r/DestinyTheGame Aug 18 '22 Silver Wholesome

Bungie // Bungie Replied x2 This Week at Bungie - 8/18/22


Source: https://www.bungie.net/en/News/Article/51692

This week at Bungie, we’re talking Season 18 mods, Arc 3.0, and some additional save the dates.  

Not too much longer before our grand Showcase, Guardians, and believe me when I say that we cannot wait to show you all what’s next. It’ll be a fun time for all, but... August 23 isn’t quite here yet, so we’ve got some juicy morsels for you to mull over in the meantime. How does talking about Season 18 mods, more Showcase details, and a closer look at the next subclass rework sound to you? Sounds good? Great, let’s get into it.  

Arc 3.0 Brings All The Jolts To The Yard

As you may have already seen, we shared our first real look at what the next subclass revamp will look like with Arc 3.0, but just in case you missed it, you can catch up on all that sparky goodness right here with our full blog post. You thought you liked basically becoming Palpatine before with Arc, just wait.  

The biggest part of our most recent blog post details how to light up that battlefield with new abilities. As a small recap for those Guardians on the go, here’s a taste of what’s to come with Arc 3.0.  

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First things first, let’s get the big thing out of the way. Hunters, you’re comin’ home because you’re not only getting Blink back (oh yeah, it’s finally happening!), but Arc Staff Super is also coming back in all of its glory. OK, OK, one more thing: there’s also a new Super where you get to deal damage effortlessly like the boss you are, but you’ll see more about that later. It’s easy to see that we’re more than a little jazzed about it, but first, let’s stick to a TL;DR  introduction. 

The new abilities buff is all about making you feel mighty. Movement speed, weapon readiness—it all matters, but we want players to feel powerful by showing off their skills, and that’s where the amplified buff will come into play. To become amplified essentially means to be “on a roll.” For example, if you’re the type of player that goes ham in-game and eats foes for breakfast, you’ll experience a satisfying increase in your personal performance based on rapid kills with Arc damage. Do more damage, get more out of this whole Guardian deal. Might as well. After all, I can’t imagine the health benefits are what draw people into the gig of fighting the Darkness and other... things... 

Riskrunner and Acrius mains, now's your time to shine. 

Unlike previous 3.0 iterations with Void (invisibility) and Solar (radiant), you won’t need to equip any specific Aspects or Fragments to become amplified. For no reason in particular, you might want to break Thunderlord out of the ol’ Vault too, while you’re at it.  

On the debuff side of things:  

  • Blind

    • PvE blinded opponents will be disoriented (and... well, blinded), leaving them vulnerable and incapacitated. 
    • PvP opponents are affected by a complete screen whiteout effect and the HUD's temporary removal.
      • There's also a disorienting ringing effect, so that's fun.
  • Jolt

    • Any opponent, PvP or PvE, that is jolted will disperse small bursts of lightning to nearby enemies, which helps do that dirty work for you. 

Basically, the foundation for Arc is about just letting loose and showing off what you're made of. But what about ability (and even Exotic) changes? To learn all about the new class abilities for Arc 3.0, including returning favorites like Blink, and what else the latest subclass revamp has to offer for Hunters, Warlocks, and Titans, you can check out the full blog post here. There, you can also hear from some of the team about the thought process behind the Arc 3.0 changes, as well as more info on the new Aspect players can expect. 

Excited to learn even more? Don't forget to see all the action for yourself in our Showcase on August 23. 

Two Artifact Mods Walk Into a Champion, Stop Us If You've Heard This One

A new Season means new mods, and we’ve heard the community loud and clear on the state of Champion mods. In addition to the weapon tweaks mentioned in last week’s TWAB, we’ve got a different menu up for grabs when it comes down to crafting that perfect build. Here to explain some of the new ways to build is Senior Designer Andrew Veen.  

Andrew Veen: We’ve got a lot of love for Machine Guns, and with the weapon meta featuring them heavily with the new Season, we have several ways to share that love when crafting that perfect new Arc build. With Arc 3.0 being all about that rapid-fire mayhem, making mods like Holster, Scavenger, and Overload more obtainable and unlocked sooner seemed like a great fit.  

There’s a trifecta of returning favorites from Season of the Chosen: Scout/Sniper Targeting, Anti-Barrier Sniper, and Sundering Glare. We’re excited about these especially because players have been clamoring for the return of Anti-Barrier Sniper, and this Season’s meta and encounter types made it the perfect time to add it in. 

One of the new mods we’re featuring is Bad Amplitude. We created this particular mod to increase access to jolt in Season 18 while also giving players a new answer to the age-old question: “How can I make Champions explode?” 

Hype Train Conductor and Trace Evidence are also new to the artifact, though these two mods will make more sense when you have had some hands-on time with Arc 3.0.  

For mods that are entirely new, we’ve got those mods bolded so it’s easy to spot what’s new. Anything not bolded is either based on previous mods or are reprisals.  

First row:  After two perk choices: After four perk choices: After eight perk choices: After ten perk choices:
Overload Bows (Arms) Scout Rifle Loader (Arms) Glaive Loader (Arms) **Overload LMG (Arms):* Uninterrupted fire from equipped Machine Guns will stun enemies with a beam that delays energy regeneration and reduces enemy damage output. Strong against Overload Champions. * Thunderous Retort (Class): Arc Supers do more damage when cast while in critical condition or while *amplified*
Unstoppable Pulse Rifles (Arms) Sword Ammo Scavengers (Legs) **Focusing Strike (Arms):* Causing damage with a melee ability grants class ability energy* Anti-Barrier Snipers (Arms) **Hype Train Conductor (Class):* +2 seconds to amplified timer. Stacks.*
Anti-Barrier Scout Rifles (Arms) **Machine Gun Holster (Legs):* Gradually reloads stowed Machine Guns over time. Stacks. * Combo Arc + Solar Resist (Chest) **Bad Amplitude (Class):* Damaging a Champion with an Arc ability causes the Champion to become jolted. * **Trace Evidence (Class):* Precision hits on Arc debuffed targets will generate Ionic Traces. *
Anti-Barrier Auto Rifles (Arms) Scout and Sniper Targeting (Head) Machine Gun Ammo Scavenger (Legs)  Surge Detonators (Class) Lightning Strikes Twice (Class) 
Unstoppable Shotguns (Arms)  **Bottomless Bounty 1 (Head):* Improves two Origin Perks. * **Bottomless Bounty 2 (Head):* Improves two Origin perks. * Inferno Whip (Class) Sundering Glare (Class)

As with Void and Solar, you all will make your own decisions on how to craft that perfect build. We’ll just take an additional moment here to say that Hype Train, Bad Amplitude, and Lightning Strikes Twice have a lot of potential for those looking to make a spicy Guardian even spicier.  

Get in Guardian, We're Getting Our Calendars

Iron Banner, Grandmaster Nightfalls, and more—oh, my! Yup, it’s that time again. Time to roll out the invite list for some key dates to keep an eye on when diving deep into the new Season. Let’s make it Facebook Official and set a date:  

  • Raid launch is set for August 26. 
  • Iron Banner arrives on September 6 and November 15. 

  • Trials of Osiris brings back the Lighthouse on September 13. 

  • Grandmaster Nightfalls return on October 4. 

And last but not least: 

  • Festival of the Lost makes everything haunted on October 18. 

Maybe this is the New Orleans in me (we love Halloween, OK?), but I’m particularly excited to see everybody running around in their community-voted Festival gear. Team Mechs, baby!

Five More Sleeps 

Only five more sleeps before we finally get to show off all the things the team has been working on behind the scenes. While Guardians around the world were busy confronting hard truths and learning what it means to be a survivor in Season of the Haunted, our developers have been hard at work on what the future will look like against The Witness and its impressive allies.

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In case you’ve been living under a Cabal drop ship, our upcoming Showcase is bringing the noise on August 23, where we’ll be showing you a first look at what’s next in exciting detail. The festivities will be going down over on Twitch through official Bungie channels. Even better? There will be localization options for our global players. Here’s what you need to know.  

When: August 23 at 9 AM PT 

  • Preshow starts at 8 AM PT 

Where: Twitch, YouTube, and Bilibili 

For our global players, there are several available channels that will be localized to watch the upcoming Destiny 2 reveal stream. The main Destiny 2 Showcase will have localized subtitles available for the following languages on these channels:  

Twitch Drops are debuting for Destiny 2 for the first time! As a small token of appreciation for stopping by to watch our Destiny 2 Showcase on Twitch, we will be offering up this glorious Starbirth emblem as a reward.  

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To be eligible, you will need to make sure that your Twitch account is linked with your Destiny 2 account in your Bungie.net profile so you don’t miss out on the emblem. It’s pretty simple; simply tune into the official Bungie Twitch channel (there are nine channels total) on August 23 from 9 AM Pacific to 11:30 AM Pacific and watch at least 30 minutes of the Showcase for that sweet, sweet celebratory loot. For more information, please visit our Twitch Drops help article

Once the Showcase itself wraps up, don’t hop out too soon. Following our take on Show ‘n Tell, we’ll also be hosting a post-show livestream with some of the team to talk about what was shown off. We’re especially excited to welcome D_Flawless, a wildly passionate content creator that has proven time and time again that he’s got the stuff that Guardians are made of, onto the stage to chat with us. If you’re interested in learning more about the world of Destiny 2 from the mouths of those that continue to craft its future with each Season, then you’re not going to want to miss out on this.  

Ready to learn more about Lightfall, Arc 3.0, and even more? Good, because we can’t wait to show you. Check out our official Destiny 2 Showcase Tune-in page for more details! 

+1 All the way from Germany 

And our humble Community team grows by one more, this time from Germany! Our latest community manager is Timon, and you’d best believe that he is the beesiest of bee’s knees. Don’t forget to show him lots of love!  

Hi friends, 

I am Timon, the new community manager for Guardians in Germany, France, and the UK. Our community is filled with amazing people all over the world that will not only affect my work but also the world of Bungie and how we are evolving Destiny. Let´s do it together!


Most enjoyable for me is to take my Warlock into dungeons and raids with friends and fellow Guardians. Yeah, I know. Another Warlock. I might main my Starfire Warlock (how crazy fun is it to play with those Fusion grenades?), but I love all three classes the same. Hunter with Caliban´s Hand for those enjoyable ignitions everywhere, or the never-dying Titan with Loreley. 

I won’t be revealing info about the game, but if you want to connect on social you can follow me on Twitter. I have heard a lot of stories over the years about conquering World First raids, meeting new friends, and the various ways that Destiny has touched your lives. I would love to hear more! 

I can´t wait to experience the future of Destiny with you together. 

See you in the stars, Guardian,

Haut rein Hüter, 


Player Support Report

Last call for ghost busting!

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Not all heroes wear capes, but our Player Support team does sometimes wear really spiffy hoodies, and that’s basically the same thing. That, and they really are heroes that help make the player experience better one update at a time. This week’s report will focus heavily on lingering Solstice event issues, which you can check out below.  

This is their report.

Known Issues List  |  Help Forums  |  Bungie Help Twitter    


To prepare for the launch of Season of [REDACTED], Destiny 2 will undergo scheduled downtime from 9 AM PDT (1600 UTC) to 11 AM PDT (1800 UTC) on August 23. Below is the scheduled timeline for this release:   

  • 9 AM PDT (1600 UTC): Maintenance is scheduled to begin.  
  • 9:45 AM (1645 UTC): Destiny 2 is brought offline.   
  • 10 AM (1700 UTC): Destiny 2 will be brought back online. Update 6.2.0 will be playable on all platforms and regions.   
  • 11 AM (1800 UTC): Destiny 2 maintenance is scheduled to complete.  

For more information, please visit our Destiny Server and Update Status help article.  


Players looking to earn certain Bungie Rewards should complete the associated in-game achievements before 10 AM PDT (1700 UTC) on August 23:  

  • Reaper Seal Collectible Medallion Pin    
  • Severance T-shirt 
  • Thoughtstealer Pin 
  • Hakke Deep Explorer Hoodie 

These rewards will be available to purchase from the Bungie Store until August 31, 2022, at 11:59 PM PDT (0659 UTC). 


Players should make sure to claim all engrams and other rewards before the new Season begins. Any rewards not claimed from ritual vendors (Zavala, Shaxx, Drifter, and Saint-14) will be removed at the beginning of the next Season.   

Players should also claim and equip any Seals/titles they have unlocked this Season. 


While we continue investigating various known issues, here is a list of the latest issues that were reported to us in our #Help Forum:   

  • A blank emblem may appear in Collections for players who participated in the Bungie Foundation Giving Festival. 
  • The Hyperborean Pinion Exotic Sparrow cannot be obtained from Collections. 
  • If a vaulted Seal and title were acquired on a character that gets deleted, the Seal might not be able to be equipped again. 
  • The Severance Package emblem isn’t dropping from the Crown of Sorrow after players reset their rank. This issue will be resolved a few weeks into Season 18, and the emblem will drop for any player who has reset their rank. 
  • The Life for Life emblem from Season 16 can’t be unlocked by players. 
  • Players may have to refresh their Bungie Rewards page a few times for various rewards to become claimable. 
  • A “Dare Another Day” screen keeps appearing for players after they've reset Xur's Strange Favor rank the maximum number of times.

For a full list of emergent issues in Destiny 2, players can review our Known Issues article. Players who observe other issues should report them to our #Help forum.   

You Can't Be a Knight if You Don't Acolyte One

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Hippy: So, heard you liked levitating. We see a ton of Crucible takedown videos every day and they are all incredibly impressive. However, there was one particular PvP compilation video this week that immediately enraptured us. The edits? Clean. The takedowns? Flawless. That Guardian’s style? Perfection. Their enemy team may have been there for a good time, but after being smoked with some of these one-shot wonders, it’s fair to say they weren’t around for a long time.  

Movie of the Week: Levitating  

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Sam: Solstice is always a lot of fun for Guardians, because not only does it give you a super fun activity to do with your friends while also lighting things on fire, it gives us another space to create some really creative videos. Since we are getting so close to autumn, here is a monster mash-up we think you will really get a laugh out of.  

Movie of the Week: Bonfire Bash 

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Hippy: hopping in one more time to add a piece that inspired that majestic (don't lie, you know you liked it) acolyte pun as this week's MOTW title, because the video itself will rip out your heartstrings, so all you can really do is laugh awkwardly and drown in those feels. I'm not ashamed. I'm not proud. 

B-b-b-Bonus Movie of the Week: Hurt

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Weird Symbols, Beach Vibes, and a Good Time

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Bruno: Do you want to know the secret to Rhulk’s immense power? It’s not his knowledge of the Darkness. It’s not his god roll Glaive. It’s not his fondness for puzzles with weird symbols. The secret to personally destroying a whole civilization is a lot simpler than that: never skip leg day.  

Art of the Week: Ruin in Lubrae 

— None escape my wrath. Not even the little ones. (...) A SHATTERED sky. A planet CONVULSING. TEARING apart.

Lubrae... in RUINS. #DestinyArt #DestinyTheGame #AOTW pic.twitter.com/NsFQQq3QzS

— Gabriel Flauzino | FLZ 💙💛 (@Flauzino_FLZ) August 9, 2022

Bruno: Ivan is enjoying some time off, so I’m doing this again. Did you know Savathûn’s Throne World had a secret thermal water pool only for VIPs? Because I didn’t. I’m working on my vibe, so maybe next summer... 

Art of the Week: Total block sunscreen 

Throne World Beach Episode (part 1) ~

My first entry for @D2ArtEvents #SolarEmbraceVol3 zine! Check out all the amazing entries in the tag before the zine drops next week on the 17th![#Destiny2Art](https://twitter.com/hashtag/Destiny2Art?src=hash&ref_src=twsrc%5Etfw) #DestinyTheGame #AOTW pic.twitter.com/WRF8WdUSEq

— SignificantOtter (@SignificantOtt4) August 9, 2022

And that’s a wrap on our latest TWABtastic adventure. It feels good going into the weekend knowing I’m far from alone in being excited for next week. Our teams are beyond jittery with hype over here, and we’re seeing your excitement too, which only amplifies our own that much more. Basically, we’re all just a big ball of intrigue, anticipation, and desire to fully immerse ourselves in what’s next. Together. And that’s what it’s all about, really. 

Until then, make sure you’re drinking lots of water, soaking in good vibes, and always putting your kindest foot forward.  

We’ll see you next week, Guardians. 

"I should go,” 

<3 Hippy 

r/DestinyTheGame May 05 '22

Bungie // Bungie Replied x2 This Week At Bungie 5/05/2022


Source: https://www.bungie.net/en/News/Article/51319

Before we get into it, we wanted to take a moment to reiterate talk about the commitment we made as a company earlier this week in response to the leaked draft decision by the U.S. Supreme Court to overturn Roe v. Wade. Standing up for reproductive choice and liberty is not a difficult decision to make, and we remain dedicated to upholding these values. You can read our full statement here

This week at Bungie, the third annual Guardian Games have begun.  

Welcome back sports fans! The Guardian Games have commenced, and Hunters Warlocks have taken the lead. But it's still early in this three-week competition and it’s anyone’s game. 

The Tower is looking spiffy with decorations up and the spirit of competition in the air. There are adventures to be had and rewards to be won. Are you pumped yet? Well watch this! 

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On top of the overall class vs class main event, we have also assembled a friendly out-of-game competition between fireteams of Guardians from across the globe. We have creators from 14 territories representing their favorite class and competing for glory in the Guardian Games Cup. Check out the full details and keep track of the scoring each week here.  

Guardian Games Gift Shop 

Want to commemorate your epic domination during this year’s Guardian Games? Then we have some cool opportunities through Bungie Rewards. Whether you are team Hunter, Titan, or Warlock, you can celebrate your individual accomplishments during the Games with the opportunity to purchase a Guardian Games Tankard if you light two Platinum torches. Anyone who lights four Platinum torches can purchase a Guardian Games Medal.  

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9000 Words Was Not Enough for Master Rahool 

TWAB before last was a mega, ultra-chonker. Even with thousands of words on the weapon changes coming in Season 17, questions still remain. The team has been reading through the responses online and wanted to answer a few questions as well as clear up a few bits of confusion.  


Flinch Resistance 

  • How does flinch resistance work? 

    • Flinch resistance directly scales the angle your aim moves by when you take damage, so if you have 60% flinch resistance and you would normally be flinched 10 degrees, you would now be flinched 4 degrees. 
  • The flinch calculations show 1 unflinching Hand Cannon mod and 2 unflinching Pulse Rifle mods both total a 0.7x flinch multiplier. Was this a typo? 

    • Yes, this was a typo. Sorry about that, we fixed it! 
  • What is a scalar?  

    • When we say “scalar” we mean a multiplier, e.g., a 0.65x scalar on flinch will multiply flinch by 0.65. 
  • What are the scalars for some common flinch resistance sources? 

    • No Distractions: 0.65x 
    • Suros Synergy: 0.8x 
    • 1x Unflinching Armor Mod: 0.75x 
    • 2x Unflinching Armor Mod: 0.7x (i.e., this value is used instead of multiplying two unflinching mod values together) 
    • Rally Barricade: 0.5x 
    • 10 Resilience: 0.9x 
    • 100 Stability on an Auto Rifle: 0.75x 
    • 100 Stability on a Sniper Rifle: 0.9x 
  • Given the importance of stability for flinch resistance, do you plan to adjust the stability stats for any weapons? 

    • We may adjust stability on specific weapons if we see clear outliers in the future. 

Airborne Effectiveness 

  • Can an airborne effectiveness penalty take you below 0 in the stat? 

    • No, airborne effectiveness stat cannot go below 0 or above 100 (the same is true of all weapon and character stats). 
    • The tiers in the mega-TWAB were just general examples of performance within ranges. Every point in a weapon stat will count (although a single point won't typically be perceptible). 
    • In most cases there is a linear progression from 0 to 100 stat (an exception being accuracy penalty angle on Primary weapons, which is linear from 0 to 60 but is flat 0 from 60 to 100). 
  • How does airborne effectiveness interact with accuracy perks? 

    • Technically, accuracy perks (like Opening Shot) apply to your airborne accuracy cone as before, but because accuracy while airborne is generally better than it was before, you'll feel the benefits a little less. 
  • Can you clarify precision aim assist? 

    • When grounded and aiming down sights, the full aim assist cone angle is used to determine whether a shot is a crit or a body shot. 
    • When airborne (or hip-firing), by default you only get a crit if you're aimed exactly at the head. 
    • While airborne, the airborne effectiveness stat grants you some forgiveness for this, in the form of the precision aim cone. 
    • We have a graphic to help illustrate all of this: 

Image Linkimgur * Key: 

  * 1. Grounded, crit: your aim assist cone overlaps the head, but you're not aimed right at it, you get a crit. 
  * 2. Airborne, 0 stat, body shot: your aim assist cone overlaps the head, but the center of your reticle is not on the head, you get a body shot. 
  * 3. Airborne, 60 stat, body shot: your aim assist cone overlaps the head, your precision aim cone does not overlap the head, you get a body shot. 
  * 4. Airborne, 60 stat, crit: your aim assist cone overlaps the head, your precision aim cone overlaps the head, you get a crit. 
  * Aim-Assist Cone (Blue Circle)
  * Center-Point (White Dot)
  * Precision-Aim Cone (Red circle)
  • Can you give more details on how aim assist is affected while airborne? 

    • The term "aim assist” has two parts: 

      • Auto-aim, AKA bullet bending/bullet magnetism angle: if a target falls inside this cone, your projectile will aim at the target (before the effects of the accuracy cone). 
        • This applies equally to mouse and keyboard and controller. 
      • Reticle friction and adhesion: friction slows down your aim when a target is within this cone, and adhesion can pull your aim to stay on the target if they move while you're aiming. 
        • This is only turned on for controller. 
    • In the live game, both angles are halved while airborne. 

    • In Season 17, these cones are still halved as before, and have an additional penalty angle that's subtracted from this, depending on the airborne effectiveness stat. Here are some numbers: 

      • 0 stat: 
        • Auto-aim: angle penalty is roughly half of the cone angle. 
        • Friction/adhesion: angle penalty is roughly a quarter of the cone angle. In internal playtests we found that controller players were more affected by this penalty and halved it. 
      • 100 stat (both cones): angle penalty is 0. I.e., at 100 the auto-aim and friction cones for most weapons will be the same as they are in the live game. 

Scavenger Perk Changes 

  • Are all scavenger mods disabled in PvP or only Special weapon scavenger mods? 

    • All are disabled. 
  • With disabling ammo scavenger mods in PvP are you trying to bring back the double Primary meta? 

    • No, we do want running double Primaries to be more viable, and want there to be fewer one-hit kills in PvP, but don't want to eliminate them entirely. 
    • You still spawn with two rounds of Special ammo (or equivalent), and still pick up ammo bricks, but you shouldn't be able to use a Special weapon like a Primary. 
    • One interesting side effect may be an indirect buff to the strategy of running double Primary to starve your opponents of Special ammo drops. 
  • Are the Special ammo weapon effectiveness and ammo changes enough to reduce their dominance in PvP? 

    • Short-range Primary weapons will have more of a role now—Sidearms and SMGs can better compete with Shotguns, for example. 
    • We've pushed the current PvP ammo system as far as we can with this change, if this doesn't move the needle, we'll look at redesigning PvP ammo economy entirely (which would be a longer-term change). 
  • With scavenger mods disabled in PvP, there's little competition for leg mod slots, what's the plan? 

    • We're keeping this in mind for future updates (but for now we recommend you run holster mods). 

Other Changes 

  • Will playlist weapons that have a foundry get both the foundry and playlist origin perks? 

    • Yes, new drops of playlist weapons that are from a foundry will get the playlist and the foundry perks. 
  • What do the changes to Snapshot Sights mean? 

  • Snapshot Sights works by multiplying the aim down sights (ADS) animation duration by 0.5, which you could frame as making it twice as fast. On Special weapons, it will now scale this duration by 0.75, making it 50% faster instead. 

  • Note that we framed this as being completely offset by the Sniper Rifle ADS duration changes, but this was incorrect—while Sniper Rifles will be snappier across the board, a Sniper Rifle with Snapshot Sights will be a little slower to aim down sights than before. 

Weapon Archetypes 

  • Does the lightweight Pulse Rifle damage buff apply to the BXR-55 Battler Pulse Rifle? 

    • Yes, the lightweight Pulse Rifle buff applies to BXR-55 Battler, and any Exotic weapons that share that rate of fire. 
  • Is Retraced Path getting the Trace Rifle buff? 

    • Yes 
  • Are slug Shotguns also getting the pellet Shotgun nerfs? 

    • Slug Shotguns receive the damage falloff and aim assist falloff changes. 
    • Slug Shotguns don't have a spread angle but are treated like Special weapons and have an airborne accuracy penalty. 
  • Are there any changes to aggressive (AKA spread) Fusion Rifles? 

    • No, they're not affected by any of the Fusion Rifle tuning. 
  • Do all SMGs benefit from the damage falloff increase? 

    • Yes 
  • Do all SMGs with lower than 14 zoom now have 14? 

    • No, only those listed in the TWAB have been raised to 14. 
  • What happened to the full-auto setting? 

    • We mentioned that this is coming in a Season following The Witch Queen launch. It won’t make it into Season 17 or 18 and is currently targeted for Season 19. 
  • Are the numbers in the Fusion Rifle section correct? What does this mean for a charge-time Masterwork? 

    • Yes, to clarify a bit, these are how much the damage falloff near distance is reduced compared to current at 0 and 100 range. I.e., yes, the damage falloff for 0 range was reduced more than that for 100 range. 
    • 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). 
    • This is the damage per burst of a charge-time Masterwork on each subfamily (compared to the base): 
      • High Impact: 325 (330 base) 
      • Precision: 275 (280 base) 
      • Adaptive: 265 (270 base) 
      • Rapid Fire: 240 (245 base) 
  • Why are there no Sidearm changes? 

    • Sidearms are a niche pick, but when used by players who favor them, they're extremely strong. We want to see how the reduction in effective range of Shotguns and Fusion Rifles affects their strength before making any changes and may look at them in a future Season. 
  • That Auto Rifle change is somewhat small, will it do anything? 

    • Combined with the zoom scalar, this change is larger than it sounds, but we plan to look at Primary weapon balance some more in Season 18, Auto Rifles included. 
  • Why did The Summoner only come back for two Seasons? 

    • We were adding 1 new weapon, 1 reissued weapon, and removing 2 old weapons from the Trials loot pool each Season, but we felt like only one brand-new Trials weapon per Season wasn't enough. 
    • Now that we're doing 2 new Trials weapons a Season, we'd rather the pool contain mostly the newer weapons. 
  • Trace Rifles and Machine Guns are both getting buffed—does this suggest future anti-Champion mods? 

    • No comment. 

Exotic Weapons 

  • Is Vex Mythoclast a Fusion Rifle when it comes to airborne effectiveness, and what is its stat? 

    • Vex Mythoclast's airborne effectiveness stat is 19, and it's treated as an Auto Rifle for translating the stability stat into flinch resistance and how its airborne effectiveness stat is translated. 
  • So, about Wavesplitter…. hold on a sec, Wavesplitter's functionality changed late in development, and the TWAB description was not entirely accurate. 

    • Wavesplitter's variable damage while firing was not removed. This weapon's damage behaves identically to how it did before this release, i.e., it changes while firing. 
    • Changes to Orb max-charge time are still accurate, and it does suppress while in the Orb-derived high-power state. 
  • Is Riskrunner staying at 13 zoom? What about Osteo Striga? 

    • Yes to Riskrunner. Osteo Striga has a unique setup for damage and aim assist falloff that is less affected by its zoom stat (but no, its zoom isn't changing). 
  • Is Lumina included in the damage buff reduction? 

    • Yes, Lumina Noble Rounds and Boots of the Assembler seekers now also grant 15% damage in PvP (down from 20%) but the original value (35%) in PvE. 
    • This damage buff is also used by Sun Warrior, which is part of why Loreley Splendor Helm is so strong, but wasn't mentioned in the mega-TWAB because that issue is being addressed in another way. 
  • Is Le Monarque affected by Necrotic Grip? 

    • Le Monarque is not a Weapon of Sorrow and is not going to become one. (The only weapons that count as Weapons of Sorrow currently in the game are Thorn, and Osteo Striga.) 
  • Does Lorentz Driver's change also apply to Arbalest? 

    • No, but we'll be looking at both of these again in the future. 
  • Are Devil's Ruin and Fighting Lion being monitored for being unique for their own ammo economy while dancing the Primary/Special line? 

    • We expect both of these to be stronger in the Season 17 weapons sandbox, but not so strong that they'll dominate (we do stand ready to make adjustments if needed though). They're both acquired tastes whose strengths can't be exploited by every player. 
  • How does the Eyes of Tomorrow buff work? 

    • It's a straight-up 1.3x damage scalar on the current damage values against bosses and Champions. 
    • Note that the Adaptive Ordnance perk does not expire, so you can potentially get a bunch of Eyes of Tomorrow kills, pick up more Heavy ammo, and go into a boss fight with that damage buff. 
    • Just to clarify how this works a little more, every Legendary weapon type and every Exotic weapon can have its own custom scalar against each tier of enemy (e.g., Minor, Major, Champion, Miniboss, Boss, Vehicle), which we touch occasionally if needed. 
    • Damage values vs players are the base numbers in almost all cases. We typically scale the damage up or down in PvE as needed. 

Pretty Borders 

Previously on the TWAB, we spoke about some quality-of-life changes for weapon crafting. We’ve already increased the element caps from 250 to 1000 and the Neutral Element cap from 8500 to 10000. And in Season 17 we are still planning to remove Ruinous, Adroit, Mutable, Drowned, and Energetic Elements. Only Neutral Elements will remain. One other feedback item we see cropping up a lot is the desire to Masterwork your crafted weapons, if only to get those shiny gold borders that let you know that a weapon is special. 

Starting in Season 17, you will have the ability to achieve the Masterworked look for crafted weapons. To get your gold border on Legendary crafted weapons, you will need to have an enhanced intrinsic perk and two enhanced trait perks. Crafted Exotics will require a catalyst to be inserted.  

And the Winner Is... 

Earlier this week, we put the choice of what map to feature for Trials of Osiris in your hands. We love democracy and let the community choose what battlefield would be featured next. Here are the final results! 

Altar of flame wins with 44% of the vote! 

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Vostok came in second with 36% 

Fragment received 20% 

Tomorrow, Altar of Flame will be the featured map for this week’s Trials of Osiris. Good luck out there! 


The Player Support Team officially endorses Warlocks (don’t tell the Community Team) 

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Now let's turn things over to our analysts on the Player Support Team with important and unbiased updates on the state of the game.  

This is their report. 

Known Issues List  |  Help Forums  |  Bungie Help Twitter  


Players who encounter issues when participating in Guardian Games should report to our #Help Forum with a description of the issue, where it occurred, and provide videos or screenshots when available. 

For a list of currently tracked issues, players can also view our Known Issues article


Contenders Boons earned by participating in Guardian Games playlists can drop only up to the gold level. Platinum Boons do not exist and cannot be earned even if a platinum score threshold is reached. 


Step one of this pursuit will complete automatically when the Guardian Games: Competitive Playlist unlocks. After the completion of step one, the remaining steps of the Shoot to Score quest can only be progressed by reaching certain score thresholds in the Guardian Games Competitive Playlist. This playlist is available each week from the Friday reset to Tuesday reset. 


With the start of Season 17, Etheric Spirals will be deprecated and no longer available to exchange for other materials or currencies. Players should make sure to exchange their collected Etheric Spirals at the Cryptarch in the Tower prior to the launch of Season 17 at 10 AM Pacific, May 24. 


While we continue investigating various known issues, here is a list of the latest issues that were reported to us in our #Help Forum

  • The Omnioculus Exotic Hunter chest piece clips through the Frumious Cloak. 
  • The Disbelieve Triumph and the Elementary, My Dear Triumph may not successfully gain progress from all timed Deepsight chests. 
  • Kills earned when standing in a teammate’s Well of Radiance do not count as Super kills towards the Super Spree Strike Medal. 
  • The Super Spree Medal is not being awarded for kills earned while being buffed by Weapons of Light. 
  • Kills earned by teammates on enemies tethered by a Deadfall Tether do not count towards the Super Spree Medal. 
  • Players on Steam may have The Witch Queen incorrectly added to their platform store carts upon exiting the Guardian Games in-game infographic when selecting the Guardian Games Playbook. Due to this issue, the Guardian Games Playbook has been disabled. 
  • The Competitive Catalyst quest is dropping for players who already earned the Heir Apparent catalyst in a previous Guardian Games. This quest can be safely dismantled. 
  • For a full list of emergent issues in Destiny 2, players can review our Known Issues article. Players who observe other issues should report them to our #Help forum

Montage? No, Clantage 

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Sam: Movie of the Week submissions are always so fun because not only do we get to see how rad our community is, but we also get to experience it alongside them in a way that’s a bit more than an “end-of-activity screenshot.” This week we have a really neat “clantage” to showcase some pretty fun PvP action, as well as a stunning Vow of the Disciple trailer with some beautiful cinematic shots, and a solo Caretaker video you just have to see. 

Movie of the Week: Way Out

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Movie of the Week: Vow of The Disciple Raid Trailer

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Movie of the Week: Solo Caretaker  

Video Link

A Cozy Atmosphere, In My Destiny 2?!  

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Hippy: A cozy atmosphere, in my Destiny 2?! It’s more likely than you think. In fact, it’s very likely because that’s exactly what this week’s AOTW picks have in store. I don’t know what it is about this first piece of art that is so peaceful, but it just makes me want to burrow into a blanket burrito with a hot tea whilst listening to smooth lo-fi. It’s just so cozy!  

Our second pick isn’t a meme (shocking, I know) or a Titan (don’t boo me, I can hear you), but it is a stunning piece of art that acts as a reminder of just how magical space wizards really are. Plus, “smol” Void child is the best Void child. Thank you for coming to my TED Talk.  

