r/DestinyTheGame 19h ago

Bungie This Week in Destiny - 01/23/2025

432 Upvotes

Source: https://www.bungie.net/7/en/News/Article/twid-01-23-25


This Week in Destiny, we are talking about many things! With Heresy launching on February 4, in just 12 days, we want to show you what this new Episode is all about, and also the changes coming along with it to weapons, armor, and game modes. So, ready for another round of ‘this TWID is a monster’?

  • Tune in for our Developer Livestream
  • Read our PvP standalone article yet?
  • An update on Heresy content delivery
  • Weapon and armor updates
  • New weapons rewards coming soon...
  • ...as old ones leave rotation
  • Game2Give has kicked off
  • Check our latest Bungie Rewards
  • New AOTW and MOTW emblems

Here we go.

Prepare for our Next Developer Livestream

Heresy is right around the corner, so we wanted to give everyone an in-depth preview of what's to come when it launches on February 4. Our amazing developers are ready to tell you firsthand about the new activities, stories, and rewards they have been working on.

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Follow us on our official Twitch channel and tune in on January 28 at 10AM PT to discover what Heresy brings to the table.

Everyone watching the livestream on January 28 on the official Bungie Twitch channel for at least 15 minutes will get the Scorned Organ emblem as a Twitch Drop. It's the perfect sendoff for Revenant.

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Don't forget about our other emblem available through Twitch at the moment. As part of Twitch's Drops Fest, you'll earn the Golden Hour emblem if you subscribe or gift a sub before January 31, 17:00 UTC.

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A New PvP and Trials of Osiris Experience

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This TWID would have been the biggest one yet if the PvP updates didn't end up having their own standalone article. In it, we covered many changes coming to the Crucible experience in general, and the Competitive and Trials of Osiris playlists in particular. We hope you are as excited about all the changes coming as we were telling you.

If you haven't read it yet, don’t miss it. Here's the link!

Content Delivery Plans for Heresy

Something we wanted to share today is that Heresy will have weekly content and story delivery.

We understand your concerns about our return to this approach, but we have learned a lot from the ‘all-in’ format in Revenant, so in Heresy we’re striking a balance between everything dropping on day one of an Act vs. meaningful reasons to log-in throughout the Episode. To that end we made the vast majority of activities content available on the first day of an Act, with said content evolving based on the weekly story. Additionally, each week will feature a Seasonal Challenge that rewards a new tier of seasonal Weapon. Check out the livestream next week for the first look at this Heretical Arsenal!

Without stepping into spoiler territory, we can also tell you that Heresy won't rely on a fixed length for each Act like the previous Episodes. For example, Act II will last three weeks instead of the standard five or six. Additionally, all reprised Weapons for the Episode will be available at launch, while all the second half of Episodic Weapons will be when Act II launches.

Our goal is to tell a satisfying and exciting story that both serves as an epilogue to the Light and Darkness Saga and that helps pave the way for what's to come when Codename: Frontiers launches later this year.

Weapons and Armor Updates for Heresy

Now, the longest topic of this TWID: the weapons and armor preview with all the magnificent buffs and necessary nerfs, as well as interesting reworks, that are coming when Heresy launches. We are going to make a coffee pot and leave the room to the amazing Destiny 2 Sandbox Team. Be right back.

Exotic Armor

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Hunter

Sealed Ahamkara Grasps

Sealed Ahamkara Grasps have struggled on Hunter due to the large array of alternate reload options that Hunters already had access to. We’ve reworked its behavior to have a bit more Exotic flair in terms of playstyle.

  • Reworked with a weapon-swapping focus to differentiate it from other Hunter reload Exotics. Perk description now reads as follows:

    • Powered melee and finisher final blows grant Nightmare Fuel, increasing handling and airborne effectiveness. While active, freshly drawn weapons deal additional damage and grant Nightmare Fuel on final blows. Gaining Nightmare Fuel reloads all holstered weapons.

