Destiny 2: Changes Coming in Season 16

This page contains information from TWAB articles about changes coming in The Witch Queen and Season 16.

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Here is a look at changes coming next season for Ritual Reputations, Trials, and Nightfalls. Information below is from the This Week at Bungie article posted on January 27, 2022.

Ritual Reputations

  • 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. 
  • Bungie has 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 Bungie was 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!

Here’s a quick preview of a returning Trials reward for next Season (The Summoner Auto Rifle). There’s another weapon, but Bungie wants to leave that for you to discover when Trials returns in The Witch Queen. 

What’s Not Changing Yet?

  • Crucible Reputation
    • Bungie Comments in TWAB Regarding This: “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
    • Bungie Comments in TWAB Regarding This: “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).”
  • Activity Streak System and Placement of the Ritual Weapon Ornaments
    • Bungie Comments in TWAB Regarding This: “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.” 

Something that is Changing

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.

Vanguard Ops

Bungie discussed in an earlier TWAB, that 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. 

Nightfall

  • Bungie removed strike-unique modifiers from Nightfalls starting at Hero.
    • Bungie Comments in TWAB Regarding This: “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.”
  • A new style of burn called Acute has been added – 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. 
  • Seasonal Strike modifiers that were introduced in Season 15 are being moved 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.
  • Bungie has also been iterating on how they 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. 

Here’s a quick preview of some loot that you’ll be able to earn from Nightfalls next season. Look familiar?

Lost Sectors

Starting next season, there will be 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. 

NOTE: The Lost Sectors page on this website and the Google schedule will be updated next season to reflect this change. The schedule will be updated manually everyday until the rotation is known, if it no longer is on a set rotation the schedule will most likely be removed.

Crucible

Bungie did not mention any specific changes for Crucible or Iron banner in the last TWAB (Jan 27, 2022), They did address the longer respawn times that were implemented in the 30th Anniversary patch, and then removed a few days ago.

Here is Bungie’s comments on that:

“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.” -Bungie

Source: This Week at Bungie – January 27, 2022

CLARIFICATION ON WHAT’S BEING REMOVED (Click/tap here)

Here is a what is being removed at the end of Season 15. 

  • Iron Banner bounties will not be removed at the end of the Season. 
    • Bounties acquired and completed at any point during this Season will be retained after The Witch Queen releases. 
    • Note: Bounties retained from Season of the Lost will be capped at 1350 Power and not give players any bonus Power next Season upon redemption. 
    • Additional note: These bounties will be removed at the end of Season 16, as Saladin will be taking his turn in our rollout of vendor reworks. 
    • Final note, because I have you here: Our final Iron Banner of the season will be during the final week of Season of the Lost. 
  • Seasonal bounties related to Season of the Hunt, Season of the Chosen, Season of the Splicer, and Season of the Lost will be removed at the end of the Season. 
  • Bounties from the Tangled Shore destination will be removed at the end of the Season. 
  • Some daily bounties from general activities or destinations may be removed depending on objective or reward balancing on a per-bounty basis. 
    • Example: A handful of Drifter and Gunsmith bounties are being looked at alongside some vendor work. 
    • Note: Oh dear, did we just confirm the Drifter is getting a pass? Well… that shouldn’t be a surprise. We are tinkering with Gambit in Season 16. More on that in a future TWAB. 

Rule of thumb: If you do not want to lose your rewards, it is highly recommend that you turn in your bounties before a new year of Destiny content hits the servers.

LEARN MORE ABOUT VOID 3.0:


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SEASON 16 POWER LEVELS

Here is what each of the power bands will be in Season 16, starting on February 22, 2022:

Power LevelDescriptionDetails
Floor (1350)The lowest possible Power for a piece of gear; starting point for new characters. Any player who signs in will be at appropriate Power levels to start the Witch Queen campaign, even if they’ve taken a recent break from the game. Through general gameplay, players can reach the soft cap of 1500 by earning general gear through activity completions, chests, and more. This includes Rare and Legendary drops.
Soft Cap (1500)The point at which general drops stop being automatic upgrades; Powerful gear drops are now the best way to gain Power. Once reaching the soft cap, players will need to earn Powerful drops from vendor challenges and other objectives in the game.
Power Cap (1550)Power cap – The point at which Powerful drops stop being upgrades; Pinnacle gear drops are now the only way to gain Power. Once reaching the Power cap of 1550, the only upgrades that players will find are from endgame activities that offer Pinnacle rewards.
Hard Cap (1560)Max possible Power from Pinnacle drops (ignoring Artifact Power). Once reaching the Power cap of 1550, the only upgrades that players will find are from endgame activities that offer Pinnacle rewards. Your final stretch to the hard cap of 1560 will be through raids, Trials of Osiris, Iron Banner, and other endgame PvE sources.  

