This week you can find Xûr hanging out on the big tree over at Nessus and Trials is live with rotating maps all week. Check out the article below for a more detailed look at Xûr, Trials, news, and more!
An engram with a predestined outcome. Contains a new Exotic if any remain to be collected; otherwise, it contains a random piece of Exotic armor. This item can be purchase only once per week, per account.
– Last Chance: This is your last chance to earn Eye of Sol and The Summoner. These weapons are being removed from the loot pool in Season 18. – Return in Season 18: After this week, Trials will be unavailable until it returns on September 16.
Classic 3v3 Elimination – Achieve victory by eliminating all opponents in this round-based mode.
You can get extra rolls by winning more matches on your flawless card until you lose, and can get 1 extra Adept Reed’s Regret by turning in a 7 win card at Saint, in addition to legendary shards and glimmer.
You will also get a Pinnacle Trials Engram when you win 20 rounds and another when you win 7 matches.
Once you have reset your rank twice, you will receive Trials engrams. You may then refocus these engrams with Osiris to get the weapon/rolls you want.
Powerful Trials engrams show up every three rank ups before your first reset of the Season.
Just like the other ritual reputations, there are other rewards to earn every three ranks – and Trials ranks has one of the unique Trials weapons at Rank 10 and Rank 16 for each of the first three resets of Season 15.
Trials Reputation is gained after completing matches, and is based on the amount of wins on a player’s Trials Passage. Each rank up in Trials Reputation will reward a Trials Engram. These Engrams will contain any piece of Trials gear that a player has previously earned.
Every 3 rank-ups will reward a powerful Trials engram. When Trials rank is maxed out, it can be reset for an Ascendant Shard or an Exotic Engram.
Pinnacle Gear will be given once per week, per class.
Once the Chest has been opened and players leave The Lighthouse, a new Flawless Passage will need to be completed to return.
Where do I go to find Guardians to compete with in the Trials?
You can head over to r/Fireteams, www.The100.io, Xbox LFG system, DestinyLFG.net or DestinyLFG.com, or go to the Bungie.net recruitment forum (also available through the Bungie App). Additionally, there are many Discord Servers that host fireteam LFG services. (Source: r/DestinyTheGame)
Players with an active Prime Gaming membership can earn in-game Exotic Gear Drops in Destiny 2. Each drop will contain at least four rewards, including Exotic weapons, ghosts, ships, sparrows, and weapon ornaments from previous Seasons.
If you do not have a membership, new members get afree 30-day trial!(*Signing up via this link supports us with by crediting a commission for each sign up, we appreciate all of you that use our link!). If you are already signed up for Prime visit the Prime Gaming website.
Coming up in Season 18 another raid will be brought out of the Destiny Content Vault and this time it’s going to be… [REDACTED]. In order for you to be able to make any necessary plans to raid at launch Bungie is sharing the launch date now but they will be saving the reveal of which raid is coming back until the Destiny 2 Showcase on August, 23.
[REDACTED] Raid goes live at 10 AM Pacific on August 26, 2022
The raid will launch with Contest Mode enabled for 24 hours.
You will need to be at 1560 Power to be at the cap for all of the encounters.
Clearing the raid with Contest Mode active is the first step to access the new Challenge Mode in the Director and the special Triumph for completing all of the challenge Triumphs for each encounter.
Completing the secret Triumph, a curated list of challenges in this newly unlocked Challenge Mode, will be how a fireteam crosses the World First finish line and claims their prize.
To enforce the Triumph requirements in the Challenge Mode, your team will wipe if you fail the success conditions during any encounter.
Challenge Mode and the secret Triumph will only be available for the first 24 hours.
The first fireteam to do so will be declared the World First winners—pending a review from the Bungie team. If everything checks out, the final six members of the winning fireteam in the activity will be awarded the coveted raid belts as a monument to their achievement.
“Hello everyone, Mercules here. We moved a good bit of the balance changes from Season 18 forward to the mid-Season patch of Season 17, so this will be a bit lighter of a weapons-Sandbox TWAB than usual. That being said, there are still some changes we’re really excited about, so let’s dive in!” -Mercules
Buffed some under-utilized weapon archetypes:
Scout Rifles and Heavy Grenade Launchers in PvE.
High-Impact Auto Rifles.
Buffed multiple perks, fixed some bugged perks, and updated some perk descriptions to be more accurate.
Buffed multiple Exotic weapons.
Added intrinsic Anti-Champion functionality to some.
Reworked a couple of Exotic weapons whose functionality was causing issues.
Updated the perk pools for Dares of Eternity weapons and gave them a new origin trait.