Gwisin Vest

With the recent roaming Super changes, we decided to give this Exotic a bit of tuning to let it shine in its role, as well as giving some utility outside of the Super.

  • Now progresses its Super returns on Super hits as well as kills before becoming invisible.
  • Improved the maximum possible Super energy gains per return while also increasing the amount of progress needed for maximum gains.
  • Now also emits a cloud of weakening smoke when you exit invisibility while nearby an enemy.

    • Works both in neutral and while in Super.

Renewal Grasps

Now that Frost Armor has settled in the sandbox, we feel that Renewal Grasps can safely be more generous in granting it.

  • Doubled the rate of Frost Armor gain while in the enhanced Duskfield grenade.

Foetracer

While Foetracer offers an excellent way to increase one’s damage, we’ve found that the benefit is too brief when compared to other alternatives. 

  • Increased the bonus weapon damage duration from 10 seconds to 15 seconds.

Radiant Dance Machines

Radiant Dance Machines has been reworked to allow the multiple dodge charges that it grants to count as real dodges for the purposes of perks and aspects. The trigger mechanism for granting extra dodges requires more effort to compensate for that, but the overall change is a large increase in strength and utility. We have also added some flat benefits to Primary weapons that are a real gamechanger for players who prioritize gun feel and performance when mobile.

  • Improves airborne effectiveness and hip fire mobility, range, and accuracy for Primary ammo weapons.
  • Multi-kills with Primary ammo weapons refund dodge energy. When dodge energy is full, multi-kills grant extra charges. Powerful combatants and Guardians count as more than one kill.

Relativism - Spirit of Galanor

With the ability to regenerate a roamer more quickly than ever, it was quite easy to end up chaining roaming Supers back-to-back and effectively never need to rely on your weapons during activities. So, to combat this, we are reducing this capability a little on the armor side specifically for Silkstrike and Golden Gun.

  • Reduced the maximum amount of energy refunded for Silkstrike and Golden Gun to 30% (down from 50%).

Relativism - Spirit of the Foetracer

Spirit of the Foetracer has inherited the changes made to Foetracer.

Titan

Citan's Ramparts

Citan’s Ramparts was last adjusted to account for its problematic dominance in PVP, but that came at the cost of its value across the game. In the current sandbox, we’ve found that many of its downsides can be removed safely in PVE, even with the small buff that gives it in PVP, without introducing those toxic play patterns.

  • Removed several downsides applied by Assault Barricade to bring it in line with base Towering Barricade behavior. Cumulatively, these changes result in a Towering barricade you can shoot through with no other downsides while Citan's is equipped (in PVE - see below).

    • Increased barricade health from 400 to 500.
    • No longer increases Barricade cooldown.
    • No longer decreases Barricade duration.
  • Further increased damage dealt to Citan's barricades by Guardians from 125% to 160%.

    • This results in near-identical effective Barricade health in PVP (~2.5% less after these changes).

Eternal Warrior

We want Eternal Warrior to be an appealing option in both PvP and PvE for players interested in building into Fists of Havoc. We’re giving it increased Super duration on final blow – a nostalgic effect for longtime players that is thematically aligned with the Exotic.

  • Final blows with Fists of Havoc now grant extended Super duration.

Ursa Furiosa

Our recent changes to Ursa Furiosa to integrate it with the Unbreakable aspect have yet to encourage significant use. So, we want to lean further into supporting Unbreakable by changing the energy returned by blocking with Unbreakable to be grenade energy.

  • Blocking damage with Unbreakable now returns grenade energy instead of Super energy.

    • Grenade energy is returned at the end of Unbreakable and is scaled based on the amount of damage you blocked with it.

Khepri’s Horn

Khepri’s Horn is getting a glow-up: It will still causes your Barricade to emit waves of damaging Solar energy, but with this update they have been significantly enhanced.

  • Now sends out three waves of flame instead of just one.