SOURCE: This Week at Bungie – Jan 20, 2022


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VOID 3.0

Here is a recap about what’s coming with Void 3.0 (arrives with Season of the Risen on February 22). Check out Bungie’s full breakdown here.

THE INTRODUCTION OF ASPECTS AND FRAGMENTS 

  • First introduced in Stasis with the Beyond Light expansion, this offers players more options to choose from with how they take to battle.
  • Aspects are class-specific items that players can choose when using their revamped Void abilities. 
  • Fragments are non-class specific perks that are there as additional enhancements to how gameplay feels. 

HUNTERS

  • Hunters will still be the epitome of stealth, now with even more control over what their enemies see (or don’t see). 
  • Moebius Quiver changes will fire off a volley of three arrows that can track targets and make them volatile when tethered. 
  • Deadfall will see the Void anchors pull in enemies to a desired location from surface and target impact. 
  • Snare Bomb melee will also do more to weaken opponents, particularly in PvP when it removes an enemy player’s HUD and obstructs their in-game view.
  • Hunter Aspects include Trapper’s Ambush, Vanishing Step, and Stylish Executioner. 

WARLOCKS

  • Float like a Warlock, sting like a bee, because Void 3.0 fine-tunes what makes Warlocks so valuable and makes them truly a force to be reckoned with. 
  • The Nova Warp Super with the Vortex Super enhancements allows players to teleport efficiently to unleash the ultimate Void attack while drawing enemies in and trapping them within a web of damage. 
  • Nova Bomb with the Cataclysm enhancement allows for more control when Warlocks are on the hunt for enemies to take out, particularly in PvP instances, and detonations will disperse into smaller tracking-tracking projectiles. Shoot the Nova Bomb, and it’ll also detonate early.
  • Void 3.0 melee with Pocket Singularity unleashes Void that detonates when near foes, making them volatile while controlling their position in relation to the blast zone. 
  • Warlock Aspects include Chaos Accelerant, Feed the Void, and Child of the Old Gods. 

What about New Lights?

New Lights (or new players), will be able to earn their first Aspects and Fragments during the New Light campaign. During the Schism mission players will acquire a new quest called Learning Light that teaches them more about their subclass abilities. More Aspects and Fragments can be unlocked by visiting Ikora Rey in the Tower. In addition, new characters have also had their starting subclass experience changed. Not only will new Hunters and Titans be starting with the Void subclass instead of Solar or Arc, all classes will now start with Void subclass abilities intended to be more friendly and appealing to new players.  

HUNTER: 

  • Super Ability: Moebius Quiver
  • Class Ability: Marksman’s Dodge
  • Movement Ability: Triple Jump
  • Charged Melee: Snare Bomb
  • Void Grenade: Scatter Grenade

TITAN

  • Super Ability: Sentinel Shield
  • Class Ability: Towering Barricade
  • Movement Ability: Catapult Lift
  • Charged Melee: Shield Throw
  • Void Grenade: Magnetic Grenade

WARLOCK

  • Super Ability: Nova Bomb – Vortex
  • Class Ability: Healing Rift
  • Movement Ability: Burst Glide
  • Charged Melee: Pocket Singularity 
  • Void Grenade: Vortex Grenade

Source: This Week at Bungie – February 10, 2022


Year 4 Content Vaulting

With the launch of The Witch Queen on February 22, certain activities, quests, destinations, and items from Seasons 12-15 and Forsaken will become unavailable to access. For full lists of vaulted and deprecated content please see our guides below. 

Weapon Cycling

The following weapons will be leaving the Ritual Rewards pools with the launch of The Witch Queen on February 22: 

  • Trials of Osiris 
    • Igneous Hammer 
    • Sola’s Scar 
  • Nightfall 
    • THE SWARM 
    • Shadow Price 
    • Uzume RR4 
    • Hung Jury SR4 
  • Iron Banner 
    • Multimach CCX 
    • Timeworn Spire 
    • Guiding Sight 
    • Steady Hand 

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 end of the season.