Fixed an issue introduced in the 30th Anniversary update that caused too much Heavy ammo to drop when running double Special weapons.
Several weapon stats were previously hidden, which made fully evaluating weapons difficult.
Airborne effectiveness, recoil direction, zoom, and aim assist are now visible in the weapon inspection screen.
Scout Rifles – We felt they could still use a bit of love in PvE.
Increased damage of all Scout Rifles vs. Minor enemies (red bars) in PvE by 10%.
This change is in addition to the baseline damage buff given in the Solstice balance patch.
High-Impact (360 RPM) Auto Rifles – This sub-family of Auto Rifles has good damage output but low ease of use, leading them to under-perform compared to other options in the same engagement ranges.
Increased base stability stat of all non-sunset High-Impact Auto Rifles by 6-12, depending on the weapon (numerically this may seem like a small change, but it noticeably changes the feel of the weapons).
Lightweight Bows – This subfamily has languished compared to their higher damage counterparts for some time, in part due to difficulty hitting perfect draw shots, so we’ve made it a bit easier.
Reduced base draw time by 5% (from 612ms to 580ms).
Increased the “perfect draw” window (how long you can hold the drawn Bow before you begin to lose accuracy and damage, stability modifies this window).
From .30s to .50s on the low end.
From .55s to .80s on the high end.
Hand Cannons – Fixed Dire Promise’s zoom stat (got changed to 13 inadvertently, it’s now 14 again).
Glaives – Their interactions with some Exotic armor pieces can be confusing, so we’ve explicitly made some changes to align better with our stated goals.
Glaive melee attacks can now activate the Exotic armor perks on ACD/0 Feedback Fence, Karnstein Armlets, and Necrotic Grip.
Breech Grenade Launchers – Concussion grenades can no longer roll in the magazine slot (blinding grenades are a better option in the same slot that serves the same purpose).
Heavy Grenade Launchers – These don’t see a ton of support in PvE, so we hope this makes them feel a bit better as a DPS or yellow-bar clearing option.
Increased damage vs. Majors and above by ~10% (excluding Parasite, which does not need to do more damage).
Updated the perk pools for Dares of Eternity weapons and added an origin trait.
Addressed an issue where playlist (Crucible, Gambit, and strike) weapons weren’t randomizing individual perk column’s perk counts correctly based on number of resets.
The Gambit and Iron Banner origin traits were too specific to be generally useful, so they’ve both been redesigned.
Invader Tracker (Gambit Origin Trait)
Renamed Gun and Run.
Redesigned functionality to give a sprint speed increase on multi-kills.
Skulking Wolf (Iron Banner Origin Trait)
Redesigned to activate on kills while at low health (so it will work in all PvP now).
Ambitious Assassin has fallen behind perks with similar functionality (such as Overflow)—we’ve adjusted this to have a higher potential than before.
Increased magazine overflow from 10% to 20% per kill on Primary weapons only (Special and Heavy weapons are still 10%).
Increased overflow cap from 50% to 150%.
Wellspring had an internal cooldown to prevent it from activating too frequently—we no longer feel this is needed.
Cooldown has been removed, allowing for Rocket Launchers and Grenade Launchers to return more ability energy when defeating groups with a single shot.
Perpetual Motion was triggering frequently enough to be annoying, so we disabled audio/visual feedback on perk activation.
Lead from Gold wasn’t respecting the functionality of splitting the Special ammo picked up when two Special weapons were equipped.
Now gives the correct amount of ammo to each weapon when two Special weapons are equipped.
Concussion Grenades can no longer roll on breech Grenade Launchers.
Veist Stinger was intended to grant ammo on weapons that support it, and charge/draw time on Bows only, this was inadvertently applying to Linear Fusion Rifles as well, making it too strong for an origin trait on them.
Fixed a bug where it was applying a charge time reduction to Linear Fusion Rifles—it will correctly only refill the magazine from reserves when it triggers on these weapons.
Zen Moment has always had a description that confused players (Particle Repeater too). Their descriptions have been updated to say what they actually do.
We’ve added anti-Champion functionality to several weapons, with the goal of giving more options for each Champion type, split across weapon slot and ammo type—we expect to do this from time to time in the future as well.
Added intrinsic Overload to Poison Arrows.
Added intrinsic Overload.
Added intrinsic Unstoppable to explosions.
Added +25 to the base airborne effectiveness stat (28 to 53) to match other precision Hand Cannon’s intrinsic bonus.
Added intrinsic Anti-Barrier.
Increased number of hits vs most targets from 2 to 3 (more hits against vehicles, still 2 against players).
Increased damage vs. Champions, majors, and minibosses by 10%.
