead of lasting for 30 minutes.
-
Diligent Invader, Reap ‘em all, Collect and Conquer and
Sentries Hold the Line Bounties have been
tweaked, no longer reward players
with the respective
helmets Helmets are now earned the same way as the rest of the armor.and instead give 5 synths.
The Reckoning
Overall Goal(s): More quality of life changes to streamline and improve the loot system.
- Removed Weak and Middling Motes of all kinds, as well as both Illicit and Outlawed armors.
-
Powerful Motes are now the sole type of
Mote. Still requires 3 Synths to create.
- Motes are used exactly the same way as before.
- Every completion of Tier-3 grants players a Reckoning weapon.
Crucible
Overall Goal(s): Changes to matchmaking.
-
All Playlist game modes have been swapped to
Connection based matchmaking Long queue times are becoming increasingly an issue. Both high ranked players and newer players have nowhere to go for relaxed, low intensity and just fun games.with the exception of Survival (Skill based) and Trials (Card based).
-
The Elimination playlist becomes the trials playlist on the
weekend. This is so that during the week players can practice for the coming weekend.
- Rebalanced spawning on every map.
- 1-2 new maps introduced every other season or every expansion.
- We believe there are some issues that need to be addressed with the Competitive(Survival) playlist. However, that is something we would have to specifically look at in greater detail. We also lack the vast amounts of statistics and data bungie has.
- Special Ammo also needs to be investigated. We do not like the fact that 5-7 of the top10 most used weapons in any given week are special weapons, with the #1 spot consistently being held by a Special.
Missions and Adventures
Overall Goal(s): Give Missions and Adventures replay factor. Give newer players loot from older expansions so they can experience weapons they may have missed, but also ways for veteran players to grind for weapons.
- There are now only 3 Heroic Story Missions to choose from daily: One randomly from D2Y1 (New Light players) one from D2Y2 (Forsaken) and one from D2Y3 (Shadowkeep).
- Each of the 3 available Missions have modifiers from the Strike modifier list which is unique to each Story Mission to increase variety.
- For each of the 3 available Missions, a single weapon from the corresponding expansion is assigned as loot which drops upon every successful completion. This weapon is refreshed daily.
- A weekly reward (Powerful Tier1) for completing any combination of 3 Heroic Story Missions or Adventures.
-
3 Adventures are also available to
play, Only selectable if the player has completed the appropriate Adventure on the destination.rotating daily.
Story
Overall Goal(s): A very brief overview for a small seasonal
quest
consisting of several missions.
This would represent the majority of new content
added into the game to get players playing every
week.
-
Ultimately we feel this is not the place to detail a
complete story line. Would require much more in depth work and its own design document.
- However, here are some storylines we would love to see Bungie explore more:
-
A new
Speaker. Possibly still a child.
- Continuation of the Uldren story.
-
Scorn. Fikrul.
- More of The Nine.
-
Ashur Mir. Being corrupted by the Vex.
- The new Hunter Vanguard.
-
Shadows of Yor. Hutning down more guardians, could explore evil Ghosts.
- We also believe it would be interesting to see multiple story lines/arcs in a single season and stories/npc's from previous seasons. E.g. House of Wolves side quest in The Taken King expansion from Destiny 1.
Factions
Overall Goal(s): Bring back an integral, core aspect of Destiny. Factions are to be designed as a long lasting, background gameplay feature, whereby players can passively progress their favourite Faction to earn unique loot. Possibility to be expanded upon in the future i.e. Faction rallies rework or more unique loot.
- A Faction Badge is added to your quest tab upon pledging allegiance to a faction.
- The Faction Badge stores Medals which are unique per Faction.
- Medals are earned via core activities with an increased chance/quantity from pinnacle activities.
- Faction Vendors level up via a similar mechanic to Obelisks from Season of Dawn.
- Vanguard and Crucible Tokens can also be used to level up Factions.
- Vanguard and Crucible tokens are of equal value when leveling up Factions. However, Medals are far more valuable.
- Leveling up a faction rewards the player with a choice of either a weapon or armor engram (Faction loot from year1), as well as 1 reputation point.
-
Reputation points are used to purchase passive
upgrades. Such as reducing the number of tokens required for a rank up. Chance of getting more medal rewards from core gameplay modes, etc.
- Consecutive days with the same faction awards bonuses at certain milestones.
- Upon reaching a certain level with a Faction, players are presented with a Class Item ornament representing the Faction.