Source: https://www.bungie.net/en/Explore/Detail/News/50995


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ECONOMY CHANGES

Info from TWAB:

Beginning in The Witch Queen, blue (Rare) rewards will stop dropping from playlist activities (Crucible, Strikes, Gambit, etc.) once players have reached the soft cap. Players above the soft cap (1500 Power in The Witch Queen) will instead see a slightly increased chance at receiving Legendary rewards from these activities, or a small amount of Legendary Shards. 

Blue weapons and armors will continue to drop from enemies and chests while playing Destiny 2, but Bungie is hoping that this will reduce the need for players to manage their inventories and reduce the frequency of visits to the Postmaster when running playlist activities.

Gunsmith Reputation     

  • Banshee-44 is getting a new reputation system that matches the other vendors in the Tower, such as Zavala and Shaxx. This means Bungie is removing some of the items that were previously associated with Gunsmith Reputation, namely Gunsmith Materials and Weapon Telemetries.
  • Players will now earn Reputation Rank progress with Banshee-44 when dismantling Legendary and Exotic weapons and armor or by completing daily Gunsmith bounties.
NOTE: Players will want to spend their Gunsmith Materials and Weapon Telemetries at Banshee-44 before February 22, 2022. Any materials that are not spent will be removed from inventory automatically.  

Mods & Mod Components

  • Bungie is removing Mod Components from the game.
  • Starting in The Witch Queen, weapon and armor mods sold by Banshee-44 and Ada-1 respectively will no longer require Mod Components to purchase and will instead cost 10,000 Glimmer each. The number of mods available on each vendor at a single time will be increased from two to four.  

All Ghost Mods that generated Weapon Telemetries will be removed, as they no longer serve a purpose. 

These mods are:   

  • Arc Analyzer   
  • Solar Analyzer   
  • Void Analyzer   
  • Omni-Telemetry   
  • Banshee Special 

Rahool’s Taking Over 

Master Rahool will be inheriting Spider’s material exchange duties in The Witch Queen. Exchange rates should match what you know from Spider (for now), but these services are being shifted to the Tower as the Tangled Shore will soon be off limits to Guardians.

In addition, Rahool will also be picking up some of the wares that Banshee-44 and Ada-1 once offered, specifically the sale of Enhancement Prisms and Ascendant Shards. As noted above, this makes space for more mods to be available for purchase during a given week. Rahool will offer these materials at the same price as Banshee-44 and Ada-1 once sold them.  

Enhancement Prism 

  • 10 Enhancement Cores 
  • 25 Planetary Materials 
  • 10,000 Glimmer 

Ascendant Shard 

  • 10 Enhancement Prisms 
  • 100 Planetary Materials 
  • 50,000 Glimmer 

Master Rahool will also be able to decrypt Umbral engrams, so players will not have to hop between the H.E.L.M. and the Tower to decrypt all of the engrams in their inventory. Focusing for individual Seasonal weapons and armor will live on Seasonal Vendors in the H.E.L.M. moving forward, so if you want to focus on a specific weapon from a given Season, you’ll still need to head to the H.E.L.M. for decryption. 

Hawkmoon & Dead Man’s Tale 

As of February 22, 2022, the Harbinger and Presage Exotic missions will no longer be accessible. These two weapons will show up as part of Xur’s inventory each weekend. 

Every week Xur will offer a unique roll for both Hawkmoon and Dead Man’s Tale, and will be purchasable to all players that own Beyond Light for the following materials:

  • 1 Ascendant Shard 
  • 1 Exotic Cipher 
  • 125,000 Glimmer 
  • 200 Legendary Shards 

What about those Exotic Catalysts? 

The Hawkmoon, DMT, and Ager’s Scepter catalysts will be moved to the playlist activity (Strikes, Crucible, Gambit) completions. In addition to these three, we have also added the ability for three catalysts that have been absent from Destiny 2 to drop from playlist activities as well.

The full list: 

  • Hawkmoon 
  • Dead Man’s Tale 
  • Ager’s Scepter 
  • Outbreak Perfected 
  • Whisper of the Worm 
  • The Fourth Horseman 

Outbreak Perfected and Whisper of the Worm have both had the requirements for completing their catalyst updated so that they can be completed without access to their original activities. 


SANDBOX CHANGES

Info below is by Bungie https://www.bungie.net/en/Explore/Detail/News/50995

“When we moved away from pinnacle weapons we didn’t go into much detail, so we’d like to take a moment to clarify the move, and also introduce the Pursuit weapon for next season. 