Draw time decreased from 828ms to 820ms.
Ticuu’s Divination gets a free, small buff from the global lightweight Bow changes.
Draw time decreased from 612 to 580.
Legend of Acrius has fallen far behind other Heavy, short-range weapons and warrants a buff.
Catalyst now grants the Trench Barrel perk in addition to its other effects.
Different versions of the Exotic Paired Legendary Weapons didn’t have matching stats, so we have brought them up to parity.
Increased airborne effectiveness from 23 to 28 to match MIDA Mini-Tool.
Increased zoom from 13 to 14 to match Calus Mini-Tool.
Increased airborne effectiveness from 21 to 23 to match standard Drang.
Increased airborne effectiveness from 27 to 32.
Fighting Lion’s Season 17 5% damage buff was rolled back as part of a fix for a larger bug, this is being reintroduced and increased.
Now receives the intended buff, increased from 5% to 8%.
Increased the grace time for the instant reload effect of Thin the Herd from 5 to 6s.
Lord of Wolves – Lord of Wolves has long been a thorn in the side of PvP players, especially when paired with certain Exotic armor pieces. We have changed the amount of ammo it starts with, and reduced the damage dealt to players. This is part one of a larger rework aimed at making it a more viable PvE Exotic without increasing its effectiveness in PvP.
Decreased starting ammo in PvP from 15 to 10 (PvE unchanged).
Reduced the burst size (shots fired per trigger pull) from 10 to 5 shots when Release the Wolves is active.
Reduced the burst delay (the time between bursts) by 60% when Release the Wolves is active.
Decreased Lord of Wolves base damage by ~20% (now deals 35 per shot to the body in PvP, 44 with Release the Wolves active).
Increased damage in PvE by 20% to compensate.
Dead Man’s Tale – The Cranial Spike perk was causing issues with unintended damage scalars against players, and generally felt unpredictable both to use and to fight against. It also wasn’t quite landing the “hip-firing cowboy rifle” fantasy as strongly as we wanted to, so we reworked it to lean more into fast-firing hip-fire.
Changed Cranial Spike’s effects:
Cranial Spike no longer buffs damage vs. players, instead it grants increased reload, aim assist, and range per stack.
It still grants additional damage vs. PvE combatants.
Upon reaching max stacks of Cranial Spike, the catalyst will now increase hip-fire RPM by 50 (i.e., it will fire at 180 RPM) but will deal reduced damage per bullet (20% decrease).
Collective Obligation – We are aiming to make the Exotic perk effects easier to activate and more effective in PvE.
Increased Void Leech timer to 15 seconds in PvE activities.
PVP remains at 10 seconds.
Removed the cooldown.
Added a 20% damage bonus against PvE combatants only while Void Leech is active.
Takes less hits to fully charge Void Leech.
Kills against debuffed targets instantly charge Void Leech.
Void Leech is also instantly charged when your character is affected by Void debuffs.
Does not work if hitting yourself with your own Suppressor Grenade.
Fixed a bug where Umbral Sustenance was activating with non-Void overshields.
In Update 184.108.40.206 (more on this in version update in the Player Support section), we will be reducing the effectiveness of damage resistance used by Omnioculus and Whisper of Chains in PvP (PvE damage resistance is unchanged).
Tier 1: 10% to 2.5%
Tier 2: 15% to 5%
Tier 3: 20% to 7.5%
Tier 4: 25% to 10%
Things we are looking at addressing in the future (Season 18 mid-Season patch or Season 19):
Reducing Shotgun spread randomness.
Reducing Bow-swapping effectiveness.
Increasing Trace Rifle ease of use.
Introducing the full-auto setting.
Reducing the ability of Snipers to shoot through flinch in PvP.
Examining some small, targeted balance changes to certain PvP outliers.
Pulse Rifles with out of band effectiveness.
High Impact Scout Rifle ease of use.
Precision Fusion Rifle ease of use.
Allowing Glaive interactions with some Exotic armors that buff melees.
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.
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
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).
Claim your (In Game) Rewards
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. Make sure to claim and equip any Seals/titles (for any you may have unlocked during this Season).
For 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:
Watch 30 minutes of the Destiny 2 Showcase to earn the exclusive (and super pretty) “Starbirth” emblem (more details below).
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.
Returning favorites from Season of the Chosen: Scout/Sniper Targeting, Anti-Barrier Sniper, and Sundering Glare.
One of the new mods is Bad Amplitude. Bungie 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, things will make more sense once Arc 3.0 launches.
New mods are in bold text below. Anything not bolded is either based on previous mods or are reprisals.
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.
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Only 4 more days until we witness what’s next for Destiny 2!
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