- Upon reaching a certain level with a Faction players are presented with an Exotic Ghost. This comes with a new Exotic quality Ghost Mod for use with our reworked Ghosts mentioned below.
- Upon reaching a certain level with a Faction players are presented with a Curated weapon, The Loquitor IV, The Vision or Haunted Earth respectively.
Destinations
Overall Goal(s): Give players a reason to visit Destinations and make them feel less empty. Have Destinations be the main source for Planetary materials.
- Planetary locations now feature 1 weekly bounty, replacing the 3 daily bounties.
-
This weekly Bounty offers a huge amount of Planetary
materials E.g. 100as well as a Planetary engram upon completion.
- Improved instancing on planets to group people more often, especially in less popular sections of the map.
- Improved spawn rate of enemies and allowed enemies to respawn regardless of Players proximity to enemy spawn locations.
- Slightly increased the chance for enemies to move against each other.
- Added more locations for enemies to move against each other, particularly in areas where they currently do not.
- Planetary materials upon collection now give 4-6 materials.
- Patrols give 7-10 Planetary materials.
- Public events give 12-15 (17-20 heroic).
-
Adjusted certain patrols to take similar amounts of
time/effort. Looking at you Mars, kill X Psions patrol
Vendors
Overall Goal(s): Give players more of a choice when it comes to how they spend their tokens, make tokens feel more rewarding and provide a small token sink.
-
When ranking up with
ANY vendor, Including Cryptarchs legendary engram.you may choose between a weapon engram or an armor engram.
- Completing Zavala’s weekly challenge will award players a single skeleton key.
- Zavala and Shaxx now offer 5 random items from their loot pools, refreshing weekly.
-
These items can be purchased any number of times for
50 tokens each Players can still turn in 20 Tokens as normal if they wish, the new option allows for players can better focus their loot., giving the player a random roll of that item
- Each week Ikora sells a couple of items, including mods, from a previous season.
Banshee-44
Overall Goal(s): Bring both the gun Manufacturers and Armsday back in some capacity. Huge QoL changes.
- The Banshee-44 loot pool has been changed to only include ALL Hakke, Suros, Omolon and Veist weapons with random rolls.
- Ability to pick either Hakke, Suros, Omolon or Veist weapon engram upon leveling up with the Gunsmith.
- Weapon Telemetries have been buffed to equal 5 Gunsmith materials each.
- Removed planetary materials from Banshee-44 weekly bounties.
- Updated the weekly bounty challenges to be more weapon focused.
- Weekly bounties reward XP, Glimmer, 1 Upgrade module and 10 Weapon telemetries each.
-
The Gunsmith offers 3
weapons These will be traitless (Still has a barrel/sight and mag/battery).weekly to be tested.
-
After meeting the weapon's requirements, the gunsmith
sends a friendly
message No need to travel back to him at the tower.informing the player that next Armsday he will bring in a shipment of the same weapon (Players are free to dismantle the weapon at this point).
-
Next
Armsday. Wednesday reset.the player will be presented with 3 random rolls, of which they can pick 1, for each weapon they tested.
Cryptarchs
Overall Goal(s): Have players interact with the Cryptarchs more often. Give Cryptarchs some unique features/interactions with engrams and/or the artifact.
- The last column of a seasonal Artefact is initially locked.
-
Every week a Cryptarch will have a weekly
quest similar to Eris' weekly memories quest on the moon.which will allow for one mod from the final column to be unlocked and selected.
-
After unlocking all 5 perks in the last column, a new quest
becomes available, which, upon completion, increases the
level cap of the Artefact from
12 to 25. Still based on Seasonal XP progression (Players are not expected to reach 25 unlocks).
- Ability to combine 3 prime engrams into an exotic weapon or an exotic armor engram.
- A new type of Seasonal Engram introduced, which can be attuned via legendary shards or enhancement cores, allowing the players to choose what drop they receive i.e. a kinetic, a heavy or an armor piece.
Spider
Overall Goal(s): Combined with the above Destinations changes,
adjust the Spider's inventory to focus more on ‘Core’
materials
Glimmer, Legendary shards and Enhancement cores.
rather than Planetary materials.
- Removed all Planetary materials from Spider's shop (See Destinations above).
- Note that Spider is still a planetary vendor, Spider continues to sell:
- Enhancement cores.
-
10,000 Glimmer. Now has 2 different options for purchase.