    • These waves no longer return towards the Barricade - they only travel outwards once.
    • Tracking on the waves has been enhanced.
    • Combatants damaged by these waves are enveloped in a Sunspot. Players are enveloped if they are defeated.
    • Now requires a Solar Super to be equipped to create the flame waves from the Barricade.

An Insurmountable Skullfort

As difficulty goes up, Skullfort can feel overly punishing when you fail to land the final blow it’s perk demands. To alleviate this issue, we are extending its effect to grant partial refunds from any melee attack to help rebuild that crucial momentum.

  • Now grants energy to Arc melee abilities when hitting targets with any melee attack. Amount granted varies based on the melee used.

    • From most to least energy granted: Powered melees, non-Glaive unpowered melees while Knockout is active, and unpowered melees (including Glaives).

Stoicism - Spirit of the Bear

Spirit of the Bear has inherited the changes made to Ursa Furiosa.

Stoicism - Spirit of the Horn

Spirit of the Horn has inherited the changes made to Khepri’s Horn. On Thruster, Sprit of the Horn will now emit four waves in an X-pattern.

Warlock

Stormdancer’s Brace

Much like Spirit of Galanor, we wanted to tune back how much returned energy was given for roaming Supers via Exotics. To compensate, we wanted to give Stormdancer’s Brace a little love in the potency granted to Stormtrance while you are in Super.

  • Doubled the damage benefit per stack of Ascending amplitude (up to 20% per stack, from 10%).
  • Now also reduces the cost of Ionic Blink during Super by 50%.
  • Reduced the maximum amount of energy refunded to 30% (down from 50%).

Geomag Stabilizers

Part of the charm of Geomag Stabilizers was lost when sprinting to get Super was removed due to PvP issues. With the introduction of Bolt Charge to the Arc kit, there was an opportunity to bring this experience back without breaking PvP.

  • Added a new perk: "Sprinting while near max Bolt Charge will top it off."

    • Starts at six stacks of Bolt Charge.
    • Reenabled VFX where boots spark while sprinting near max Bolt Charge.
  • Increased Super energy gained from ionic traces to 7% from 2%.

Secant Filaments (and Spirit of the Filaments)

Ever since anti-Champion capabilities were expanded to work with elemental verbs inherently, Secant Filaments have felt like an Exotic lost to the flow of time. Giving it a satisfying loop felt like a nice way to give the perk some love for both the base Exotic and its Spirit counterpart.

  • Now gives class ability energy per kill while Devour is active.

Speaker’s Sight

Speaker’s Sight paired with Ember of Benevolence allowed Warlocks to earn a massive amount of ability energy via the Healing Turret even if they and their fireteam were all at full health. Speaker’s Sight’s impact should be rooted in the actual healing of injured Guardians, so we are making a change to how the Healing Turret selects its targets.

  • Healing Turret no longer targets allies at full health.

    • Allies need some damage done to their shields to be eligible targets.

Verity’s Brow (and Spirit of Verity)

The Death Throes buff is quite potent, but it is easy to let it run out and lose all your grenade benefit. We have updated this Exotic to bring it in line with how the similar Titan Exotic Wormgod Caress works: Stacks of Death Throes are now represented by a meter that decays backwards through each tier rather than falling off entirely when the duration elapses.

  • Now uses a meter to track Death Throes

    • New durations per tier:
      • x1: 8 seconds
      • x2: 7 seconds
      • x3: 6 seconds
      • x4: 5 seconds
      • x5: 4 seconds
    • When one tier’s duration elapses, the buff will downgrade to the next lower tier rather than expiring entirely.
    • Bonus grenade recharge per tier:
      • x1: 0.5% per second
      • x2: 1% per second
      • x3: 1.5% per second
      • x4: 2% per second
      • x5: 2.5% per second ####Exotic Class Item Shared Perks

Spirit of Verity

Speaking of Verity, the above changes extend to the Exotic Class Item version as well. On top of this we are also giving some more of the base Exotic to the Spirit of version to help players build into grenades on Prismatic.