The intent as of Season 12 is that a Pursuit weapon should be a solid weapon, roughly 70 percent of a “god roll” in its archetype, with perk options that work well in PvP and PvE, and which can be reliably obtained without a huge grind. These should act as good starter weapons for both PvP and PvE, while leaving space for weapons from pinnacle activities like Trials, raids, and Nightfalls to exceed this potential. We generally ship a similar weapon with higher potential in the same Season. 

(Note: Salvager’s Salvo basically ignores this guideline (oops) but we really wanted to put Chain Reaction on a Special ammo weapon, and don’t currently see a reason to touch it. Chain Reaction is going to be rare on Special weapons, though.) 

Here’s a quick breakdown of how each Pursuit weapon since Season 12 compares to the random-rolled options currently in the game: 

  • Adored is a good Sniper Rifle, but better Sniper Rifles shipped alongside it or since. 
  • The Salvager’s Salvo breech Grenade Launcher is a great room-clearing weapon, but doesn’t have the utility of blinding grenades or Auto-Loading Holster, so other Legendary Grenade Launchers (such as Truthteller or Ignition Code) often take its place in the hardest content. 
  • Null Composure is an excellent Fusion Rifle (and even moreso in the Season after it shipped), and brought back the Reservoir Burst perk but PLUG ONE.1 and Glacioclasm can also get Reservoir Burst, and Cartesian Coordinate has better options for DPS. 
  • The Ascendancy Rocket Launcher brought back the Explosive Light perk, but Hothead can also get this and it has other good perk options. 

And with that, let’s look at The Reckless Endangerment Pursuit Shotgun. This weapon is coming in Season 16, and introduces the new Steady Hands perk for a massive handling boost after a kill, plus Snapshot. There are several other Shotguns in the release with more sought-after PvP and PvE perks.”

Origin Traits 

Every weapon that’s new or returning in The Witch Queen will have an Origin Trait determined by its source in a third trait column, including all new Legendary weapons and all returning Trials, Iron Banner, and Nightfall weapons. Origin Traits will only appear on new drops of a weapon, they won’t be retroactively added to old drops. 

These traits vary in effect, but the guideline is that they either have high uptime and medium power effects or low uptime and high power. 

There are 14 Origin Traits in total shipping in The Witch Queen and Season 16, and we expect to ship around three new ones each Season after Season 16 (for example, one for Season 17, one for the raid or dungeon, and one for the Seasonal event until we have one for each event)

When Bungie refreshes old weapons from a given source (for example, an existing raid or old pool of Seasonal weapons) they may create a new Origin Trait at the same time. 

Here are some examples: 

  • Trials of Osiris: Alacrity: Gain increased reload, stability, aim assist, and range when you are the last living member of your fireteam or running solo. 
    • +20 reload, +20 stability, +10 aim assist, +10 range. 
    • “Solo” includes solo Lost Sectors and Rumble, for example. 
  • Nightfall Strikes: Stunning Recovery: Stunning a Champion partially refills your magazine, triggers health regeneration, and improves recovery for a short duration.  
    • Grants 60 health instantly, and +40 recovery for 3s. 
  • Crucible: One Quiet Moment: Grants increased reload speed when out of combat. 
    • +40 reload stat when out of combat (haven’t dealt or received damage in 4s)
  • Strikes: Vanguard’s Vindication: Final blows with this weapon grant a small amount of health.  
    • “Small” = 7 health 
  • Any time it makes sense (due to the source activity), a weapon will have multiple Origin Traits selectable, for example: 
    • Nightfall weapons can select between Nightfall and Vanguard traits. 
    • Trials of Osiris weapons can select between Trials and Crucible traits. 
    • The Pursuit weapon can select between the Gambit, Vanguard, and Crucible traits (since it can be acquired from any of these activities)

One other case, see below. 

Weapon Foundries 

In Season 16, Bungie is replacing the old World Loot Pool with 12 new weapons in the style of the Destiny 2 Year-1 foundry weapon sets, three weapons each from the Suros, Omolon, Häkke, and Veist foundries, plus one foundry weapon each for Vanguard, Gambit, and Crucible. 


Pictured: A handful of weapons you’ll find in Legendary Engrams on Feb 22. Not all are pictured. 

