Here is a look at changes coming to Destiny 2 in Season 19. All info on this page is from the This week at Bungie post on, make sure to check it out for full details since some details were not included.

Chris at Bungie: First up, if you haven’t looked at a weapons TWAB since the Season 18 one, you may want to catch up on the Festival of the Lost mid-Season (6.2.5) Weapons Balance update, which can be found here, which has important info for what’s coming next.



Shotguns were previously able to one-hit kill (OHK) from too far away and needed adjustment. Once that was addressed, the weaknesses of random pellet spread became clear: they’ve become less reliable, even at close ranges. This gave us a solid starting point to do something we have been looking into for a while: Giving each Shotgun subfamily a custom, fixed spread pattern, and a matching custom reticle. Each of these spread patterns is intended to give a subfamily a unique style of gameplay and predictable effectiveness at specific ranges.  

The reticles are tuned to match the size of the actual spread pattern at the default field of view (FOV) but note that this is not the case as FOV changes, or as spread angle changes (like if you are jumping, for example). We’ll update reticles to react dynamically to spread angle in Lightfall and FOV in a later release, though this first step was crucial for getting that prepped for implementation in the future.  

The changes listed evolve the experience of using a Shotgun so much that we expect to revisit tuning on these over the next few Seasons. That’s OK. Tailoring to different playstyles while maintaining a balance takes time, but we’re on a good path. Also, note that we have held off on adjusting Fusion Rifles because the balance between Shotguns and Fusion Rifles depends a lot on how these changes work out after Season 19 launches. “The numbers, Mason, what do they mean?” 

This week at Bungie

Here are the spread patterns for each Shotgun subfamily: 

Aggressive: fixed, evenly distributed cone

Precision (includes Duality hip-fire): vertical oval

Lightweight: diamond

Rapid-Fire: square

Slug: updated reticle to properly show precision 

Additional changes: 

  • Aggressive
    • Fixed several Shotguns that were using the incorrect intrinsic Aggressive perk. All Aggressive Shotguns will now increase rate of fire after a kill, as intended. 
  • Rapid-Fire:
    • Increased PvE damage by 5%. 
    • The reload speed benefit for the Rapid-Fire Shotgun Frame now always applies instead of only when reloading from an empty magazine. 


  • Reduced zoom stat on Drang and Drang (Baroque) from 14 to 13.

Fusion Rifle

  • Reduced stability from 49 to 35. 
  • Reduced aim assist stat from 59 to 45. 

Fusion Rifle reticules don’t react much to changing accuracy due to firing or jumping, even when on mouse and keyboard and at a high FOV. 

  • Rebuilt the Fusion Rifle hip-fire reticle so that it reacts more obviously to changes in the accuracy cone. 


  • Glaive projectiles have been adjusted for more reliable hit detection over the network. 
  • Glaive melee attacks can now benefit from the Exotic armor perks on Synthoceps, Wormgod Caress, and Winter’s Guile. 
  • Glaive melee damage multipliers reduced by 25-30% against Champions, mini-bosses, bosses, and vehicles.
    • Damage against major and minor enemies is unchanged. 
  • Glaive melee base damage reduced from 75 to 67. 

Hand Cannon

  • Updated Rose’s stats to work for an Adaptive Hand Cannon.
    • Increased range from 38 to 43. 
    • Reduced stability from 45 to 40. 
    • Reduced handling from 68 to 60. 
    • Airborne effectiveness is 20. 

Blinding Effects 

Grenade Launchers, The Queenbreaker, and Grand Overture all previously used the older blinding screen effect, which players have reported could feel jarring and pose some photosensitivity concerns.  

  • Switched these to the new Arc blind effect, which has significantly reduced screen effect brightness and is overall less intrusive. 

Weapon Mods 

  • The Dragonfly, Rampage, and Surrounded perks now have their spec mod behaviors enabled by default. 



Air Assault

  • Now grants a stacking bonus to airborne effectiveness.
  • Maximum two stacks: one per final blow, two per airborne final, each stack is +30 AE. 


  • Body shots now increase your precision multiplier and increase aim assist. Additional body shots reset the timer.1 
  • It has a 0.55s base timer. Body shots while Headseeker is active reset the timer. 


  • Final blows now grant stacks of Encore and stacks grant increased stability, range, and accuracy. 
  • Body shot final blows grant one stack, precision final blows grant two stacks, with a maximum of four stacks. 
  • Lasts 7s, enhanced lasts 7.5s. Final blows refresh timer. 
  • +8 stability, +5 range, and +1.25% accuracy per stack. 

Seraph Rounds

  • Removed +10% range scalar. 
  • Now offers +7 stability, +3 range. 

Tunnel Vision and Kill Clip

  • The duration of these buffs can now be refreshed if activated while already active. 
  • Reduced Kill Clip damage bonus  from 33% to 25%. 