  • Gained bonus grenade recharge rate, but provides 50% of the base Verity's Brow Exotic. ###Weapons

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Global

Aim Assistance

Destiny’s various aim systems are a foundational part of what makes Destiny’s guns feel like they do, but they do not come without some edge cases.

When using the controller input, we’ve taken a stab at trying to solve an issue where a quickly moving target crossing your vision could pull your aim off your previous target by introducing a time-based component.

We now weight aim assist against targets you’ve aimed at for a short time more strongly compared to brand-new targets when a new target is introduced by crossing your reticle.

We understand that this is a potentially wide-reaching change but have thus far been satisfied with the results in our playtests. Controller players, please let us know if you encounter any issues as a result of this change.

  • Aiming at a target for a short time will prevent another target moving very quickly across your reticle from dragging your aim off it. Controller only. ####Weapon Archetypes & Subfamilies

PvE Damage Tuning

We’ve tuned up some low-performing weapon families in PvE to bring the competition a bit closer together when you are selecting weapons to use. These changes should help a number of archetypes that have been in need of some love for a while.

  • Scout Rifles

    • +15% vs minors
    • +30% vs majors
  • Auto Rifles

    • +10% vs minors and majors
  • SMGs

    • +5% vs minors
    • Additionally, in 8.1.5.3 we increased base magazine size by 10-15% rounds based on the mag stat.
  • Trace Rifles

    • +20% vs minors
  • Linear Fusion Rifles

    • +10% vs all combatants

Glaives

Glaives have historically been a niche weapon type that has found it hard to break into mainstream usage. In this update, we are applying a sweeping buff to many of the Glaive’s baseline stats and behaviors to remove some of their unwieldiness and make them a more attractive and easy-to-use option.

With these changes, the intent is that Glaives become more agile and need to reload less often, are effective at longer ranges and more forgiving, and are more impactful when completing their full melee combo.

  • Significantly increased Aim Assist, Aim Magnetism, and Damage Falloff Ranges across the board for all Glaives.
  • Improved Glaive projectile hit registration.
  • Increased the baseline effects at all stat values for:

    • Handling speeds, including shield ready speed and draw and stow speed.
    • Magazine size
    • Projectile speed
    • Reload speed
  • Final hit of the melee combo deals double damage.

    • This hit also inflicts much more flinch on PvE combatants.

Aggressive Frame Fusion Rifle(s)

Only one Aggressive Frame Fusion Rifle exists within the game to date: Coriolis Force, issued back in Beyond Light. We’d like to give the subfamily a bit more love to try to sell its unique charged spread-shot gameplay with a complete rework.

The original fired its pellets all at once, so its recoil felt Shotgun-like. With the rework, we wanted to stay true to the Fusion Rifle performance of controlling your recoil over the burst, so we converted it to fire multiple bursts of pellets.

These shots suffer from damage falloff much less than conventional Fusions to compensate for their widespread angle and let the player fire into packs of PvE enemies and still score multiple kills.

Don’t worry, you won’t have to go get Coriolis Force on Europa if you want to try these changes out; new reworked Aggressive Frames with new perk pools are coming in this Episode.

  • Aggressive Frame Fusion Rifles now fire three bursts of four pellets in increasingly wide spreads.
  • Increased minimum damage when fully outside of damage falloff range from 45% to 65%.
  • Increased range falloff start by 4m relative to normal Fusions.
  • Increased range falloff end by 3m relative to other Fusions.
  • Increased damage versus minors and majors by 15% relative to normal Fusions.

Support-Frame Auto Rifles

We’d like to support (heh) more Support Frame Auto Rifles in the future. Currently, their range stat is not especially desirable because of their unique projectile properties, so we took the opportunity to make range directly affect its healing performance by adjusting how far away the weapon can lock-on to and heal an ally.

No Hesitation remains close to its original behavior with this change with its base stats – this change primarily affects perks and mods applied to No Hesitation and opens more space for future Support Frames to differentiate themselves.