Anyway, let’s art!  

Art of the Week: Namrask Weaves  

"Namrask weaves"#Destiny2Art #WitchQueen #AOTW #DestinyFanart #Destiny2@Bungie @DirtyEffinHippy @A_dmg04 @Cozmo23 pic.twitter.com/RIFxekYBDE

— A Mossy Rock (@A_Mossy_Rock) May 1, 2022

Art of the Week: Little Childe 

— estranoh | comms open (@BlueEstra) April 27, 2022

As always, don’t forget to hit us with those #Destiny2Art, #AOTW, and #MOTW tags for a shot at being featured in a future TWAB.  

It has been a minute since I’ve been hands on with the TWAB process but I’m stepping in for DMG as he walks the earth. Glad I still remember how to do it. There are so many people who coordinate together to make these happen and I always enjoy getting to watch it all come together. 

Well, I’m writing this before Guardian Games have actually started. All of that stuff at the top about Hunters winning the first few days was an assumption. Maybe I will update this before the TWAB goes out to reflect what actually happened, maybe I won’t. Past me is fickle and reckless. Future me is responsible and honorable. I wonder who won out in the end. 

<3 Cozmo 

r/DestinyTheGame Mar 10 '22

Bungie // Bungie Replied x2 Destiny 2 Hotfix


Source: https://www.bungie.net/en/News/Article/51157


The Wellspring: Attack:

  • Fixed an issue that allowed players to remain safely outside of the boss fight arena during the fight instead of being pulled into the room.

The Wellspring:

  • Fixed an issue where players were not receiving Wellspring rewards if they haven’t picked up any armor from Fynch in the Throne World.
  • Bad Luck Protection added for weapon drops and Deepsight mods in Wellspring.

    • Does not apply to regular everyday life, sorry.
  • Fixed an issue with Wellspring completion rewards that will make it less likely for players to obtain a powerful or pinnacle drop in the same slot multiple times in a row.


  • Fixed an issue where level advantages were enabled in PvP Gambit.
  • Gambit repeatable bounty tweaks include:

    • Weapon kills reduced from 25 to 15.
    • Grenade and melee kills reduced from 15 to 5.
    • Super kills reduced from 15 to 10.
  • Reduced the amount an invader kill heals the Primeval from 27% to 20%.

Altars of Reflection:

  • Fixed an issue with Altars of Reflection not showing up properly for all characters.

Throne World:

  • Fixed an issue where players would sometimes get stuck at the entrance of the palace in Florescent Canal when backtracking from the bridge.
  • AI spawn points have been adjusted after spawn points were skewed, resulting in enemies spawning in the same spot more rapidly than intended.
  • Fixed an issue with Ikora's Hive Ritual introduction dialogue that played a glitched audio file.
  • Fixed an issue where Deepsight chests would not appear when intended.
  • Fixed an issue where targets would not spawn for players to destroy in the Canal Deepsight puzzle.
  • Players will now be able to respawn properly after being respawned from a "Turn Back" message at the first Savathûn fight during the Ritual mission.

    • Rally flag and spawn points have been adjusted, now located at the top of the stairs.

PsiOps Battlegrounds:

  • PsiOps Battleground EDZ intel and reward chests will now stay spawned at their intended rate, no longer disintegrating at the 10-second mark.
  • The second Lucent portal Wizard will now spawn with all proper shields, fixing an issue where players could soft-lock the activity by taking down the Wizard when it spawns unprotected.

Vox Obscura:

  • Fixed an issue where reward progress wasn't tracking for the Exotic Sparrow in the Vox Obscura mission.
  • Updated the Triumph description for Old Foes Rise Again to indicate that four weekly messages need to be acquired, one message per week following player confusion over how to complete.


  • Fixed an issue with player waypoints where gild-able titles earned in previous Seasons, causing them to appear as a number or not at all.
  • Fixed an issue where various Season 16 and 30th Anniversary items were appearing with incorrect watermarks.
  • Fixed an issue where the in-game carousel and Seasonal tab Icon for the Hunter Seasonal ornament would display the incorrect cloak.

    • Players would still receive the intended cloak when purchased.
  • Fixed an issue where finisher and emote previews were being delayed.

  • Fixed an issue where the player is unable to interact with sockets for two to four seconds while the screen fully loads.

  • The addition of new blue banners in-game to help new players learn the game can now be removed from popping up for those that are already familiar with Destiny 2.

Gameplay and Investment

Glaive Mods:

  • Armor mods for Glaives now drop from world engrams and can now be sold by Ada-1.
  • Fixed an issue where Glaive armor mods would not appear in Collections.


  • Fixed an issue where Aeon Safe Titan Exotic arms were not showing its familiar gold stripe.


  • Tracking rockets have been adjusted after being found too dominant against other Guardians when invading in Gambit.

    • This includes Grand Overture’s missiles.
    • Tracking against AI enemies remains unchanged.
  • Fixed an issue where the Ikelos SMG received an unintentional 40% damage buff.

  • Fixed an issue where the Imperial Needle bow was getting an unintended 40% damage buff and could detonate enemies debuffed by Ticuu's Divination. (Beep Boop: Manual Bot Note - Additional patch note added by Cozmo)

  • Wardcliff Coil Rocket Launcher's damage has been restored to its original parameters following an unintentional buff to its damage.

  • Fixed an issue regarding Grand Overture’s ability to generate more-than-intended ammo when switching Heavy weapons.

    • Players would gain more ammo than intended when volley was readied and would overflow its magazine when combined with Actium War Rig (for Titans).
  • Increased Grand Overture’s reserve ammunition from 20 to 40, resulting in a max ammo of 60.

  • Fixed an issue where the Iron Banner weapon special effects would shut off if the Iron Banner origin trait was active.

  • Fixed an issue where The Logic ornament for The Lament Exotic Sword would appear backwards.

  • Fixed an issue where the Enhanced Golden Tricorn perk would NOT activate on ranged melee kills. (Beep boop: Manual Bot Note - Typo fixed by Cozmo)

Weapon Crafting:

  • Fixed an issue where the "Reshaping Enigma" quest objective could be bypassed.
  • Fixed an issue where the Enigma Glaive reshaping costs could be overridden.
  • Reduced end-of-campaign weapon crafting progression for campaign missions on Normal difficulty.

  • Overflow has been removed from Enhanced Pulse Monitor following unintentionally overflowing the weapon's magazine with seemingly no limit.

  • Enhanced One-Two Punch now only requires 10-12 pellets to hit a target to proc the melee buff.

    • Base trait and the Enhanced trait duration have been changed to 1.22s.
  • Fixed an issue where reforges for the Osteao Striga's catalyst would ask for the full catalyst cost.

  • Enhanced Ambitious Assassin changed to add a Reload stat.

  • Fixed an issue where Tier-3 Deepsight chests would only appear once per account.

  • Fixed an issue where the Refined Qualichor quest wouldn't reappear for Fynch at weekly reset.


  • Fixed an issue where the standardized Void Weaken debuff was overriding Divinity’s custom weakening debuff.
  • Fixed an issue where Ward of Dawn was granting an unintentional melee damage boost that stacked with Offensive Bulwark.
  • Reduced melee recharge while invisible and wearing Graviton Forfeit when in PvP activities, including Crucible and Gambit.
  • Fixed an issue where hitting Deadfall’s trap with a throwable grenade or smoke bomb would cause it to disappear.

Seasonal Challenges:

  • Fixed an issue where the Apex Armorer Seasonal Challenge that requires players to Masterwork any piece of armor would complete when a player changed the element of one of their already-Masterworked armor pieces.

Platforms and Systems


  • Fixed an issue affecting Xbox One X HDR that caused black levels to turn white.


  • Fixed an issue where certain quests were replaced with a placeholder icon.
  • Fixed an issue where Google Stadia users who own The Witch Queen were shown the Digital Deluxe Edition upgrade option.
  • Stadia Store does not offer automatic product discounts for expansions like other consoles, players should now see the correct messaging for the Deluxe Edition.
  • Fixed an issue where players would purchase a weapon from Beyond Light from the Exotic Archive and see a pop-up message for the Deluxe Edition of the previous expansion, which is no longer available.
  • Fixed an issue causing Gambit weapon and armor focusing to cost more than expected.
  • Focusing now costs 10,000 Glimmer and 50 Legendary Shards each.
  • Fixed an issue where the weekly limit for Ascendant Alloy purchases was not resetting at Master Rahool.
  • Added a one-time purchase of two Ascendant Alloys for the cost of one.
  • Rahool’s destination materials are now sold for stacks of 5 and 1 Legendary Shard, matching Spider’s previous exchange rates.
  • Fixed an issue that allowed Weapon Telemetries to still drop.
  • Go ahead and delete those from your inventory, no need to hoard what you can’t use any more.
  • Fixed a localization issue where text overlapped in the Seasonal Rank Tool for some languages.
  • Fixed an issue where the Exotic quest name for the Grand Overture catalyst quest would show up blank after the first step was completed.
  • Various crash and stability fixes implemented across all platforms.

Beep Boop! Two patch notes were edited by Cozmo, Imperial Needle (new note) and Tricorn melee trigger (typo).

r/DestinyTheGame Jun 16 '22

Bungie // Bungie Replied x2 This Week At Bungie 6/16/2022


Source: https://www.bungie.net/en/News/Article/51481

This week at Bungie, zones.  

Welcome back to the TWAB. How have you been? It might seem a bit odd to ask you that since we are speaking in this medium to a broad audience, but the important thing is we care about you and hope you are doing well. 

It’s another exciting week in the world of Destiny. The story continues to play out through Sever missions; no spoilers here but it’s been fun watching you experience the story as it unfolds week over week. This week’s Nightfall is a tough one in The Corrupted, but if you rise to the challenge, you have your first shot at earning Horror’s Least Pulse Rifle. On the PvP side, this week is your first chance to take advantage of short cooldowns with Solar 3.0 by having some fun in Mayhem. 

Control Those Zones 

Control is a staple mode in the Crucible. It’s a hybrid of a traditional deathmatch mode of racking up points by defeating enemies and an objective mode where you get points for controlling capture points. But what if it was indeed all about the zones?  

As we teased out in a previous TWAB, Zone Control will become available in Crucible Labs starting next week. It’s going to then stick around for the rest of Season of the Haunted except for during Iron Banner. Some of you may remember Zone Control from back in the OG Destiny time frame. This mode is more of a traditional objective mode where the only way to score points is to CONTROL THOSE ZONES! 

It’s a simple premise but there are a few things you should know to help your fireteams be more successful and strategic. 

Stacking players on the zones is going to capture them far quicker than trying to go at it solo. It can be a little easier to slip one player behind enemy lines to try to take a zone, but they are going to have to pull some heroics for longer periods of time. Controlling an area and being able to safely gather three or more Guardians is the most efficient way to cap a zone. Just watch out for a well-placed Nova Bomb! 

Capture Times 

  • 1 Guardian: 22.5 Seconds 
  • 2 Guardians: 10 Seconds 
  • 3+ Guardians: 7.5 Seconds

The initial capture is going to give you one point and you will get two points for every fifteen seconds you hold a zone after that. So, keeping a zone has more value than initially capturing it.  

The first team to 125 points wins! If a team falls too far behind and we detect that even if they held two zones for the rest of the match, they wouldn’t get enough points to catch up, a mercy rule will come into effect. 

Those are the basics. We will be monitoring the conversation and looking forward to all of the feedback you provide on how this mode plays in Destiny 2.  

Speaking of controlling zones... tomorrow, Trials of Osiris will feature the Zone Capture variant. It will also be a Trials rank bonus weekend so jump in and make Saint-14 proud! 

Pride Strike Team 

Hi friends! We are back this week with our next installment from the Pride Strike Team: The History of Pride at Bungie.  

Back in the Before Times, Bungie sponsored the Seattle Pride parade several years in a row. It started in 2017, shortly after the Bungie Diversity Committee was formed, and we were both a sponsor and participant for that year, 2018, and 2019. This would have continued into 2020, but the parade was cancelled with the start of the pandemic. In 2018, we also released Bungie’s first inclusion, diversity, and equity pin/emblem combo, the Pride pin and True Colors emblem, as well as a Bungie Pride T-shirt, which you can see in these pictures. In 2019 we collaborated with several other studios to join the parade. 

With the move to remote work, the next few years were smaller and more focused on digital options. In 2020, we ran an email series that shared stories about celebrations of various awareness months. That series shared stories about historical figures, called out prominent industry figures, pointed out local LGBTQ+-owned businesses, and closed with a call to action to focus on what people can do to help beyond simple awareness. We also had a movie night featuring the critically acclaimed movie, Moonlight. This was relatively low key compared to participation in the Pride parade, but at the same time, some extremely exciting conversations were sparked that would lead to the formation of Trans@Bungie later that year.  

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2021’s June was similar, when Pride was driven by Trans@Bungie. We delivered an email series featuring employees sharing their stories, a Codenames game night, and another movie night, this time featuring Saving Face. This year was also the first time we had a major Pride related push outside of June. To quote a friend on the Pride strike team, “We’re not gay just one month of the year.” In November of 2021, we released Bungie’s first free ID&E-related emblem, Be True. Additionally, we had one of the first in-game messages celebrating the new emblem and communicating our stance supporting the trans community. We’ve heard from many how big a positive impact these efforts made and we continue to every week, thank you for that.  

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We also want to call out the charitable impact we’ve made. Summing up everything we’ve made as of May 31, 2022, from the Pride pin, it’s just shy of $480,000. That’s all thanks to the efforts of the team to create this initiative and the amazing community we have that supports our beliefs. If you haven’t checked out our new Pride emblem, you can read more about that in this TWAB

Beyond this, we’ve got some fun plans coming for the future of celebrating Pride at Bungie. We can’t quite speak to them yet, but we promise they will be…. colorful. 😊  


Bungie Pride Strike Team 

Player Support Report 

Season of the FEELS 

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Known Issues List  |  Help Forums  |  Bungie Help Twitter  

Another week another patch, that is four in a row if you are keeping count. And you know who is keeping count? Our Player Support team. They are keeping a close eye on what ongoing issues are active and are here to keep you up to speed on what we are currently tracking.  

This is their report. RESOLVED ISSUES 

Earlier this week, Hotfix was released to the world. Below is a list of some of the issues that were resolved with this hotfix: 

  • The Hrafnagud ornament for Celestial Nighthawk was unavailable to equip. 
  • Some players were missing Void and Arc subclass unlocks. 
  • Players could not use Armor Synthesis. 


We are currently investigating an issue where some Exotic armor pieces are not granting the advertised airborne effectiveness stat correctly when equipped. The affected Exotic armor pieces are as follows: 

  • Sealed Ahamkara Grasps 
  • Lion Rampant 
  • Peacekeeper 
  • Peregrine Greaves 
  • Wings of Sacred Dawn  

    • This is working correctly but doesn’t state in the description that the bonus is only active with the Tome of Dawn Aspect equipped. 


Players who have donated towards the GCX celebration should expect all donation emblems to be distributed around the week of June 27, 2022. 


While we continue investigating various known issues, here is a list of the latest issues that were reported to us in our #Help forum

  • Please note that the Flawless Thoughtstealer Triumph requires players to complete all encounters in the Duality dungeon without any members of  the fireteam dying. 
  • The Tears of Contrition Scout Rifle displays the incorrect magazine options when Shaping the weapon at the Relic, and upon Shaping it, it is displayed incorrectly. 

  • The Without Remorse Shotgun does not appear in Collections. 

  • The Conflux legend Lost Sector requires The Rift Legend Lost Sector to be unlocked. 

  • The Leviathan destination weekly challenge does not progress for some players. 

  • Certain weapon damage buffs are not functioning correctly in PvP, including the Will Given Form buff from the Ager’s Scepter catalyst. 

For a full list of emergent issues in Destiny 2, players can review our Known Issues article. Players who observe other issues should report them to our #Help forum

Whatever Happens, Happens 

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Sam: Happy TWABsday, Guardians! This week we are back with two neat movies and some art that might knock your socks off. First up on deck for the movies this week, we are watching a trailer that was done in the style of one of my favorite anime. There is just something about merging those two worlds into one that just works. And last but certainly not least, we have a beautiful showcase of some of the raids in Destiny 2. We will shout this until the end of time, but the Bungie Raid team is pretty incredible, and seeing it from your point of view is also 10/10.  

Movie of the Week: Destiny Bebop

▶️Destiny Bebop (Recreating the Cowboy Bebop intro in Destiny 2)#MOTW #Destiny2 #CowboyBebop @MrsQueenBartley @DirtyEffinHippy @A_dmg04 @Cozmo23 @Bungie @DestinyTheGame pic.twitter.com/dWedqN2WeK

— Flarpes 🖤 (@Flarpes) June 11, 2022

Movie of the Week: The Beauty of Raids

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Have Hammer, Will Explore 

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Hippy: Another week, another slew of amazing creations from the Destiny community. The Seasonal story brings all the feels—the laughs, the cries, the “who the heck!?”—so we figured some comfort was well-deserved. Do you know who else deserves some comfort? My boo Eris, so it’s to the spa to de-stress and unwind. There is also some sweet Titan art that a lot of you seemed to love and as a Titan main, I can’t say I’m mad at it.  

Enough talk; let’s get right into this week’s art, shall we?  

Art of the Week: The Other Half 

Knocked out a “The Other Half” commission for @GCXEvent today. Ill have this on display there. Crazy what you can do with 5 days, a box cutter and glue. @DirtyEffinHippy @A_dmg04 @Cozmo23 #Destiny2Art #AOTW pic.twitter.com/ZU5sNUz7uM

— bansheebotpete 🔜 GCX (@bansheebotpete) June 8, 2022

Art of the Week: Destiny’s Sunbreaker 

Destiny's Sunbreaker ☀️🔥@Bungie @DestinyTheGame pic.twitter.com/f3eDiNTKhz

— Brian Moncus 🎨 (@mrmoncus) June 13, 2022

B-b-b-BONUS Art of the Week: Let There Be Leisure (Warning for use of strong language in the original poster’s caption.) 

can't you see that she's fucking leisuring??? don't bother her https://t.co/xfAcnGIUyq pic.twitter.com/AUC2bTq9Zw

— moon's haunted (@antlerlad) May 26, 2022

Don’t forget to tag us in your creations when that inspiration hits you. Be sure to use #AOTW, #MOTW, and #Destiny2Art to make sure nothing is missed! 

I know, it was a pretty light TWAB this week. They tend to slim down a bit deeper into the Season. We did want to point out a great behind the scenes exploration of how our Audio team designs all the sounds you find out in the worlds of Destiny. Go give it a read if you haven’t already and let us know what you think, we are hoping to take a few of these deeper dives into various teams at Bungie in the future. 

Have a great Friday tomorrow and a great weekend! 

<3 Cozmo 

r/DestinyTheGame Jan 27 '22 Silver

Bungie // Bungie Replied x2 This Week At Bungie 1/27/2022


Source: https://www.bungie.net/en/News/Article/50975

This week at Bungie, we kind of kicked a lot of butt, took some names, made grass prettier, and unbanned some folks. 

“Hey Guardian, come here often?” You can’t see it, but I’m totally doing a very alluring eyebrow wiggle but in exo; it’s fantastic. Anyway, it’s our weekly chance at a TWAB-tastic good time and maybe a few more hidden Easter eggs for those that liked finding them in previous blog posts. But alongside bad jokes and cute secret messages, we actually do have real game things to discuss. We’ve got some Ritual Reputation changes, an HDR setting revamp, an update on BattlEye, and absolutely nothing to do with Telesto. So, without further ado, let’s jump right into things!

Ritual, Vanguard, and Crucible - Oh My!  

We have more than a few interesting changes on the horizon, including updates for Ritual Reputations, Trials, and those oddly satisfying Nightfalls. When reviewing player feedback, it was clear a few tweaks were necessary, including the evolution of Vanguard Ops, so we put on our Big People Pants and got to work. Here’s where we are right now.   

From the dev team: 

Ritual Reputations

Looking at the data for Season 15, Guardians were approaching the new Vanguard Ranks differently than what our models initially assumed. According to our findings, players were running more Vanguard Strikes than anticipated and were optimizing for the new activity streak at a lower rate, as well. We used the data from the Season of the Lost to adjust the model to be more accurate with actual behavior, and then re-tuned everything to bring the average gain more in line with Crucible. For Season 16, expect increased Vanguard reputation on completion, activity streak amounts, Nightfall multipliers, and Nightfall completion quality bonuses. Vanguard reputation gain should be approximately twice as fast for most players, with the ability to optimize even faster by playing higher difficulty Nightfalls and utilizing the activity streak more. 

Similarly, Trials of Osiris was about 30% slower than anticipated while not having an accelerated gain when higher ranks are achieved. We also felt like we were not valuing winning rounds enough, especially players getting to 20-round wins and at 7-ticket wins. We have added a small amount of Trials Reputation at match-end for every round won in that match, which increases based on how many ticket wins a player has. At the top end, each round won awards 21 reputation (up to 105 extra reputation a match). This ideally speeds up Trials reputation gain by 50 percent or more for players who do not regularly reset their ticket in an attempt to go Flawless. While we were not able to give an accelerated reputation gain for higher ranks in The Witch Queen for technical reasons, look for more news on that sometime later in the year! (Also, here’s a quick preview of a returning Trials reward for next Season. There’s another weapon in the pipe, but we’ll leave that for you to discover when Trials returns in The Witch Queen.) 

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So, what about the things we aren’t changing yet? We are happy with the speed of Crucible reputation gain, though we may look at this again alongside Iron Banner vendor changes in the future. Gambit reputation gain was about 30 percent slower than desired, but with the Gambit revamp coming in The Witch Queen, we would like a full Season to analyze playstyles and patterns before making any changes. More details on that coming in a future TWAB (oh yeah, that’s right - we hit with you that anticipation). 

We also are not currently making any changes to the activity streak system or the placement of the ritual weapon ornaments. We have heard your feedback on it, and don’t believe it is currently meeting our design goals. It is intended to feel like a nice bonus for dedicated players, but rarely feel critical. Right now, it can sometimes feel too punishing to leave a ritual playlist, but this is being partially driven by Gambit/Vanguard reputations moving slower than intended combined with the ritual ornaments being on the second reset. We want to see how the tweaks to Vanguard reputation changes playstyle and hourly gain before we make any changes across the board.  

Lastly, we know how annoying it is to not remember which reputation bonus is active by Thursday/Friday. Starting in The Witch Queen, when double ranks (or rewards) are active, those activities will have a modifier on the launch screen to remind you. Big things really do come in small packages. 

Vanguard Ops

As we discussed in an earlier TWAB, the Season 13 Battlegrounds activities have been added to the Vanguard Strikes playlist, and this playlist has been renamed Vanguard Ops. 

As a reminder, the four new Battlegrounds coming with the new Season are: 

  • Behemoth - Nessus 
  • Oracle - Nessus 
  • Hailstone - Europa 
  • Foothold - Cosmodrome 

The actual Battlegrounds activities are the direct-launch/no-champion version of the Battleground, as these match the length and difficulty of most of the Strikes in the playlist. 

Any bounties, quests, Triumphs, or challenges used to reference strikes now references Vanguard Ops instead. 


We have been slowly iterating on the pressures and challenges we apply at each of the Nightfall difficulty ranks. One big outlier was the strike-specific modifiers with damage boosts and other effects that enhanced boss attacks. While some of them were cool and fun (who doesn’t like getting yeeted five miles by Sedia?), they were generally inconsistent and were pushing tactical play more than the intended buildcrafting. So, we have removed these from Nightfalls starting at Hero. We also added a new style of burn called Acute – which will increase player damage taken from a specific element by 50 percent and increase player damage done by 25 percent. Most Nightfalls already had a 25 percent damage received modifier, so this will be an across-the-board increase of 25 percent in both directions for that element. 

Secondly, we are moving the Seasonal Strike modifiers that we introduced in Season 15 from the Vanguard playlist to Nightfalls. These are unique buffs and boosts that aid you if you lean into the combat themes of the Season – for Season 16, they are themed to Glaive and Void usage. These rotate weekly, and appear on all Hero, Legend, and Master Nightfalls. We look forward to your feedback on these as we continue to iterate! Ah, and here's a quick preview of some sweet loot that you'll be able to earn from Nightfalls next season. Look familiar?

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We have also been iterating on how we communicate the shields present in a strike (if Match Game is on). Like the Legend and Master Lost Sectors, all Nightfall activities now have a modifier that lists the shields used. 

Lost Sectors

When we introduced Legend and Master Lost Sectors in Beyond Light, we were forced to split the daily Legend and Master Lost Sector locations, since there was no way to select difficulty within the public bubble. Thanks to some fresh technology built for the upcoming The Witch Queen campaign, this limitation is now removed! There is now a single daily Lost Sector, which has both Legend and Master difficulties available at the same time, selectable at the entrance. Both difficulties give the same Exotic reward. 


While we don’t have any specific changes to talk about with the Crucible or Iron Banner in this TWAB, we would like to address the longer respawn times we implemented in the 30th Anniversary patch, and then removed a few days ago.  

When we original implemented this change, we were hoping it would spread out the pace of combat and reduce the number of times players spawned in and were immediately killed by the same Super that had just wiped them out. Despite the initial intention, feedback has shown that this wasn’t the best solution for the issues we were trying to solve. When we looked at the data, we saw unclear/mixed messages, partially because we implemented the change at the same time as large ability tunings, and the start of the Dawning:

  • Kills per minute were slightly down in the modes with longer respawns. 
  • Team score delta went up a little, but we saw the same jump at the start Season 15, and it eventually went away. This is likely a larger player base coming in during a new content drop. 
  • Match duration went up slightly in Control and Iron Banner, but not in Clash. 
  • Inversely, Mercy Rates are down in Control and Iron Banner, but up in Clash. 
  • The rate at which players quit went up slightly when these changes were introduced, but almost immediately came back down. In Control, 10% more games ended due to time. In Iron Banner, 5% more games ended due to time, but in Freelance Iron Banner, 5% less games ended due to time. 

When looking at both feedback and analytics and seeing little definitively positive, it was the obvious choice to revert Crucible respawns back to their original values. 

HDR Needs Love Too 

Destiny is a beautiful game, and we want our players to enjoy the majesty in all its glory.  Our resident magical space wizards (aka the Destiny devs) have cooked up some amazing new solutions to take the adventure we love and make it even more stunning, thanks to some new updates to our High Dynamic Range (HDR) implementation. 

Here’s what you need to know about the HDR changes launching next month with The Witch Queen:  

Windows 10 (and up): Windowed HDR is now supported. 

  • To use windowed HDR, players must have the in-game HDR option enabled, and Windows 10 configured to have "Use HDR" enabled for the specific display. 
  • When playing Destiny in windowed HDR, the game will automatically swap between HDR and SDR if the window moves to a display without HDR support. 
  • All players (SDR or HDR) that use the software OBS on Windows 10 (and up) with Window Capture: ensure the ”Capture Method" is set to "Windows Graphics Capture" or capturing will display a black screen. The BitBlt setting will continue to work for previous versions of Windows. 

Windows 10 (and up): Windowed Fullscreen should provide the same (or better) performance compared to exclusive Fullscreen. 

  • Under the hood, Destiny now uses DXGI flip model on Windows 10 (and up). Dig it and want to learn more? Check out more detailed information, which can be found here. 

Screenshots are now supported when playing in HDR on PC. 

  • Screenshots must be taken using the in-game screenshot feature. 
  • HDR screenshots will be tone mapped to SDR and saved as lossless PNG files. 

Display calibration improvements (all platforms). 

  • Players in HDR will see an updated calibration UI screen to adjust their settings. 

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  • HDR calibration settings have been updated with friendlier functionality to accommodate the wide range of HDR display capabilities and viewing environments. 
  • SDR and HDR calibration settings are no longer stored account-wide and old settings have been reset.  
  • Display calibration settings are now stored per-platform: PC, Xbox One, Xbox Series S and X, PS4, PS5, and Stadia. 
  • SDR brightness settings no longer affect the game when playing in HDR. 
  • Xbox players going through new account bootflow will no longer be incorrectly shown the SDR calibration screen if HDR is active.  ##We Need to Talk About Bruno

The Community Team continues to grow into an even more awesome bunch of lovable nerds and we are stoked to add yet another one to our ranks! We heard the LATAM community loud and clear about representation and we honored that immediately through our Bungie Bounties. Now, we’re excited to add a new Community Manager to our ranks that hails from Spain. So … we need to talk about Bruno, so let’s do just that. 

Bruno: ¡Hola, mundo!  

I’m Bruno and I still can’t believe I’m joining the Bungie Community Team as the new Community Manager for Southern Europe and Latin America. The world is filled with awesome and passionate Guardians, and it will be my honor to serve you however you need.  

I know that there are a lot of players to meet and a lot of places to be, but if us Hunters are known for something, it’s for having allies in every corner and for always being on the go. So, I’m ready for this mission! Now don’t give me that look: I might main an Arcstrider, but I love my three Guardian classes equally. I’m always jumping between them and trying new strats while raiding or playing Trials with friends. Using weird, but effective builds is one of my favorite things to do in the game!   

I can’t wait to experience all the incredible things that are coming to Destiny 2 along with you, both as an avid player and as your new Community Manager. If you are a content creator, a veteran clan leader, or a New Light, please, feel free to reach me on Twitter. I want to know what your Guardian looks like, what you expect from me as a CM, what you think your local communities need and, of course, I want to hear all your ideas about how the game we all love can keep getting better. Oh, and memes, send them my way, too!   

¡Nos vemos por la torre, Guardianes!  

It's Like The Ban Hammer, Only Not - Security Update

We’ve been experimenting with anti-cheat measures through the years and more tinkering is on the way. Because this is all super complicated and very precise, we have our incredible Security Team here to lay out what’s been going on with some player bans and what’s next on the docket for BattlEye.  

Team: Regular reviews of our processes, technology solutions, and community feedback are key elements to Bungie’s approach to security for its games. Today we are taking another step in our ongoing security journey at Bungie.   

With the launch of Season 15, the Bungie Product Security organization began utilizing the BattlEye security suite. We are pleased to say that the security system has provided us with a monumental leap forward in our ability to monitor attacks that threaten Destiny operations and the player experience. It effectively prevents many actions from those who attempt to harm Bungie’s goal of building a community around our games that we can all be proud of. Its success protecting Destiny 2 has allowed us to safely review technologies and practices that were previously deemed too risky to the product and our players.  

In December 2021, we began a survey of risky behaviors that we felt were mitigated by BattlEye. Based on the review we’ve identified 68 players that were banned in association with the use of ProcessHacker since August 2021. Of those, 61 players were identified as having no other indicators they were attempting to attack Destiny 2. These players were unbanned as of January 24th. 

We expect this will not be the last time we unban players who were previously banned for security concerns. However, our efforts to review and improve our product security practices and methods means the unbans will be the result of disciplined investigation and our ever-evolving understanding of the risks to Bungie, Destiny 1 and 2, and, ultimately, to our players. The process will take time, and we thank you for your patience as we work to improve our games and your experience with them.  


Program Manager, Bungie Product Security 

Don't Forget to Ask "How's PSR"

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The Player Support Team is back at it with another update. This time the team is digging into an issue with real names as Bungie Names, which rewards should be claimed before The Witch Queen, and a few other small tidbits that we thought you should know. But enough talk from me, let’s give it up for our cape-less heroes.  

This is their report.

Known Issues List  |  Help Forums  |  Bungie Help Twitter  

Bungie Names 

Since the Bungie Name feature went live, players have been asking when they can change their name. We are investigating a way for players to change their Bungie Name in a future update and are currently targeting a date close to The Witch Queen’s launch date.  

Upon an investigation into a player’s real name being used for their Bungie Name, we have determined that this issue occurs when a player sets up a Steam account with an email containing their name, doesn’t change their Steam account name upon activation so it takes on the email address name, and then doesn’t add in a Steam display name. If Steam doesn’t have a display name, our Bungie Name feature will take Steam’s account name to use as a Bungie Name instead.  

Claim Rewards Before February 22

Player should claim the following rewards before The Witch Queen launches on February 22, otherwise, they will be lost:  

  • Bungie Rewards  
  • Season Pass Items  
  • Shaxx Crucible Rewards  
  • Drifter Gambit Rewards  
  • Zavala Vanguard Rewards  
  • Season Vendor's Rewards  
  • Gunsmith Reputation Items  
  • Seasonal Seals and Rewards 

Certain seasonal seal/title triumphs and rewards require multiple weeks to fully complete, so players who want to obtain those rewards should begin the process of unlocking them this week. 

For activities, rewards, quests, and more that are entering the Destiny Content Vault, please click here

Known Issues

For a full list of emergent issues in Destiny 2, players can review our Known Issues article. Players who observe other issues should report them to our #Help Forum

Grab the Popcorn

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Hippy: Why did the leader of the Cabal ruthlessly kill so many Guardians? Because he was Callus. What does that have to do with this week’s MOTW picks? Absolutely nothing; moving on.  

This week, we have a few laughs and a lot of impressiveness. The first is a pretty nifty way to “learn the alphabet” with in-game dialogue. And sometimes mind-numbing screams. A is for AHHHH, after all. Our second video is a project six years in the making; a fan-made Destiny show in a new machinima genre they dubbed Immersiplay.  

Enough chatting, let’s dive into some fan-made goodness!  

Movie of the Week: Learn the Alphabet with Destiny 2

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Movie of the Week: Destiny Solas - Episode 1

Video Link

What’s this?! A BONUS video? We aren’t going to do this a lot, but I just had to add a third masterpiece in dedication to our amazing Player Support Team. That, and us Osiris x Saint stans deserve some happiness: 

Movie of the Week: Saint-14 And Osiris Deserve the World 

stan saint-14 and osiris destiny 2 pic.twitter.com/t5XGTZvKyA

— himbos inc. 🕸 (@cowboislut) January 3, 2021

Let There Be Art

Sam: The countdown to The Witch Queen has been creating such a buzz in the art community that it’s truly one of the hardest things to pick ONLY 2-3 of you each week as winners. This week doesn’t have a theme (I tried, I am a sucker for a good theme) but it does have excitement, fear, humor, and love so I think it worked itself all out in the end, ya? 