-
10 Legendary shards. Now has 2 different options for purchase.
Xur
Overall Goal(s): Get players excited to visit Xur every week.
- The exotic armor sold by Xur now features random rolls of each exotic with stat totals equal to prime engrams/exotics.
- Fated engram is purchasable 1 per character instead of 1 per account.
- Xur now sells 2 titan, 2 warlock and 2 hunter exotic armors every week.
Bounties
Overall Goal(s): Reduce the unnecessary friction between players over bounty completion. Increase bounty variety and reduce frustration.
- Zavala’s “Strike” bounties are now “Vanguard” bounties and no longer require participation/completion in strikes.
- The Vanguard bounty pool has been adjusted with the Gunsmith bounty pool in mind i.e. only Gunsmith bounties require kills with specific weapons.
-
All bounties are now
Fireteam based. The same as Trials of Osiris bounties.
- Added more varied challenges to the bounty pool, specifically the weekly bounty pool, whilst ensuring they are not to obscure or restrictive.
- Re-purchasable bounties removed from every vendor barring Zavala and Shaxx.
-
Both the Vanguard/Crucible weekly bounties now also
reward To match that of the Gambit weekly bounties.weapons/armor.
Experience
Overall Goal(s): Reduce the emphasis on bounties. Increase activity completion experience.
- Reduced the amount of XP bounties reward upon completion.
- All activities have had their experience reward for successful completions increased.
-
For playlists activities, consecutive completions after the
first offer a bonus amount of experience, stacking 2
times. This bonus is lost upon leaving the playlist/activity.
- If players disconnect, but manage to reconnect back into the same Strike/Crucible game, the bonus XP streak is not lost.
-
Multi-stage
activities Raids and Dungeons.award bonus experience for each consecutive encounter that iscompleted. This bonus is reset if the player leaves the activity.
-
As a whole, more difficult activities reward more
XP. Strikes < Heroic Strikes < Raid Encounters.
Flashpoint
Overall Goal(s): In combination with the Destinations changes, bring more purpose and increase player interest in Destinations/Flashpoints.
- Increased number of spawns as well as frequency of all enemies across all patrol zones.
- Increased spawns for “unique Flashpoint” enemies that normally spawn randomly/in public events.
- A special weekly bounty appears in the Flashpoints vendor to hunt down targets of interest.
- There are now 3 enemy ‘commandos’ across the Flashpoint.
- After hunting down all 3 ‘commandos’ a lost sector becomes highlighted.
- This lost sector will re-introduce Spider's unique Wanted enemy lost sectors.
- Completing this lost sector rewards players with 5 enhancement prisms.
- Planetary materials from all sources are doubled on the Flashpoint.
- Added a few new dialogs from the appropriate npc upon completion of a Flashpoint.
Raids
Overall Goal(s): Give replayability to raids. Mitigate burnout as much as possible and add cosmetic rewards.
- Garden of Salvation no longer drops pinnacle gear.
-
Each week, two raids will be designated as the weekly raids,
your first completion of each raid rewards
pinnacle drops. Last Wish still drops Ethereal keys, allowing for 5 pinnacles drops.
- Once completed, a raid can be re-completed, dropping powerful rewards for the remainder of the week.
- Additionally, heroic versions of the weekly featured raids will be available with contest mode active. Successful completions of a heroic weekly raid will award an extra pinnacle drop(s) as well as Emblems/Ornaments/Ships/Sparrows and/or Ghosts.
- Moving forward, newly released Raids will have cosmetic rewards tied to completing challenges.
- A new raid seal is available giving the title Lightbringer:
- Complete Leviathan on Heroic
- Complete Leviathan, Eater of Worlds on Heroic
- Complete Leviathan, Spire of Stars on Heroic
- Complete Last Wish on Heroic
- Complete Scourge of the Past on Heroic
- Complete Crown of Sorrow on Heroic
- Complete Garden of Salvation on Heroic
Equipment
Overall Goal(s): Huge QoL updates for Ships, Ghosts and Sparrows.
- Ships now have the ability to favourite multiple transmat effects, randomly cycling between them (Similar to finishers).
Ghosts
Overall Goal(s): Give Ghosts a place within the Guardians arsenal.
-
Multiple Ghost projections can be
favorited, Just like Finishers.randomly cycling between them every time you summon your Ghost.
-
Ghosts 2.0. Ghosts can now be modded with their own set of
unique Mods.