Each weapon will come with a Foundry Origin Trait themed around that foundry’s personality: 

  • Suros: Suros Synergy: Reloading grants this weapon bonus handling and reduces incoming flinch for a short time. 
    • +40 handling, 20% flinch resistance for 6s after reloading. 
  • Häkke: Häkke Breach Armaments: This weapon deals increased damage against vehicles, turrets, barricades, and Stasis crystals. 
    • “Turrets” includes Stasis Turrets. +15% to vehicles, +30% to structures and turrets. 
  • Omolon: Omolon Fluid Dynamics: This weapon has increased reload speed and stability for the top half of the magazine. 
    • Stability: max +20, reload: max +30, reduces as the magazine gets lower. 
  • Veist: Veist Stinger: Chance on damage to partially refill this weapon’s magazine. 

In addition to the Foundry Origin Trait, each foundry weapon’s perk pools lean into that foundry’s identity – big damage for Häkke, consistency for Suros, abilities tie-ins and weird stuff for Omolon, never-stop-firing for Veist. 


Pictured: Upcoming Vanguard Shotgun, Crucible Handcannon, and Gambit Auto Rifle. 

Foundry weapons that drop from a source aside from the world pool can switch between the foundry trait and that source’s trait (this doesn’t imply that foundry weapons will be common outside the world pool).

For example, a roll on the new Gambit Häkke High-Impact Auto Rifle (Herod-C) might look like this: 

  • Corkscrew Rifling / Polygonal Rifling 
  • Armor-Piercing Rounds / Flared Magwell 
  • Perpetual Motion 
  • Focus Fire 
  • Invader Tracker (Gambit Origin Trait) / Häkke Breach Armaments (Häkke Origin Trait) 
  • Kill Tracker (see below) 
  • Range Masterwork 

You can expect to see weapon foundries receive new additions each season for the year following The Witch Queen, with some fun surprises thrown in later in the year. 

Global  

The rest of this section will be more of a patch notes preview feel.

  • Kill Trackers were once one reason to Masterwork a weapon, but we now see no reason to gate these behind Masterworking. They’ll be present by default on all weapons that shipped in Forsaken and later (Exotic weapons prior to Forsaken will be updated in a later release). 
    • Yes, this means Masterworking should no longer be seen as mandatory, and we expect the +10 to a weapon stat (or +10 to primary stat, +3 to other stats for Adepts) to only matter to dedicated PvP players. 
    • Bungie has no specific plans for changes to Masterworking at this stage but will revisit it later. (Note that we did discuss gating the Origin Trait behind Masterworking, but ultimately this wouldn’t have achieved the goal of weapon differentiation for non-Masterworked weapons.) 
  • Following in the Armor Team’s footsteps, weapon mods for Legendary weapons are now free and instant to insert. 
  • Bungie believes that many pain points around Special weapons in Crucible are exacerbated by how easy it currently is to acquire Special ammo, and while we’ve touched this in the past, we’re making a further adjustment now: 
    • Players now only drop one Special ammo on death (or equivalent), no matter how much they were carrying (as long they weren’t completely empty)
    • The maximum you can pick up off a Special brick is one for a Shotgun, Fusion Rifle, or Sniper Rifle, or equivalent for other weapons. Scavenger mods add to this as normal, but we’ll be evaluating their place in Crucible in the future. 
  • Players quickly found another way to execute the quickswap glitch, so we’ve fixed another animation cancel. 

Archetypes 

  • Increased High-Impact Fusion Rifle damage per bolt from 62 to 64 (this doesn’t seem like a lot, but it allows more rolls to cross bolts-to-kill thresholds)
  • Increased High-Impact Fusion Rifle PvE damage bonus from 15 percent to 20 percent. 
  • Bungie likes that the crowd control capabilities of Breech Grenade Launchers in PvE have taken off, but as it stands there isn’t a meaningful tradeoff for the added utility that blinding or concussion grenades give you, and it’s unreasonable that a way to really annoy other players in PvP can also one-shot them. 
    • Reduced Blinding and Concussion Grenade damage by 25 percent. 
  • Rocket Launcher subfamilies have lacked meaningful differences for a while now, and their free tracking Precisions are flat-out better, so Bungie is pushing them further apart by adjusting damage. We may take a deeper look at Rocket Launchers later. 
    • Damage adjustment by subfamily: 
      • Precision: 0.95x 
      • High Impact: 1.0x 
      • Adaptive: 1.05x 
      • Aggressive: 1.05x 
  • Bungie took a big swing at Sniper Rifle aim assist based on zoom in Beyond Light and having seen this play out are revisiting the tuning on the zoom-based AA scaling. Low-zoom snipers got more of an Aim Assist (AA) reduction than they needed, and high-zoom Snipers are getting some pretty silly headshots right now. 
    • Reduced variance in AA scaling between low (35 zoom) and high-zoom (60 zoom) Sniper Rifles. 
      • Cone angle scalar increased by ~25 percent on low zoom, reduced by ~9 percent on high zoom. 
  • Pulse Rifles take slightly too long to kill red bar enemies in PvE. We’re buffing their damage vs. minors by 10 percent (but if you want Exotic Pulse Rifles to feel better at this – oh boy, keep reading)