Art of the Week: Stepping Up

Stepping up to the Witch Queen. #destiny2art #destiny2 pic.twitter.com/JQN64PBfxA

— Pherian (@PherianArt) January 26, 2022

Art of the Week: "If it shoots from its eyes, how the Hell do I see it?"

"If it shoots from its eyes, how the hell does it see?" -Crow, moments before his 14th death

I always thought this flavor text was hilarious so I made a piece based off of it. Huge shoutout to the narrative team on this one lol.

-#Destiny2Art #destiny2 #destinythegame #aotw pic.twitter.com/9VkACa7sc2

— ΛXΞL (@axelander_art) January 25, 2022

Art of the Week: A Titan's Proposal 

A Titans Proposal


.#Destiny2 #Destiny2Art pic.twitter.com/i5iJ4fLwiU

— Ali Qaiser (@Azlaar) January 26, 2022

Don’t forget to tag Bungie on socials with your art and movies each week using #AOTW/#MOTW #Destiny2Art. And remember, it doesn’t have to be only paintings or digital art as mentioned last week (where are my fiber art friends at? wink). We want to see it all! 

We’re less than a month away from the launch of The Witch Queen and showing Miss Savathûn who is boss. The excitement is real, and the team can’t wait to hear your thoughts on what’s coming in hot. For those that may need a little refresher, feel free to mosey on over to our product page centered around the next expansion to make sure you’re all caught up and ready to rock. 

Buckle up, kids, we’re going on an adventure! Stay tuned and, in the meantime, stay fresh and be kind. See you soon!  


"I should go"Hippy

r/DestinyTheGame Nov 11 '21 Silver Helpful Wholesome

Bungie // Bungie Replied x2 This Week At Bungie – 11/11/2021


Source: https://www.bungie.net/en/News/Article/50820

This week at Bungie, we got guns over here.  

We have a lot to cover this week so I am going to keep this intro short so we can get into it. We have a new emblem for you, new Trials Labs info, a long list of weapon changes, a new fashion magazine cover, more Bungie Bounties, and a partridge in a pear tree. Actually, scratch the last one, it’s only November. 

Be True

Everyone at Bungie, both trans developers and allies alike, stand in support of our transgender and gender nonconforming community. We join the call to end anti-trans violence and discrimination. The stars burn brighter because of your courage, unwavering strength, and pursuit of truth. 

Ahead of Transgender Awareness Week, which celebrates the lives of the transgender and gender nonconforming community from November 13th through the 19th, we are proud to announce our new trans pride emblem, “Be True.” Your light inspires, helping guide us all on a path to a better future. May it only shine brighter. 

As Transgender Awareness Week leads into Transgender Day of Remembrance on the 20th, a day to memorialize the lives lost to transphobic hate and violence, we also recognize the hardships this community faces. We invite anyone and everyone to join us in this remembrance by donning this new emblem. Unlock it using code ML3-FD4-ND9 on our code redemption site

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During the month of November, all profits from the sale of Bungie’s Pride Pin will benefit TransLifeline in support of their efforts to provide peer support to trans people in crisis through respectful, anonymous, and confidential communication and resources. 

Back to the Lab Again

This week we are revisiting Trials Labs with Capture Zone. A quick reminder, Capture Zone is still Elimination, with the following changes:  

  • 30 seconds after the round starts, a capture zone is enabled. Players can capture this zone to win the round, or just eliminate the other team like normal.  
  • The capture zone has a waypoint from round start, including a countdown timer, so everyone will know exactly when and where it will be.  
  • The capture zone starts in the middle of the map in the first round and changes location each round.  

We took feedback from the previous Capture Zone Lab, and made the following changes: 

  • We are using a stronger Trials Map: Endless Vale. 
  • Rather than rotating through points that give one team a significant location advantage, we are rotating through three neutral zones — one at Temple, one at Mid, and one at Shrine. 
  • Players no longer get Super energy when capturing a zone, either before or after the round ends. 

As we mentioned last week, card-based Matchmaking is on all weekend, with the Flawless Pool turning on Sunday morning at 10 AM. As with the previous two Labs, a 2x Trials Rank booster will be on all weekend. 

Going forward, we are looking at adding end-match rewards prior to getting a 7-win card, making it more worthwhile to play in the Flawless Pool, and for increasing reputation gain—especially in the later ranks. We are still firming up plans, so expect more information on rewards in December. 

Pew Pew

Our 30th Anniversary is coming up quick and the new dungeon and cool rewards aren’t the only thing we are adding to the game. We’re also making a hefty tuning pass to weapons and perks. We’ve still got a little bit of time before these changes go live on December 7, but in the spirit of transparency let’s get into it early. Please welcome to the stage Design Lead Chris Proctor! 

Chris: G’day again! We have a mid-Season-weapons update ready to go live for you next month. Because Season of the Lost is a “slightly” larger Season than normal, we have a “slightly” larger mid-Season tuning pass for you. Let’s get into the nitty gritty.  


Shotguns - In Season 11 we wanted to see if slugs could be viable in PvE with a high enough reward for the risk of being close and the time it takes to aim at a head. Good news, they're viable! However, they currently outclass pellet Shotguns and many other Special ammo options (not to mention being part of a dominant boss-melt tactic), we'd like to equalize this a bit. However, since pellet Shotguns are easier to use than slug Shotguns they don't need as large a bump. 

  • Reduced slug Shotgun PvE damage bonus from 30% to 20%. 
  • Gave pellet Shotguns a 10% PvE damage bonus. 

Linear Fusion Rifles - In Season 14 we bumped these up but believe that while their potential damage output competes numerically, and they’re extra hot right now because of the sweet Particle Deconstruction artifact mod, they can't compete with the ease of use of other damage options. Last time they got a precision damage buff, this time it's a flat damage buff. 

  • Increased PvE damage by 10%. 

Caster Swords - We shipped this with a high Heavy attack ammo cost to offset a great melee weapon that also has a good ranged attack, but now believe it's safe to reduce the ammo cost. 

  • Reduced Heavy attack ammo cost from 8 to 5. 

Bows - In Season 11 we bumped Bow damage up 10% vs  rank-and-file enemies, having seen this in game for a few Seasons it seems safe to nudge them up again. 

Increased damage vs rank-and-file enemies by ~10%. 

Sidearms and Fusion Rifles - Due to an ancient data entry error, Sidearm and Fusion Rifle projectiles were non-hitscan. Behind the scenes, the engine does math converting a projectile from non-hitscan to hitscan if it would cover a specific distance in one frame, so this would only occur running at 60fps or higher – shoutout to a specific community that provided us with evidence on this issue, you know who you are. 

  • Increased Sidearm and Fusion Rifle projectile speed from 999 to 9999 (which makes them hitscan regardless of framerate). 


Vex Mythoclast - Yeah we over buffed this, and while it's kept in check by the peekshot potential of Hand Cannons etc., it's definitely melting faces. In playtests we feel it’s still strong enough to be desirable, without feeling free. 

  • Reduced Aim Assist stat by 25. 
  • Reduced the Linear Fusion Rifle mode Aim Assist Cone scalar from 1.1 to 1.05. 
  • Now requires 3 eliminations for full Overcharge instead of 2. 

Fighting Lion - This wasn't a specific problem, but given increasing frustration with breech Grenade Launchers in Crucible, it seemed like a misstep to say "we hear you" and "here's an infinite ammo version of that thing you're frustrated about" in the same patch. It should be clear to everyone that a full nerf isn't needed, so we're adjusting it. (Note: This is not a full rollback — there's still a difference between "almost infinite ammo" and "actually infinite ammo" in how weapons are used, and in playtests where we tried to abuse infinite ammo, it was extraordinarily oppressive, much more so than we expected given that it had a ton of ammo previously.) 

  • Removed the multi-hit requirement  

    • I.e., dealing any damage will grant the buff. 
  • Increased the buff to the reload stat from +50 to +70. 

    • I.e., reload will still be slow if you miss, but if you land any damage, Fighting Lion will reload faster than it did before the nerf. 
  • Increased the buff duration to 7s. 

Arbalest - We always wanted this to have utility in high difficulty PvE, but its lack of Champion mods prevented that, and it's all about shield breaking already, so we're fixing that.  

  • Now has intrinsic anti-barrier. 

Sleeper Simulant - The delta between Sleeper and the best Legendary Linear Fusion Rifle wasn't large enough to make this a compelling option, so while it benefits from the 10% damage buff above (really, this time), we've given it some additional love. 

  • Increased magazine size from 3 to 4, increased PvE damage by 6%. 

Suros Regime - Dual Mode Receiver always made Suros a worse 360 RPM auto rifle but fixing that is a straightforward stat bump. This may not make this mode dominant, but at least makes it do what was intended: turn it into a high-impact Auto Rifle. 

  • Dual Mode Receiver mode now grants the following in addition to its current effects: +30 range, +3 zoom. 

Cryosthesia 77K - Given the state of Stasis in PvP at the start of Season 14, we deliberately shipped this weapon in a weak state (which almost physically hurt us, but was the right decision), not wanting to contribute to the problem. Now that we've had more time to evaluate the state of the sandbox, we've reworked this Exotic to address its weakness in PvE. Specifically, the following pain point: Fire on release with the charge trigger, losing all ammo on firing the freezing shot. 

  • Removed Variable Trigger completely. Now fires on trigger press instead of release (this will make it feel much more responsive). 
  • Charged Shot moved to special reload. Getting a final blow with the Sidearm enables access to the special reload. 
  • Once the Charged Shot is fired, the weapon reverts back to standard Sidearm mode. 

    • This does NOT cost your entire magazine. 
  • Charged Shot now causes an AOE which freezes AI and slows players (direct hits still freeze). 

Leviathan's Breath - This Bow is underused, so we wanted to give it a bump, while also making its catalyst more interesting (expect this type of catalyst tweak to become more common moving forward). 

  • The catalyst now grants the Archer's Tempo perk in addition to its other effects. 

Whisper of the Worm - The original DPS king has fallen out of favor, with the delay before the damage buff kicking in making the weapon less usable in short damage phases, and optimal sustained damage requiring all critical hits but not sufficiently rewarding precision. 

  • Reduced delay on activating Whispered Breathing from the catalyst from 2.1s to 1.2s. 
  • White Nail magazine refill changed. Was 3 from inventory but now pulls 2 from inventory and 1 from thin air. 
  • Increased damage in PvE by 10%. 

D.A.R.C.I. - This Sniper Rifle's damage has fallen behind as other options have been buffed, and its damage is dependent on crits, while also requiring 100% time on target, so we've improved its ease of use and bumped the damage up. 

  • Reduced flinch, recoil, and accuracy degradation by 50% while Personal Assistant is active. 
  • Personal Assistant now has a 1s delay before deactivating when off target (was instant). 
  • Increase damage in PvE by 20%. 

Malfeasance - For a weapon all about explosions, this Hand Cannon's explosions were a bit underwhelming. 

  • Increased explosion damage by 50%. 

Dead Man's Tale - We've seen this Scout Rifle's usage drop dramatically on console since the recent nerf.So we spent some time tuning it in a way that benefits controller much more than mouse and keyboard (i.e. we don't believe this buff will improve the weapon much on mouse and keyboard), specifically touching hip fire with the catalyst. 

  • Note: This isn’t actually branching the tuning between input devices, but the bits we touched are either only present or are much more impactful on controller: 

    • Increased reticle friction falloff distance (no effect on mouse and keyboard). 
    • Less recoil (reduced effect on mouse and keyboard). 
    • Improved accuracy (reduced effect on mouse and keyboard). 

Heir Apparent Catalyst - There was a data error in the Heir Apparent catalyst resulting in it granting too much damage resistance against players, this has now been corrected. No effect in PvE. 

  • Reduced damage resistance against players from 75% to 25%. 

Lorentz Driver – The bonus ability energy feels extraneous when the damage buff is so strong, and we’re limiting certain weapon sources of ability energy. 

  • Removed ability energy regeneration on picking up a telemetry. 

Traveler’s Chosen – The ability energy granted from the perk was on a curve that isn’t intuitively understood. Similar to Lorentz Driver, it seemed appropriate to adjust this in PvP. These changes aren’t noticeable in PvE. 

  • Now grants 10% ability energy per stack on activation (was previously more generous on low stacks, less generous on high stacks, the average and amount for 10 stacks are unchanged). 
  • Reduced stacks granted on a Guardian defeat from 3 to 2. 


Adrenaline Junkie - This perk wasn't performing as well as intended, and the path of least resistance was making it live up to its dev name (grenadebuckler). 

  • Eliminations with the weapon can add single damage stacks or extend existing ones. 
  • Grenade eliminations boost the stacks immediately to x5. 
  • Lowered the duration to compensate for weapon activation. 

Vorpal Weapon - A perk that grants 15% bonus damage against all targets I'm going to use my Heavy weapon on? This was a non-choice and sucked the air out of the room for other damage perks. At the same time, it was failing its original role: giving players a reason to run a primary weapon against tough targets. 

  • Was 15% damage on all weapons. 
  • Now 10% on heavy weapons, 15% on special, 20% on primary. 
  • No change to damage vs players in Super. 

Whirlwind Blade - This was too obviously the best Sword damage perk around, so while we're fine with it being good at sustained damage, we've pulled it back for shorter fights. 

  • Increased number of stacks needed to hit maximum damage from 5 to 10. 

Pulse Monitor - What if instead of activating on what feels like a fail state, this activated on a state you'll be in in almost every encounter, even if you're winning? 

  • Changed threshold for activation from 90% health to 30% shield (i.e., this now requires much less damage to trigger). 


Quick Access Sling - The usage on this mod is very telling — it's extensively used on Bows and breech Grenade Launchers, and barely used at all on other weapons. At the same time, we've pulled down some options players had for improving their swap speed, and wanted to make an option available for building towards that on all Legendary weapons. 

We'll be watching how this feels in the wild and may revisit it later. 

  • Functionality changed: 

    • Was: +100 handling, 0.9 * ready/stow/aim down sights time for 0.4s after running out of ammo. 
    • Now: 0.9 * ready/stow time all the time. 
  • This change also applies to the Swap Mag perk, as they use the same perk behind the scenes. 

Full Auto Retrofit - We've seen plenty of requests for an accessibility option allowing full auto fire, particularly on fast-firing semiautomatic weapons. We have a settings option in the works for a season after The Witch Queen launches but decided to put in a stopgap to help players until we are able to ship it. Please keep these types of suggestions coming! 

  • Added a Full Auto Retrofit weapon mod that enables full auto while the trigger is held, usable on Legendary Hand Cannons, Sidearms, Scout Rifles and Pulse Rifles. 
  • This is unlocked by default for all players. 

The Near Future 

Annual expansions are a good time for system-level changes, since they get so much more playtest time over a longer duration compared to a normal Season.  

We don't like that the desire for Exotic catalysts is largely driven by the orbs of power generation they provide, and have something in the works to let players build around that limitation. 

Weapon differentiation — if I have two Void adaptive Hand Cannons, one from the Suros foundry, and one from the latest raid, why do I care about one more than the other? The stats tend to be fairly close. Perk pools can be different, but there are only so many perks, and it's a stretch to say the perk pool gives the weapon its identity. We've got something shipping on all new and reissued weapons in The Witch Queen that addresses this issue directly and are working to expand the same solution to all weapons that drop in the future. 

We mentioned in the last patch notes that we're not done with Special ammo economy in PvP, and have a further tweak coming that should help bring down the amount of ammo floating around. 

Exotic primary weapons already advance Ammo Finder mods much faster, but we want them to feel better in hard PvE content and are adjusting all of them to reach this goal. 

We're adjusting some Exotics, some that consistently top the PvP usage charts in an oppressive way, some that had their perks limited to a degree that's no longer warranted. (We’re looking at you, Chaperone...) 

Cover Story 

Threads of Light is back. Our digital fashion magazine launched its second cover earlier this week with some hot new looks on display. Check them out.  

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Big congrats to our winners Vanquish, Twisty, and Dawsonson. They came, they saw, they looked frabjous. 

The unveiling of previous winners means we have openings for new winners. So, let’s kick off another fashion show! 

The rules are the same—we will be hunting for good looking Guardians and sharing them on our suite of social channels across the globe. To enter, share a shot of your Guardian’s appearance page and use #ThreadsOfLight on Instagram or Twitter. You can also tag @DestinyTheGame or our account for your region for more visibility.   

We will be picking winners to give the emblem to up until November 18, 2021. Of those winners, we will choose one Hunter, Warlock, and Titan, to represent their class on the cover of the next issue slated to come out sometime early next year. 

Design your look and wear it proud. We’ll be watching.  

Moar Bounties 

Last week, we announced a slate of Bungie Bounties all across the globe. They kicked off earlier this week and will be rolling out from now until November 20. We have been keeping an eye on the feedback and saw requests for more bounties in LATAM and the UK and have added a few to the schedule! 


|--|--|--|--|--|--|--|--|--| Nov. 15|* Marechal Invernal Rambo – 9-11 AM Pacific (14:00 – 16:00 BRT) - PC * IronLife – 11 AM-1 PM Pacific (16:00 - 18:00 GMT+3) - PC * TheVanguardBR – 2-4 PM Pacific (19:00 - 21:00 GMT+3) - PC |

United Kingdom|

|--|--|--|--|--|--|--|--|--| Nov. 20|* Pijinnn – 4-6 AM Pacific (12:00 – 14:00 GMT) - PC * Benny – 6-8 AM Pacific (14:00 – 16:00 GMT) - PC * Ahnubyss – 8-10 AM Pacific (16:00 – 18:00 GMT) - PC |

We added these to the full schedule from last week so you can have one place to check to see when the next bounties are going live. We’re actively planning for more bounties in the future, keeping in mind regions, platforms, and more. If you have any suggestions, always feel free to sound off! 

Please remember to be respectful when visiting the streams of our featured community members. You are welcome to hunt them in game, but keep it clean in chat. And even if you don’t see a bounty in your game, we highly recommend finishing the match. If you quit enough games, you may land yourself some PvP restrictions! Happy hunting.  

LULLaby and Goodnight 

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It’s time now for an important update from our Player Support Team.  

This is their report. 

Known Issues List Help Forums  |  Bungie Help Twitter  


With Trials Labs: Capture Zone coming back this weekend, bonus Trials Ranks will come with it. As a result, extra Nightfall rewards have been shifted to next week. 


Earlier this week, Destiny 2 players in the US and Canada were sent an email and survey about a user research opportunity. Many players have reached out to us that they haven’t received any kind of email from us in a very long time. This could be caused for several different reasons, but the best way to start receiving our email again is to: 

  • Go to your Bungie.net Profile Settings>Email and SMS
  • Type in a new email (you can’t use your old one) and check off every box. Save the change. 

    • Note that some email domains, such as iCloud, may not work. 
  • You should receive an email from us asking you to please verify your Destiny 2 account, with a link inside the email. 

  • If you are signed into your Bungie.net account, you will be taken to a “Welcome to Bungie” page. 

    • If you’re not signed in, you will receive an error page, so you need to sign into Bungie.net first before clicking the link in your email. 
  • This should verify your email address with our system. We are currently working to improve some of this experience so that you can see the verification in your profile settings. 


Destiny 2 Hotfix went live this past Tuesday to fix a few issues. Log into your platform to begin the download. 

Next Tuesday, November 16, Destiny 2 will undergo extended downtime again from 5:45 to 9 AM Pacific. 


While we continue investigating various known issues, here is a list of the latest issues that were reported to us in our #Help Forum: 


We’re investigating an increase in RUTABAGA errors. 

  • The Frenzy and Rampage perks and the Rampage Spec mod are all named the same in Chinese.  
  • The Wicked Overgrowth shader isn’t available for players who completed the Iron Banner quest on all their characters before our fix went out to correct the issue. 
  • If players start the Lost Lament quest on one character and complete it on another, Banshee still tries to give the Broken Blade to the first character to complete the quest that no longer exists. 
  • When Warlock’s perform a Phoenix Dive, they can't slide for 5 seconds. 

For a full list of emergent issues in Destiny 2, players can review our Known Issues article. Players who observe other issues should report them to our #Help forum

Loud Noises

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3, 2, 1, Movie of the Week is go for launch. We have new community created videos ready to blast off. Here are our picks for this week.

Movie of the Week: Titan Space Squadron 

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Movie of the Week:  Paint Job

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If you don’t know the drill, each of the creators of these fine films will be taking home a special emblem. If that is you, please make sure you post a link to your Bungie.net profile into the description of your winning video and we will calculate the perfect trajectory to have your emblem safely touchdown in your collection.  


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Sometimes, art gets up and moves around—literally! We often see players in our community become their favorite characters. We’ve seen some truly epic cosplay over the years, but one of today’s winners created a spectacular Eliksni costume. You have any cool art you can wear? We would love to see it! 

We have some cool artwork lined up too, check out our full lineup of artists of the week! 

Art of the Week: Becoming Eliksni 

The second I saw the #seasonofthesplicer trailer I knew what I had to #cosplay @Bungie @DestinyTheGame thank you for the inspiration and for bringing #smallen into our lives 🙏❤🥺#destinycosplay #Destiny2 #cosplayphotography pic.twitter.com/2iJ9yHIUVn

— Claire Corcoran (@firmamenttyrant) November 7, 2021

Art of the Week: Mica-10 

"Every single time, no matter whom she sees or what she hears, Micah-10 wakes up, feeling something in her tug towards space."#Destiny2 #Destiny2Art @A_dmg04 pic.twitter.com/1VGCAOQ9at

— sjur eido lives 🏳️‍🌈 (comms closed!) (@ninerivens) November 3, 2021

Art of the Week: Riven 

Riven of a Thousand Voices, the last Ahamkara. 😊 #destiny2 #destinyfanart #destiny2art #bungie pic.twitter.com/5hOEhynFSE

— echovectorbravo (@echovectorbravo) November 6, 2021

If you are the artist that created one of these pieces, congratulations! Please make sure you reply to your post with a link to your Bungie.net profile and we will get your special artist emblem sent out. 

Well, that was a lot of information. If you made it this far, bless your heart—you’re our kind of people. While every TWABs leading up to the 30th Anniversary might not have this much meat on the bone, I can promise they’ll all have plenty of gravy and stuffing. See you soon.  

<3 Cozmo 

r/DestinyTheGame Aug 24 '21 Silver Helpful Wholesome

Bungie // Bungie Replied x2 Destiny 2 Showcase Recap


Source: https://www.bungie.net/en/News/Article/50543

Today, we had a lot to say about Destiny 2’s past, present, and future. Our game and community are thriving with new content going live right now and exciting things coming up in the near future. Below, you will find all of the trailers, videos, and info we shared today. This is your one-stop shop to find everything you need to know about The Witch Queen, Season of the Lost, and the 30th anniversary celebration. If you missed our big showcase stream today and want to watch it in its entirety, here you go.  

The Witch Queen 

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We just gave you the first look at Destiny 2’s next expansion, The Witch Queen. Savathûn awaits in her Throne World as you will attempt to unravel her web of lies and survive the truth through a new campaign. New Lucent Hive Guardians wield the Light against you.  

The Witch Queen is the definitive Destiny 2 campaign that captures the special feelings from memorable activities like Presage and our favorite Dungeons and translates them into a campaign experience. For the first time ever, you’ll have the option to turn up the difficulty  and sweat it out through Legendary Mode. Your extra effort won’t just be for bragging rights: Choosing the road less traveled will earn you powerful gear and extra rewards.  

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In The Witch Queen, you won’t just be finding weapons, you will be making them. Crafting is coming to Destiny for the first time and it starts with the Glaive – Destiny's first and only first-person melee weapon. The Glaive is a versatile new energy weapon archetype that allows you to utilize melee combos, mid-ranged projectiles, and defensive capabilities. We’ll have more to share on the Glaive in the future, including class-specific Exotic variants with unique attacks.  

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The Glaive isn’t the only weapon that you’ll be able to craft. You’ll also be able to forge all of The Witch Queen and Seasonal weapons with your own two hands. Crafting is more versatile than the Umbral system and will even allow you to hunt for specific perks.

The campaign is only the beginning. The Witch Queen also introduces a new six-player activity, a new raid, and much, much, more. 

Learn more about The Witch Queen.

Season of the Lost 

Season of the Lost is live now. This Season acts as a prelude to The Witch Queen and will set the stage for the upcoming expansion. Mara Sov, the Queen of the Awoken, has returned to the Dreaming city and needs your help to save her lost tech witches from the Shattered Realm. 

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This Season is full of new weapons, a new six-player activity, a new weekly mission, and a portal to the Shattered Realm. The Lorentz Driver Exotic Linear Fusion Rifle can be instantly unlocked with a Season Pass or earned by ranking up. Ager’s Scepter, a new Stasis-powered Exotic Trace Rifle will be available later in the Season through an Exotic quest. 

On top of all of the weapons we previewed last week, there are also brand-new Legendary Stasis weapons in the Season of the Lost arsenal.  

Learn more about Season of the Lost.

Season of the Lost is longer than the average Destiny 2 Season and doesn’t end until The Witch Queen launches on February 22, 2022. We’ll have more details to share when we release our Road to The Witch Queen calendar in the near future. You can expect to see Festival of the Lost, Moments of Triumph, The Dawning, and more. 

The Season Pass reward path, artifact, and challenges will carry on throughout the Season without resetting. We’ll also be making additional Bright Dust available and resetting the amount of Synthweave tokens you can earn through bounties in the second half of the Season. Stay tuned for more details on this later in the Season.  

30th Anniversary 

It’s hard to believe Bungie has been making games for 30 years. It’s been our mission for three decades to build worlds that inspire friendship. This milestone has given us a chance to look back at some of the memories we made along the way. 

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Today, we previewed in-game content we are releasing to celebrate 30 years of making games. The 30th anniversary celebration is coming on December 7 and it’s free for all players. It will offer a new six-player matchmade activity, iconic weapons to collect, mysteries to unravel and rewards that commemorate our long and storied history together.  

In addition to the free event, players can also purchase the Bungie 30th Anniversary Pack that includes a collection of content and rewards you aren’t going to want to miss. 

  • Treasure-themed three-player Dungeon in the Cosmodrome 
  • Gjallarhorn Exotic Rocket Launcher’s debut in Destiny 2 
  • Thorn armor set 
  • Marathon and Bungie 30th Anniversary streetwear-inspired ornament sets 
  • Collection of favorite Destiny 1 weapons, including Eyasluna and 1000-Yard Stare 
  • Claymore Sword inspired by Myth 
  • Shotgun inspired by Marathon 
  • Unique Helmet Ornament 
  • Exotic Sparrows 
  • Exotic ship 
  • Emblems, shaders, emotes 
  • And more! 

Learn more about 30th Anniversary.

Which Witch Should I Get? 

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Are you having a hard time picking which edition is right for you? Here is a quick guide to break ‘em down. For the full list of features included in each package you can also check out this page.   

Are you a collector of anything and everything Destiny all of the time? 

The Witch Queen Collector’s Edition has it all. You get digital codes for the Witch Queen Deluxe Edition and the Bungie 30th Anniversary Pack as well as the Hive Ghost and all of the other physical goodies in the Collector’s Edition. Visit the Bungie Store right now to order The Witch Queen Collector’s Edition; we also have a slew of new merchandise going live today! 

Already have the game codes you need, but still want all of the collectibles? 

Grab The Witch Queen Collector’s Edition without the game code.  

Do you play everything Destiny has to offer but don’t need the physical collectibles? 

The Deluxe Edition + Bungie 30th Anniversary Bundle is going to get you The Witch Queen Deluxe Edition and everything in the 30th Anniversary Pack. This will set you up with Seasons 16, 17, 18, and 19, as well as a ton of other Destiny content. If you are a hardcore player that consumes it all, this is your best option.   

Just want The Witch Queen?  

The Standard Edition will get you the base expansion without all the bells and whistles. You can decide later if you want to buy the Seasons as they arrive and can also pick up the 30th Anniversary Pack separately as well.  

If I buy the Standard Edition, can I upgrade it to the Deluxe later? 

Yes. More details on that in the future.  

If I purchase the Standard Edition of The Witch Queen, will I be able to get the additional Dungeons that are included in the Deluxe Edition? 

Yes, you can upgrade to the Deluxe Edition to access the Dungeons. We will also add a separate access path in the future. 

If I already have Game Pass on Xbox will I get access to The Witch Queen? 

No. The Witch Queen will not be available within Game Pass. 

Trials of Osiris Revamp 

One of the big updates we’re bringing in Season of the Lost is an overhaul of Trials of Osiris – our 3v3 high-stakes PvP activity. We are reworking the activity and the rewards structure with the goal of making it more approachable to more players. We still want it to feel like an aspirational activity where winning is meaningful but want to ensure that, even if you are not the best PvP player, your time spent playing Trials is still worth it and provides you with rewards for your effort. Here are a few things coming when Trials of Osiris kicks off on September 10. 

  • New matchmaking options for Duos and Singles.
  • The ability to keep playing your card past three losses.
  • Tokens have been removed and gear will now drop from Trials engrams.
  • Trials of Osiris will now require purchase of the yearly expansion to play. 

We will have a full article with more details on 8/25. 

If I don’t have Beyond Light, will I be able to play Trials in Season of the Lost? 

No, you will need the current yearly expansion to access Trials of Osiris. That is currently Beyond Light and will switch to The Witch Queen when it releases.  

If I don’t have Beyond Light, but I pre-order The Witch Queen, do I get access to Trials before the expansion launches? 

No, Trials of Osiris will require Beyond Light until 2/22/22 and after that, it will require The Witch Queen.  

What are you doing about cheaters in Trials? 

Keep reading... 

Security Update 

BattlEye anti-cheat software is being implemented and will go through several rounds of testing before it’s fully operational. Read our full security update for more information on BattlEye as well as a few other changes we’re making.  

We hope you enjoyed today’s extravaganza of announcements, trailers, and huge helpings of hype delivered via train. We still have a lot to cover before February and Light subclasses are being majorly revamped in Year-5 starting with Void 3.0. Beginning with our 30th Anniversary celebration on December 7, we’re adding a new dungeon or raid every three months going forward. To keep this content fresh, we’ll add legacy rotations to feature different dungeons and raids to ensure every aspirational activity has relevant rewards.   

As we take a moment this year to look back on 30 years of making games, the constant through all of it has always been you – the players. It’s truly been an honor to see the memories made, the friendships forged, and the millions of hours spent in the worlds we’ve created. If you share our passion for making games, come join us

The past is storied, and the future is bright for Destiny 2 as we move forward with The Witch Queen, Lightfall, and The Final Shape; which will be the final chapter in the Light and Darkness saga that will set the stage for the future of Destiny 2. We are committed to supporting this game for the long term. Thanks for joining us on this starside ride.

r/DestinyTheGame Aug 26 '21

Bungie // Bungie Replied x2 This Week At Bungie 8/26/2021


Source: https://www.bungie.net/en/News/Article/50655

This week at Bungie... Where do we even begin? 

Tuesday was a big day. Really big. So big, in fact, that a little bit of the news ended up slipping into Wednesday. Many of you were tuned in to watch every detail as it was revealed, but there was a lot to cover. Let’s do a quick recap for the New Lights out there. Yes, you’re about to read an onslaught of links, but we couldn’t possibly cover everything without this turning into something that looks like patch notes: 

As for quality-of-life improvements for our PvP players out there, we have some fun news on the Security front, and for Trials as well! 

  • We’ve announced our partnership with BattlEye Anti-Cheat, and begun our soft launch of new security improvements to Destiny 2.    

    • As we collect data and strengthen our detections, we appreciate all players who continue to report potential cheaters to our contact form here
    • We’ve also announced updates to our Security Policies, touching on things like win-trading and account recoveries in competitive environments.
  • We’ve announced upcoming improvements to Trials of Osiris, starting with rewards, matchmaking, and Labs. 

    • Trials will be on a short hiatus until September 10, so read up if you haven’t gotten the chance. 

We’ve given you all plenty to read and there’s still quite a bit to discuss over the next few months.

Let’s start with some expectation setting, shall we? During the Destiny 2 Showcase, we spoke of reworks coming to all Light-based subclasses in Destiny 2. While we showed you a small glimpse of gameplay, we thought it would be nice to talk through what that rework really means.

But first, here’s a quick update on our Bungie Foundation initiatives. 

Bungie Foundation Update: Team Rubicon and Direct Relief 

Last week, we announced multiple charity initiatives with goals of helping those in need around the world. This community has proven time and time again that gaming does good, and that we’re all Guardians of the world. 

Bungie Foundation: Today, Team Rubicon and Direct Relief have teams on the ground across the world and are actively providing life-saving medical care, critical medical and PPE supplies, food, water, and shelter to hundreds of thousands of people in need following the recent natural disasters – including the Haiti earthquake, West Coast and Mediterranean wildfires, and Tennessee and Germany floods. They have not let up on their mission to vaccinate vulnerable populations against COVID-19.  

Thank you to each of you who have preordered a Guardians for Hope T-Shirt, made a direct donation, or purchased from the Bungie Foundation Collection on the Bungie Store. We know that this has been an incredibly challenging and overwhelming year for everyone, and your continued generosity is truly humbling. Over the past week, you have helped us raise nearly $125,000 in direct donations and have preordered a lot of T-shirts!  

Let’s keep this support train rolling! Between now and next Wednesday, September 1, at 11:59 pm PT, you can help us reach our goal of $500,000 to help Team Rubicon and Direct Relief bring the life-saving care that millions around the world need today. 

As a reminder, here are the sweet wares you can receive through your support: 

Donate $25 and receive the Anchor Point emblem, distributed via email on Thursday, September 9.