-
Reworked several Mods and added plethora of new
Mods. All mods from any Ghosts in your collection are automatically unlocked.Some examples of mods include:
- Revive focused mods which make reviving fallen teammates less risky.
- Mods which give buffs to allies when pulling out your ghost (cooldown between activations).
- Mods which increase range of pickups for materials and/or glimmer.
- Mods which increase reputation of factions.
- Ghosts can be masterworked. With no elemental affinities.
- We want to look at adding ways the players can actively use the Ghost in game to reveal/scan or find weak points of enemies. However this will be for a future season.
-
One XP related Mod. This will be re-balanced so that Guiding Light isn't an auto-include.
- One material related Mod.
- One miscellaneous Mod.
-
A Ghost can apply
one of each This is a very basic suggestion. We plan to look more into Ghosts and Mods to make them more dynamic than this.of these mods at the same time, if fully masterworked.
Sparrows
Overall Goal(s): Have Sparrows feel more personal to the player. Add much needed QoL changes as well as greatly improve the customizability of Sparrows.
- Huge QoL boost for Sparrows.
- Increased health of all Sparrows and they now scale more appropriately with higher light level activities.
-
Increased energy
capacity. Roughly double what it is currently.
- Decreased the energy regen delay moderately.
- Increased the energy regen speed slightly.
- All Sparrows are now 160speed by default.
- Horns reintroduced!
- Alternate Sparrow engine sound effects added.
- Interchangeable Sparrow boosts.
- Sparrows now have a kill tracker similar to weapons.
- Sparrows now have a distance traveled (meters) tracker.
- The Sparrow perk system has been reworked.
- All Sparrows start with 0 perks and unlock additional perks primarily with distance traveled but also kills reward players with + X meters.
- Autoloader - 500m
- Destabilizers - 1,250m
- Improved Assembler - 3,000m
- Air Control - 5,000m
- Vernier Thrusters - 7,500m
- Transmat Preloader - 10,000m
-
A new mod slot for Sparrows has been added which allows the
application of
rare exotic sparrow mods. Currently only Stealth Running, which is automatically unlocked if the player owns the “out of time” sparrow in collections).
Sandbox
Overall Goal(s): QoL changes. Improve the general feeling and smoothness of some gameplay mechanics.
-
Exploding Enemies Cursed Thrall, Exploder Shank, Fanatic, etc.no longer trigger their explosion when killed via weapons or Abilities that cause enemies to “fizzle” such as Fusion Rifles, Melee Abilities or Supers.
-
Environmental kills/Suicidal enemies
count as your kill. Provided you assist in the death of the first initial enemy/damage an environmental explosive.
-
Now all
Grenades and Abilities Thermite grenade, Throwing Hammer, Throwing Knives etc.cause enemies to “fizzle”.
- Grenade kills in quick succession generate Orbs of Light, similar to Masterworked weapons.
- Powered Melee kills in quick succession generate Orbs of Light, similar to Masterworked weapons.
-
Reviving allies Look out for Ghost mods that also affect reviving.grants a small amount of Super energy. Does not apply in the Crucible.
- Champions should now stagger in such a way as to not turn away so strongly from where they were facing before being staggered. This should allow players to more easily land precision shots.
-
All Vehicle damage Pikes/Interceptors etc.driven by Guardians have been increased across the board by 100%.
- Re-introduced the ability to reroll the Masterwork on Masterworked weapons.
Weapons
Overall Goal(s): Re-balance a few archetypes which are currently underused and/or underperforming.
- All Legendary quality and Exotic quality weapons now track Vanguard kills and Crucible kills simultaneously and regardless of level or if they have a Catalyst.
- Globally improved stability/recoil patterns across all archetypes on console.
- 450rpm have been tweaked and improved.
- Improved the effectiveness of the stability stat.
- 600rpm and 750rpm base stats have been adjusted to differentiate them more from their 900rpm counterparts and generally uplift them.
- Lightweight Frames have been adjusted.
- Globally increased precision damage multiplier in PvE.
- Removed the stability stat, and has been replaced with “Tension”.
- Tension affects how long an arrow can be held.
- Improved mag size of 180rpm Hand Cannons across the board.
- 110rpm Hand Cannons have been adjusted.
- Sniper Rifles damage has been increased by 20% (Exotics by 10%).
- Sniper Rifles are capable of landing Headshots against shielded enemies (while their shield is active and if the bullet does enough damage to break the shield).