  • Now builds stacks against red bar enemies and consumes them on everything else (i.e., matches minor spec and other perks that use similar language). 

Exotic Reworks

Fundamentals perk

Which can be seen on the damage-type switching Exotics: Borealis, Hard Light, and Dead Messenger.

  • Added stats to each element
    • Arc: +25 handling and +5 range. 
    • Solar: +35 reload speed and +20 airborne effectiveness. 
    • Void: +20 stability and +10 aim assist. 


  • Breaking a matched shield now refills the magazine from reserves and allows your next 5 shots to deal bonus damage. Not deactivated by reloading. 

Jade Rabbit

  • Quickly landing 3 crits returns a round to the magazine and increases the damage of your next body shot. 
  • Stacks up to 3 increased damage body shots.  
  • Resets if you reload. 


Hakke Breach Armaments origin trait

  • Now increases damage vs. Ward of Dawn and Well of Radiance sword by 30% (60% with the artifact mod). 
  • Damage bonus against Stasis crystals has been increased by 15% (both base and with artifact mod). 

Gutshot Straight

  • Increased bonus Auto Rifle body shot damage 10% to 20%. 

Compulsive Reloader

  • Now remains active down to half ammo. 

High-Impact Frame intrinsic perk

Bungie has tweaked this so that that slow movement (e.g., crouching and strafing) doesn’t deactivate the perk. 

  • Now allows a small amount of movement instead of turning off with any movement.  

Ambitious Assassin

  • Increased allowed time between kills from 5s to 7s. 


  • Duration increased from 10s to 15s. 
  • Stacking the effect still resets the timer. 


  • Tweaks to make this function in PvP as intended. 
  • Now grants up to 100% bonus damage at max stacks in PvE.
    • 50% in PvP. 

Zen Moment 

  • No longer deactivates on a miss. Now has a 1s timer. 

Rewind Rounds

  • Rewind Rounds now work as intended when hitting the cage created by Divinity. 


  • Now triggers on breaking player shields. 

One Quiet Moment  

  • Faster reactivation after a final blow. 

Gun and Run

  • Half the number of final blows is now needed to activate this when going up against most enemy types. 

Exotic Buffs

We track Exotic weapon popularity when deciding what Exotic weapons to buff by looking at how many active players own a weapon and how much they use it in-game. Typically, we choose from the 20 or so of the least popular weapons for a potential buff, either directly or via a Catalyst addition. In this case, we’ve adjusted some that have languished for years and others we simply felt strongly about. We have more of these types of changes coming in Lightfall, though we’ll share those in a later update. 

This week at Bungie

Lowest 20 Exotic usage by owners, with ownership percent, November 15

Full Auto Trigger System perk replacement

  • No Time to Explain: replaced with Feeding Frenzy. 
  • Traveler’s Chosen: catalyst perk replaced with Surplus (it still has Osmosis). 
  • Vigilance Wing: catalyst perk replaced with Ensemble. 

Dead Man’s Tale

  • Now prefers critical hits over body hits in hip-fire if both types of targets are inside the precision aim cone. 
  • Increased body shot damage from 46 to 54, and reduced crit damage from 81 to 80. 


  • Now applies Jolt when damaging targets affected by Personal Assistant. 
  • Increased base airborne effectiveness to 80. 


  • Increased bonus vs. Witherhoard-blighted targets from 10% to 25%. 

Whisper of the Worm  

  • Increased base airborne effectiveness to 80. 

The Prospector

  • Added Chain Reaction to the intrinsic perk. 

The Fourth Horseman

  • Decreased recoil by 50%. 


  • Increased crit damage by 30% and The Rock’s damage by 60% in PvE.
  • Reduced ammo cost to activate The Rock from 6 to 4. 
  • Increased damage at the outer edge of The Rock’s damage radius from 0% to 20%. 


  • Merciless’ decreased charge time on hit now resets on a 5s timer. This timer is refreshed when you land hits. 

Rat King

  • Radius required to activate its perk increased from 15m to 20m. 

Legend of Acrius

  • Removed movement penalties. 


  • Reduced spread angle by 6%. 

Quicksilver Storm

  • Increased PvP maximum grenade damage from 80 to 120, and increased the explosion radius from 3m to 4m. 
  • Switched rocket damage from Arc to Kinetic. 

Coldheart Ionic Traces

  • Reduced cooldown on Ionic Trace generation from 3.5s to 2s. 
  • Now maxes out stability and reload speed when at maximum damage. 
  • Picking up an Ionic Trace now reduces the time it takes to get to max damage.  

Grand Overture

  • Increased missile damage by 50%. 


  • Now deals roughly half of its damage as impact damage, and the rest as detonation. 
  • Overall damage increased by 5%. 


  • The lightning storm will now correctly activate when hitting Divinity’s cage. 