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Pre-order the Guardians of Hope T-Shirt and receive the Vital Elixir emblem, distributed via email on Thursday, September 9. 

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Make a purchase from the Bungie Foundation Collection on the Bungie Store and receive the Planet of Peace emblem, delivered instantly via email after purchase is completed. 

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Reminders: To be eligible for the in-game items listed above, donations and/or purchases must be made between August 19 and September 1 at 11:59 pm PT. Unique redemption code(s) will be emailed to you on Thursday, September 9 following the completion of the fundraiser. Only one redemption code per item per email for qualifying donations or purchases. 

Thank you for being real-life Guardians to so many who need you. Your support truly does save lives. 

Into the Void 

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Starting in The Witch Queen, we’ll be aiming to give Light classes the Stasis treatment Season over Season, bringing more customization to Guardians and new ways to engage with their abilities. While the team is still deep in development, Sandbox Discipline Lead Kevin Yanes and Gameplay Designer Samuel Dunn are joining us to walk through their goals for abilities, and what the upcoming reworks will bring to the table. 

Kevin: Hey everyone, Kevin from the Abilities team here to share some sweet details about what’s coming next. By the time this gets posted, I assume you all have had the opportunity to see what’s cooking here in the Bungie digital kitchens. The world, characters, and story are all moving forward, and things are changing big time. Destiny 2 is evolving, and that means the sandbox needs to evolve with it. Previously, I laid out a roadmap of changes that got us to Season 15 with some vague hints about the future. Now that we’re here, I wanted to plant more flags in the ground about where we’re going next. 


Throughout Tuesday’s reveal, we watched as you all reacted to The Witch Queen, Season of the Lost, and 30th Anniversary. Part of those reactions where on subjects like subclasses and Stasis aspects and fragments. I feel that before we move forward, we should rip a few bandages off: 

  • There will be no new darkness subclass with The Witch Queen or through year 5. 

    • We made the call to refocus ourselves on Light subclasses this year. As you’ll see below this doesn’t just mean a port but also new and exciting stuff too.  
  • There are no new Stasis aspects and Fragments arriving along Season of the Lost.  

    • Similar to above we wanted to focus on different initiatives instead of adding more to Stasis.
    • We feel like the subclass build variety is in a good spot and was likely to benefit from tuning changes more than new stuff.
    • To that end we prioritized the Season of the Lost balance patch and another patch you’ll hear about below debuting with 30th anniversary. 


Today you’re going to read a quick tease on a feature we’re calling Void 3.0 – a new interpretation of the Void subclasses and fantasies. In the coming weeks, you’ll hear about changes we’re making to how players regenerate ability energy and how those changes are going to affect PvE and PvP with our 30th Anniversary release. A few examples of changes in the pipe: A reduction to how many one shot kill abilities are available in the crucible and  shifting super energy regeneration so players are rewarded for participating in combat vs waiting for a timer. Later in Year 5, we hope to share more info on an initiative the team is discussing internally right now: making ammo generation a more deterministic and consistently paced experience across all activities. I hope what I'm describing here paints a clear picture: The game is evolving for the better. 

Destiny 2 is a living game, and as we head into our fifth year, we’re looking at how we can evolve the sandbox you know and love to not only create exciting new experiences, but to better polish ones that haven’t had much love since our launch in 2017. We’ve learned a lot over the years with each iteration of the sandbox, and we’re hoping to apply those learnings through Year 5 and beyond. I hope you are all as excited about the future as I am!  


As you saw in our reveal event, we’re going to be doing serious revamps to the existing Light subclasses in Destiny 2. Our Void, Solar, and Arc subclasses and damage types have been with Destiny from the very beginning – in fact, some of the player fantasies and mechanics in Destiny 2 today are the same that debuted with Destiny 1 back in 2014. And while we’ve had refreshes in 2017 and 2018 with Destiny 2 and Forsaken, these subclasses have in some cases been left behind by the new power bar and build-crafting goals of the game. To help solve that problem, we’re going to take these subclasses back into the shop to retrofit, remix, and reinterpret the gameplay fantasies and mechanics by integrating them into the modern subclass experience. 

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In Destiny 2: Beyond Light we introduced a new subclass system we dubbed internally as Subclass 3.0. The goals of Subclass 3.0 were to create an experience that gave players more customization akin to Destiny 1, while also meaningfully evolving that experience. To us, Destiny is best when build-crafting, best-in-class action, and power fantasy all meet to create gameplay experiences you can’t get anywhere else. 


With Void 3.0, we’re taking the subclasses you know and love and remixing them. That means adding new abilities and mechanics, ditching some old ones where it makes sense to do so, and spreading out existing ones to create enticing new combinations. Our hope is to retain playstyles you know and love today and to create some exciting new ones you didn’t even know you wanted. We can’t wait to see what you all think about these changes and as always, we’re going to be looking for and responding to feedback. <3 

With that all said and done, I am going bow out and let the team do the talking. 

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Sam: Howdy, everyone. I'm Sam Dunn, abilities designer on the Sandbox team. I’m here to dive into a little more detail about what you can expect from Void 3.0. 


As Kevin detailed above, we’re in the process of updating Void, Solar, and Arc into the new Subclass 3.0 system used by Stasis, where you can pick and choose from a selection of Supers, grenades, melees, and Aspects and Fragments to craft cool and unique builds tailored around your playstyle. In The Witch Queen, you’ll experience the first phase of this metamorphosis as you wield the powers of the Void in your fight against Savathûn and her Lucent Brood. 

It’s important to reiterate that this update will change things. Destiny 2 has evolved significantly in the three years since Forsaken, and we believe that the Light subclasses need a shakeup to keep pace. Much of the Void gameplay that you know and love will continue to exist, albeit in a different form. A few things won’t be returning. And there are some exciting new additions we think you’ll have a blast with. 

To paint the picture of how we’re approaching the Void 3.0 rework, here are our main goals: 

Preserve the strong existing power fantasies of Void. We want to focus on what makes the damage type fun to use and give it a cohesive identity that can be felt throughout your subclass, while also adding sweet new toys that feel like a natural extension of your Void powers. 

Provide new and exciting build-crafting possibilities through the combination of Aspects and Fragments. We want you to not only be able to craft similar playstyles to the old subclass diamonds using the new system, but also to explore a bunch of new ways that your Void abilities can work together with your armor and weapons. 

Set up a framework for the systemic integration of the damage type into the rest of the game. We believe that Stasis was very successful in providing a set of shared combat behaviors or “verbs” that can interact with each other and with other elements in the game. With Void, we want to double down on this effort and reorganize the subclasses in a similar way – and we’re planning to continue this with Solar and Arc going forward. 


With the Void 3.0 update, we’re defining a set of core keywords that will be used by the various perks and abilities within each Void subclass, akin to the Slow, Freeze, and Shatter verbs used by Stasis. Each class will specialize in a few of these verbs, but it will be possible to dabble in the rest by coordinating with your fireteam or with certain combinations of Abilities and Fragments.  

Additionally, these verbs will appear in other places outside of the subclass screen – weapon perks, Exotic armor, and mods from your Seasonal Artifact – and we intend to continue expanding that list as we move forward. We believe that these systemic interactions between your abilities and your gear are the core of the Destiny buildcrafting game. 

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Within Void, there are three negative status effects that you’ll be applying to enemies: 

  • Suppression – The target is knocked out of any active abilities and can’t activate any abilities/movement modes as long as Suppression persists. Afflicted enemy AI combatants can’t shoot their weapons. 
  • Weaken – The target takes increased damage and has their movement slowed. Enemy AI combatants fire their weapons with decreased accuracy. 
  • Volatile – The target is afflicted with unstable Void energy and will explode upon taking additional damage or on death. 

And three positive effects that you’ll be applying to yourself and allies: 

  • Void Overshield – A protective barrier of Void Light which reduces damage taken from combatants. 
  • Invisibility – You vanish from sight and do not appear on enemy radar. 
  • Devour – You feast on the energy of your foes. Kills restore you to full health, grant grenade energy, and extend Devour. 

These verbs should all be familiar to veteran players, but now exist in a new, broader systemic framework that will allow us to consistently spread their behaviors across the game, where previously they mostly existed in their own siloed-off subclasses. 


To close this section out, here’s a preview of some of the new and updated abilities that you’ll be able to play with once Void 3.0 drops. 

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Nightstalker Hunter

  • Shadowshot – Moebius Quiver – Super 

    • Fire two volleys of three Void Arrows in a cone which seek out enemies and spawn Void Anchors on impact. Shadowshot makes tethered enemies Volatile and deals increased damage to tethered targets. 
    • One of the main usability pain points of the current iteration of Moebius Quiver is having to press the Super input a whole bunch of times to fire each arrow individually, which is cumbersome and takes a lot of time (and often results in the player drifting somewhere they didn’t intend to be – off the side of a cliff, as a totally hypothetical example). By firing multiple arrows at once, it should be a lot easier to blanket an area with traps in preparation for a fight or put burst damage on a boss. 
  • Stylish Executioner – Aspect 

    • Defeating a Weakened, Suppressed, or Volatile target grants Invisibility and Truesight. After performing a Stylish Execution, your next melee attack while Invisible Weakens enemies. 
    • A twist on middle-tree Nightstalker’s current Flawless Execution perk, this Aspect lets the Hunter specialize in defeating debuffed enemies to keep looping their Invisibility. 

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Sentinel Titan

  • Overwatch – Aspect 

    • Cast a Void-empowered Barricade to grant a Void Overshield to yourself and nearby allies. The empowered Barricade slowly regenerates the Void Overshield of allies bunkering behind it. 
    • We want players to be able to lean into the Sentinel fantasy of being the front-line protector for your team, so Overwatch is a powerful tool for setting up prior to an encounter and providing a safe haven to fall back to when things get spicy. 
  • Shield Toss – Projectile Melee 

    • Hurl your shield towards an enemy. The shield can ricochet off enemies and surfaces, granting you a small chunk of Void Overshield for each enemy hit. 
    • We want to give Titans more options when it comes to projectile melees. Shield Toss is a great choice for aggressively pushing forward into groups of enemies, softening them up and giving you extra staying power. 

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Voidwalker Warlock

  • Pocket Singularity – Projectile Melee 

    • Launch a tracking, unstable ball of Void energy that detonates when it nears an enemy, pushing targets away from the blast and making them Volatile. 
    • Designed as an anti-dive tool and a way to push enemies out of cover. With careful placement, it’s possible (and incredibly satisfying) to bop enemies up in the air and then pop their Volatile with a well-placed headshot before they hit the ground. 
  • Child of the Old Gods – Aspect 

    • Cast your Rift to summon a sentient black hole which hovers at your side, waiting for a target. It will launch itself at enemies, then begin siphoning their energy and weakening them, refunding their life force back to you as either grenade and melee energy (if you are using Healing Rift) or health (if you are using Empowering Rift). Defeating enemies who are being siphoned by the Child will refund some Rift energy. 
    • Child of the Old Gods is a strong debuff tool that gives Voidwalkers an additional way to lock down an area while sustaining themselves. 

We hope that this preview sparks your curiosity and gets you thinking about cool new Void builds. Have you ever wanted to run Spectral Blades and Vanishing Step? Ward of Dawn and Controlled Demolition? Handheld Supernova and Devour? There are a lot of new possibilities... And as we get closer to The Witch Queen, we’ll be back in future TWABs to talk more about the Supers, Fragments, and grenades you’ll be mixing and matching.

We’re really excited about what we’re cooking up, and we can’t wait for you to get your hands on it. In the meantime, check out the ability balance update that we released with Season of the Lost in Destiny 2 Update 3.3.0. Thanks for your time and see you soon. 

More Prime, More Rewards 

This week has been full of wonderful surprises. Even outside of our Destiny 2 Showcase and the release of Season of the Lost, we also had a fun moment to refresh for our Prime Rewards. It feels like we just did this two weeks ago, right? Well, this train stops for no one and more rewards are always awesome. Let’s see what we’ve got for this round. We blew some minds earlier in the week, so let’s keep it rolling and give players a chance to blow some stuff up in-game with the Wardcliff Coil Rocket Launcher. 

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  • Wardcliff Coil Exotic Rocket Launcher 
  • Dieselpunk Exotic Ornament 
  • Eon Drive Exotic Sparrow 
  • Lost Legendary Ghost Projection 

If you’d like to snag these rewards, make sure to head here, link up your Bungie.net profile, then follow directions to redeem them! If you have any questions about the Prime Gaming program, our Prime Gaming Support Article is a good first stop on the train to loot town. 

Season of the Lost My Mind 

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Year after year, Destiny Player Support has been improving its preparations for fresh Seasons. The lists of known issues and need-to-know workarounds go live the moment our patch hits your devices. This Season, we’ve found a few bugs that are preventing quest progress, but the team is already jamming on fixes. 

This is their report. 


When Season of the Lost was released, Destiny Player Support saw an increase in players receiving the error code URCHIN after completing the Season of the Lost mission, Mission: Cocoon. This occurs when players try to obtain a new quest step with a full quest inventory. Players who are receiving the URCHIN error should make room in their quests inventory so that an additional quest can be added to the inventory upon completion. 


While we continue investigating various known issues, here is a list of the latest issues that were reported to us in our #Help Forum.  

  • Some players on PC are unable to launch the game due to missing an unknown file. 
  • In Mission: Cocoon, players on PC may experience game crashes. 
  • Opening the Armor Synthesis screen with a piece of faction armor (Dead Orbit, Future War Cult, or New Monarchy armor and armor ornaments) equipped will cause the game to crash. 
  • Trials of Osiris gear may not show up correctly when previewing the gear on the Details screen. 
  • In the Shattered Realm activity, players may not be teleported even when the screen is fully white. Players should continue walking forward until they are teleported. 
  • Players who have already acquired most or all the existing Prophecy rewards are unable to acquire the newly reprised Trials of the Nine weapons from the activity. 
  • We are investigating issues relating to multiple steps of the Wayfinder’s Voyage quest not completing as intended. Players stuck on a step, particularly Step 4, should abandon and reacquire the quest to continue progressing the quest. 
  • The barriers surrounding the Scorch Cannons in the Fallen Walker public event repel anything near them, preventing Heroic completions of the event. 
  • In the Astral Alignment activity, there can be an extensive delay between opening the final chest and receiving the activity rewards. 
  • In the Astral Alignment activity, joining an encounter in progress will block players from completing the encounter. 
  • The Sweet Spot Triumph is not progressing when killing Vex Wyverns with precision damage. 
  • Progression toward the Tracing the Stars quest doesn’t count if players pick up Atlas Skews before they pick up the quest, or if they pick up Skews on another character. 
  • The Ascendant Ballast I Season Challenge isn‘t properly tracking when players pick up Wayfinding Runes in the Shattered Realm. Players are encouraged to pick up the Waterwheel Rune first so they can complete the weekly challenge this week. Players affected by this issue will have to wait until Week-2 this Season to complete this challenge. 
  • The Lucidity pre-order emblem from the Witch Queen DLC is not showing up in Collections. 
  • Some players are blocked from entering the door in the Vault of Glass opening encounter. Players who leave their fireteam, return to Orbit, and re-join their fireteam can receive their rewards and progress through the rest of the raid. 
  • Knights in the Prophecy Dungeon are incorrectly dropping Light and Dark motes based on the player’s location. 
  • The Withering Heat artifact mod has no description text. When this mod is equipped, causing damage with a Solar ability weakens Champions for a short duration. 
  • The Fire and Ice artifact mod only spawns one Solar and Stasis Well. 
  • The No Backup Plans Exotic Titan gauntlets cannot take shaders. 
  • The Lucky Pants Exotic Hunter leg armor's elemental affinity cannot be changed. 
  • The Solstice 2021 Illuminus Grasps Hunter arms ornament is unavailable to equip. 
  • A player’s Bungie Friends list doesn’t update automatically when accepting Bungie riend requests. 
  • When attempting to import friends from other platforms for Bungie Friends, some platforms display an error and can’t import friends. 

For a full list of emergent issues in Destiny 2, players can review our Known Issues article. Players who observe other issues should report them to our #Help forum

Mixing up the Sandbox 

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Seasons are always a fun time when it comes to MOTW. Reaction videos are plentiful, but so are the videos capturing moments of discovery when weapons or armor rise to the top of the charts thanks to a tuning pass. This week, we honor some older pieces while also noticing how loud of a last word Hunters can get right now... 

Movie of the Week: You’ve Yee’d Your Last Haw, Templar 

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Movie of the Week: Pre-Buff Bombardiers (You should check these out since the recent patch...) 

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Movie of the Week: A Tribute to Anarchy 

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Cheers to the selections this week! We're excited to see what crazy things people find over the next week that are MOTW worthy.

Bow to the Queen

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With Savathûn revealed, an onslaught of amazing community art was dominating our feeds for the majority of this week. We can’t help but take a moment to highlight some of the awesome pieces out there. 

Art of the Week: Tea Time 

Shoot! And I'm out of clean shirts![#Destiny2](https://twitter.com/hashtag/Destiny2?src=hash&ref_src=twsrc%5Etfw) #Destiny2Art #WitchQueen@DestinyTheGame pic.twitter.com/57rJ6vSPJh

— Kitusiova (@Kathi_Langley) August 23, 2021

Art of the Week: Born in Light 

Quick Sketch.

Osmium Princess ; Witch-Queen

“I am Sathona, middle daughter of the dead king.

I will take back my home and eat the mother jelly.

I will raise my spawn on the corpse of the Helium King.

On my right eye

I promise this.”#Destiny2 #destiny2art#DestinytheGame pic.twitter.com/TtXdtnB8i8

— StellarStateLogic {comm: closed} (@PedanticAuspice) August 24, 2021

Art of the Week: I Made This For You 

came out of the showcase with just one thought #Destiny2 pic.twitter.com/QDYPWVttD2

— robyn! 🌻✨ (@haykebyr) August 24, 2021

Along with all of the amazing Savathûn fan art we have also seen a lot of excitement and questions around who is voicing The Witch Queen. We are happy to share that it’s none other than the talented Debra Wilson. We asked her about her experience voicing the iconic Destiny villain's debut.  

Debra: Voicing Savathûn is like a dream come true! So many deep layers to this character, and exploring them all is why playing her will draw you into the story, the plot, and this fantastic universe of a game! Make it your Destiny to play! 

Thank you for making all of this possible. Truly, without a passionate community fueling the fires of inspiration and motivation, who knows where we’d be? 

What a wild ride it’s been. Next month will mark seven full years of Destiny. Seven years of space magic, Crucible, patch notes, community, and more. We still have so far to go with you all. Let’s start by taking our next steps into Season of the Lost, shall we? 



r/DestinyTheGame Oct 14 '21

Bungie // Bungie Replied x2 This Week At Bungie 10/14/2021


Source: https://www.bungie.net/en/News/Article/50782

This week at Bungie, we celebrate Festival of the Lost 2021.   

It’s officially the spookiest time of year and we have begun our celebration of fright-filled fun with our annual celebration and remembrance of those we've lost. This year we kicked things off with a rawr. 

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Yeah, #TeamDino is the hottest costume this year, but that’s not all we’ve got up our sleeves. If you're up for a scary fun activity, check out the new Haunted Sectors playlist. There are spooky stories, exploding pumpkin heads, and loot galore. Don’t forget about getting lots and lots of candy now that you have extra-long sweet tooths... teeth? Go check out our Festival of the Lost page for more details.  

If you haven’t got to join in on the festivities yet, there are a ton of treats waiting on you! Eva Levante is in the Tower with bounties, a quest, and some silly masks.  

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Finishing the opening quest will reward you with the Jurassic Green Pulse Rifle.  

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Fans of Lincoln Green are going to want to grab this Pulse Rifle. We’ve been hearing good things about it from the community so far. The Jurassic Green also rolls with Tunnel Vision and Dragonfly, or Killing Wind and Multi-Killclip. If you want to pack a little more punch when mowing down your foes in the Crucible, keep an eye out for High-Cal rounds. You have the next three weeks to find the roll you want, and maybe even pick up a few Horror Story or Braytech Werewolf Auto Rifles along the way. 450 RPM Auto Rifles have had a buff since the last time you could get your hands on these, so there’s no better time to snag one. One more thing, if you get a good roll with Adrenaline Junkie, you may want to hang on to it— we have a relevant change coming up in a few months. More details on that in the future. 

We have a few slick cosmetic rewards for you to earn as well. Completing Festival of the Lost Triumphs will net you the new Headless Hues Shader, the Beheaded Home Emblem, and the Headless Horsepower Exotic Sparrow. It may be covered in cobwebs, but it still runs fine! 

[Editor’s Note: Jeez, it seems everyone’s losing their heads lately...] 

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Oh, and did we mention the Tower is looking as terrifying as ever? There are decorations galore and a creepy accompanying soundtrack to feast your eyes and ears on.  

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Upping the difficulty 

As many have you have already discovered, there is a new difficult option for Shattered Realm. You can pump up the power level requirements and tackle some truly worthy foes. It can get pretty frightening in there, so maybe bring some friends with you. The chests are dropping high-stat gear so it's certainly worth your while.  

Next week, our six-player activity is also getting a new difficulty. Astral Alignment is about to become a little more spicy. The recommended power is 1320 and there are going to be additional modifiers each day to keep things interesting. Loadouts are locked so pick your weapons wisely. Also failing to complete or wiping as a team sends you back to orbit so like... don’t die.  

Legendary Astral Alignment Modifiers 

  • Weekly Taken rotating modifiers

    • Denial (Taken Vandals summon their shields significantly more often). 
    • Epitaph (Taken combatants generate blight geysers when defeated). 
    • Empath (Enhanced radar, take increased damage from melee). 
  • Constant modifiers

    • Champions: Overload and Unstoppable 
    • Equipment Locked 
    • Match Game 

So, what do you get for overcoming these extra challenges besides bragging rights? There will be an extra bonus chest waiting for you at the end. That is three total for everyone keeping score at home. And if you haven’t secured the Catalyst for Ager’s Scepter yet, these extra chests are more likely to hold one. 

Good luck! 

Lost and Found 

Earlier this week, we released Update 3.3.1 that included Festival of the Lost and a laundry list of additional changes to the game. We missed a few changes in the patch notes and wanted to set the record straight here.  

  • Fixed an issue with Hawkmoon's Paracausal Shot not getting bonus damage. 

    • Note that the temporary fix for this means that you will once again lose the buff if you pull out your Ghost on the final round. This will be fixed in a future update. 
  • Fixed an issue where the Firing Line perk was not giving the intended 20% damage buff. 

  • Fixed an issue with the new Monte Carlo ornament Western Front causing the weapon to have increased recoil. 

  • Fixed the Eriana's Vow ornament Bound by Oath so that it shows the First Glance perk status correctly. 

  • Bottom-tree Dawnblade 

    • Igniting Touch 
      • Fixed an issue where all Igniting Touch detonations counted as melee damage. 

Sorry for the mix-up, we will try to make sure notes don’t fall through the cracks next time.  

Spider Sparrow My Beloved 

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Now we pass the mic over to Player Support for a quick update on known issues. 

This is their report. 

Known Issues List  |  Help Forums  |  Bungie Help Twitter   


As of October 13, the Cross Save contact form has been deprecated and will no longer be accepting new tickets. We have updated our Cross Save Guide with more information and troubleshooting steps to help players get started with Cross Save, and we encourage players to take a look prior to setting up Cross Save to their accounts for the first time. 


When Update 3.3.1 was released, some Xbox players may have noticed an increase in the number of blocked players that were appearing for them in their Roster listings. This is a result of a fix we implemented in this release that wasn’t previously respecting Xbox privacy settings for Cross Play. 

Xbox players who are seeing an increase of blocked players who wish to remove the block must: 

  1. Navigate to Settings > General 
  2. Online Safety & Family 
  3. Privacy & Online Safety 
  4. Xbox Privacy 
  5. View Details and Customize 
  6. Communication and Multiplayer 
  7. Set "You can join cross-network play" to "Allow" 
  8. Set “You can communicate outside of Xbox with voice & text” to “Everybody” 

Additionally, players who want to take advantage of LFG features can change their “Other can communicate with voice, text, or invites” settings. 


Earlier this week, Destiny 2 officially launched on the Microsoft Store and Xbox App for PC. Players can learn more on how to access Destiny 2 from this platform and set up Cross Save for existing characters via our Destiny 2 Microsoft Store and Xbox App for PC Guide.


While we continue investigating various known issues, here is a list of the latest issues that were reported to us in our #Help Forum.  

  • Steam players who are receiving “Disk Write” errors will need to manually delete the files *.acf.tmp.save, located in <Steam install folder>\steamapps to resolve the issue until we can release a proper fix. 
  • The eyes on the Skerren Corvus Mask no longer glow. 
  • The One Punch finisher no longer makes sound when the finisher is executed. 
  • Completing the Envisioned Ascent Triumph incorrectly checks off Perilous Path on the Trivial Wayfinding Triumph. 
  • The German name for Heir Apparent is inaccurately translated. 
  • The Surplus and Overflow perks are translated to the same word in German. 
  • Year 1 faction, raid, trials, and vendor armor ornaments can only be unlocked through Armor Synthesis via Synthweave Templates and not class-specific Synthweave Bolts. 
  • Some Hunters have a small fixed object following their character model on the ground. 
  • Certain image assets for the dinosaur-themed armor sets in Eververse contain minor inaccuracies. The previews for these ornaments are accurate. 
  • Empire Hunts aren’t granting candy and Spectral Pages upon completion. 
  • The One-Inch Punch Finisher no longer has sound. 
  • We’re investigating reports of an issue where players who complete the Book of the Forgotten before finishing Eva’s main quest on their alternate characters can’t complete the quest. 

For a full list of emergent issues in Destiny 2, players can review our Known Issues article. Players who observe other issues should report them to our #Help forum. 


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It’s the time of year for scary movie marathons. We don’t want to scare you though so we will keep our features here monster free and focused on community creations. Let’s see what movies you brewed up this week.  

Movie of the Week: Titanic Park 

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Movie of the Week: Light Return 

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Congratulations to the winners! If you are a winner, please make sure your Bungie.net profile is linked in the description of the video. 


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Are you ready for three weeks of the most monstrous, fiendish, spine-chilling community art imaginable? Well, you better be because that’s what we got lined up. Let’s look at our first handful of haunted pieces. 

Art of the Week: 🦖

Added spikes and lasers 🦖 #Destiny2Art #festivalofthelost pic.twitter.com/0p1q3PP5VE

— 🌸 Chocolace @ The Grand Priestess 🌸 (@cchocolace) October 12, 2021

Art of the Week: Festivities 


View this post on Instagram


A post shared by ꧁𝕜𝕚𝕥𝕥𝕪𝕓𝕖𝕥𝕥𝕪꧂ (@bettylp)

Let’s all pause to give a round of applause to our winners. Seriously clap your hands—don’t make it weird—they work hard on this stuff. If you see your art here, give yourself a pat on the back. Then, make sure you reply to the post with a link to your Bungie.net profile so we can send your emblem out. 

Not going to lie, this is one of my favorite times of the year. Crisp autumn air mixed with scary decorations and an excuse to binge candy is a recipe for a good time. I love the spookiness and have had a blast in game this week exploring the creepy Lost Sectors and throwing some pumpkin bombs at the Headless Ones. They’re filled with loot! 

<3 Cozmo 

r/DestinyTheGame Jul 22 '21

Bungie // Bungie Replied x2 This Week At Bungie 7/22/2021


Source: https://www.bungie.net/en/News/Article/50496

This week at Bungie, we march on. 

It’s already late July. Can you believe it? Seems like 2020 lasted about 5 years but 2021 seems to be moving along at a better rate. Who says time is a constant? 

Anyway, Solstice of Heroes is going strong. Have you upgraded your armor yet? Next week is the final week of the event so go check out the EAZ and earn that armor before the event ends on 8/3. We had a lot to go over last week with a preview of ritual reputation changes coming next Season. It’s a little lighter this week but we do have some important info about the new Bungie Store and some changes to Armor Synthesis. Let’s get to it.  

Unraveling the Synthstrands 

Since the launch of Season of the Splicer we have been monitoring reception and behavior around our new Armor Synthesis system. Today we’d like to review a minor update around the system’s currencies. 

Effective at the start of Season 15 we will deprecate the passively-earned world currency, Synthstrand, that was used to purchase Armor Synthesis bounties from Ada-1. In its place, these bounties will be purchasable for 10,000 Glimmer instead. 

Our hope is that this change reduces the time needed to earn your 10 Synthweave tokens per class each Season. 

Removing this currency also frees up a slot in the Consumables inventory bucket — a bucket that could be full for those of you carrying around a large quantity of items. Finally, we hope this change reduces the complexity of the Armor Synthesis system, with only one remaining currency for each class that can be immediately turned in at Ada-1’s Loom for a Synthweave token. 

We’ll continue to monitor the conversation and use of Armor Synthesis as Season 15 rolls out. In the meantime, keep showing us your new looks! The team is inspired and delighted by the incredible creativity they've seen from Guardians around the world so far. We can’t wait to see more! 

Store Renovations 

The Bungie Store team has been hard at work behind the scenes making the Bungie Store a better place to shop, especially for Bungie Rewards. Existing Bungie Store customers can now reset their password and migrate their Bungie Store account to the new site. From there they can link their Bungie Store account to their Bungie.net account to view and purchase Bungie Rewards without a code. If you reset your password before July 31, 2021 11:59 PM PT, you’ll get a free exclusive in-game emblem, New Blue sent via email by August 6.

Go check out the new and improved Bungiestore.com, see what Bungie Rewards you’ve unlocked, and treat yourself to some new merch. You deserve it.  

Double Your Fun 

Next week, Nightfalls will feature double rewards. We will also have a mixed bag of rewards as Palindrome, THE SWARM, and Shadow Price will all be dropping. So everything is on the menu, and with double rewards it’s a fantastic opportunity to pick up more rolls of add them to your collection for the first time. 

Speaking of Nightfall rewards starting in Season 15, the Nightfall weapon rotation will be changing. Instead of six weapons in a 1/1/1/3 rotation as we had in the second half of Season 14, we'll have eight weapons, in pairs consisting of one newer and one older weapon. You might remember the new weapons being reprised from Destiny 1 as a hilarious Shotgun and a Rocket Launcher that was the ultimate reward for doing the longest Crucible quest. Each week, one of these new additions will be featured along with another weapon already in the pool.  

For example: 

  • The Comedian / Shadow Price 
  • The Hothead / Hung Jury 

The additions this Season have the spicy perk combinations typical of Nightfall loot, including a couple of perks not seen on these archetypes in the past.  


You ever wonder what it’s like to create the thing that allows the creators to create? We updated the Bungie Tech Blog yesterday with a new article covering what it’s like to be a Tools Engineer at Bungie.  

If you are a new engineer, still in school, or just really interested in getting into game development and still considering which area you want to pursue, this is a great read on what it’s like to make development tools at Bungie. 

Ghoyster Needs Eye Drops 

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Now we welcome our Player Support team to give important information on the state of the game and known issues. 

This is their report. 

Known Issues List  |  Help Forums  |  Bungie Help Twitter


On Tuesday, we relaunched the Bungie Store and made it easier than ever to get your Bungie Rewards! To purchase your earned Bungie Rewards, go to the Bungie Store and log into your store account. You may have to press “Forgot my Password” and create a new password. Go into your account settings and link your Bungie.net account. You’ll need to approve the Bungie Store to access your account. Once the accounts are linked, you’ll be able to purchase any Bungie Reward you qualify for without having to use a code. 

For more information about Bungie Rewards, visit our article.

For more information about Bungie Store accounts or resetting your store password, visit Bungie Store’s FAQ page


Earlier today, Update was released. Some notable issues that were resolved include: 

  • Solstice Packages and Fragments should no longer get removed from player inventories when creating new characters. 
  • The Ludomaniacal emblem will now unlock for players who reset their Infamy three times. 
  • Some Dreaming City weapons will now drop for all players as intended. 
  • One Fell Strike Triumph is now unlocked for all players. 


While we continue investigating various known issues, here is a list of the latest issues that were reported to us in our #Help Forum

  • Upgrades to Magnificent armor sometimes drops the armor’s Power level to 1100. 
  • Insight Terminus can sometimes produce BIRD error codes during the boss fight. 
  • The Ghoyster Ghost Shell displays somewhat off-putting white eyes with no pupils on some platforms. 
  • The Foetracer Exotic clips through the Siegebreak Cloak ornament. 
  • Some players didn’t get their EAZ Weekly Challenge reset. 
  • Riven sometimes doesn’t get stunned on the second level of the Last Wish raid. 

For a full list of emergent issues in Destiny 2, players can review our Known Issues article. Players who observe other issues should report them to our #Help forum


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It is now time for movie of the week. Or should I say movies of the week? Why stop at one? Two is better than one. I mean most of the time. Like two ferocious bears chasing you is worse than if it was just one. What were we talking about? Oh yea, here are our two ferocious movies of the week.  

Movie of the Week: Deep Stone Garage Band 

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Movie of the Week: Around the World 

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Congrats to the winners, if one of these videos is yours, please make sure you have a link to your Bungie.net profile page in the description so we can get you your reward.  


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Let's take a moment to admire the arts, shall we? We have a wide array of community artists all offering up their own style and twists on the Destiny aesthetic. It’s a lot of fun seeing different takes on Destiny characters. Here are a few of our favorites for this week.  

Art of the Week: Fireteam 

For @ Stigmat 💜🔥

How glad I am when you give me free rein in drawing! _#Destiny2 #Destiny @DestinyTheGame @Bungie @BNG_Ivan @Destiny_Russia @A_dmg04 @DestinyComArt pic.twitter.com/qsq3EKm0FB

— ZIMOSLAVA Comissions Open (@Zimoslava) July 13, 2021

Art of the Week: Chilling 


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A post shared by aka Tim (@robinlukasdraws)

If you were the artist behind one of these picks, congratulations! Please reply to the post with a link to your Bungie.net profile so we can send you out a special emblem. 