Exotic Weapons 

  • Exotic Primary weapons and Trace Rifles aren’t sufficiently stronger than Legendaries for them to be worth bringing into hard PvE content, particularly against minors. Note that this change applies to all Exotics that use Primary ammo, and includes most secondary effects (e.g., perk-triggered explosions)
    • Increased damage vs minors in PvE by 40 percent. 
  • Chaperone is a terror in PvP, particularly with the nerf to pellet Shotguns and the reduced frequency of grenade and melee abilities, and it outperforms some weapons that ought to be good counters to it, for example Sidearms and Submachine Guns. 
    • Reduced passive range buff from 2m to 0.5m. 
  • Duality is in a similar place to Chaperone, but it’s not quite as rangy. On the other hand, its Exotic trait shipped with the constraint that it would wipe on reload, to make it harder to chain. Having seen it in action for a while now, we don’t think that limitation needs to be there. 
    • Reduced passive range buff in slug mode (i.e., when aiming down sights) from 1.25m to 0.5m (pellet mode is unaffected)
    • The On Black Wings damage buff no longer clears on reload. 
  • Tarrabah is extremely strong as it is, but it currently demands complete commitment, with no weapon switching. This constraint is a bit harsher than it needs to be, so we’ve loosened it without removing it entirely. Also, while the duration extension when damaging players did actually function in PvP, it was so subtle that players kept reporting that it was bugged, so we bumped them up. 
    • Now reduces perk progress by half instead of clearing it on weapon stow. 
    • Increased Ravenous Beast duration increases for damaging a player slightly. 
  • Ruinous Effigy has been overdue for a look at its Beyond Light nerf (the nerf to damage dealt while guarding), so we’re rolling that back. Note that the other part of that nerf was to the airborne standard melee attack, and this hasn’t been touched. 
    • Increased the damage dealt by guarding with a transmutation sphere by 66 percent (30percent against players). 
    • Note: Transmutation Sphere multikills now count for Orb generation armor mods (previously only kills with the beam would trigger this).
  • Lumina’s stats just don’t compare with other 140 RPM Adaptive Hand Cannons, and its usage reflects that, so we’re updating these alongside some of the Legendary Hand Cannons that also used to be 150 RPM (see below)
    • Increased range stat from 44 to 59. 
    • Increased base stability stat from 46 to 56. 
    • Sorry Thorn fans, Thorn is already strong and popular, and a similar buff would turn it into a monster in PvP. 
  • Ager’s Scepter’s initial implementation used Super regeneration scalars, which had very weird effects in activities that also had scalars, so we’ve rebuilt it to turn off regeneration while active and have implemented a slower drain using a different method. 
    • Fixed being able to activate or continue using empowered mode while suppressed or Stasis encased. 
    • Rebuilt the perk — used to modify Super charge rate, now freezes Super recharge and deducts Super directly, fixing several issues with activities that change charge rate and outliers for recharge based on Intellect stat. 
    • Super should now drain more slowly while empowered. 
  • Dead Man’s Tale feels good to use on both mouse and keyboard and controller now, and we don’t want to go back to it feeling unreliable, but it’s far too good at spamming hip-fire shots at long range as it stands. 
    • Reduced the catalyst’s hip-fire rate of fire from 150 RPM to 130 RPM. 
  • Lorentz Driver and Arbalest remain fairly hard to counter in PvP; one common complaint is how easily they can shoot through flinch. We’ll be keeping an eye on these moving forward and have another change planned if needed. 
    • Increased flinch received. 
  • Forerunner’s ammo economy was fairly conservative when we shipped 30th Anniversary but having seen how it’s used in PvP we believe it would benefit from gaining a little more ammo per Special brick. 
    • Increased ammo picked up from a Special ammo brick from two to three (and from four to five with a scavenger mod)