- Rescaled Sniper Zoom. You should notice a lot of the higher zoom snipers have been brought down to be more in line with some of the current popular Sniper Rifles.
- Flipped the handling and stability stat bar to be consistent with all other weapons.
- Greatly increased ammo reserves of rapid-fire frames.
- Removed the adaptive frame archetype (All current adaptive frames have been converted into precision frames).
- More emphasis has been placed on the intrinsic frame perk for Precision frames. Meaning they will be greatly predictable and vertical with very little sideward motion when shooting.
- Slightly increased the distance traveled with Light attacks.
- Tweaked a bunch of sword perks to be more competitive with Whirlwind’s Blade.
-
Increased effective range moderately Still not as good as during their heyday after Forsaken dropped.affects heavy Linear Fusions only.
- Slightly Increased aim assistance at longer ranges, affects heavy Linear Fusions only.
-
Linear Fusion Rifles are capable of landing Headshots
against shielded enemies While their shield is active and if the bullet does enough damage to break the shield..
-
Increased the base magazine size of
all Excluding The Wardcliff Coil and Truth Exotics.Rocket Launchers by 1.
- Increased damage across the board by 5%.
Weapon Perks
Overall Goal(s): Add a variety of perks unique to certain archetypes. Revamp some older, less desirable perks.
Existing Perks-
Box Breathing Now lasts for 3/5/7 bullets based on archetype
-
High Impact Reserves Increased effectiveness on primary weapons against PvE enemies.
-
Underdog Now gives a buff which lasts for 8 seconds or until the weapon is stowed.
-
Cluster Bombs Now have a fixed range/spread regardless of velocity/blast radius and should all hit a large target (e.g. an ogre).
-
Ambitious Assassin Grants +20% per stack instead of +10%. Can force weapon to reload even when the mag is overflowing.
-
Headseeker Increased effectiveness against PvE enemies
-
Dragonfly Explosion now happens instantly on enemy death.
-
Successive Trauma Auto Rifle Perk - Dealing precision damage increases weapon damage for the rest of the magazine.
-
Archer's Flurry Bow Perk - Getting a kill reduces draw time, stacks up to 3x.
-
Parthian Method Bow Perk - Arrows deal increased damage vs. elemental shields.
-
Entropic Arrowhead Bow Perk - Arrows pierce through enemies.
-
Proton Injector Fusion Rifle Perk - Landing all bolts in a burst on an enemy causes an explosion.
-
Rapid Reinforcement Fusion Rifle Perk - Breaking a shield with this weapon reduces charge time for the next shot.
-
Send It Machine Gun Perk - Rapidly landing three precision shots causes an explosion.
-
Quantum Return Machine Gun Perk - Killing an enemy or breaking a shield returns ammo to the magazine.
-
Breacher Rounds Machine Gun Perk - Breaking an elemental shield gives this weapon a damage increase for a short duration.
-
Sign of Four Pulse Rifle Perk - Landing three bursts on a target causes the fourth burst to do extra damage (same as in D1).
-
High-Energy Ordnance Rocket Launcher Perk - Rockets deal damage over time on direct impact with a target.
-
Aggressive De-escalation Rocket Launcher Perk - Swapping to this weapon when it is fully loaded causes your next shot to explode twice.
-
Bursting Light Weapon Mod - Removes the cooldown on generating orbs of light from a masterworked weapon.
Exotics
Overall Goal(s): Make Exotics feel… Exotic. Powerful. Fun.
- All Exotic armor is now classified as omni-elemental.
- All Exotic armor can now use the Seasonal Mod slot and apply any Mod from any Season.
- Season pass Exotics go into the global Exotic loot pool the Season after they release.
Weapons
- Coldheart
- Wavesplitter
- Prometheus Lens
- Symmetry
- Sturm
- Mida
- Rat King
- Skyburner's Oath
Warlock Exotics
- The Stag
- Eye of Another World
- Verity's Brow
- Starfire Protocol
- Vesper of Radius
- Sanguine Alchemy
- Mask of the Quiet One
- Khepri's Horn
- Eternal Warrior
- ACD/0 Feedback Fence
- Ashen Wake
- Stronghold
- Heart of Inmost Light
- Peacekeepers
- Graviton's Forfeit
- Mechaneer's Tricksleeves
- Lucky Raspberry
- Lucky Pants
- Fr0st-EE5
- Khepri's Sting
Catalysts
Overall Goal(s): Give all Exotic weapons a Catalyst.