Yesterday evening, news broke about yet another example of systemic harassment in within our industry. We believe the women, POC, and underrepresented communities when they come forward with reports of abuse or harassment. We are committed to doing everything in our power to combat systemic harassment, sexism, abuse, and inequality. 

You can read our full statement here on our commitment to continue to improve the experiences of our own employees as well as everyone in the industry as a whole. Whether you are in the gaming industry or in a gaming community, please stand with us against abuse, harassment, and inequality. Speak up when you witness it, and do what you can to create a safe space for everyone around you.

<3 Cozmo 

r/DestinyTheGame Sep 09 '21 Silver Helpful Hugz

Bungie // Bungie Replied x2 Destiny 7th Anniversary


Source: https://www.bungie.net/en/News/Article/50680

“Unfortunately, it looks like we’ve got a man down…” Joe Staten chuckles on stage during E3 2013. Jason Jones, Bungie’s founder, sounds more nervous. Unknown to him — to all of us really — a technician below the stage inadvertently severed the connection to Jason’s monitor. He stared at the crisp text on the display that simply read “No Signal.” What our team did know, however, was that “man down” meant something had gone south with this demo. The crowd watched as Jason’s character waved and walked forward a little. Moments later, the feed the crowd was watching switched over to a pre-recorded video and the show carried on. 

Destiny’s reveal to the world was an auspicious debut. And while over the last seven years the ride hasn’t always been smooth (for you or us), it has been memorable, and we endeavor to keep it that way. 

This is Destiny’s seventh anniversary. 

You might be wondering why we are celebrating the seventh-year milestone of a video game when you usually hear about 10, 25, etc. Well, at Bungie, the number seven has special meaning

Revealing Destiny’s gameplay at E3 in June of 2013 was a monumental event. After putting years of work into this new game, we were about to finally show the world what we had been making. The team rehearsed constantly and prepared for every scenario. They had run through it several times successfully with no technical or performance errors. But as mentioned above, everyone has a plan until you get hit.  

Somehow, without a functioning monitor, Jason manages to get his Guardian to wave and walk over to Joe’s Guardian — just in time for the heroes behind the scenes to cut to the backup video. 

Disaster was adverted, but now they still need to sync up their live performance with the backup video. No easy task. The numerous rehearsals and preparation pay off as everyone times their lines perfectly, even though they are no longer at the controls. No one in the crowd seemed to notice everything going on in the background to keep the show moving, and some even saw the long pause while the switch to backup happened as nothing more than a long loading screen for an early build of the game. 

The debut was a success. It showed that, although everything might not always work out perfectly to plan - hard work, preparation, and a stubbornness to succeed would drive this franchise forward.  

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We wanted to use this occasion to look back at the humble beginnings of Project Tiger and some of the material created to inspire and direct its development. 

It started with a small group creating beautiful concept art of environments, characters, and classes. Seeing which ideas would stick and what might be left on the cutting room floor. Eventually the allure of the sci-fi called out and the art reflected the themes you still associate with Destiny today. A sci-fi shooter grounded in our solar system, but still a fantastic universe of magic and mystery. A world built around hope and an eternal struggle of light and dark. 

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Adrian Majkrzak 

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Adrian Majkrzak 

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Jaime Jones 

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Dorje Bellbrook 

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Shiek Wang 

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Shiek Wang

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Jaime Jones 

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Isaac Hannaford 

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Joseph Cross 

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Joseph Cross 

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Ryan Demita 

Concept art is great at showing how a future experience may look when fully fleshed out. But sometimes thematic text is written to describe more backstory and context around fledgling ideas. When showing early work, presenters will often read scripts along with the art to give a fuller glimpse of how these plans can blossom into immersive worlds. Here are a few examples by Christopher Barrett of early ideas and what they eventually become over time. 

The Dark Below 

January 29, 2014 

Silent space. A dead moon sits cleaved in the starred sky like some accident of the gods. Regolith and rock suspended. 

Above. A perfect circle gouged into the surface, ringed with dense inscrutable geometry. Dust slowly pours over the edge of a gaping maw like a slow and giant hourglass. 

Descent. Dust turns to mist, mist turns to thick, unnatural fog. An endless chasm bored to the very heart of the moon. 

Darkness. A flicker of light. Shadows dance across shifting slab. Six runes ignite, tracing the ground like some kind of cosmic gasoline. Cröta stands between. The Relic held. An ancient and evil sound erupts from even farther below. The ground begins to open. A tomb. 

Upwards. A Dozen eyes shimmer in the black. 

Upwards. Hundreds more. 



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The House of Wolves 

November 21, 2013 

Silver stitch on dark, grayish blue. Tattered cloth waves in the cold winds, slowly filling the frame to reveal the sigil of the House of Wolves. Fiercest of all the houses, but lost, fallen, and scattered to the stars like the rest.  

Woven fiber from above. Old and worn but intricate and trimmed with gold. Shimmering dust catches the eye as the camera moves slowly forward. By dark cerulean blood and broken glass, a grizzly scene is revealed. Past the curled fingers and over the chest of an Awoken Queensguard. More bodies lay, victims of a violent struggle, some punctuated by spear.  

 The cloak turns with its wearer, revealing matted fur coated with frost. The Fallen Captain turns. Drifts of snow and dead grass now revealed. It continues on, assured for the moment their path lies masked. Others of the pack stalk ahead, distant. A Servitor keeps pace, dark ancient metal seemingly weightless, drifting forward. Wind. Snow.  

The Queen stands still, only her hair slowly shifting. A shattered window frames her, before the dark swirling clouds of The Reef.   



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The Dead King 

November 21, 2013 


The deep black. The uncharted tides beyond the Reef. A shimmering sea of ice tumbles endlessly around the once Roman god Saturn. Penetrating the silence a monolith of iron and bone roars. The sharp bow of the millennia old Exarch dreadnaught breaches the surface like a whale, thousands of jeweled crystals shattering.   

The shadow of the god king Oryx. His tattered glove reveals rot and bone of countless heirs before. His fist clenches and dust falls.   

The three Princes kneel before their maker.   

Emerald lines burn within deep gouges as alien symbols impossibly appear like the carvings of a mad monk on stone fast forwarded over a fraction of time.   

Oryx's shadowed cowl tilts. The twisted horns writhe with life as his swimming green eyes are revealed.  

A crescendo of sound.   


Book III  


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A lot has happened between then and now. We launched a sequel, gained our independence, and most recently revealed the next big thing. 

The Witch Queen is coming on 2/22/22. 

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Thank you for taking a stroll down memory lane with us. Seven years is a long time, but Destiny is nowhere near being done. Happy birthday Destiny. Your future is bright. 

Oh, and that HDMI cable that broke? Jones still has it. A keepsake, a totem, meant to ward off anyone who dares ask him to do a live stage demo ever again.

r/DestinyTheGame Dec 08 '20 Silver Helpful Hugz Take My Money Ally Rocket Like Wholesome Bravo Grande! Shocked

Bungie // Bungie Replied x2 Destiny 2 Dev Update - Rewards


Source: https://www.bungie.net/en/News/Article/49957

Hey everybody,

My name is Joe Blackburn, and I’m the Assistant Game Director on Destiny 2. If your free time looks anything like mine, you’ve been spending a lot of it on Europa over the past few weeks. Some of you may know me from my previous Bungie life when I worked with the raid team and on Season of Opulence. I'm back thanks to a revive from Luke and team as we work together to create a Destiny 2 future that we’re all excited about. Today I want to spend some time with you on a subject that is near and dear to every Destiny 2 player’s heart: rewards.

There’s a thing I ask a lot around the virtual office, “How are we making every Season the best time to jump back into Destiny?” Destiny is a very large and complex game, and while this is what also makes it a game we love, we want Destiny 2 to continue to evolve, to be a world with momentum.

Introducing Infusion Caps is part of addressing this, a way to make sure that the overall number of rewards Guardians need to care about in order to be competitive in Destiny isn’t prohibitive. It is also a way to continue evolving each season’s meta, while at the same time making sure players still have a ton of options when choosing what they want to bring into the next challenge. Our goal from the beginning with Infusion Caps is to improve and keep Destiny 2 fresh over time - what we’re most looking forward to is how this system will introduce innovation to the season-over-season meta, how creative builds from the community will shine, and how we can continue to deliver more unique hand-crafted gear that aligns with the world narrative and where the universe is going.

While we still are hard at work on improvements to how we rotate gear out of the Destiny Power ecosystem (what gear you can infuse to max Power), there were a few clear-cut misses with our first rollout.

  • The initial reward pool with this release was just too small.
  • It's frustrating to be playing Destiny and see another player use a weapon that is no longer obtainable in game.

I’m going to spend a lot of time talking rewards, but before we deep dive, let's get the TL;DR out there. These are the big commitments we’re making today.

  • With each season in Year 4, Destiny 2 will grow the overall Power ecosystem for weapons.
  • With very few exceptions, all weapons you can take to the Power cap should still be earnable in game.
  • Future annual releases will contain more new weapons to collect than Beyond Light or Shadowkeep.

Growing the Power Ecosystem

With Beyond Light we took on the huge challenge of rebuilding our technology from the ground up. One of the benefits of this was improving the speeds with which we could make and update Destiny. You’ve already seen some of those gains since launch, with updates such as buffing the Legendary engram coming in much faster than we’ve been able to do in the past. But Season 13 will be here in just a couple of months (very soon in the world of Destiny development), so let's talk about how we are continuing to leverage our technology to act with agility.

Season 13 is the first chance for us to prove our commitment to growing the overall Power ecosystem with each release in Year 4. We want to make sure that, with each new season, there are more weapons to take with you to tackle that Nightfall Ordeal or Master Bunker E15 than there were before.

While I won’t be spoiling what new stuff you’ll be able to chase in our next season, I did want to touch on a few changes we’ve made to the reward offering specifically based on what we’ve seen in Beyond Light.

  • In Season 13, we’re adding six new Legendary weapons to our ritual activities, two each for strikes, Gambit, and Crucible.
  • In addition to the weapons above, Nightfall strikes are getting three unique weapons, with The Palindrome, The Swarm, and Shadow Price all making their Destiny 2 debuts. If you’re brave enough to take on Grandmaster Nightfalls, you will be also able to earn Adept versions of these weapons.

Keeping Current

Season 13 not only represents the start of our commitment to growing the Power ecosystem, but it also is an opportunity for us to improve how we can keep Destiny accessible to new players. New Guardians are essential to the health of our community and, as with our investment in features like the “New Light” introduction on the Cosmodrome, we must also invest in making sure the reward structure of Destiny is approachable to everyone.

In a recent patch, we added the Season 10 and 11 weapons to the world drop pool and we removed the Season 9 weapons. This was important for a few reasons.

We want to make sure that players have a way to earn all Power-relevant weaponry in the live game. If a group of new Guardians is just getting into Grandmaster Nightfalls and they see guides on YouTube involving Warmind Cells, we need to provide a path for them to participate.

At the same time, we don’t want to be clogging up the reward streams with weapons that are about to exit the Power ecosystem. So anything that’s only going to be around for a few more months shouldn’t be something a player can accidentally obtain.

In Season 13 we will continue to allow all players to gain Season 11 and Season 12 weapons in the world drop pool while Season 10 weapons will be obtainable through a more prescriptive source. This means that Legendary engrams will no longer reward these soon-to-expire weapons. If you want to chase a specific piece of soon-to-be-capped loot, you’ll find it with the Gunsmith. This is all part of our larger commitment to making sure that players can always earn anything they might need to take on challenging activities. That said, this will require a few exceptions and some updates to the live game.

As far as exceptions, we don’t plan on adding methods for players to acquire holiday weapons like the Braytech Werewolf outside of participating in those yearly celebrations. For updates, this does mean in Season 13 we will be adding limited time quest weapons like Felwinter’s Lie, Whisper of the Worm, and Outbreak Perfected to the Exotic Kiosk in the Tower.

Quality and Quantity

After covering things we’d like to change, I want to spend some time talking about what must stay the same. Destiny is a game built on exciting rewards. From Bastion to IKELOS_SMG_V1.0.2 to Falling Guillotine, the rewards over the last twelve months have continued to evolve the way Guardians play the game. In Beyond Light, I believe the Rewards Team nailed it again with incredible new Legendary perks like Recombination, Thresh, Chain Reaction, and Reconstruction. Alongside these perks came what I believe is one of the best lineups of Exotic weapons and armor in Destiny history.

But where we succeeded in quality, we failed in quantity. Even as Season 12, the Deep Stone Crypt, and the full breadth of Europa weapons came online, the total count of weapons in Beyond Light is lower than we want. So, we’re making the commitment now that our future annual releases will have more weapon rewards than Beyond Light or Shadowkeep.

There’s no way for us to make more rewards at Destiny’s standards and still maintain the health of our current team, therefore we’re going to reinforce the Rewards Team with more talent that will allow us to deliver quality and quantity in the future. Molding someone new into a master Destiny gunsmith takes time. This isn’t going to be a change that the community will feel next week, but it does put our best foot forward as we step towards The Witch Queen and Lightfall.

Preheating the Oven

Increasing the Reward Team’s size is one of our long-term initiatives, but it is not the only upgrade to our gear rotation plan that we want to get into the oven. We envision a better solution for how armor intersects with Infusion Caps. The personality of armor comes from mods right now, so gaining a new piece of armor often means just trying to find a piece of armor that replicates the stat allocation you already have on a piece in your vault. While we are not ready to talk concretely about armor plans right now, we do want to get more gameplay novelty on armor itself so that looting a piece of armor in a new season has the potential to change the way you play.

Expect to hear more about armor and other holistic upgrades to the way gear rotates in and out of the Power ecosystem as we harden plans in the new year.

And that new year will be here before you know it. A big chunk of the team will be taking some hard-earned time off to rest and relax ahead of coming back to the studio and diving into 2021. We have a lot of work to do and, while I’m looking forward to the break, I also can’t wait to get to work on some of the huge stuff we’ve got coming in the new year. Without spoiling too much, here’s a brief teaser of some of the things that are on their way in Destiny 2, Year 4:

  • Transmog will be coming with Season 14. More details to come. (See work-in-progress screen captures, below. Not final, may change!)
  • DDOS protection for Destiny 2 players on all consoles will be coming in Season 13.
  • The Vault of Glass raid returns.
  • Crossplay is coming in 2021.
  • Two strikes (Fallen S.A.B.E.R. and Devil’s Lair) are coming to Destiny 2 in Season 13.
  • Legendary and Master Lost Sector rotation will be expanded to include the Lost Sectors on the Moon in Season 13, and there will be new three new pieces of Exotic armor to chase.

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Returning to Orbit

Now that I’ve ranted longer than a raid leader on Val Ca'uor, let’s wrap this thing up. 2020 has been a hard year for so many folks out there, and I hope that Beyond Light has been able to be a bright spot over the past couple of weeks. Playing Destiny 2 alongside you helps keep us going. We’re going to keep our ears and eyes open for more feedback as we continue towards 2021. I hope your holiday treats you well and can’t wait to share more Destiny with you in the new year.

Thanks for your time,


r/DestinyTheGame Jun 17 '21 Helpful

Bungie // Bungie Replied x2 This Week At Bungie 6/17/2021


Source: https://www.bungie.net/en/News/Article/50424

This week at Bungie, we prepare for the return of Grandmaster Nightfalls. 

An Endless Night persists and Guardians continue to infiltrate the Vex network via Overrides and Expunges. Even with each Vex Mind defeated, we’re left with a puzzle that is still missing pieces. This week, many of you have already made a chilling discovery about who is orchestrating this cyber war, planting more seeds to undermine the future of the Last City. If you haven’t played yet this week, we’ll leave the story bits for you to uncover. Some of the most powerful moments in Destiny are that of discovery, so we won’t spoil the fun! 

Outside of your Splicer initiatives, Vault of Glass challenges have begun. Each week, one encounter in the raid will feature a challenge for your fireteam to overcome. If you succeed, you’ll get additional loot as you continue to climb in Pinnacle Power. Some of you may be wondering what you need so much Power for. Well, we have two activities coming online this Season. Grandmaster Nightfalls return next week, followed by Master difficulty for Vault of Glass on July 6. So, let’s talk about Grandmasters, shall we...? 

Continue to Conquer  

For those who are just beginning to dabble in endgame, Grandmaster Nightfalls are “aspirational content” in Destiny 2. Each week, you and your fireteam will be challenged by stronger enemies, tricky modifiers, terrifying Champions, and beefy bosses as you hunt for powerful rewards. Revives are limited, so you’ll want to be strategic in your engagements. Saving ammo to burn down specific targets at a moment's notice, using Supers to keep your teammates alive, and making sure to have the appropriate armor mods equipped to keep your abilities up as often as possible. 

Guardians must be at 1335 Power to enter Grandmaster Nightfall events. This is a mix of both Pinnacle Power, which can be earned from numerous activities, and your Artifact Power, which continues to rise as you gain XP. If you’re still feeling a bit under-leveled, make sure to complete your Seasonal Challenges, snag some bounties before hitting your weekly activities, and complete your weekly milestones in raids, Nightfalls, ritual activities, and more. Now, let’s talk rewards.  

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Adept weapons made their PvE debut last Season, and we’re continuing that trend! Plug One.1, Hung Jury, and Uzume RR4 will each be available as Adept weapons, receiving additional stats when fully Masterworked and the ability to take Adept weapon mods. 

Each week, Grandmasters will cycle, like lower difficulty Nightfalls do right now. As you complete each strike, you’ll earn progress towards Triumphs that unlock the Conqueror title. If you’ve already unlocked the base title, you can begin to gild your title for some golden treatment! If you miss a specific strike required for the title this Season, don’t worry. All featured strikes will be available through a Grandmaster Nightfall node starting on August 3. The catch-up node will be available through the end of the Season. 

Starting on July 13, the Nightfall reward rotation will enter a four-week cycle. Week one grants Plug One.1, week two grants Hung Jury, week three grants Uzume RR4, and week four will feature Shadow Price, Palindrome, and The S.W.A.R.M as potential rewards.

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We wish you luck on your quest to overcome the challenge of Grandmaster Nightfalls. We know you don’t need it, though. You’ve got the skills. As we get closer to Season 15, we’ll have news on quality of life improvements regarding strikes. There are changes coming next Season for the way you Gild your Conqueror Title, plus some nice changes for Zavala and his vendor rewards. 

More to come, stay tuned! 

We Told You We’d Make a Toaster 

In June 2020, the Destiny community raised more than $800,000 for St. Jude Children's Research Hospital® during Bungie’s livestream supporting Gaming Community Expo (GCX). During the livestream, Bungie announced that if we hit $777,777.77, we would look into creating an official Destiny Toaster.  

Get that bread!” may have started as a silly community meme about earning god-rolls on loot, but it’s now become a physical Destiny Toaster available on the Bungie Store for purchase. We’re also excited to announce that 10 percent of profits from sales of the Destiny Toaster will go to St. Jude Children's Research Hospital. 

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Yes, it will actually toast a Tricorn onto your bread. Yes, it comes with a free sandwich container so you can keep your food safe during your quests. Oh, and it comes with the fancy Burnt Edges in-game emblem. 

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“Don’t let your memes be dreams,” as some say. Cheers to all who donated in the past, and cheers to all who are actively donating to the GCX charity stream right now. If you haven’t yet, head on over to GCXEvent.com to check it out! 

Gaming in Our Prime 

Earlier this week, we refreshed our Prime Gaming rewards. You know about these, right? Sweet emotes, Sparrows, Ghost Shells, transmat effects, Exotic ornaments, and more that can be earned via Prime Gaming. If you’re not signed up, head over to the Prime Gaming portal ASAP! Here’s what we’ve got for you this month: 

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  • All Alone Exotic Emote 
  • SV-112 Predator Exotic Sparrow 
  • Fire Victorious Exotic Ghost Shell 
  • Breakpoint Legendary Ship

If you have any questions, or would just like a breakdown of Prime Gaming rewards, see our Prime Gaming Support Article on Bungie.net. 


Take Turns on the Grav Lift 

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Day in and day out, the Destiny Player Support team digs through the #Help forums in search of details to assist in our bug investigations. Between investigations, they also take time to arm our community with knowledge about the systems of Destiny 2, ranging from loot to Cross Save and many more. 

This is their report. 


Prior to activating Cross Save between their platform accounts, players should understand the following: 

  • Cross Save does not permanently transfer your characters or game data to another platform. This is not possible to perform. 
  • The account containing the characters that you wish to use across multiple platforms must be selected as the Active Cross Save. 
  • The 90-day deactivation period for deactivating Cross Save is mandatory and unskippable. There are no exceptions to this policy. 
  • DLC and Silver do not transfer between platforms with Cross Save. 
  • Cross Save is only supported for Destiny 2 and cannot be used on Destiny 1 characters. 

With this information in mind, players can get started with Cross Save through this link to our Cross Save setup page


Players who are interested in purchasing the Vault of Glass Raid Ring and the Vault of Glass Raid Jacket have until June 30 at 9:59 AM PDT to claim the reward through the Bungie Rewards page or they will be unable to purchase the associated item. Players have until June 30 at 11:59 PM PDT to purchase the Raid Ring and Raid Jacket through the Bungie Store. 


We are currently investigating an issue on the Previous Season page where previous Season Pass rewards do not refresh upon selecting different characters in browser. Players who encounter issues can still claim their previous Season Pass rewards for all characters via the Companion App. 


While we continue investigating various known issues, here is a list of the latest issues that were reported to us in our #Help Forum

  • If three players use the final gravity lift at the same time in the Warden of Nothing strike, one will always die on the way down. Players may want to wait outside of the bubble and join your allies in progress to circumvent dying. 
  • Ada-1 has a flashing waypoint icon after players obtain 150 Synthstrand, even if there are no more bounties to acquire. 
  • Enemies may appear to stand in midair near certain platforms on Europa. 

For a full list of emergent issues in Destiny 2, players can review our Known Issues article. Players who observe other issues should report them to our #Help forum

Check Out my Roll 

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Usually, Movie of the Week selection can be a difficult task. There are so many ridiculously good montages that pass by my screen on a given day. Thankfully, the top pick this week was a winner from the start.  

Movie of the Week: God Rolls 

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Movie of the Week: “Momentum” by Twist 

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Movie of the Week: Velocity II

Cheers to the winners this week! Make sure to have your Bungie.net profile in the description of your submission. For those who’d like to be featured in the future, make sure to put #MOTW in your title and submit it to the Community Creations page on Bungie.net. Makes it easier to find! 

Command of the Craft 

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Every week, I carve out a bit of time to surf through the #Destiny2Art tag on Twitter. Truth be told, these are becoming some of my favorite hours during a given workday. Whether it be pixel art, embroidery, foam work for a cosplay, digital pen strokes, or some other medium, your skill never ceases to amaze.  

Art of the Week: The (pixelated) Lighthouse 

I've never been there. I'm a Flawlessless.

Thanks for RTs![#pixelart](https://twitter.com/hashtag/pixelart?src=hash&ref_src=twsrc%5Etfw) #Destiny2 #Destiny2Art #Lighthouse @Bungie @A_dmg04 pic.twitter.com/bfBPWARfmW

— BitBits (@bb_TTan) June 12, 2021

Art of the Week: A Beautiful Cape 

My 1910s wrap cape embroidered with ghosts.

Hand embroidered in silk on wool with glass beads. #DestinyArt #Destiny2Art #embroidery pic.twitter.com/Ic9xGA5QuY

— Valla-Ragna (@vallaragna) June 15, 2021

Art of the Week: The Great Balancer 

“The Great Balancer”, my Guardian Aeryn! #Destiny2 #Destiny2Art pic.twitter.com/rBNPplJC6X

— Kaila | Freebird (@FreebirdCreates) June 12, 2021

Awesome stuff this week. Excited what's to come in future TWABS!

Next Tuesday, I’ll be on the hunt for an Adept Plug One.1. My Grandmaster fireteam is nearly ready for the challenge, and we’ve been looking forward to our second Conqueror gild for a few weeks now. 

Why am I excited for the Fusion, you ask? Reservoir Burst is a perfect perk for someone like me. Paired with a Firefly Fatebringer and Chain Reaction Sola’s Scar, I’m going to explode everything. 

Until next time, 


r/DestinyTheGame Feb 25 '21 Silver Wholesome Hugz

Bungie // Bungie Replied x2 This Week At Bungie 2/25/2021


Source: https://www.bungie.net/en/News/Article/50129

This week at Bungie, we returned to Presage. 

Before we go about our weekly TWAB programming, we have some required reading! Well, maybe required isn’t the correct word, but you are definitely going to want to read the news that was delivered earlier today about the state of the game and our plans for the future, provided by Assistant Destiny 2 Game Director Joe Blackburn. 

State of Destiny 2021 – The Road to The Witch Queen 

We aren’t going to provide a TL;DR, as we want you to go read this thing, but I would like to provide a quick list of topics covered:

  • News about The Witch Queen’s release date, Lightfall, and beyond. 
  • Power, and how it raises Season over Season. 
  • No additional Infusion Caps. 
  • PvP: Our goals for the future of Crucible, Stasis balancing, game security, and Trials of Osiris 
  • Information about Vault of Glass. 
  • The new transmog system we’re calling Armor Synthesis. 
  • And more! 

Now, we leave it to you to read the article! Don’t worry, we’ll still be here when you get back. 

...have you read it yet? Yeeees? Good. We hope that you’re just as excited for the future of Destiny 2 as we are. Now, let’s shift our focus to the live game. 

This week has been a fun ride so far! Saladin is not only hosting Iron Banner but has sent Guardians back to Nessus to fight through a fourth Battleground. With approval from the Vanguard, we’ve also been seeing many Guardians venturing back into the Presage mission, uncovering new lore, and finding a sweet new catalyst for Dead Man’s Tale (for those of you who like to shoot from the hip). 

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Master difficulty can prove challenging, but with the right fireteam, you can absolutely find success. As you venture through this derelict ship, be sure to watch out for scannable objects. They may prove valuable to you on your journey to uncover more knowledge. 

The TWAB this week will be looking at a few feedback items concerning Ritual playlist rewards, an update on DDoS protection for consoles, and an announcement of our upcoming Deep Stone Crypt developer deep dive. Read on for more. 

Diving Deeper into the Deep Stone Crypt 

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It’s been a while since our last stream, hasn’t it? One of our favorite things to do is bridge the gap between player and developer, giving a peek behind the proverbial curtain of Destiny 2 development. In the past, we’ve offered deep dives on raids, dungeons, secret missions, and more! This time, we’re heading back to the Deep Stone Crypt. As our brave fireteam ventures through the frozen wastes of Europa and polished halls of BrayTech Research labs, developers will be providing commentary on how the secret sauce was made. You won’t want to miss this! 

Deep Stone Crypt Developer Deep Dive 

Wednesday, March 3 

10 AM PST 

Twitch.tv/Bungie and Youtube.com/Bungie 

We’ll have representatives from various disciplines of development including design, art, VFX, narrative, and more! We’re excited to dust off the stream equipment and hope to see you there. 

Ritual Playlist Weapon Rewards 

If you’re like me, you’ve been sinking a lot of time into Gambit searching for a Bottom Dollar Hand Cannon over the last two weeks. It’s beautiful, lives in the 120 RPM archetype, and can be found when completing Gambit matches. Today, we’ve invited Weapons Feature Lead Chris Proctor to walk us through freshly introduced ritual playlist rewards, where to get them, and some plans to address feedback on drop rates. 

Chris: At the release of Beyond Light, we introduced new weapons into the reward pools of Crucible, Gambit, and Vanguard Strikes. To give a quick rundown for the New Lights out there, each of these weapons has a low drop rate and deep perk pools, intended to give players dedicated to a particular playlist a weapon to hunt. Our goal when introducing these rewards was to provide space for longer term, ritual-specific goals for players as they chase after the perfect roll on a given weapon, and explore the possibility space of perk rolls on a weapon archetype in the same way weapon designers do. 

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Pictured: Vanguard Shotgun, Crucible Pulse Rifle, Gambit Grenade Launcher 

As we saw some positive reception to these weapons in Beyond Light, with players digging through the perks and comparing rolls, we’ve added two more to each ritual in Season of the Chosen, bringing the total per ritual to three. 

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Pictured: Vanguard Pulse Rifle/Rocket Launcher, Crucible Sniper Rifle/Sidearm, Gambit Hand Cannon/Fusion Rifle 

While the drop rates for each individual weapon are not intended to be so high that it’s easy to quickly acquire a large amount of rolls, we’ve been seeing some feedback that they currently feel too scarce. Our current plan is to increase drop chances for these ritual-specific weapons later in Season of the Chosen. While we don’t want these weapons to become a short-term grind for players seeking perfect rolls, we do believe that they need to drop a bit more frequently for them to be a positive experience when completing their associated activities. Once these drop changes are live, we’ll be watching the conversation to see if any other changes need to be made. 

Our current plan is to continue adding weapons to these pools in future Seasons. There may be some Seasons where these pools remain the same, and others where a new weapon is added while one is rotated out. This should help keep the offerings streamlined for players on the hunt for a specific reward. 

Thank you to all who’ve been sounding off with feedback since these were introduced, and we’re excited to hear more! 

Console SDR – Status Update 

Prior to the release of Season of the Chosen, we announced that distributed denial-of-service (DDoS) protection would be coming to consoles during Season of the Chosen, bringing protections for your network connection against DDoS and IP harvesting attacks via usage of the Steam Datagram Relay (SDR) service. As our Seasonal content went online, we uncovered a few general bugs and crashes which needed to be addressed before we could start bringing this feature forward. 

As these issues have now been mitigated, our teams have started to bring console SDR services online. This will be a multi-week initiative, as we want to ensure service stability across all platforms while weeding out any bugs or increases in error codes. If any major issues are found during this process, it may take more time for us to bring this fully online, but we’ll be sure to announce when our work is done.  

If you begin to encounter any error codes or crashes when playing Destiny 2, please report them to the #Help forum right here on Bungie.net. 

Battleground Throwdown

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Season of the Chosen has been a wild ride for our support teams. We've shipped multiple hotfixes, have another on the way, and we're not even halfway through the season yet. While we've squashed many bugs along the way, we still have more to catch. Our Player Support team has a quick update on what we're tracking, what we're about to fix, and a quick not about our transition to a new Help Center!

This is their report. 



Next Tuesday, March 2, Hotfix will be released. Here is a timeline of events: 

  • March 2, 8 AM PST (1600 UTC): Destiny 2 maintenance for Hotfix begins. 
  • March 2, 8:45 AM PST (1645 UTC): Players are removed from activities and won't be able to log back into Destiny 2 until 9 AM PST when Hotfix is available.  
  • March 2, 9 AM PST (1700 UTC): Destiny 2 Hotfix is rolled out across all platforms and regions. Players can log back into Destiny 2 at this time. Ongoing maintenance is expected to conclude at 10 AM PST.   
  • March 2, 10 AM PST (1800 UTC): Destiny 2 maintenance is expected to conclude. 

Below are some issues that will be resolved with Hotfix A complete list will be shared when the update goes live. 

  • Barrier Colossus in Battleground: Behemoth will no longer mosey out of their barrier shields to say hello to unsuspecting Guardians. 
  • The Chosen Destruction Umbral Focusing Lens will now allow players to focus Umbral Engrams. 
  • Beneficial modifiers in the Battlegrounds playlist now work as intended. 


To ensure progress is recorded for “The Voice on the Other Side” quest for Dead Man’s Tale, players should make sure that they have the quest in their inventory prior to starting Presage. If the quest was originally acquired on another character, players will need to reacquire the quest on their current character from the Quest Archive at the Tower. 

Upon completing Presage, players will need to pick up Dead Man’s Tale and wait for the mission complete end timer to appear prior to returning to orbit. Failing to pick up the weapon or leaving before the mission completes will result in progress not being recorded for the quest. 


Earlier this week, a refund was sent out to players affected by the mislabeled Exotic ornaments in Eververse. Players who qualified for the refund received a message on login and had the Silver from their ornament purchase added back to their account. 

We are continuing to investigate the issue causing some players to not receive their Bright Dust rewards from completing the Weekly Challenges for Gambit, Crucible, and Vanguard. Players affected by this issue will be granted the Bright Dust they should have earned in a future update. 


Last week, the Help Center at help.bungie.net completed its migration to a new service. Players who encounter broken links, untranslated sections (excluding Contact Forms), or other issues with the new Help Center should report them to our #Companion Forum


Players can now stay up to date on current Destiny Companion App known issues on our new #Companion Forum Known Issues List. Players who encounter issues not already on the Known Issues List are encouraged to report them to our #Companion Forum


While we continue investigating various known issues, here is a list of the latest issues that were reported to us in our #Help Forum

  • The Trash the Thresher Triumph is not properly recording destroyed Threshers in The Arms Dealer Nightfall: The Ordeal. 
  • The Scanner and Operator augments in the Deep Stone Crypt are the same color in Tritanopia colorblind mode. 
  • Trying to equip the Mindvault ornament for Insurmountable Skullfort may result in a “Requires Mod Item” error. 
  • The portal to the Ascendant Realm in The Corrupted strike after the Ogre encounter may close if a player is too far ahead of the rest of their fireteam. 
  • The door to the Spider Tank encounter of the Hollowed Lair strike may not open for players. 
  • The Lost Sector puzzles for the Xenophage Exotic quest may not correctly record player inputs. 
  • Players may earn the “I Am Invincible” medal when the opposing team actually completed the requirements. 
  • Players who complete the Xenology quest from Xur while already having an Exotic Cipher in their inventory will have the quest removed with no reward. 
  • There are no Champions in the Master Presage mission because Scorn Champions don’t exist. 
  • Players who kill the boss in the Fallen S.A.B.E.R. strike and then die may see a “Darkness” screen and will respawn at the beginning of the strike, which can’t be restarted. 
  • As a result of this, players can load into that blocked state and be unable to progress through the strike. This issue is also occurring in the Hallowed Lair strike. 