Legendary Weapons 

  • Several Legendary weapons have out-of-band stats, either to their benefit, detriment, or a bit of both. When infusion caps were still around, this was ok because they’d cycle out eventually. But now the weapons remain viable in all activities indefinitely and the solution is to adjust outliers to be in-band (as mentioned in the Feb 2021 State of the Game). 
    • Hand Cannons: The band for Legendary 140 RPM Hand Cannon Aim Assist ends at 84 (and this extreme should be for a Hand Cannon from a pinnacle activity, like a raid or Trials), but when 150s were converted to 140s, many of their stats were either too low or too high. We’re adjusting the stats of these to be within the standard ranges (up or down), as follows (an overall buff in most cases): 
      • Dire Promise: +4 range, +3 stability, -4 aim assist. 
      • Waking Vigil: +6 range, +5 stability, -3 aim assist. 
      • Jack Queen King 3: +3 range, +3 stability, -8 aim assist. 
      • Spare Rations: +4 range, +4 stability, -9 aim assist. 
    • Felwinter’s Lie’s intrinsic perk makes it far too consistent and lethal compared to similar Shotguns, and it’s had plenty of time to shine. 
      • +15 percent spread angle. 
    • Most of Ikelos SMG’s stats are wildly out of band for an aggressive SMG, but it does suffer from having a low zoom compared to other popular options. 
      • +1 zoom, -5 range, -7 stability, -8 handling, -5 aim assist. 
  • Typically, we don’t adjust base stats on specific weapons at all post-ship, so we don’t intend to do this regularly. 

Perks 

  • Bungie wants players to be able to choose to build into hip-firing more easily, so they are adjusting the Hip-fire Grip perk to support this. 
    • Now increases damage falloff start and end distances by 20 percent (except on Shotgun, Sniper Rifle, and Fusion Rifle)
  • Adagio often felt like it changed a weapon’s subfamily to the next slowest rate of fire — but worse, particularly when comparing damage falloff. 
    • Increased duration from 5s to 7s. 
    • Increased damage bonus (except on Bows and Fusion Rifles) from 25 percent to 30 percent. 
    • Now adds +10 range stat. 
    • Added a timer to the buff text to make it easier to tell when it’s going to expire. 
  • Dual Loader is okay on paper, but in practice that reload speed is pretty painful. 
    • Reduced reload stat penalty from -50 to -35. 
  • Danger Zone felt pretty risky to use in some cases, resulting in a lot of self-damage. 
    • Reduced self-damage scalar for Grenade Launchers, combined with the other scalars, this is ends up reducing self-damage from 1.25x to 0.75x. 
  • Tap the Trigger is the meta-breaking perk on a particular Fusion Rifle. When stacked with other elements of this roll, it makes Fusion Rifles much too stable. So much so that we stopped putting it on Fusion Rifles, and then squidface sold it a few times. With this change Bungie believes it’s still quite a strong perk without being overpowered, so it’s likely to appear on future Fusion Rifles (note: we did try reducing stability from +40 to +20, but in playtests the difference wasn’t perceptible)
    • On Fusion Rifles only: 
      • Reduced stability bonus from +40 to +10. 
      • Changed max recoil angle scale from 0.5 to 0.875. 
      • Changed error angle scale from 0.9 to 0.975. 
    • Unchanged on all other weapons. 
  • Headseeker didn’t work as intended on Aggressive Burst Pulse Rifles, because the buff’s duration was too short. Sacred Provenance is the only viable Pulse Rifle that benefits from this in Season 16 (although there IS such a Pulse in the Season, it doesn’t roll with Headseeker), but expect to see more in future Seasons. 
    • Extended buff duration from 0.17 to 0.3s 
  • Let’s talk about Eager Edge. It’s a lot of fun to use, but it can be used to do some mind-blowing, environment-breaking things if used in particular ways while airborne. While the tuning below isn’t meant to remove the fun factor, Bungie has a fresh raid (and other fun content) coming with The Witch Queen and want to ensure they retain challenge behind our upcoming rewards. Breaking out of maps can be fun, indeed, but can easily remove the prestige and value of a given item or experience. 
    • Reduced lunge distance benefit while airborne by 25 percent. 
    • Now caps maximum player airborne velocity (to a fairly high value) while active. 
  • Occasionally we’ll shelve perks, because they’re not working for some reason (too strong or too weak). This means we won’t put them on weapons in the future unless we change the perk. In many cases we’d rather put design work into new perks than old ones, but there’s a whole “Perks” section here. Anyway, these perks are shelved (some have been shelved a while)
    • Bottomless Grief and Celerity (Both were attempts to inject some uniqueness into Trials of Osiris and Nightfall weapons, which we’re now doing with Origin Traits.) 
    • Underdog 
    • Shield Disorient 
    • Air Assault (though note that this may get a redesign in a future Season) 