  • Wormgod’s Caress: Reduced maximum damage multiplier from 7.5x to 3.5x. 
  • Winter’s Guile: Reduced maximum damage multiplier from 7.5x to 3.5x. 

Gyrfalcon’s Hauberk Note

Bungie has a change coming in Here’s a sneak preview of the changes that we believe will address balance concerns in PvP while maintaining a clear identity in the Void space: 

  • Gain Volatile Rounds when exiting invisibility. 
  • When executing a finisher while invisible, this Exotic now gives nearby allies a reserve overshield and give the wearer a temporary bonus to weapon damage. 


Box Breathing

  • Reduced damage bonus on Scout Rifles by 5%. 

Unstoppable Force  

  • Reduced damage bonus from 30% to 20%. 

One-Two Punch

  • Reduced bonus melee damage as follows:
    • From 3x to 2x vs most enemies with unpowered melees. 
    • From 1.8x to 1.4x vs most enemies with charged melees. 
    • Reduced the additional bonus vs bosses from 0.5 to 0.25. 

Exotic Nerfs

Three weapons dominate raid Exotic weapon usage, largely because of their effectiveness and ammo efficiency. 

Raid Exotic weapon usage, November 15

For example, looking at raid Exotic weapon usage back on November 15 (this chart shows each weapon’s share of all Exotic weapon usage in raids), it’s clear that Arbalest, Divinity, and Witherhoard are extremely popular. Divinity coming right behind Arbalest is no accident, but an entire team of six players in a raid only needs a single Divinity, so it’s even more popular than it looks when simply looking at numbers. Another interesting aspect of this data is that Divinity ownership is roughly half the number of those who own Arbalest and Witherhoard. If that number were to go up, popularity of this weapon would also increase.  

PvP Exotic Special weapon usage, November 15

This week at Bungie


  • Reduced Taken portal duration from 7.5s to 4.5s. 


Bungie has brought the weaken strength down to match other standard weakens in-game. It’s also important to call out that you can still apply a 30% weaken debuff with the cage by combining Divinity with Tether or Tractor Cannon

  • Reduced Divinity’s weaken from 30% to 15% (still self-buffs to 30%). 


  • Reduced body shot damage to match Lorentz Driver. 


  • Reduced primary rocket’s impact and detonation damage by 25% (Wolfpack Rounds are unaffected). 
  • This just brings it into the desired band without nerfing it past other Rocket Launchers.  


  • Reduced Forerunner base damage from 40 to 37, and crit damage from 72 to 67. 


Bungie has taken a pass over several enhanced perks to bring their functionality more in line with the base perks:  

Enhanced Unrelenting

  • Shifted to +5 health regen; removed +5 handling. 

Enhanced Perpetual Motion

  • Removed .1s faster activation and removed the .1s grace period upon ending. 
  • Added 1s faster activation of x2 stacks. 

Enhanced Timed Payload

  • Shifted from range to +5 stability. 

Enhanced Explosive Payload

  • Shifted from range to +5 reload. 

Enhanced Firing Line

  • Added additional 10 handling when in proximity.  
  • Removed increased neutral range. 

Enhanced Grave Robber

  • Swapped +5 reload to +5 handling. 
  • Enhanced Explosive Light
  • Added one more charge (stack caps at 7). 

Enhanced Cornered

  • Added +10 stability when active. 

Enhanced Cold Steel

  • Weapon energy and weapon magazine capacity now add +10 to be consistent with other ammo capacity-increasing Perks. 

Enhanced Vorpal Weapon

  • Changed from +5 reload to +5 stability.
  • This will apply to the guard resistance stat on Swords. 

Enhanced Genesis

  • Removed Primary ammo overflow.  
  • Added additional handling. 

Enhanced Flash Counter

  • Increased ammo capacity. 
  • Enhanced Chain Reaction
  • Updated the description as this provides a different benefit to Swords. 

Enhanced Ambitious Assassin

  • Increased allowed time between final blows from 6s to 8s. 


To Excess (Opulent weapon origin trait) 

  • Triggering this perk across multiple weapons no longer displays a stacking counter on the UI.This perk never stacked its effects, so this change does not change its behavior. 

Things players can look forward to in the future:  

  • A Heavy weapon damage rebalance:
    • Tinkering with bringing some less effective options up while bringing some damage outliers down.
      • What’s the Lightfall DPS meta? Mysterious
  • A large rebalance of the airborne effectiveness stat, making Primary ammo weapons significantly more accurate while airborne without any investment in the stat. Think Icarus-level accuracy from before Season 17. Specifics are still in development. 
  • Some tweaks to the new Shotgun reticles. 
  • A pass at adding Subclass 3.0 verbs to several Exotic weapons:
    • There are currently seven. 

Source: This week at Bungie – December 1, 2022

Click the link below for a look at other changes coming next Season.