For a full list of emergent issues in Destiny 2, players can review our Known Issues article. Players who observe other issues should report them to our #Help forum.


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One of the most important aspects of a movie is the atmosphere it brings. You not only remember the lines, but the way you felt as you watched the action unfold on screen. Our recent Presage mission brought some great horror vibes to Destiny 2, and this week’s winner embraces that while giving their take on an unsuspecting Guardian. 

Movie of the Week: Follow the Signal (Spoiler alert for those who haven't played Presage yet!)

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Movie of the Week: First Sounds From Mars

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Cheers to the winners this week! If you’d like to throw your movie in for consideration, make sure to submit it to the Community Creations page on Bungie.net. Please credit appropriate creators in the description of your video with links to the bungie.net profiles so we know who to grant emblems to! 


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Another good thing about atmosphere is inspiration. When reading through lore books, you might begin to feel some of that inspiration when diving through the darkness, or the feelings a Guardian might have sitting in a specific seat at a local ramen shop. The featured artists this week captivate those feelings perfectly in their pieces. 

Art of the Week: Lore Inspires Creativity 

Thank you for the lore that inspires creativity![#Destiny2](https://twitter.com/hashtag/Destiny2?src=hash&ref_src=twsrc%5Etfw) #Destiny @DestinyTheGame @Bungie @BNG_Ivan @A_dmg04 @DestinyComArt pic.twitter.com/clDJhRyTV0

— ZIMOSLAVA (@Zimoslava) February 20, 2021

Art of the Week: Ramen 

I saw a lone guardian, chilling at the ramen shop, where Cayde used to sit. #Destiny2 #Destiny2Art #fanart #bungie #crow #TheCrow #ramen pic.twitter.com/P9yZNsZSTn

— JedixThanj (@JedixThanj) February 17, 2021

If you’d like your art to be featured in a future TWAB, make sure to tag it with #Destiny2, #Destiny2Art, #DestinyArt, or even tag a community manager in your post. We’re always excited to see your content, and celebrate it with the overall community. 

Another TWAB in the books. The fires of Iron Banner are raging, and it’s about time I start hunting for a sweet new role on the Time-Worn Spire. I’m starting to focus on the Pinnacle band of my Power Level, so the weekly bounty rewards are giving me a great start towards that final cap. 

See you out there. 



r/DestinyTheGame Aug 13 '19 Silver Gold

Bungie // Bungie Replied x2 Director's Cut - Part I


Source: https://www.bungie.net/en/News/Article/48058

Hey everyone, 

I wanted to try a little experiment with our communications and put together a longer look at where Destiny has been over the last few months and where it's heading next. I think it's important to take time to reflect on what's happened so we can show you where we're going. 

I'm calling this Director's Cut. Based on how long this ended up being, a key learning from this is "maybe there's a better way to communicate this than a GIANT WALL OF TEXT!" Let me know. I also may like doing it in a different format in the future, I'll let you know. 

Today, I'm going to talk about more than just the Destiny game and talk some about how we build Destiny and the effects it can have on the team. I think transparency about the game is important and I also want to be transparent about the work required. Sound OK? That's rhetorical, because a wall of text is coming up. 

We're making a lot of changes to Destiny 2 with Shadowkeep and New Light. We want Destiny 2 to be an amazing action MMO, in a single, evolving world, that you can play anytime, anywhere with your friends

I'm going to keep referencing that. All the time. Until its true. And then, I'm going to keep referencing it until it's good enough.* 

10 Thoughts on the Last Six Months (Looking Back)

Overall, there are some things about Annual Pass that worked out very well and some real learnings for us along the way. The Annual Pass was a big transition for us. We've been moving away from DLC and trying to provide more ongoing reasons to play Destiny. I wanted to start the State of the Game series by looking back at how we got here. I'm going to largely focus on Season of the Drifter to near-present day. 

We set up a calendar of content, showed you the plan early, and delivered it. 

A lot of you love Destiny for the chase on the way to improving your characters. Between the Annual Pass drops, questlines, and events in between, the team did a great job of providing stuff to do, items to chase, growing fat with strength, et cetera. Destiny history has had many content droughts, but not this year. 

But, the Annual Pass was harder on the team than we anticipated. 

The scope of what we delivered, the pace that we delivered it, and the overall throughput for Annual Pass takes a toll on the Bungie team. I--and many others--had conversations throughout the year with team members--who had jumped from release to release-- about the grind of working on Destiny. Working on the game was starting to wear people down. Here's an example: 

During the annual pass, we invented new, bespoke ways to earn rewards each season. Black Armory had its bounties, Season of the Drifter had the "Reckoning Machine," Season of Opulence had its Chalice. Each of these mechanics - each with their own lessons - were valuable, but also put the team into an unsustainable development cycle. We needed to develop a more systemic, standardized set of mechanics for progression to keep our teams healthier. 

We're going to take this problem on in D2Y3. 

We have a Powerful sources problem

As the game's weekly sources of Power grew and Destiny grew with it, this  - at times - could really feel like a chore. Each season brought with it new Powerful sources and optimizing your character meant that you were maybe still running three story missions every week or returning to the Dreaming City months after those first few magical trips from last fall.  

I feel like we needed to do a better job of shifting Powerful sources. We could explore things like changing the value of Powerful sources to create new seasonal efficiencies or retire some Powerful sources as we bring new sources into the game. Simply put, I wish we'd been able do more seasonal curation of the game. 

Season of the Drifter Thoughts, Part I

I like Gambit Prime. It felt like a great refinement of Gambit to me. I'd love to hear your thoughts on it. 

Matches end quicker, so it feels more efficient. The invading frequency feels lower, so I can Collect and dunk. I think there's something cool about the roles, although the requirements to get a full set online to inhabit a role meant not enough folks got to appreciate the playstyle diversity. 

In the future, we're going to have to make a choice: Which Gambit is the Highlander of Gambits. Prime or Classic. This isn't just about removing stuff from Destiny 2 -- but the game cannot grow infinitely forever --it's about focusing refinements and evolutions to the Gambit ecosystem. We think Gambit is sweet and deserves more ongoing support and we want to ultimately focus that support on whichever mode ends up being the Highlander. There can be only one. 

That said, we hear you that not everyone is excited about a season that overly focuses on one part of the game. Destiny is a game with a lot of breadth and we agree that this season felt too specialized. 

Season of the Drifter Thoughts, Part II aka Let's Talk About Reckoning

(and Encounter Design)

The first time I used Phoenix Protocol at home, I knew it was over. It's an exotic coat that refills my Well of Radiance and then refills itself as I "slay," so that I can continue to place my Well of Stand Here to be Borderline Invulnerable and Deal Tons of Damage. Datto has a great video that talks about Well of Radiance's effect on the PVE game.  

I wondered, How are we ever going to make content that fairly challenges players again? 

With Reckoning in Season of the Drifter, we got a taste of what kind of content we'd need to build to challenge Protocol-wearing Warlocks. Matchmade encounters that accost you from all directions, plant snipers off in the distance, and put players in between a pincher attack of many whelps, handle it (I wanted to link a thing here, but it's definitely not T for Teen) and giant bosses (also eff you Knight Taken guy). 

This is what it had to be. We were breaking encounter rules left, right, and center on the Reckoning bridge, in no small part due to players in always-active Wells of Radiance becoming invulnerable gods, holding all six infinity stones all the time. 

In Reckoning, we set out to build an activity that could be relatively easy at Tier 1 and scale up to very challenging at Tier 3. We have an internal team here codenamed: Velveeta (they were formed in the wake of the Crota's End modem-unplugging debacle to help find the cheesiest things to do/use in the challenging PVE portions of the game) – these players are some of our craftiest. 

Once Velveeta can get close to beating something, or beat it outright, that becomes an important data point on our "is this hard enough?" evaluation. We give them a bunch of tips like "here's how this works, can you beat it?”, so if they can, it's a good indicator of the action game and gear game working together.  

Let's talk about encounter design. Generally, in activities we expect players to complete alone (dungeons, raids, zero hour-type activities can play by a different set of properties!) or in matchmade groups, there are a number of guidelines we use when we build them. 

  • We don't want to spawn enemies behind the player. 
  • We want players to play a game of taking space from enemies. 
  • We want players to have cover where their shields and health can recharge, or where they get to be smart using geometry, movement, ability and gunplay to dig enemies out of cover, and make interesting decisions about target prioritization. 
  • We want players to be able to understand where in the space enemies will come from, and if we're going to reverse the combat front on players (AKA spawn enemies behind them, we want to telegraph that. 
  • We use dropships, spawn clouds, audio cues, all kinds of tricks to try and prepare players for reinforcements.
  • As character power was dramatically increasing (more on reasons for this increase later on), the encounter rules got thrown out the window. 

To summarize this: Destiny had sweet gear and in order to create challenge in the Reckoning we broke a bunch of our encounter design philosophy. That sweet gear, coupled with the encounter design meant the number of ways to viably/efficiently progress was dramatically reduced. We want Destiny to be a game where you have lots of choices with your character, build what you choose to do, and funneling those choices down to only one in Reckoning is something we don't want to repeat. There's more about damage and player power sprinkled in this update, and even more on the rest. 

Last, last note: I think it's totally sweet when an activity challenges you to use something other than your favorite item. I don't think the whole game should work that way, but when it's time to bust some shields on the Shanks in Zero Hour, I had a use for that Distant Relation scout rifle in my vault. 

Season of the Drifter Thoughts, Part III aka Now Let's Talk about Difficulty and Touch on Sandbox Nerfs

I started to talk about challenge/difficulty above and drifted (heh heh) to encounter difficulty. But, it's all related. 

When the media would come to play our Halo games for an event, we'd always recommend they play the game on Heroic. Heroic changed a bunch about Halo combat – it made enemy weapons more accurate (but not too accurate); enemies would fire more frequently (which made you feel like a hero when you dodged them); it increased projectile speed; and Heroic lowered player outgoing damage (so that the enemies would survive longer and make their way further through their behavior tree - and therefore appear more intelligent). There's more than just the above going on, but that's a quick summary of some of the changes. 

But here's why: we asked the media to play the game on Heroic, because when the game is challenging, overcoming the challenge feels incredible

Important to note here: Challenge isn't something universal. In an action game, challenge can be largely personal. One person's challenging might be easy to someone else. We've historically thought about the main Destiny campaigns as something we want to be pretty easy (I think D2's campaign was actually too easy at times), and as players push further into the post-game they'd be able to find more challenge. Across Destiny's history we haven't had enough challenge deep into the end game, and that's definitely something on our list as we head toward fall 2019. 

Overcoming challenges is a huge part of what makes an action game's moment-to-moment engaging. Action games are a delicate balance of growing stronger, the game rising up to push back, introducing new challenges that force you to learn/become more powerful/master a new element and -- at their best -- creating the fist pumping moment of celebration when you achieve victory. 

But Destiny has an RPG component, too. And the RPG component is about customization, optimization, and it's a way for players to choose how they overcome challenge. The entire time we've been making Destiny, the action game and the RPG have been fighting. It's the forever war. The RPG has the power to dramatically overcome the action game, and the action game has the power to render the RPG game irrelevant. It's a line - by nature - Destiny will always have to straddle. 

In order to create challenge during Season of the Drifter, we needed to break a bunch of encounter rules, have exotics like Phoenix Protocol basically function like a key (or hope you match with multiple Radiance Warlocks) which then unlocks success in the matchmade encounters of Reckoning. There's a really good video from Slayerage on this in the context of the nerfs we made heading into Season of Opulence. 

Those nerfs also saw Whisper of the Worm get its day in court. If I could turn back time, we'd probably not run Whisper as the original Black Hammer infinite ammo design. However, considering the year before had Destiny 2 feeling very restrictive and power-limited, I think we did the best that we could with the knowledge and intuition we had last summer. 

Whisper was an outlier that lets you stand still at a safe distance, in a pool that makes you borderline invulnerable, never having to reload or relocate for ammo, and allow players to deal piles and piles of damage on giant bosses who aren't threatening. This isn't your fault! It's ours! We're making some stuff too easy and allowing players to circumvent parts of the game! Mechanics that circumvent the ammo game (relocate to pick up ammo bricks) or completely ignore the reload animations (a critical part of weapon tuning) are mechanics that create the kind of outliers that we ultimately have to tamp down before the game spirals into the boss health version of Reckoning bridges. 

The other significant set of changes we made to the game during this time were taking down the Super Snowball exotics. With as powerful as Destiny Supers have become (they are - on the whole - dramatically more powerful than Destiny 1's Supers), using your Super to recover your Super is an amplification to player power that the challenge and difficulty game can't keep up with. But, we're going to talk about Supers much later on.

Difficulty and challenge are important parts of mastery. There are more changes coming in Shadowkeep (buffs to things like Scout Rifles, nerfs to mechanics that circumvent the ammo economy, refactoring of the way damage stacking rules work) -- we're gonna talk about it in the next episode. 

Season of Opulence, Part I: the Pursuits tray is a Caterpillar in a Cocoon–Questlog is the Beautiful Butterfly

I've seen streams and videos of people beating activities in Destiny blindfolded. I cannot imagine developing the muscle memory and memorization (nevermind the thumbskill required) to be good at Destiny with the blast shield down. 

When things fundamentally change in a way that interrupts muscle memory and mastery, it is frustrating. The initial set of changes to the Pursuits tray earlier this year did a few things beyond upsetting muscle memory. It certainly didn't get as far as the team wanted in its initial release and it also didn't feel like an improvement over what previously existed. 

It felt like we started to redecorate your house but we didn't finish it (and sometimes, that's how things in a live game can feel). 

The morning after the Pursuits changes went live, I talked to some folks on the UI team about the feature. They had Reddit open. 

"Have you read it, Luke?" 

"Nah, I haven't." 

"Please don't." 

They were crestfallen. Not just because of the sometimes-harsh-feeling feedback, but because this team wanted make something sweet, exceed your expectations, and meet their own expectations. None of those things happened. We wanted to try something different with Pursuits, in the sense that we knew where we wanted this feature to end up, but that we'd take some iterative steps to get there. I think we've got to do a better job ensuring that while we're remodeling your house, the potential of the renovation is clearer either in the game or via some communication here on the site. 

We want a Questlog with great tracking that can help players prioritize what to do next. 

Oh, and this fall, bounties will be separated from quests and PC players can assign a hot key that takes them directly to the Pursuits menu.

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Season of Opulence, Part II: The Evolving Eververse

Last year, we thought long and hard about Eververse and how we wanted to change the strategy around microtransactions in Destiny.  As some folks have smartly pointed out, MTX is a big part of our business being a live game. I'm not going to say "MTX funds the studio" or "pays for projects like Shadowkeep" -- it doesn't wholly fund either of those things. But it does help fund ongoing development of Destiny 2, and allows us to fund creative efforts we otherwise couldn't afford. For example: Whisper of the Worm's ornaments were successful enough that it paid [dev cost-wise] for the Zero Hour mission/rewards to be constructed (this shit matters!). 

The storefront, which we launched alongside Season of Opulence is the first part of the strategic shift we're making with MTX. The decision to run old content in Bright Engrams instead of making new Bright Engrams is another part of the shift. We want to believe that our players would rather just buy things they like from the store. Earlier this summer, we detailed a bunch of the changes coming to Bright Dust and Eververse this fall (and if you haven't read that, go check it out here). 

The storefront is going to get another round of enhancements this fall, too. We're going to move it to the Director, so you don't have go to the Tower and see Tess to interact with it. We're giving it some Class specific content, so if you're on your Titan looking for Titan Universal Ornaments with smaller shoulders, you'll see Titan armor on one of the store's subpages. We're also going to make it so that the pieces you've already acquired from a given set reduce the Silver price of the set. For instance, if you are 3/5 Optimacy set on your Titan, the cost to finish the set in Silver will be reduced by 60%. 

There are some other philosophies here that we haven't made explicitly clear: 

We have made deliberate choices related to cosmetic items and not having them come from gameplay. Gameplay rewards are where you get items, power, mods, perk combinations, stats, triumphs, and titles. The aesthetics for armor blurs the line some – we want players to get cool armor from activities and the world that feel thematic to where they were acquired. Cosmetic items like universal ornaments, weapon ornaments, shaders, ships, sparrows, emotes, and finishers typically come from the store (There are exceptions, but generally speaking, that's how we think about this). 

We are continuing to try and separate capability/gameplay from vanity. Armor 2.0 and Universal Ornaments are big parts of this separation. This is also why Finisher perks are mods that can be socketed into equipment, so that their aesthetic can stand alone. 

As always, we welcome your feedback and thoughts. 

Season of Opulence, Part III: The Menagerie is Sweet

Have you ever been to an amazing party for something like the Super Bowl? It's the kind of party where there is an incredible spread of snacks rolling out throughout the event, amazingly comfortable seating, an A/V system and TV that makes you jealous, and super sweet people to hang out with. Once you've been to this party -- the Super Bowl anywhere else never feels the same (invite me back somedayyyyyyyyy). 

This is how I feel about Escalation Protocol. Once I had the feeling of running around in public bubbles, fighting giant bosses with a bunch of players (even though getting into a good instance of Mars for Protocol was a pain in the butt!), public gameplay never felt the same. At its peak, when you have a bunch of players slaying big ol' bosses, Escalation Protocol is one of the best things we've added to Destiny 2.

The Menagerie - a six-player matchmade activity where you make progress no matter what - is awesome. Its "learn-by-watching mechanics" means that it doesn't require communication between players. The way groups can make progress - even if they don't kill the boss - means the real efficiency gain is by learning and executing the fights quickly. Hasapiko, Beloved by Calus -- and also beloved by me -- feels like a great translation of World of Warcraft's Heigan the Unclean** into an action game. 

There's a lot to like about the Menagerie, but I'm going to close the activity part here with: We love the Menagerie, it's a great middle spot on a six-player activity pyramid, with Raids sitting at the top. Escalation Protocol (aka Partying in Public) is a great base. We want to do more activities like this, but in the context of what we learned and in a way that we can better support them over the long-term. 

Season of Opulence, Part IV: The Chalice of Opulence and Somehow Even More Season of the Drifter Thoughts

Having some ways to target and farm some specific gear in Destiny is great. We did a version of this with Black Armory weapons but the very, very long character-specific attunement questline for the Forges was a bit much. We made the Opulence attunement account-wide as a result. 

The Chalice was an even bigger version of targeting rewards. Players could unlock different sets of armor, different weapons, and even select their Masterwork perk roll. 

Pause on Chalice thoughts. 

We will come back to the Chalice. Let's talk about how we build the game. 

While content for Destiny is released serially, it is largely developed in parallel. For instance, while Forsaken was in its final few months, Black Armory was well underway, and Season of the Drifter was in development while Black Armory was being built, et cetera. For years people have wondered "Why doesn't release X do the thing content drop Y did? Get it together, Bungie." 

This is one of the reasons why. So even though Menagerie is sweet, and Chalice is great, while Shadowkeep was being built, the Menagerie and the Chalice hadn't yet been released. So we didn't know how players would react. 

Because we have so much to build, we frequently find ourselves having to place many bets at the same time. This has paid dividends at times – we discover new and awesome things like Escalation Protocol or Menagerie - and this has also resulted in things that feel like setbacks at other times. 

An example of a setback is the reward chase during Season of the Drifter. There are a bunch of super awesome weapons in Drifter (One Two Punch Last Man Standing), but the path to them isn't clear like Black Armory or the Chalice. We didn't do a good enough job of rewarding players for their time or giving them clearer paths to some of the sweet weapons in the release. If we had a do-over with this season's rewards we'd probably have dropped Armor directly from Prime and maybe used Reckoning combined with learnings from Menagerie's fail forward mechanics to let players chase awesome rolls on weapons they could love. While I got pretty lucky with a Rapid Hit Kill Clip Spare Rations, I personally had more fun chasing my Kindled Orchid or Austringer. 

Unpause. Back to Chalice. 

The Chalice isn't perfect. Being held hostage by THE rune you want to drop from a Strike or Crucible to go make the weapon or armor piece you're coveting is pretty frustrating. 

But having more ways in the game to pursue loot in a deterministic fashion, while preserving the hunt for a great roll, is something that we hope to explore.

Things left unsaid-ish while looking back

  • There's a lot a lot a lot of awesome stuff we didn't spend time talking about (Tribute Hall, Lumina, that cool Drifter cinematic with the Taken Captain, lore books, Vanguard/Drifter choice, et cetera). 

    • Full disclosure: I'm almost always going to focus on opportunities for improvement, rather than celebration! 
  • We're in the midst of Solstice and Moments of Triumph so the learnings for those are still bubbling up.  

Looking Ahead to Looking Ahead

The rest of the Director’s Cut updates are going to focus on Shadowkeep and the changes we’re making this year. Here are some of the topics that will be included:

  • Supers and PVP in Destiny 2
  • Armor, Stats, Mods, and Tradeoffs
  • Powerful Sources, Prime Engrams and the World
  • Damage numbers, damage stacking rules
  • And more

I know this is a lot to read (because it was a lot to write). I appreciate you taking the time to make it this far. Like all things with Destiny, it's a journey. The next two parts of this journey will look at the RPG and Combat game.

See you soon, 

Luke Smith

*It's a set of aspirational goals that can help guide the team to create better experiences for players who love Destiny. And it's a simple way to describe how we're thinking about the game to all of you. And even when it's true, there will always be work left to do. And we're committed to it. 

**Fun fact: Heigan the Unclean was often called the "dance" boss in the WoW Raid Naxxaramas and Hasapiko means "the butcher's dance" in Greek. It's a little nod back to Blizzard's Xûr reference.

r/DestinyTheGame Aug 29 '19 Silver

Bungie // Bungie Replied x2 Seasons in Destiny 2's Third Year


Source: https://www.bungie.net/en/News/Article/48097

Hey everyone,

A couple of weeks ago, I did a (too?) many-word retrospective [Part I, Part II, Part III] on the last six months or so of Destiny 2. This covered what we think worked well, what didn’t work as well as we’d hoped, and some of our thinking on where Destiny 2 is heading. You’ll see some of this manifesting in what’s coming this fall:

  • A Rise of Iron–sized expansion, Shadowkeep, where we’ll explore how the Moon has evolved since we were there last. (See how vague I’m being? It’s because I don’t want to SPOIL. There are many, many sleeps to go.)
  • Overhauls to key game systems such as armor that give you more choices on how you play and look.
  • Evolution of game difficulty systems, starting with changes to Nightfall strikes. (You may have seen a preview last week at gamescom; more on that down the road.)
  • Features that make it easier to play with friends, such as New Light* (more below) and Cross Save. (I see all of you new-to-PC players. Thanks to the PC community for welcoming them!)

We’re simultaneously deepening the parts of Destiny 2 we know and love, but also removing the prohibitive stuff from before that made Destiny 2 hard to play with your friends.

This is a real high-wire act. We want Destiny to be a game where every blueberry could become someone who calls the Tower home.

My hands have had a week off from typing, so let’s talk about seasonal philosophy and how Seasons are shifting to fit with how we tell stories and move the world forward in the vision of Destiny 2 as a single, evolving world.

I mentioned in the Director’s Cut, Part III that we want Destiny to be a world that has narrative momentum, and a key part of that will be how Seasons support Year 3. Back in June, we mentioned that one of the ways we’re making it easier for friends to play together is to offer everything à la carte. We’re going to do just that with each Season. You and your friends can choose what you want to play, and the world will change every Season.

Year 3 will have four fully supported Seasons of content (last year’s Annual Pass had only three!), but this year, you can opt in to each Season for 10 bucks—you won’t have to pay up front for an entire year of content, like with the Forsaken Annual Pass. (FYI, the first season in this new vision, Season of the Undying, is included with Shadowkeep, but if you just want to experience Season of the Undying, you can grab that à la carte without needing Shadowkeep.)

The World of Destiny 2 Changes Every Season

With each new Season in Destiny, we want players to feel like they—as a community—are contributing to Destiny’s evolving world. Each Season in Destiny has to ride the line between delivering self-contained, Season-long world arcs and making the handoff to the next season. Together, Seasons move the Destiny universe forward.

In Season of the Undying, the portal to the Black Garden that was opened as a part of JacketQuest has awoken the Vex, and they are now pouring out across the surface of the Moon. Working with Ikora, players will [Do Some Stuff, Go Somewhere, Fight Some Things, and Solve a Problem aka REDACTED]. By the end of the Season, the portals will close, the world state will change, and the Seasonal activity connected to it will go away.

Yet something remains. This will be just in time for [REDACTED] to kick off the start of Season Nine—Season of Dawn.

Everyone who plays Destiny will be able to see how the world is different and changing during the Season. Those with the Season Pass will be able to play a seasonal matchmade activity within the Black Garden for that extra level of sweet gear (this is similar to the old Annual Pass access), but the goal is that everyone will be involved in how the world changes.

And at the end of the Season, your collective actions will have caused the world state to change and the Seasonal Activity connected to those events will also go away.

Doing this allows us to evolve the world—narratively, but potentially physically as well. It is not possible to keep Destiny frozen in place to allow all activities to live forever while also changing the world in meaningful ways. This strategy lets our team be agile and innovative. We believe that Destiny will grow even better when the world state can change, and that the best Destiny stories are the ones where “you had to be there when….”

But while events and activities in the world will come and go as the world evolves, weapons critical to the meta will not be locked in each Season for new players or for players who missed that Season. Legendaries and Exotics you need to stay competitive will be re-earnable in the future, although not always immediately after the Season ends. We’ll be talking more about that later—this is one area where, with the new seasonal model, we expect our plans to evolve across the Seasons to meet the needs of the Destiny community.

And while we’re on the subject of gear and weapons, I want to talk about some other additions we’re making to your chase to create whatever-your-perfect-Guardian-is.

Reward Philosophy in D2Y3

As we dug into how to deepen the customization of your Guardians, we wanted a reward system that could: standardize some of the reward mechanisms each Season, provide clear value in its rewards, make the value of a paid Season super clear, and allow players predictable progression via XP.

We all love the chase—that perfect roll!—but we all play differently. Year 3 will add more transparency and predictability while still giving you the RNG option for the unexpected gear or roll you didn’t know you loved until you got it.

We’re adding two new predictable reward pursuits in Season of the Undying.

Seasonal Artifact

Our first addition is the new Seasonal Artifact, which is free to all players. This will allow you to further customize your Guardian’s build every Season by unlocking additional mods to socket in your Armor 2.0 [link to post] gear. Earning XP just by playing will level up your Artifact, letting you unlock the next mod you want for your characters.

Image Linkimgur

While leveling up and unlocking mods, you will also increase the Power of the Artifact, which will continue increasing until the end of the Season (yes, it is uncapped). Artifact Power adds directly to your overall Power and is account-wide. We are both excited, and a little terrified, to see how high players will manage to raise their Artifact Power during the Season.

We want the Artifact to let us experiment more freely with our sandbox. During the last five years of Destiny, we’ve really wrestled with (and continue to wrestle with) obsolescence and permanence in player Power. So, when we were coming up with something new in the Seasonal Artifact, we wanted to figure out how we could have a system that allowed players to create build-altering powers yet not need to commit indefinitely to whatever they made and have it live on forever.

We want to date new builds, not get them hitched into the forever combat ecosystem.

It doesn’t have to be forever anymore. The Artifact can spotlight some different ways to play each Season and introduce new types of perks, while we (and you!) can experiment more boldly with new combinations and expressions of Power. We want to use the Artifact as a mechanic to allow the game to shift some each Season. In an action game like Destiny, part of the fun can be discovering new ways to play.

Here’s an example from my own play: I earned Wendigo this season. I did it naturally, by grinding a ton of strikes (although I was pretty tempted to go farm Blind Well with a group to make it go faster). I ended up using Fighting Lion a bunch in these strikes to get my grenade kills (omg why don’t the guys at the end of “The Hollowed Lair” count?!). What I found was that I really liked using Grenade Launchers, but I hadn’t really given them a spot in my routine PvE loadout (I don’t have Mountaintop). But as I was playing with Fighting Lion, I was getting better at using breech-loaded Grenade Launchers and at timing my detonations, et cetera.

So, while I was on WendigoQuest, I ended up developing an appreciation for an archetype I’d largely overlooked, and I developed some new skills (OK, “skills”) while earning Wendigo.

Seasonal Artifacts and Seasonal mods will go away at the end of each Season. And the new Season will bring a new Artifact, new mods, and a new pursuit for Power. This way, we can try bolder balance choices each Season with the sandbox, and if we get it a little wrong, we’ll be more likely to let it ride for the whole Season without nerfing your new favorite OP build.

Seasonal XP Progression

The second predictable reward chase we’re adding to Seasons are Season Pass Ranks. Some of you might have spotted this on the August 14 armor stream, but we didn’t provide any context. Without context, it’s really easy to find yourself on the jumping-to-conclusions mat. (This is totally human; we all do it. I certainly do. It’s OK.)

Let’s talk about these ranks.

We want to make sure that each Season has multiple, complementary reward sources, because we all play Destiny differently, and we want to be able to customize our Guardians the way we want to. We will continue to have RNG rewards as a part of our activities, and we also want to add a direct track of rewards each Season that you can progress every evening. The best weapons and armor will still live in the treasure chests of our toughest monsters and villains, but we hope now there will be fewer nights where players feel like they logged into Destiny and got nothing done.

The Internet is talking a lot about different builds in games. Season Ranks are kind of like a build for playing a season of Destiny. Grabbing bounties, doing strikes, completing weekly challenges—these are straightforward ways to unlock Season Pass Ranks when you don’t have the time to arrange a raid group, or check Google for the right strategies to solve a problem, or gamble against RNG (where it feels like the house always wins). The ranks help our friends in the community who have families and/or full time jobs, or who are deep in finals territory at college. Sometimes you just want to log in, grab some bounties, shoot some aliens (or Guardians), earn XP, and chill with your friends.

That’s why we’ve added 100 ranks to earn each Season, with Free and Premium track rewards, plus a UX design that’s intuitive and familiar if you play other games. Unlike those other games, you’ll make progress by earning XP doing the things you’re already doing in Destiny—defeating monsters and completing bounties and activities. This is about a new additive layer of predictable rewards for just playing the game.

Here’s a look at the Season Pass UI:

Image Linkimgur

It’s All Part of the Season

With every Season Pass, you will get everything you’d expect from a Destiny Season (new activities, rewards, a storyline, et cetera), not just the new Season Rank UI and the reward tracks. Like I alluded to way back in the first Director’s Cut, we need more sustainable ways to deliver rewards, and the Season Rank UI is a big step in us getting there.

So now, with all this context, let’s look at what you Season Pass owners get in Season of the Undying (which, again, is included with Shadowkeep):

  • Season Pass owners get access to a new seasonal activity, the Vex Offensive, which includes:

    • Four Legendary Weapon drops
    • Additional weekly and daily bounties
    • Additional weekly challenges with powerful rewards
  • A new weapon quest for an Exotic Bow, Leviathan’s Breath

    • Exclusive to Season Pass owners
  • A new Exotic Hand Cannon, Eriana’s Vow

    • Awarded on Rank 35 of the free track
    • Awarded on Rank 1 of the premium track
  • Three seasonal Legendary armor sets (one for each class)

    • Collect a complete set during the first 25 ranks of the free track
      • NOTE: This is a change from the Annual Pass, where you were required to purchase gear from the Season.
    • On the premium track you get all three sets on Rank 1
    • These also drop within the Vex Offensive seasonal activity
      • If you want versions with higher stat tiers, you’ll need to play Vex Offensive to earn them
  • Some additional premium track rewards: 

    • Three universal ornament armor sets (one for each class)
    • An Exotic weapon ornament for Eriana’s Vow
    • Two Legendary weapon ornaments 
    • A new finisher
    • An Exotic emote 
    • An Exotic ship

Progression, or How Differently You All Play Destiny

For many of us, Destiny 2 is a regular hobby, but how that hobby fits in with our lives is different. We have players who play every day, we have players who have 10–15 hours a week, and we have players who log in for whatever time they can spare. Every season, Destiny 2 will change, and the community working on changing the world together means that we want all of our community to be able to be a part of it.

Some other games let players buy every rank when a new Season begins. In Destiny, we want your time spent playing the game to matter; we want the first players who unlock a bunch of the sweet stuff to have unlocked it through play, not pay. Some players are going to work super hard trying reach rank 100 as quickly as possible. We think that’s great.

But again, all of you play Destiny 2 differently, and when we say we want the whole community to be part of how the world changes every season, we keep coming back to giving players the choice of how they want to spend their time. Based on how a lot of you play, 100 ranks is going to be cleared in the season, but not all of you will have the time.

To solve for how our community plays Destiny, we’re planning to allow Season Ranks to be purchased as a catch-up mechanic late in the season. We’re going to wait to see how players engage with Season Ranks and make sure it’s tuned well before determining exactly when we unlock the ability.

Season of the Undying runs for 10 weeks, and we’re currently thinking of enabling this somewhere in the last 2–4 weeks of the Season. We know that sometimes life gets in the way, and you just want to get the last few rewards before the season ends and everything resets. In the same way that we’ve been doing seasonal catch-up for Power, we think providing a late-in-the-season rank catch up makes sense. This initial version is our starting point, and the way we’ve designed Seasons moving forward means that we’re going to be able to have the flexibility to tune how this works once we see how Season of the Undying goes.

I see you: “Did Bungie just raise the XP needed to get a rank to some ridiculous level so that players have to buy ranks at the end of the season?” The answer to that question is NO. For example, in our internal team tests, playing strikes in a fairly relaxed manner (18 minutes per strike play time) with full stacks of bounties can get a Seasonal Rank in less than one hour. Every week, Guardians also get rest XP bonuses (per account), where their first three ranks are at triple XP. Playing strikes with full stacks of bounties and rest XP should get 10 ranks in around 8 hours. And knowing you, we’ll all see even better ways you’ll min-max your time to clear your ranks.