All Exotic weapons currently without a catalyst have been given one. But for reference this includes:Kinetic
- Wish Ender
- Malfeasance
- Chaperone
- Last Word
- Arbalest
- Thorn
- Monte Carlo
- Bastion
- Trinity Ghoul
- Wavesplitter
- Jotunn
- Le Monarque
- Tarrabah
- Divinity
- Devil's Ruin
- 1,000 Voices
- Queenbreaker
- Thunderlord
- Truth
- Deathbringer
- Xenophage
- Leviathan's Breath
- Heir Apparent
- Anarchy
- Two-Tailed Fox - A small quest where you forge a new attachment that grants the weapon arc damage cluster grenades. The Three-Tailed Fox.
QoL
Overall Goal(s): General changes and improvements across multiple aspects of gameplay, settings and menus.
- Made armor specific Ornaments (Vanguard/Crucible/Factions/Ironbanner) ‘proper’ Ornaments. You are now no longer required to equip the relevant armor piece.
- Fixed Collections. Giving players the ability to re-acquire anything they have in their Collections.
- This in Combination with the new Transmogrification feature, will be great for your fashion game!
- Added Exotic and Legendary armor Ornaments to Collections.
- Removed tier 1-2 Charges of Light and made the Blind Well only Tier3.
- Added a toggle option with the Postmaster or Gunsmith to allow the auto dismantle of blue quality drops.
- Added a sorting option for emotes.
- Added a sort by “Power”, “Season” and “Alphabetical” option for inventories/collections/vault. Also allow inverse sorting.
-
Added a toggle option in gameplay settings to change loading
screen tips into
lore info These are the 1-2 sentences at the start of weapon/armor lore.instead.
-
Toggle option to hide Ornaments So it displays the default armor/weapon spritefrom the character screen.
- Toggle option has been to see ALL items in Collections, i.e even those that are unobtainable from previous Seasons.
-
All activities give full ammo
at the beginning, This should save a lot of visits to the tribute hall.in the same way as GrandMaster Nightfalls.
- Faction weapons and armor have been removed from world drops and now drop from Faction rank ups.
- Focused the world drop pool more, double checked weightings to prevent certain weapons from appearing more often.
-
Stopped weapons from
‘shrinking’ Most notably, Sniper Rifles.whilst holstered in the Tower.
UI
Overall Goal(s): QoL changes. Streamline and improve consistency.
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There is now an option to
show XP numbers. This is turned on by default.
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When hovering over the Nightfall node, the name of the
Nightfall can be seen.
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When dead, current Mission Modifiers can be seen.
- When in a fireteam, members which aren’t the leader can still access activity nodes to view modifiers/power levels etc.
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Any modifiers within an activity will be visible as small
icons on the players HUD when players summon their Ghost.
- Added the ability to rotate Ships and Weapons while previewing.
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Added an option to preview Ship engine
trails. The same as Sparrows.
- Increased the number of buffs/debuffs visible on screen.
- Players should now find that every Bounty/Quest step will now be displayed as a number value, instead of sometimes appearing as a percentage.
- End of activity rewards no longer simply appear in player’s inventories. They now explode from the final chest if there is one, or the boss’ body if not, in a loot-splosion.
- When picking up multiple items simultaneously the game will now cycle through the items slower, giving the player a chance to see what they picked up. As well as being able to display more than 5 items on screen at once.
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A small icon in the top right of the Destinations screen
players can select to reread the weekly login messages
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A small icon to show double/triple infamy/valor has been
added to the destinations screen.
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Reduced amount of text in tooltip when applying shaders.
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Add triumph score as a default somewhere upon inspecting
players and on their emblem when hovering over it in orbit.
- When inspecting other players' weapons and armor, show all Perk options.
- Able to preview shaders on weapon Ornaments in the collections.
- Moved “Boot fireteam member” at least 1 space away from “Make fireteam leader”
- A small popup after a Raid encounter showing details of that encounter, namely boss damage.
- When using an ornament on any piece of gear, from a different Season to the gear itself, the seasonal logo of the base gear will be shown, not the seasonal logo of the ornament.
Thanks for reading
- Written by: Parscral, M_Wray, GingerWarpig.
- Banner by: Pauly_Nicks
- Concepts by: Aaneleh (@hsangberg) and Pauly_Nicks
- Special thanks to everyone in our Clan BC30 for suggestions and feedback.