The Near Future 

  • In Season 17 Bungie will have a set of PvP-focused weapon changes, including: 
  • New ways for players to build for flinch resistance. 
  • Balance tuning for primary weapons (looking at you, Pulse Rifles; Lightweights in particular)
  • Special weapon tuning (Snapshot feeling mandatory on Sniper Rifles in PvP, other balance changes)
  • Another PvP Special ammo economy change, if needed. 
  • Adjusting how zoom outliers (both low and high) affect the performance of a subset of weapons (i.e., the Scope column shouldn’t be the most important thing on a weapon). This could take various forms but the intent is to bring both high and low outliers towards the average (to the overall benefit of the weapon archetype)
  • Bungie is also adjusting several much-requested Exotics, along with Legendary perks. 

Bungie will have a full roundup of patch notes on February 22 when The Witch Queen goes live. Stay tuned!

Source: https://www.bungie.net/en/Explore/Detail/News/50995


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ARTIFACT MODS UPDATE

Bungie is making a few changes that will bring back some popular anti-Champion mods while also making some tweaks to the way Masterwork armor works. Here is a rundown from the team on what players can look forward to in Season 16:  

  • Players will no longer be limited to the number of Artifact mods they can unlock. This means that players could feasibly unlock all 25 Artifact mods by the end of the Season!
  • For each unlock after the 12th, increased XP will be required for the next Artifact mod unlock. You can still reset your Artifact and make your picks again. 
  • Bungie is bringing back a few perennial favorite anti-Champion mods, including Anti-Barrier Scout Rifles and Bows, and have done some work to make disrupting an Overload champion (which can be done this Season with Auto-Rifles and SMGs) more reliable than in previous Seasons.
  • Bungie will be highlighting the new Glaive weapon archetype coming in The Witch Queen through a variety of Artifact mods (including an option to make your Glaive the solution to Unstoppable Champions) and have a few new Artifact mods that will enhance some of the new weapon perks. 
  • To take a little bit of pressure off your vault space, they are also making some adjustments to the way Masterwork armors work. Starting with the launch of The Witch Queen, you can change the energy type of a fully-Masterworked piece of armor for a much-reduced cost. A fully Masterworked piece of Legendary armor can be changed to another energy type for the cost of 10,000 Glimmer and one Upgrade Module, while a fully Masterworked piece of Exotic armor can be changed to another energy type for the cost of 20,000 Glimmer and one Upgrade Module. The costs for changing a piece of armor’s energy type before it is fully Masterworked remain unchanged. 
  • Closing out, they are also making a change to the way Guardians create Orbs of Power with weapons. Elements of the new weapon crafting system will encourage you to use many different weapons and ask you to burn hard-earned Masterwork materials on a weapon that you may only be using for a few hours, just to generate Orbs. That … seemed like a tall order. This, combined with our desire to act on consistent feedback that players want to be able to generate Orbs of Power with Exotic weapons that do not yet have catalysts, led us to the implementation we’ll be using in The Witch Queen and beyond. Orb generation on weapon multikills will no longer be a function of a weapon’s Masterwork status but will instead be provided by a suite of armor mods, which are unlocked automatically for all players and which plug into the Helmet Armor Mod socket. Each such mod will apply the Orb-generation effect to all weapons you have equipped of a particular damage type, so a single mod will cover multiple weapons in your arsenal if they share a damage type (this also applies to a weapon that changes damage types, like Hard Light, or a Kinetic weapon with Osmosis). They will continue to create exciting Exotic catalysts over the next few Seasons, but in the meantime, you will be able to generate orbs with Cloudstrike, Thorn, Thunderlord, Tarrabah, and any other weapon in the game. 

Source: This Week at Bungie – Jan 13, 2022


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HDR CHANGES COMING IN SEASON 16

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. 
  • 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. 

Source: This Week at Bungie – January 27, 2022


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