Our goal in tuning this is for our most committed Destiny players, who start on week 1, to reach Rank 100 simply by doing the things they already love spending their time on. If that’s not happening, we have the freedom and ability to adjust. We want Destiny to be your home however you want to play and hit 100. You may never want or need to buy a rank. We just want our community to be able to play together as easily as possible and narratively be part of the Destiny world as it changes.

Your Seasonal Rank also goes away at the end of the Season—a new Season of ranks and rewards will take its place. And like our Seasonal Activities, we don’t want important gameplay-focused rewards to be inaccessible to players who missed a season, so any Legendary or Exotic weapons introduced in a Season Pass will be attainable in future Seasons. Those coveted rewards won’t be available immediately, but it won’t take longer than six months either. More details on that soon.

**New Light, Removing Barriers for Friends, and $0*

We’ve talked a lot about what you get if you buy the Season Pass, but let’s talk about what you get with Destiny 2 for spending nothing. This fall, new friends playing Destiny 2 for the first time are coming, and we’re going to make Destiny a great experience for everyone. At its core, what makes Destiny 2 special and a place we all come back to is the community, the friendships, and the memories made along the way. Destiny is best if you can convince your friends to play, and we think a $0 price tag is another way to make that easier. The default version of Destiny 2 this fall will be New Light, and on top of all of D2Y1 available for free with New Light, we’re going to make sure there’s plenty of new, free content in Season of the Undying. Here’s some of what all players (even without the season pass) can access on October 1:

Alt: All Destiny 2 players, whether you’re coming in with New Light or are all-in on Shadowkeep and Season of the Undying, will have access to the following:

  • Patrolling the Moon destination
  • The opening mission of Shadowkeep  
  • Two new strikes
  • Crucible Updates (which I discussed in [link to previous Director’s Cut])
  • Two returning PvP maps from the D1 era—Widow’s Court and Twilight Gap
  • Elimination in Crucible Labs
  • Armor 2.0 build customization
  • Eye of the Gate Lord Seasonal Artifact
  • New finishers
  • Two new pinnacle weapons: one for Gambit and one for Crucible
  • Free Seasonal Rank rewards, which include:

    • New Exotic weapon—Eriana’s Vow
    • Three Legendary armor sets (1 per class)
    • Two Legendary weapons
    • Best of Year 2 Bright Engrams 
    • Glimmer and upgrade modules

The Legendary armor and weapons that come with the free Seasonal Ranks are like sampler platters for the Season Pass. If you want to find the best stat rolls for that armor, you will need to play the Seasonal activity and get the drops. But players who just want to collect all of the armor can earn the base version from the free track.

Eriana’s Vow, the new Exotic on our Seasonal track also drops on the free track (but you get it earlier if you have the Season Pass). We have also added a lot of rewards on the free track that are nice quality-of-life rewards for players, like upgrade modules, which are free Infusions.

How This Could’ve Worked Last Year

This has been a pretty dense dump of information (thankfully it has more pictures than the Director’s Cuts did). I wanted to wrap this up by looking at how a season of content done in the style of Year 3 might’ve worked with some Year 2 content we all remember. 

Let’s re-imagine the Season of the Forge in Year X of Bizzaro-Destiny

(begin Wayne’s World do-loo-loo-loo)

A week before the Season begins, all players receive a note in their mailbox. It simply reads: “I have returned from the stars. Meet me on Dec. 4 at 10:15 AM PST. —Ada” Once this note has been given out, a small countdown timer appears on the Traveler. When the timer reaches 0, players in the Tower see a ship unlike any they’ve ever seen land between Zavala and Lord Shaxx. A figure transmats out and walks through the Tower, opening a door that had long been shut. Players follow the character through the Tower and the figure lowers her hood and greets players, “I am Ada, and we have work to do.”

The Season Pass in the Director is updated, the rewards are revealed, and now Ada and players begin a Season-long experience of refining forges in the world, completing bounties, finding materials, working on Black Armory armor sets, and taking on the new raid, Scourge of the Past. In a twist, Datto and his group are the first to finish.

As players work together to forge weapons early in the track, smithing and building new ones, the room around Ada begins to change. The schematic data from players’ work is resulting in new weapons and mods for players to create. These weapons and mods don’t all require playing the Seasonal activity—some of them are found in new encounters within strikes, some of them are forged in Last Wish (like the Alchemy Lab in Blackwing Lair).

As the player community plays, meta objectives are revealed. Once a certain number of players have unlocked ranks on the Pass, cinematics unlock for everyone to watch. We see the Drifter and Ada arguing over something pitting the two against each other, the scene ends with Drifter raising an eyebrow at a set of gun schematics behind Ada.

As the Season winds to a close, the Drifter begins to summon players to him. He’s having a new space built in the Tower, and the first people he asks for help are those who’ve earned the title of Dredgen. Now players begin to gather materials and donate them to fund the Drifter’s new scam. The Drifter won’t stop talking about the gun schematics he saw behind Ada.

Very late in the Season, players notice Ada’s room looks like it’s being packed up. She’s leaving. The schematics that sat behind her are missing. Over the course of a few weeks, she packs her equipment and, in an event similar to her arrival, she vanishes. Ada, her wares, and her forges are gone.

Banshee-44 reminds players that even though Ada is gone, she left him the schematics for her weapons and armor, and he’ll be rotating them through over time.

And the Drifter asks you to visit him, saying he’s got a surprise…

(end Wayne’s World do-loo-loo-loo)

And while today, the “Let’s Pretend” section above is very much a work of fiction, we are working to build the technology that would make something like this possible and help make our Season Pass feel uniquely Destiny.


Season Passes in Year 3 will in some ways feel very new and in other ways feel pretty similar to the Forsaken Annual Pass experience. Our intent is that the Season Pass mechanics—as we’re aligning everything with a single, evolving world and how we’re moving the Destiny story meaningfully forward—are additive to the core Destiny experience (we’re still going to have things like Holiday events, dungeons and secret missions, and all kinds of stuff that we hope surprises you!). It’s an evolution and an experiment, and hopefully what you’ve seen lately is that we’re going to keep being agile and continuing to make the best decisions for the game along with you. We’re excited to see where our unified seasonal philosophy will let us take the Destiny universe over the next year.

(Also, thanks for all of the comments and responses to the Director’s Cuts—I have some deleted scenes and ideas on how the format could evolve when it returns next year!)

See you soon, 

Luke Smith

r/DestinyTheGame Apr 23 '20

Bungie // Bungie Replied x2 This Week At Bungie 4/23/2020


Source: https://www.bungie.net/en/News/Article/48973

This week at Bungie, the Guardian Games have begun.

Hunters, Titans, and that floaty class are facing off against each other in a friendly competition. We kicked off the event with a dev insight showing some of us at Bungie sharing our thoughts on who is going to win. 

Video Link

Sure, there’s some light-hearted ribbing going on, but at the end of the day we’re all Guardians. Still though, the winners get to flex their class item in everyone’s faces, so get out there and represent your team.

Hunters won the first day, but Titans rose to the occasion to claim day two. It’s still far from over. One thing we haven’t told you yet is that during the final week of the event, every day’s victory will count for double points. So if any class is holding a fairly significant lead and thinks they can sit back and relax, they better keep on pushing or another class could pull off a comeback.

Before we move on to the rest of the TWAB, Production Director Justin Truman would like to speak on the current state of the game and our plans going forward. 

Justin Truman: Hey everyone,

If you’re like me, you’re playing a lot more video games now than you did last month. In these uncertain times, we want Destiny to be a satisfying escape rather than a frustrating grind.

There’s been a growing list of concerns with the game lately: Trials, the rise in cheaters, our new Seasonal model, the balance between rewards you earn vs. items you buy. We’ve been closely watching and discussing each of these topics as we read your feedback. When our community managers relay that everyone at Bungie is listening, I assure you, we are. 

We’re also working hard from our homes, trying to address and improve each of these areas for future releases. Nothing in Destiny is as easy as flipping a switch, and everything’s gotten trickier while working remotely. But as Destiny players ourselves, we struggle with the same issues you do, and we want to fix them as quickly as we can.

But fixing these issues isn’t good enough if we keep you in the dark the whole time, so we’re going to try something a little different. Every week for the rest of this Season, we’ll have updates from different members on the dev team covering the most important topics in Destiny right now, and what we’re planning to do about them.

Today we’re going to discuss Trials and our war against cheaters.

Next week we’ll be diving deep on our Seasonal model, and how we plan to improve it in the future as well as some info on bounties and our plans involving their evolution.

We have plans for future editions of the TWAB, but we also want to hear from you. What are other topics you want to make sure we discuss in the coming weeks?

Like you, we love Destiny and the community that makes it as special as it is. For a bunch of us, Destiny represents more than a decade of our lives, and we’re never going to stop trying to make it better – even if we have to do that from our beds and couches in this unprecedented time. I’m looking forward to sharing more with you in the coming weeks.

Stay safe out there, Guardians.

Trials and Tribulations

A few TWABs ago, we talked about some of the issues with how the Trials of Osiris rewards are currently set up. We have an update on how we’ll start addressing some of your feedback.

Our goal for Trials is to encourage players to chase seven win tickets. Resetting tickets should not be the most effective way to earn Trials gear. Rewards should show players that the further you progress, the better the payout. Players that have already gone flawless once over a weekend should be encouraged to repeat the experience on passages other than Mercy – to strive to earn more rewards and not sit at the bottom of cards picking on fireteams struggling to hit three wins or even just win a single match. 

Trials has always had a problem of being approachable for players who aren’t highly skilled PvP gods. We believe that players should be encouraged to make an attempt every week, regardless of skill. You should feel some value in dipping your toe in each week to see if you can get a little further than last week, to push yourself to improve and get better. While every single player won’t make it to the Lighthouse, you should feel like you can get meaningful rewards by pushing yourself and still get some rewards for spending time in the activity.

So what are we doing about it?

  • Problem: Token Rewards incentivizes players to farm to three wins and reset their card.

    • Solution: In Season 11 we’re planning on creating token payout milestones at 3/5/7 wins that give successively larger chunks of tokens. Bonus Tokens Passage should increase these payouts, and on a flawless run it will generate a significant token payout. 
  • Problem: Trials is unrewarding for players stuck at 1-2 wins.

    • Solution: Create a weekly bounty that encourages participation each weekend and does not require match wins. When redeemed, the bounty will reward the same item that comes from the three-win passage unlocking the engram for purchase that week.
  • Problem: Trials feels unrewarding compared to other endgame activities.

    • Solution: Inject more chances to earn Masterworking materials from Trials. Masterworking/infusion materials will come from 3/5/7 win payouts in Season 11. We’re also looking into possibly adding a new material-focused farming card in Season 12.  

These are our current plans for changes we want to make in the short term. We’re also still investigating improvements we can make in the long term. For example, you may be asking “What about Adept weapons?” We’re currently investigating a new form of Flawless aware weapons for a future Season. They might not have the same name, but these weapons would have some differences in order to set them apart. Right now we are currently looking at giving these weapons the ability to replaces the weapon mod slot with an adept mod slot(name may change) that can accept custom-built mods in addition to the normal list of weapon mods. All of this is subject to change as we continue to develop but wanted to give you an early look. We’ll share more details in the future. 

We know many of you are far more concerned about cheaters ruining your trips to the Lighthouse, and rightfully so. It’s a punch in the gut to lose on your final game to someone with a fully automatic Whisper of the Worm. Let’s now take some time to update you on the cheater war effort.

No Quarter

Image Linkimgur

When winning every match is more important than ever, it’s no surprise that there are some who are willing to cheat or pay others to cheat for them. We asked Destiny Engineering Director David Aldridge to give an update on the fight for a fair fight.

David Aldridge: Let’s talk about cheating.

Cheating in Destiny 2 is up roughly 50 percent since January, and significantly more in the highest skill echelons. We expected a significant bump with the return of Trials, and we made a number of careful preparations, most notably partnering with Valve to integrate Steam Datagram Relay into our PC build to mitigate DDOS attacks. While many of those preparations were successful (e.g. DDOSing on PC is nearly extinct), we’re still not happy with the amount of cheating happening today, especially in Trials. When your pinnacle achievements are denied by encountering a cheater on a high Trials ticket, or devalued by seeing someone else with ill-gotten goods, that’s frustrating. Those frustrations are happening too often right now, and the vengeance of the Banhammer is often too far behind.  

That said, the Banhammer has not been idle. Before Season of the Worthy launched, we were averaging 656 bans or restrictions per week. In the first four weeks after launch, that rate more than tripled to 2133 punishments per week.

When it comes to tracking and punishing cheaters, we have to keep some of our plans and knowledge secret for obvious reasons, but we still wanted to give you a brief overview of the worst types of cheating we’re actively combatting: 

  • On PC (where most cheating occurs, unsurprisingly):

    • Memory-poking attacks to gain gameplay advantage (e.g. infinite ammo, infinite ability energy, infinite respawns, teleports) 
      • To acknowledge a valid point that we often see come up in community discussion, some of these attacks leverage Destiny’s unique hosting model, discussed here and at much more length here. We designed Destiny’s model to optimize for the feel and consistency of high-complexity, high-action, high-fidelity PvE experiences, while allowing the seamless blending of PvE and PvP. Unfortunately, that model comes with some unique challenges in providing PvP security guarantees. That said, we continue to invest in preventions and detections in this space, leveraging the servers that host and monitor every match. This is a subtle point we’ve struggled to convey over the years: we do have servers hosting every match, but in our hosting model, those servers don’t have complete authority over the game simulation to prevent all of these sorts of attacks naturally. This makes it more difficult (but not impossible) to mitigate these attacks. 
  • Aimbots 

    • <We have plans to address this problem, but will keep the details close to our vest to prevent further hacks and workarounds.> 
  • Wallhacks 

    • <Same as above> 
  • Lag switching 

    • We have detection and banning systems in this area, and we’ll continue to hone those. We want to be cautious here because some players suffer with unreliable internet through no fault of their own and aren’t using it to gain advantage. 
  • On consoles:

    • DDOS in Trials 
      • We have detection and banning systems around this (we’ve been evolving them since the original Destiny) but they’re imperfect because DDOS occurs entirely outside of the machine running the game. One long-term mitigation to this is adopting SDR on consoles as well, which we hope to do at some point in the future. 
    • Lag switching 
      • See above.

But you didn’t come here just to hear us describe the types of cheating in Destiny. The more pressing question is: What do we plan to do about it? 

  • We’re shifting more people to help work on this space. More eyes analyzing cheater reports, more developments in our anti-cheat systems, more people developing and testing new ban rules, and more fuel for the hammer. There are many details about new detections and preventions, but sharing those would give the bad actors a head start. The one thing I can say is that a big focus is rapid response – we want to get cheaters out of the pool more quickly. This is key to reducing the value of cheating, especially in selling access to cheats.
  • We’re changing a key policy – fireteammates of cheaters are no longer innocent. We now reserve the right to restrict or ban any player who has benefitted from cheating, even if they didn’t cheat themselves. This includes scenarios where players group up with or provide account information to a guide or carry service, which then cheats on their behalf. We want you to find new friends out there, but be sure they have your trust before you go. If you LFG your way into a fireteam with a cheater, get out and report them. If you ride them to a flawless, the Banhammer will come for you as well.
  • We’re considering requiring a much higher player time investment to play Trials. We’re interested in your thoughts on this. What if you had to have ~100 hours of play on an account to participate in any Trials match where a ticket with more than four wins was at stake on either side? Increasing the time it takes for a new account to become Trials-ready increases the power of our Banhammer (since cheaters can always create new dummy accounts), but it also adds barriers to honest, law-abiding PvPers that want to check out Trials. Would the reduction in cheaters be worth the increased barrier to getting your T-1000-aimskill buddy who’s running behind on Light to join your fireteam?
  • [REDACTED]. Because this is a cheating discussion, know that we have additional initiatives we do not intend to share publicly, in order to stay one step ahead of attackers. 

There are a couple of common misconceptions about Destiny security that are worth discussing here as well:

  • “Destiny does not have an anti-cheat”

    • Destiny does have anti-cheat that consists of custom security code and a third-party security product used by many other AAA games. We have a team of senior security engineers working on anti-cheat.
    • Anti-cheat isn’t a yes-or-no thing, it’s a constellation of possible mitigations. We’re always looking to add new stars to our constellation, and to strengthen existing ones.
  • “Destiny relies on player reports or humans to identify cheaters”

    • The vast majority of punishments issued come from automated detections. We use player reports to help us identify emerging threats. All automated detections are reviewed and verified by a human before punishment to minimize the risk of false positives.
  • •“Destiny should use Valve Anti-Cheat (VAC)”

    • Destiny does utilize some of VAC’s security features, and we have plans to utilize more. Bungie’s security team and Valve’s security team meet regularly to discuss the latest attacks and mitigations.

We’re also re-evaluating some of our decisions along the way – for example, we may have made a mistake in not having Trials behind the Season Pass paywall, which would have created more friction against free-account-recycling cheaters. We won’t change this for Season of the Worthy, but we’ll re-evaluate access requirements in future Seasons. At its best, Trials is a fountain of nail-biting space combat crescendos, and it’s something you can’t find anywhere else. We want that experience to be available to as many people as possible. But if we’re forced to choose, we will choose for Trials to be a sacred space, even if that means fewer people can play.

Our overall goal with Destiny security is to provide a competitive, fair ecosystem where cheaters are rarely seen and are rapidly ejected from the game. We’re not there right now, and we’re increasing the priority. We’ll keep you posted.

Guardian’s Heart

Last week, we unveiled the Guardian’s Heart charity initiative. Our mission is to combine the forces of this amazing community in support of the frontline healthcare workers who are risking their personal safety to battle COVID-19. If you missed our announcement stream, you can read all the details here.

One week later, we’re already in sight of our total goal. To date, you have collectively raised well over $600,000! While we never doubted you, we never take you for granted. Thanks to each and every one of you for your support. 

This initiative was designed to last for a full month and we intend to keep rolling. Some truly awesome people have hosted their own Bungie Bounties to raise awareness for the cause. Those will continue. Here’s who you can look forward to hunting in the wilds of matchmaking this week. All times are PDT. 

As cool as the Guardian’s Heart emblem is, you can’t take it with you once you’re done playing. If you’re looking for a way to show your support in real life for the heroes of this global health crisis, the Bungie Store is getting in on the action. Now through April 30, all profits from the Bungie Foundation Pin benefit Direct Relief charity for COVID-19 efforts.

With your purchase, you’ll also get the free exclusive “Bending Borealis” emblem.

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All Bungie Store orders over $50 will receive the Bungie Foundation Pin for free (while supplies last), and we’ll make a donation of $14.99 to Direct Relief.

Ghost Ship

On our Season of Worthy page we had an error that stated that there would be a Ghost available on the bottom Seasonal reward track for Season Pass owners. It was meant to inform players about the ship that is currently being offered. Since it was our mistake and we did promise a Ghost we will be delivering a Ghost that you will be able to claim next Season if you have purchased Season of Worthy.

Here is a quick look at the concept art for the Ghost and what perks it will have.

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  • Guiding Light
  • Omni-Telemetry
  • Random Destination Perk

Sorry for any confusion. We’ll have more details on how to pick up your Ghost before the next Season goes live. 

Twitch Prime Rewards

Any player with an active Prime subscription can visit this page to link your Bungie.net account and claim your rewards. Amanda Holliday will then have your rewards waiting for you in the Tower. Here’s a look at what this month’s offering includes:

  • S'mores - Exotic Emote
  • Death to Kells - Exotic Ship
  • Star Map Shell - Exotic Ghost
  • The Whipcrack - Legendary Sparrow

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Emerging Issues

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The Player Support team is hard at work tracking down issues as players discover them in the wild.

This is their report.


Destiny Player Support is continuing to collect reports of players hitting WATERCRESS and NEWT errors. Our teams are still working on finding a fix for this issue.

We are also continuing to investigate increases in connection-based error codes such as ANTEATER, BEAVER, and RABBIT.


  • While we continue investigating various known issues, here is a list of the latest issues that were reported to us in our #Help Forum:
  • Players must complete the introduction quest, The Guardian Games, before bounties and medals can be obtained.
  • The On Your Laurels Guardian Games quest sometimes doesn't go into player inventories, or Eva Levante keeps offering the quest to players.
  • The Void Feast Guardian Games bounty does not count kills while Devour is active.
  • Warlocks have to get 10 charged melee kills using the bottom tree of their Voidwalker subclass.
  • The Lethal Buddy Guardian Games bounty does not gain progress from Arc Soul kills from the Getaway Artist exotic.
  • Warlocks have to use the Attunement of the Elements Stormcaller subclass even if they're wearing Getaway Artist exotic gauntlets.
  • The Show Your Colors Guardian Games triumph shows as account-based, but must be completed on a single character.
  • The Daily Seraph weapons acquired from Rasputin bunkers can no longer be claimed even if players reach rank 92 on their Season Pass. For a full list of emergent issues in Destiny 2, players can review our Known Issues article. Players who observe other issues should report them to our #Help forum.


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It’s Movie of the Week time. If you are new here, here’s how it works: We go on a hunt across the community to find some of our favorite videos and then we highlight them here. Here are this week's winners. 

Movie of the Week: Crayola Crew 

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Honorable Mention: Dance Dance Evolution

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As Justin mentioned at the top of the TWAB, we covered the first two topics in a series of write-ups about some of the biggest current challenges with Destiny. We plan to unpack new topics each week and give regular updates on how our efforts are going.

Next week, we plan on talking about our Seasonal model and bounties. We know there’s been a lot of feedback on bounties, especially since Guardian Games utilizes them for scoring. We’ll share some of the ways we’ll be changing up bounties and how they’re implemented in the future.

Bear with us as we work to steadily improve the game. Much like you, we love Destiny and we want it to be the best that it can be.

<3 Cozmo

r/DestinyTheGame Aug 01 '19 Silver

Bungie // Bungie Replied x2 New Launch Window


Source: https://www.bungie.net/en/News/Article/48032

Hey everyone,

As we get closer and closer to serving up Shadowkeep and New Light, it has become increasingly clear to us that our releases for this Fall would benefit from a bit more time in the oven.

Being independent means that the future of Destiny 2 is entirely on our team. It also means that we’re agile enough to choose to do what's best for the game and our players, even if it's the hard choice.

We wanted to let you—our Community—know first that we're changing the date for Shadowkeep and New Light from September 17 to October 1.

This Fall is the first step on a journey for what our team wants Destiny 2 to become - a place for you and your friends to play anytime, anywhere; owning the action MMO and RPG elements that we love about the game; and crushing barriers to entry for friends. We just need a bit of extra time to take the first step.

We didn't make this decision lightly. We know for some of you (us too), Destiny releases are events where you take time off of work or develop a sudden sickness that keeps you from school or work (we get it, a bunch of our team takes some time off to go on their own Destiny Jacket Quest). We're sorry for screwing up your plans and we wanted to share this information as quickly as we could.

Here's some more date housecleaning:

  • The World First for the new Raid Garden of Salvation will begin on Saturday, October 5. It’s a weekend Raid race and Contest will be active
  • We’re extending Moments of Triumph through September 17 – you’ll have three more weeks to complete this year’s challenges and unlock all of the in-game and Bungie rewards
  • We’re going to run an additional Iron Banner the week of September 17 as well
  • Cross Save will come online later this Summer, so you’ll have time to sort out your Friend Lists well ahead of Shadowkeep

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More to come next week. Thanks for playing and see you soon,

Luke & Mark

r/DestinyTheGame Jul 23 '20

Bungie // Bungie Replied x2 Destiny 2 Coming to Xbox Game Pass


Source: https://www.bungie.net/en/News/Article/49392

Today, Bungie and Xbox announced that they are joining forces to bring Destiny 2 to Xbox Game Pass this fall.

With an active Xbox Game Pass subscription, players will have access to the standard edition (seasonal content sold separately) of each expansion, beginning with Forsaken and Shadowkeep (available September 2020) and Beyond Light (available beginning on November 10, 2020).

Later this year we will be releasing a version of Destiny 2 that will be optimized for Xbox Series X, including 4K resolution and running at 60 frames per second. Players who already own Destiny 2 on Xbox One will be able to transfer their game to Xbox Series X for free via Smart Delivery. In addition, for Xbox Game Pass Ultimate subscribers, players will be able to stream Destiny 2 on their Android mobile devices via xCloud. 


Q: Does this partnership with Xbox mean that Destiny 2content is launching on Xbox first?

A: All content on Destiny 2 remains available to all players, on any platform, and is going to be available at the same time – there are no content exclusives on any platform.

Q: Is seasonal content included as part of Game Pass?

A: No. With an active Xbox Game Pass subscription, players will have access to the standard edition of the Forsaken and Shadowkeep expansions beginning in September 2020, and the standard edition of the Beyond Light expansion beginning on November 10, 2020. Seasonal content is available for separate purchase.

Q: What happens if I have already pre-ordered Beyond Light on Xbox?

A: Those Xbox Game Pass subscribers who purchase any edition of Beyond Light will still have access to the expansion and its associated content if Beyond Light leaves Game Pass or their Game Pass subscription expires.

Q: What will happento my expansions when/if Destiny 2 leaves Xbox Game Pass?

A: Players have access to the Destiny 2 expansions while they have an active Game Pass subscription. If Destiny 2 expansions leave Game Pass, players will need to purchase the expansions to continue playing expansion content. 

Q: Are the BeyondLight pre-order bonuses available via Xbox Game Pass?

A: No. In order to get access to pre-order items and digital bonuses, you must purchase Beyond Light.

Q: What happens to my current Xbox Destiny 2 expansions?

A: Destiny 2 and its associated expansions will continue to work as normal outside of Xbox Game Pass.

r/DestinyTheGame Jun 09 '20

Bungie // Bungie Replied x2 Destiny 2 Update 2.9.0


Source: https://www.bungie.net/en/News/Article/49188



  • Mods now drop with through a white item bauble instead of an erroneously assigned Exotic Engram bauble.
  • Duplicate mods will no longer drop from the Flawless chest.
  • Additional Masterwork material rewards now drop at three, five, and seven Trials wins.
  • Added a Trials weekly bounty which unlocks Trials Engrams on Saint-14.

    • The bounty reward will match the Win 3 Milestone reward of the week.
  • Trials Tokens distribution has been re-balanced to focus on wins three, five, and seven of a Trials Passage.

    • This includes repeat Passages.
  • Trials Tokens are no longer awarded from match completions.

    • Tokens are now granted specifically through wins and bounties.
  • Passage of Wealth now doubles the bonus Trials Tokens earned at three, five, and seven Trials wins.

  • Intro quest step "Entry Pending" now requires reaching Power 1010.

Nightfall: The Ordeal

  • The Taken take over The Ordeal.

    • Added new strikes to The Ordeal: Lake of Shadows, The Corrupted, and The Festering Core.
  • Updated The Ordeal power levels to new Season 11 levels.

  • Grandmaster Difficulty will become available on July 21, 2020.

  • Increase Masterwork material drops for Grandmaster Nightfall difficulty.

    • Grandmaster completion at Platinum, Gold, and Silver levels now have higher chances of dropping an Exotic armor item.
    • Grandmaster completion at Platinum level now guarantees one Ascendant Shard (with a small chance at one additional), and four Enhancement Prisms (with a moderate chance at 1-2 additional).
    • Grandmaster completion at Gold level now guarantees two Enhancement Prisms (with a moderate chance at two additional).
    • Grandmaster completion at Silver level now has a small chance at two Enhancement Prisms.


Controller Button Remapping

  • There is a new "Custom" controller layout that, when selected, allows the player to remap what actions are bound to which controller buttons.
  • Additional details can be found in the "This Week at Bungie - 6/4/2020" blog article.

PC & Stadia Settings

  • Reorganized Keyboard, Mouse, and Controller settings.

Gear Details Subscreen

  • Toggle Stat Display is now additionally supported on unequipped armor.

    • Previously, this was only supported for equipped armor.
    • This allows you to toggle between viewing stats associated with your gear, or overall build stats, within the gear details subscreen. 

Wrapped Items Container

  • A new container has been added to the Inventory screen for Wrapped items/bundles providing an easy area to find your Eververse purchases.
  • Wrapped items will still display in their relevant areas (Example: Ghosts in Ghosts container) as well as this new area.


  • Added several economy-related load screen hints.

Gameplay and Investment


  • Fixed an issue that prevented Coldheart's "Longest Winter" perk from triggering through a Citan's Ramparts Assault Barrier. 
  • Fixed an issue that prevented Devil's Ruin from firing its charged shot after activating a roaming Super.
  • Fixed Polaris Lance's Perfect Fifth perk.

    • Quickly shooting a sixth shot no longer cancels the explosion from the fifth shot. 
  • Crucible, Gambit, Vanguard, Event package, and Gunsmith Engram reward weapon drops now pull from the shared world Legendary pool.

  • Season 8 and Season 9 Season Pass and Exotic quest weapons can be acquired from the Cryptarchs.

    • Related quests have been removed.
  • Weapon ornaments have been added to Collections.

  • Reload Perk Changes

    • Design notes:
      • Reload stat: 0-100, and maps onto an archetype-specific reload animation speed.
      • Reload duration scale: most reload perks also apply a small multiplier to the reload animation, so that if the reload stat is capped, you still see a small speed bump (the same applies to some other perks, e.g. those that affect handling).
      • Reload empty duration scale: as above, but only applies if the magazine is empty.
      • Note that because most weapons have fairly high reload stats, dropping reload bonus from +100 to +50 will still cap the reload stat most of the time, resulting in an overall fairly small change to final speed (this still opens some design space however),
    • Outlaw
      • Reload stat from +100 to +50.
      • Reload duration scale from 0.8 to 0.9.
    • Feeding Frenzy
      • Functionality changed to give increased reload speed based on number of rapid kills (up to five stacks).
      • Max reload duration scale from 0.83 to 0.8 (i.e. a little faster than currently).
      • Max reload stat unchanged at +100.
    • Rapid Hit
      • Adjusted stack to stat mod curve to give less benefit for the first hit and more with subsequent hits.
      • Reload stat from +100 to +60.
      • Reload duration scale from 0.8 to 0.925.
      • Stability stat from +50 to +25.
    • Drop Mag
      • Reload duration scale from 0.85 to 0.9 (which just brings it in line with Outlaw).
    • Field Prep – unchanged, but for reference:
      • Reload stat +50
      • Reload duration scale 0.8
    • Alloy Mag – unchanged, but for reference:
      • Reload empty duration scale 0.6666
  • Other Perk Changes

    • Dynamic Sway Reduction
      • Adds 10 stability over time in addition to accuracy.
    • Pulse Monitor
    • Reload amount from 0.35 to 1.0.
      • +50 handling
      • 5% faster swap speed (this will be most noticeable if the above caps handling stat).
      • This works on stowed weapons too, which was already the case but makes it a lot more useful.
    • Hipfire Grip
      • 1.2x aim assist falloff.
      • +15 aim assist.
      • +1.7 degrees precision hip fire angle threshold.
      • By default, when hip-firing a weapon the center of your reticle must be over a target in order to get a crit, otherwise aim assist will give you a body shot. This change gives you a little leniency, so if the center of your reticle is not directly over a target you will still get the crit if you’re within this angle.
      • Has no effect on Sniper Rifles.
    • Sneak Bow
      • Now doesn't ping radar when shooting.
  • General Archetype Changes

    • Slug Shotgun PvE Damage + 30%.
    • High-Impact Pulse Rifle damage per bullet from 21 to 22 – this changes it from six crits to five crits/one body to kill a guardian in PvP at most resiliences.
    • Bow PvE damage vs minors + 10%
  • Bug Fixes

    • Fixed a bug in which casting Ward of Dawn from extremely high platforms allows players to retain the Damage Resistance from the activation.
    • Fixed a bug in which players can get into a state where their Fist of Havoc melee attack will be replaced with a sword swing.
    • Made it so it's harder to deal significant damage to yourself with Handheld Supernova when used in the air.
    • Perks that grant partial weapon ammo now respect shot count for burst weapons. This means that these perks will now work correctly on Pulse Rifles, Fusion Rifles, and Burst Sidearms, so these perks will be more common on those weapon archetypes in the future.
      • Slideways
      • Slideshot
      • Ambitious Assassin
      • Subsistence
      • Overflow
      • Lead from Gold
      • Clown Cartridge


  • The Powerful Friends armor mod will no longer stack. If multiple copies of this mod are equipped, the mods will provide no bonus stats.

    • Developer Commentary:
      • Only Solar Seasonal mods are intended to stack. No part of Arc mods are intended to have stacking functionality.
      • Powerful Friends granted +20 to Mobility, which players could leverage to get three stat columns to the max of 100 points. The mod is not priced sufficiently to justify its benefits, and increasing its cost would have adverse effects on its primary benefit usage.
      • Season 11 introduces a new Arc mod, granting a similar stat bonus to Strength and will not stack.
  • Enhanced Auto Rifle Loader, Enhance Fusion Rifle Loader, and Enhanced Bow Loader armor mods now have a chance to drop from pinnacle mod sources.

  • Addressed several mod visibility and source string issues in the Mods Collection screen.

  • Fixed a bug that was causing the Felwinter's Helm perk "Warlords End" to activate inconsistently.

  • Fixed a bug that prevented Dunemarcher's Linear Actuators perk from triggering on yellow bars.


  • Fixed a bug that allowed players to get outside the map using the Gladiator's Bladerush finisher.

Power and Progression

  • The power cap for weapons and armor has risen 50 points. All sources will now offer upgrades up to 1000, powerful sources up to 1050, and pinnacle sources will go to 1060.

Bounties and Pursuits

  • Add three hours to the expiration time of all daily and repeatable bounties across the game.
  • Tower repeatable bounties now display (Random Objective) on the vendor before purchase.
  • Werner's Benevolence bounty will now trigger its associated Triumph.

Raid Rewards

The following raid Exotics now have increased drop chances:

  • One Thousand Voices
  • Anarchy
  • Always on Time (Exotic Sparrow from secret chest in Scourge of the Past)

NOTE: Drop chance begins at 10% and increases to a max of 50% over 20 clears.


Added the ability to use an Exotic Cipher to purchase a second Fated engram from Xur each week.

Platforms and Systems

  • Fixed an issue where FPS could lock at 30 FPS when relaunching the game on Steam.


  • The Season 10 Luminous Bright Engram has been retired, and in its place players can now obtain the new Season 11 Mnemonic Bright Engram.
  • Added a new "Flair" section to the Bright Dust tab of the Eververse that contains only Shaders and Spawn FX.
  • Fixed a bug that caused the Season Pass post-purchase screens to display in the reverse order.
  • A Warmind-themed Exotic Ghost is available on the Cryptarch to pick up free of charge for anyone who owned the Season 10 Season Pass.
  • Multiple changes to the Season Pass rewards have been made, including:

    • Consolidation of multiple Glimmer rewards.
    • Removal of Legendary Weapon Ornaments.
    • Addition of multiple Bright Dust reward points and increase of existing ones.
  • Increased drop chance of Heroic Menagerie ship from 5% to 20%.

  • Fixed an issue that caused older quests to sort in front of newer quests when players logged in. 

  • Ranking up the Season Pass no longer fills your Super meter. 

  • Fixed a bug that prevented players from earning the Benevolence triumph. 

  • Fixed a crash that could occur in Gambit while performing a finisher.

r/DestinyTheGame Feb 20 '20 Gold

Bungie // Bungie Replied x2 This Week At Bungie 2/20/2020


Source: https://www.bungie.net/en/News/Article/48743

This week at Bungie, all eyes are on Stage 7.

Time and time again, this community humbles us. A few weeks ago, you were challenged with the Empyrean Foundation, requiring billions upon billions of Fractaline donations to light a beacon of hope. You’ve strategized your investments, brought riches to our dear friend Spider, and smashed six goals faster than we could have imagined. Here’s an update on your shared progress:

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Whether you’ve been donating or investing, this has been a community-wide effort from the get go. Your combined efforts are paving the way to success. Soon, the final Triumph for the Savior title and a fancy new shader will be available for everyone, and it’s all thanks to you.

Now, let’s shift gears. A few weeks back, we promised some Sandbox previews leading up to Season of [Redacted]. Let’s get to it.

Taking a Pass

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This week, we’re putting the magnifying glass on weapons. While Swords were given a bit of an overhaul in functionality, other weapon archetypes are seeing some finer tuning. Damage values, ranges, and even reload canceling are on the table this time around. We know one of the first questions on your mind will be, “Is this a Crucible-centric update, or will PvE get changes this Season as well?”

While the following changes will be coming out at the beginning of Season of [Redacted], some are in preparation for a new PvE challenge coming later in the Season. A new Nightfall difficulty, officially dubbed “Grandmaster,” will test even the most proficient Guardians. We’ll have more details about this new ordeal in the coming weeks. But for now, we have information from the Dev team on changes being made to ensure that we strike the right balance between challenge and reward.

Dev Team: For Season of [Redacted], we’ve adjusted quite a few weapon archetypes alongside the changes to Swords that were announced two weeks ago. While these are not all the changes in the release, we’re covering some important conversation pieces here.

Izanagi’s Burden

Since the removal of auto-reload effects from Rally Barricade and Lunafaction Boots, as well as the introduction of a catalyst for Izanagi’s Burden, it’s seen a significant uptick in use. Izanagi’s Burden solidified itself within the majority of endgame builds due to its excellent burst damage, sustained damage, ammo economy due to Special ammo, and safety due to being a Sniper Rifle. The Outlaw trait was swapped out for No Distractions to be more in-line with the fantasy of the weapon and to ensure the trait on the weapon would still work with Honed Edge.

  • The animation speed of Honed Edge is no longer affected by the reload stat
  • Outlaw has been replaced with No Distractions

Sniper Rifles

We gave Sniper Rifles an increase in PvE damage back in Shadowkeep. We’re removing that change for a few reasons. Sniper Rifles have a lot of utility and safety due to their range and the increased damage was giving them too much of a leg-up on their closer range counterparts. That gulf only widens as the difficulty of any given encounter goes up. The direct changes to Adaptive and Rapid-Fire Snipers were to make the differences in the sub-archetypes more impactful again as well as to give some amount of parity with the adjustments to Shotguns and Fusion Rifles.

  • Damage to Major enemies and above have been reduced to pre Shadowkeep values (~-20%).
  • Adaptive Snipers precision multiplier has been reduced from 3.25x to 2.95x.
  • Rapid-Fire Snipers base impact has been reduced from 100 damage to 90 damage.

Grenade Launchers

Through a combination of archetype adjustments and new perks being introduced, Grenade Launchers have been quite powerful ever since Season of the Drifter. We’ve changed the Aggressive frame sub-archetype to the Rapid-Fire sub-archetype to be more in line with other weapon’s established conventions and slightly reduced their effectiveness on Powerful enemies to give other weapons some more breathing room.

  • Aggressive Frame grenade launchers are now Rapid-Fire Frame Grenade Launchers.

    • Rapid-Fire Frame Grenade Launchers have had their damage reduced to account for their Rate of Fire (0.8x), but now also have increased reserves.
    • Previously, Aggressive Frame Grenade Launchers fired faster than Adaptive but had the same damage.
  • Damage to Major enemies and above by Power weapon Grenade Launchers reduced by ~10%.

Lord of Wolves

The ease of use granted by changes to Release the Wolves made it very difficult to approach and made the margin of error extremely large. We’ve pushed the two states apart via accuracy to ensure that the default state is the norm, rather than the exception. With this change, Release the Wolves should be used at extremely close ranges against large targets instead of just being a better version of the default behavior.

  • Release the Wolves now significantly reduces this weapon’s accuracy while active.

The Last Word

When reintroduced in Season of the Forge, The Last Word became quite dominant due to its extremely forgiving maximum time-to-kill (TTK). We’re adjusting the way the weapon works to focus it back as a hip-fire based weapon while also improving that side of the experience for both controller and mouse and keyboard inputs. We also made it a little less forgiving so that you still have to concentrate on your aim while wielding the weapon.

  • Fan Fire now adjusts the precision scalar while hip-firing.
  • Fan Fire impact values have been adjusted.

    • Precision Hip/ADS adjusted from 67.95/67.95 to 68.27/52.2.
    • Non-Precision Hip/ADS adjusted from 50.01/50.01 to 38/38.
  • Aiming down sights no longer provides additional effective range (damage falloff).

  • Reduced stability for Mouse and Keyboard input.

  • Reduced the effective range.

  • To improve the experience, adjusted the way target acquisition is handled while hip-firing.


One issue we’ve been waiting to fix before adjusting Shotguns again was an oddity in the way our aim assist system works with weapons that don’t care much about precision damage. As an example for Shotguns, at certain distances between players, the aim assist system would prioritize the head, causing the entire spread to deviate from center mass and make the player miss out on the kill. With that issue out of the way, we made more adjustments to Shotguns to give other weapons a little more time to react to them.

  • Target acquisition for non-slug Shotguns has been adjusted to no longer account for precision locations.

    • Previously, target acquisition could actually cause the player's spread to deviate from the intended aim vector, causing most of the spread to miss.
  • Cone angle is now adjusted on a per sub-archetype basis and is no longer adjusted by the range stat.

  • Aiming down sights no longer adjusts effective range for this weapon archetype.

Fusion Rifles

Similar to the issue noted above with Shotguns, Fusion Rifles also suffered from some target acquisition related oddities that we’ve since fixed. Most of the changes here are adjustments focusing on the High Impact sub-archetype. Backup Plan was an Exotic perk in the original Destiny release, and it was placed on Legendary Fusion Rifles in Destiny 2 due to them being Heavy ammo weapons at the time rather than the Special ammo weapons they currently are. When weapons were shuffled around in Forsaken, the perk came along with them, and we’ve decided to adjust it alongside the archetype itself to have it fall back in line with other Legendary perks.

  • Target acquisition for Fusion Rifles has been adjusted to no longer account for precision locations.

    • Previously, target acquisition could actually cause the player's volley to deviate from the intended aim vector, causing most of the volley to miss.
  • Damage falloff for this weapon archetype can now floor at 0.5x (Previously 0.75x).

  • Effective range and the impact of the optics stat for this weapon archetype has been reduced across the board.

  • Backup Plan

    • Backup Plan now adjusts impact to match the Rapid-Fire sub-archetype while active.
    • Charge time is now set to match the Rapid-Fire's sub-archetype * 0.85 while active.

Auto Rifles

Some small tweaks have been made to give Auto Rifles a small boost in efficacy for the Crucible—though they also influence PvE. The nature of the way Destiny is played tends to have Semi-Auto based weaponry be more effective in general and so we’re compensating for that with these tweaks. These are fairly modest changes intended to give Auto Rifles more of a chance in an open fight without attempting to drag the TTK of the entire game down.

The following impact values have changed:

  • High-Impact Frame

    • 22/35.2 Default/Precision (Previously 22/33)
  • Precision Frame

    • 17/27.2 Default/Precision (Previously 17/25.5)
  • Adaptive Frame

    • 15.75/25.2 Default/Precision (Previously 13.75/22)
  • Rapid-Fire Frame

    • 13.4/20.1 Default/Precision (Previously 12.5/18.75)

These are some of the biggest changes coming to weapons, but be sure to check out the official patch notes in early March for the full list. We’ll also have a preview of Exotic armor changes, along with tuning to your Supers and abilities in the coming weeks. Stay tuned.

Balancing Act

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When processing the #Help forums, Destiny Player Support is tasked with distributing need to know information to players in need. Help articles, workarounds, and general troubleshooting are the keys to success.


Earlier this week, Destiny Player Support noticed an increase in reports about negative Silver balances on Xbox that we are continuing to investigate. Players who are still running into this issue on Xbox should reboot their console and log back into Destiny 2 to verify their Silver balance.

Players experiencing negative Silver balances due to refunds or chargebacks should refer to our Destiny Silver Purchases Guide.


On Tuesday, Destiny Player Support received reports that code generation and redemption for the “In the Valley” Crimson Days emblem had ended approximately nine hours earlier than expected. To ensure players who had already generated a code had a chance to redeem their code or a friend’s code, the deadline to redeem was extended until Wednesday’s daily reset.


While we continue investigating various known issues, here is a list of the latest issues that were reported to us in our #Help Forum:

  • Full Hymn of Desecration stacks are being removed from player’s inventories upon earning the final one.
  • World chests in the Dreaming City are not dropping Glimmer.
  • The Aeon Safe Gauntlets list the incorrect requirement to activate the Aeon Energy perk in the armor inspection screen. Players need to get melee kills to activate the Aeon Energy perk.

For a full list of emergent issues in Destiny 2, players can review our Known Issues article. Players who observe other issues should report them to our #Help forum.

They Believed They Could Fly

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Titans like to punch things, right? Sometimes, things aren’t within reach of their fists. This week’s winners bridge the gap with some killer editing that really drove it home.

Movie of the Week: Titans Just Want to Punch Things

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Honorable Mention: An Perfectly Average PvP Montage

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Honorable Mention: Wedding in the Dreaming City

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Let’s say you want a cool emblem. You should do what this week’s winners did: make a cool video and submit it to the Creations page on Bungie.net.

I’m still having a bit of trouble processing the fact that you’ve all raised billions of Fractaline in the last few weeks. On top of that, you’ve completed countless Timelost weapon bounties in the process. Spider is swimming in shards. Your XP gains are overflowing.

I can only hope to one day own a successful business like our Fallen friend.

While all this has been happening, Osiris confronted an old ally(?) to provoke them to pick a side. Have you seen the new cinematic in the game? It’s out there. In the weeks to come, your victory over the Red Legion on Mercury will be complete. A new Season is on rapid approach and with it comes new mysteries, threats, and activities to plunder for rewards. If you’re enjoying those Obelisks, you still have time to farm their resonance levels and weapon bounties before the next Season begins. We’ll share more with you real soon…



r/DestinyTheGame Sep 23 '20 Rocket Like

Bungie // Bungie Replied x2 100% Chance of Snow


Source: https://www.bungie.net/en/News/Article/49582

On the frozen moon of Europa, Eramis, the Fallen Kell exploits a dark power to grow her army’s strength. The Vanguard’s attention is demanded.

The allure of this ancient power clouds your focus and tempts you with Darkness. Stasis whispers in your ear before you even arrive. You touch down in the snow-covered clearing; the distress signal from Variks still lingering in your ears. 


The crunch of your boots in the snow makes you aware of the silence. A silence that is short-lived. It starts as a light gust, carrying away the gentle flakes of snow that rest on your shoulders. Then, without warning, it hits you. A sudden wave of frozen air cuts through your armor. The hut in the distance seems farther away – harder to see. You lean into the wind as it grows in strength and can’t help but wonder, “Why didn’t I park closer?” 


Frost begins to spread across your helm and the storm howls as Europa challenges your every step. The squall envelops you and your destination vanishes into the white. But still you press on, bolstered by the steadfast guidance of the Light.

Storm Systems The developers at Bungie responsible for the immersive experience on Europa have been wanting to take a crack at a new type of weather system for quite some time. The desolate, icy, and hostile surface of Jupiter’s moon offered them the perfect environment for a snowstorm. 


Europa Design Lead Alex Velicky recalls, “We were brainstorming and Ed Brennan [Europa World Art Lead] proposed the idea of a blizzard to help sell the fantasy of a harsh environment. I thought it would be awesome if design had direct control over it and it didn’t take long for everyone to get excited about the implementation.” And so, the task of making a brutal Bungie blizzard began. 


The team tested features like slowing player movement, altering grenade paths, and even knocking players off their Sparrows. “It was painfully unfun and made doing anything in the game almost impossible,” said Velicky. VFX Lead Justin Hayward added, “We iterated a lot to find a delicate balance between it seeming dangerous but without it actually being disorienting, oppressive, or negatively impacting core gameplay.” 


Making Europa feel like a treacherous frontier was the main goal behind this new system, so they kept digging until they struck the right balance. When they found it, they moved onto believably integrating it so that it felt like part of a living breathing world. 


“Most weather in Destiny is fairly simple,” said Velicky. “Because of this, most of the relevant systems are things our Skies, VFX, and Lighting teams set up and then leave to run consistently.” The team wanted to play with that consistency and be able to control the weather to create some intense and dynamic moments.


The answer lied in scripting the weather in a way that was similar to the systems found in Destiny’s activities. “After a lot of investigation from some clever folks, we managed to do it,” Velicky said. “The resulting system is script-controlled and fully networked.” 


And just like that, storms on demand.

Does It Go to 11? Dynamic weather was a huge step for the Destiny team, but it was just the first. Knowing that real storms don’t suddenly appear and disappear with the exact same features every time, the team looked at different ways they could immerse players into oncoming and departing storms. 


“We watched a lot of reference from nature documentaries, movies, and games,” said Mark Goldsworthy, a creative lead on the Skies and Lighting Team. “Then we created our own spin on it as we imagined how this would look and feel on a moon of Jupiter in Destiny.” 


They settled on a handful of variables that, when blended, could organically grow or diminish a storm based on the needs of the story. As a result, weather on Europa comes in three basic flavors:

The first has no storm at all. This is what Europa would look like without the new weather system. Clear skies, fresh snow, perfect skiing weather – consider this the smoothest sailing you’ll do on the icy moon. 

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During a light storm, the wind picks up, snowfall increases around you, and is largely aesthetic. “The light storm blots out the sun and completely obscures the starry skies above you,” said Velicky. “This alone dramatically changes the feel of the destination.” 


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“When the heavy storm hits, the sky is heavily obscured,” Velicky said. “The wind roars and the snow flurries become even more violent. The mid-ground is difficult to see and, if not for the faintly visible silhouettes, it would be nearly impossible to navigate at all. Players are encouraged to stick closer to cover and move with intent.” 


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It’s also worth remembering that just because the weather picks up, doesn’t mean the moon’s combatants disappear. Even though it looks like the snow is shooting at you, it’s not. So, with nearly zero visibility and a Fallen Kell to stop, it might not hurt to pack a thermal scope.

The Sound of the Squall The gusts of wind rushing past your ears, the creaking of structures as they bend and sway, even the silence. In many cases, you hear a storm before you see it. The Audio Team wanted to give Europa an identity and a voice, so they introduced a unique palette of sounds that would establish it as a recognizable and real place in the Destiny universe.

Sound Designer Keith Sjoquist went searching for sounds that would evoke an alien wasteland that is familiar, but subtly unusual – alien and otherworldly. “Early on, [Sound Designer] Peter Comley, shared a video of seal sounds in Antarctica that he had been drawing inspiration from that really resonated with me,” said Sjoquist. “They were characterized by descending tones, clicks, and booms. It was striking how closely tied to the icy environment and naturally evocative of cold and hardness they felt.”

Sjoquist used this video as an inspirational cornerstone and he began soliciting sounds from other team members and recording some of his own material to feed through a custom FX processing chain. 


To implement the new sound design, they piped information from Destiny’s new weather system into their audio software. “We used the game data to alter the pitch, the volume, and the triggering frequency of the sounds,” Sjoquist explained. Data connected to things like the storm intensity could then be used to alter the soundscapes in real time.

There were also wind loops and structural sounds added to locations in the world that were all tied to the same game inputs. These audio cues would remain silent when the storm was inactive but would slowly come to life as the weather picked up. “All of these things working together really made the Europa storm feel dynamic and unique,” said Sjoquist. 

Click to listen to the frozen frontier of Europa as designed by the Destiny Audio Team.   

Bundle up, Guardians. November is right around the corner and it’s getting cold outside.

r/DestinyTheGame Feb 13 '20

Bungie // Bungie Replied x2 This Week At Bungie 2/13/2019


Source: https://www.bungie.net/en/News/Article/48727

This week at Bungie, we had to fix the timeline . . . again. 

Sometimes when you kill a bug it doesn’t stay dead. Earlier this week, while deploying Hotfix, a small number of servers failed to restart with the proper configuration file. This reintroduced a previous issue that caused some players to lose currency. We had to reset the clock again, and roll back character data to ensure that no one’s hard-earned currencies were lost. To give you some details from behind the scenes, we posted a detailed recap of why this issue reemerged and how we’re working to prevent it from rearing its ugly head again. Player Support has more info below on Hotfix going live this morning and how it put this bug to bed for good. 

In other news, Crimson Days is back and Guardians are partnering up to show their love. The Tower decorations are up and Lord Shaxx is inviting partners to enter his special Crimson Doubles playlist in the Crucible. For the full details, check out our Crimson Days page or last week’s TWAB


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To invest or to donate? That is the question the community has been pondering since the Empyrean Foundation event began last week. Many in the community are recommending that players keep investing in Obelisks, but we’re seeing a steady rise in donations as players have already hit stage five. We’ve also received reports from Spider that this economic stimulus has been great for his business.

Here is a look at current Fractaline donation tracking as of noon PST. 

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Billions of Fractaline have been donated, but you have billions more to go to reach stage seven and unlock the final Triumph for the Savior Seal.

An Affinity for You

When we introduced Armor 2.0 with Shadowkeep last fall, we got a lot of feedback on the new armor system – specifically pertaining to Elemental Affinities. Many of you have been asking for the ability to change Elemental Affinity types on armor. We’ll be adding the ability to do this starting next Season. 

You’ll soon be able to change the Elemental Affinity on any piece of armor to either of the other two Affinity types directly from the item’s inspection screen by hovering your cursor over the armor's energy icon. This is intended to mitigate the experience of getting an armor drop with a stat roll you want, but the wrong Elemental Affinity. Changing an armor Affinity type will cost 1 Upgrade Module. If your armor is already upgraded to a higher energy level, the cost will be the total upgrade materials necessary to reach that energy value plus 1 Upgrade Module. 

Seasonal Mods

We also received a lot of suggestions on how to improve Seasonal mods. Starting next Season, the Seasonal armor mod socket (e.g. Undying Mods, Dawn Mods) will also be able to use mods released during the Seasons before and after the armor piece was released.

For example, armor with a mod socket from Season of Dawn can now equip Dawn Mods, Undying Mods from Season of the Undying, and [Redacted] Mods (from Season of [Redacted])

Iron Banner

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As Crimson Days comes to a close, Lord Saladin will arrive just in time to fill the hole in the heart of a less decorated Tower. Red flowers will be replaced with a burning shield as the last Iron Banner of this Season kicks off next week.

Iron Banner and Valor Bonus

Start: 9 AM PST on February 18

End: 9 AM PST on February 25

This is your last shot to finish your Iron Banner quest this Season and pick up any pinnacle rewards from Iron Banner bounties. Equip your best gear and control those zones!


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Player Support is the first to field reports of issues in the game. The Help forum is the best way to throw up signal flares if you suspect something is awry.

This is their report.  


After Hotfix went live on Tuesday, the Player Support team started receiving reports of players missing their Destiny 2 materials and currencies, again. We alerted the rest of the development teams about the issue and the decision was made to immediately take the game down to prevent more players from being affected. Around 4 PM PST, we finished rolling back player accounts and brought the game back online.

Earlier today, we released Hotfix which included a server code fix to prevent currencies and materials from disappearing again, as well as a fix for the infinite Dawnblade Super issue. 


Lord Shaxx has decorated the Tower and brought Crimson Days back to the Crucible. Along with a partner, you can forge a Crimson Bond with them in the Crimson Days Doubles playlist, earn Confectionary Hearts, and purchase unique rewards. The event will end at the weekly reset on February 18.

For more information about Crimson Days, view our Help article.


While we continue investigating various known issues, here is a list of the latest issues that were reported to us in our #Help Forum:

  • Players who completed quests or lost progress, gear, or weapons between 8:30 and 10:30 AM PST on Tuesday, February 11, will have to complete or earn them again due to our account rollback.
  • The "Fire of the Crimson Days" emblem can't be accepted if it's already your inventory. Delete the emblem and accept the new one to continue.
  • Unearned/unclaimed Crimson Days triumphs will be removed when Crimson Days ends and won't be able to be claimed afterward.
  • Players having trouble collecting their Undeterred, SVC-12, or IVC-10 Sparrows need to make room in their Sparrows and Consumables inventory to receive them.

For a full list of emergent issues in Destiny 2, players can review our Known Issues article. Players who observe other issues should report them to our #Help forum.

Best Picture

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Our movie awards may not have all of the pomp and circumstance of the Oscars, but dmg04 always dresses up when he picks the winners. Also, you don’t have to wait a year for more Movies of the Week. So that’s a bonus. Anyway, our award process is pretty simple – we pick our favorite community-made videos and the winners get an emblem. Just please make sure you include your Bungie.net profile link in the description of the video if you win.

Movie of the Week: Little Legend

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Honorable Mention: I got a Fever

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Hard to believe we only have one month left in Season of Dawn. If you’re planning on getting the title before the end of the Season, make sure you start finishing up any Triumphs you need. Looking at the numbers, the community should be unlocking the Empyrean Foundation Triumph soon.

We gave you quick look at some upcoming armor changes and we’ll continue to unveil details on what else to expect next Season in the weeks to come.

<3 Cozmo

r/DestinyTheGame Mar 03 '20

Bungie // Bungie Replied x2 Season of the Worthy Roadmap


r/DestinyTheGame Nov 14 '19

Bungie // Bungie Replied x2 This Week At Bungie 11/14/2019


Source: https://www.bungie.net/en/News/Article/48443

This week at Bungie, a celebration is coming to a close.

We’re entering the final stretch of Festival of the Lost. Eva Levante has been dishing out treats for weeks, but she’s got a final trick up her sleeve. We won’t spoil the fun, though. That’s for you to discover on your own.

If you haven’t collected all of your masks or completed your Triumphs, you have until the reset on Tuesday, November 19 to fill out your collection. Momentum Control will be available through the end of the event, so if you’re looking to round out your Jade Rabbit catalyst, get to it. Momentum will be on rotation again in the future, so stay tuned for announcements.

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Throughout the event, we’ve been sharing our favorite Guardian costumes. Here’s a quick roundup of the fun. If you have any last-minute submissions in hopes of earning the Levante Prize emblem, be sure to submit your costume to the Creations page on Bungie.net.

The Pumpkin Nightmare

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Darkness in the Crucible

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Into the Void

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A Global Community

To ensure every Guardian feels at home, we’ve been putting more focus on Destiny’s global community. No matter your locale, your voice is important to us. What began with region specific Twitter accounts has evolved into a new community initiative. This week, we’d like to take the opportunity to introduce the first two international members on the Community team.


“Bonjour", Guardians! Epyon here. I'm the French Community Manager, which means that not only will I have the pleasure to serve the Guardians from France, but also to provide proper bread to Dmg04. And when I say "proper bread", I obviously mean "French bread". Beside all the usual French clichés, what can I tell you? Until very recently, I was a journalist, working at Jeuxvideo.com, the main video game media here in France. Among many other things, I've been reporting on Bungie and Destiny for more than six years now, which is pretty amazing given that this is mostly because of another Bungie creation that I once chose to write about. You know, that big dude with the green armor, who blows up ring worlds... I also had the privilege to co-host the French version of Fireteam Chat ("Escouade Chat" in French). And because it seems that I never had enough of Bungie, I even wrote a book that came out last year. And now, this? Joining Bungie? Life's crazy, friends.

My dear fellow French Guardians: we'll have many things to talk about in the coming weeks and months. I know you're all over the internet, gathered through Facebook groups, Discord channels, and so on. I'll come and find you, wherever you are to talk with you, and hear what you have to say about the game we all love so much. In the same time, be sure to make Bungie.net's forum your home. At least, another one. Use the checkbox, choose "French" as your language, and... "voilà !" I'll be there, reading, answering, and amplifying your voice at the studio. No matter what, don't hesitate to hit me up on Twitter (@Epyonzilla). Even if you're a Hunter or a Warlock.

Préparatifs pour la semaine prochaine... Brise-soleil prêt au combat ! pic.twitter.com/6RLBORMH4j

— Loïc Ralet / Epyon (@Epyonzilla) November 13, 2019

See you starside!


Hi folks! My name is Maurice and I’ll be taking care of the German-speaking part of our community from now on. Some of you might know me as the former editor-in-chief and host of Inside PlayStation, and as one of the more vocal Destiny fans in the German games media. Being able to join Bungie as a dedicated Community Manager for the German-speaking audience is a bigger deal than it might seem at first glance: DACH-Guardians (Germany, Austria, and Switzerland) have traditionally been participating in the community by joining the English subreddit and organizing splinter-groups on other platforms. Our community has been all over the place, so to speak. I’ll be visiting you where you like to gather, but I’ll also be establishing a unified clubhouse that doesn’t come with a language barrier. If this is something you would like to participate in (sorry for the technical discourse), make sure to choose German as your language on your Bungie.net account, go to the forums and untick the English checkbox. And bitteschön: You’re now part of the club! Direct line to the studio and all.

just leaving this here... pic.twitter.com/5ebOZ8b9OO

— Maurice Zerjav (@Maurice_BNG) November 13, 2019

There will be many things for me to figure along the way and I encourage you to do your part by letting me know how I can serve you best, and where my attention might be needed. Just use the forums or hit me up on Twitter @Maurice_BNG. Let’s build this thing together, one step at a time. As you might imagine I am over the Moon right now. And on it – chasing that Undying title. To quote an old friend of mine: THIS IS AMAZING!!!

These are our first two steps into a larger world. They won’t be the last introductions you see, as more teammates join us over time. Stay tuned.

Your Story

As I mentioned above, Destiny’s community is large and varied. Everyone is a little different in terms of how they defeat the Darkness. We have heard a lot of stories over the years about conquering challenges, meeting new friends, and the various ways that Destiny has touched your lives. We’d like to hear more! We’ve opened up avenues to share your favorite Destiny experiences with us, both on Bungie.net and reddit. This isn’t a contest. It’s a way for us to get to know you better, and to hear about the kinds of in-game moments that have made the largest impact on you.

So if you’re up to it, share your most memorable moments of Destiny – anything that made you feel:

  • A sense of tremendous achievement
  • A sense of belonging
  • Devastated or heartbroken
  • Utter domination
  • A human connection
  • Like laughing until you cried
  • The moment you knew you loved this game!

Thank you for being such an amazing community. We look forward to hearing more of your stories.

Seeking Balance

Over the last year, we’ve made various changes to the sandbox of Destiny 2. Some weapons have been brought down, some armor has been brought up, and the “meta” has shifted from class to class. Coming next Season, the sandbox will evolve once more. This week, we’ll be looking at two notorious items that you may have heard about.

From the Development team:

The Recluse

  • Changed the effects of Master of Arms:

    • Removed the precision damage modifier
    • Recluse will continue to receive a damage bonus from Master of Arms, but damage will not default to precision values when the perk activates

Many doubted The Recluse when it was first announced, but it has since proved to be resilient to being squashed. Although the precision damage modifier did not actually improve the efficacy of the weapon at its best, it did allow for fairly mindless spraying to be just as good as concentrated aiming. After considering various options on what to do with it, the decision was made to remove that part of the functionality and preserve its activation methods. The alternative was leaving in an effect we believe to be too strong for a Legendary weapon.

One-Eyed Mask

  • Changed the effects of Vengeance

    • Removed the overshield granted from defeating an opponent that inflicted damage on you

In a previous sandbox update, One-Eyed Mask received some tuning in how Vengeance was applied to Titans. Next Season, this perk will continue to provide health regeneration when defeating an opponent that has inflicted damage upon your Guardian, but it will no longer grant an overshield.

Additionally, the team is addressing some feedback concerning the newly released Xenophage Exotic:


  • Increased PvE damage by +50%
  • Ammo pulled from PvP crates has been increased to 4/6 from 3/4 from shared and solo Heavy ammo crates, respectively

Xenophage unintentionally shipped a little weak, so it’s getting a bump up in raw damage. Machine Guns have a higher ammunition capacity than other Heavy weapons, trading raw DPS for ease of use. Xenophage slides further towards other Heavy weapons such as Grenade Launchers in that aspect but didn’t get enough power back. This will correct that. 

In the next few weeks, we’ll have further sandbox patch note previews, paired with some quality of life changes to things like Escalation Protocol Armor, bug fixes, and more.

Time Never Stops

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Every day, Destiny Player Support is navigating the forums, identifying issues, and providing workarounds to those in need. They’ve got a good temperature of what’s going on, but they’re also keeping track of what’s to come. This week, they’ve got some info on upcoming deadlines.

This is their report:

FINAL WEEK: Festival of the Lost 2019

At the weekly reset this upcoming Tuesday, November 19, Festival of the Lost 2019 will conclude.

Players have until then to unlock the Braytech Werewolf, earn masks, and brush their teeth (or mastication module). From that point onward, the Haunted Forest will become unavailable and Eva Levante will once again depart from the Tower.

Also of note, during this final week Eva Levante is selling Festival Charms. For two hours after a Festival Charm is consumed, players will receive an increased number of Chocolate Strange Coins for activity completions.

For more information on this event, players should visit our official Festival of the Lost Guide.

Stadia and Cross Save

Also next week, Destiny 2: The Collection goes live with the launch of Stadia.

In the meantime, we recommend that players who wish to bring their existing Destiny 2 characters to the Stadia platform prepare Cross Save now. Once Stadia is live, players will need to link their Stadia account to their Bungie profile, and confirm that they wish for the account to be Cross Saved.

For more information, players should visit our Cross Save page.

ONE MONTH LEFT: Season of the Undying

As of this week, players have roughly one month left before Season of the Undying concludes.

Players who wish to unlock Seasonal ranks, Triumphs, and/or exclusive gear need to do so before maintenance begins on Tuesday, December 10.

We’d also like to take this opportunity to make players aware that, if incomplete, the following pursuits will be removed from players’ inventories once this season concludes:

  • Season 8: First Watch (Vanguard)
  • Season 8: Battle Drills (Crucible)
  • Season 8: Keepin’ On (Gambit)

For more information on what’s specific to Season of the Undying, players should see our overview page.

Destiny 2 Known Issues

Listed below are emergent issues being investigated in Destiny 2.

  • Players who Cross Save to a platform where they do not own Forsaken may lose access to the exotic quest for Malfeasance when they defeat the Ascendant Primeval Servitor.
  • The “complete ten legendary frames” steps for the Jötunn and Le Monarque Exotic quests is currently only counting curated weapon drops from Black Armory forges.
  • The weekly Vanguard Strike challenge says that players must “complete Vanguard bounties during the week”. This is not true. Players must complete Vanguard Strikes with an equipped subclass that matches that week’s elemental singe modifier.

For the latest list of emergent issues, players should visit our Known Issues thread. Players who observe other issues should report them to the #Help forum.

Sweet Tooth

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We’ve been debating what the best Halloween candy is for the last few weeks, but I can firmly say (without acknowledging the obviously wrong opinions of my colleagues) that candy corn is the absolute worst. To get my mind off of this abomination of a “treat”, I’ve been watching some montages on the Community Creations page. Join me in cleansing your thoughts of this horrible candy.

Movie of the Week: Five Light Years

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Honorable Mention: Oh Baby, a Triple!

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Honorable Mention: I’m a Titan Main Now

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These players, blueberry included, are now the proud owners of our Year-3 MOTW emblem. If you’d like a shot, submit your creation here.

That’s a wrap, folks. I’m still on the mend from a 30-minute solo dungeon attempt, but I may try again this weekend. 

Next week, we’re looking forward to the launch of Destiny 2 on Stadia! If you’ll be experiencing your first revive in the cold wastes of the Cosmodrome, we look forward to giving you a warm welcome – we’re kind of notorious for that as a community. If you’re a Guardian who will be extending your journey to this new platform, don’t forget to get linked up using Cross Save as you activate your account. 

What bread are you currently chasing for Season of the Undying? A new title? Some last minute Festival masks? Sound off!