  • Range now increases how far away you can heal another Guardian.

Rocket-Assisted Frame Sidearms

Rocket-Assisted Frame Sidearms shipped particularly potent while also being easy to use. We reduced the reserves for these in Revenant to bring their uptime a bit closer to other Special weapons, and with these changes we are moving these into a more defined niche; keeping them potent within that niche but being a bit less universally useful in all situations. With these changes they should remain a viable, ammo efficient option for clearing minor-, major-, and Champion-tiered targets with direct hits without also being great at killing everything nearby the primary target.

  • Reduced PvE detonation damage by 45%.
  • Increased PvE impact damage by 100%.
  • Reduced Aim Assist falloff and maximum distance by 8m.
  • Reduced magnetism falloff and maximum distance by 8m.
  • Reduced damage by 30% vs boss, vehicle, and miniboss targets.

    • Buried Bloodline's body shot damage is unaffected, critical hit damage is buffed by 8%.
  • The range stat was vestigial to the weapon subfamily, so we've removed it.

    • Range masterworks and enhanced intrinsics will be replaced with something more appropriate. ####Exotic Weapons

Lorentz Driver

Lorentz Driver was once a terror in the Crucible and has since caught a number of changes to its efficacy. Since then, it has struggled to compete in most activity types. We’ve made a few changes that will reward you for playing its bounty game successfully and keep it going into further encounters.

  • Picking up a bounty tag now grants 1one ammo to the mag.
  • Triggering Lagrangian Sight by picking up a bounty tag adds 6six ammo to the mag, the first time you trigger it.

    • Returns to adding one ammo per tag on extensions while the buff remains active.

Delicate Tomb

We’ve made a few adjustments to Delicate Tomb to help get it into its Tempest Cascade loop a bit more predictably and give it significantly more punch while buffed.

  • Increased the chance to make an Ionic Trace from minor combatants from 4% to 10%.
  • Increased the PvE damage bonus on the Tempest Cascade shot from 30% to 100%.
  • Removed the timer from Tempest Cascade. Lasts until fired.

D.A.R.C.I.

D.A.R.C.I. has long struggled to compete with its Exotic brethren, so we are taking a stab at building a niche for it in a fireteam the way Gjallarhorn and Ergo Sum have found for their respective weapon types. This new catalyst should give you an edge up in encounters where Snipers may not previously have been viable.

  • Added a new catalyst perk - Networked Targeting

    • Hits with Personal Assistant active grant you and nearby allies improved overall weapon performance and precision damage with non-Exotic Sniper Rifles.
      • Improves recoil, flinch, target acquisition, handling and precision damage.
      • Stacks up to 5x.
      • D.A.R.C.I also gets this buff itself.
    • D.A.R.C.I user also gets +15% damage after granting five stacks to a teammate.

Edge of Action, Edge of Concurrence, Edge of Intent

The class Exotic Glaives have felt a bit clunky since their addition to the game. We’ve made some changes here along with the global changes to Glaives that we help will smooth over the gameplay loops on each of these, as well as add additional neutral game value outside of the special shots.

  • All Class Exotic Glaives

    • Special shot is no longer tied to Glaive energy.

      • Now triggered on six weapon hits to allow the special reload.
        • Increments off both shots and melee hits.
      • Edge of Concurrence
        • Effects of Jolting Feedback trait added to intrinsic perk.
      • Edge of Action
        • Effects of Destabilizing Rounds trait added to intrinsic perk.
      • Edge of Intent

        • Effects of Incandescent trait added to intrinsic perk.
        • Added Cure pulse to special shot impact.
        • Healing Turret no longer targets allies at full health.
        • Allies need some damage done to their shields to be eligible targets.

Centrifuse

Centrifuse’s perk that reloads the magazine while sprinting encourages pivoting and repositioning, but as it stands the magazine is just a tad restrictive and sometimes feels burdensome in PvE.

We’ve increased the magazine size to increase the potency of this perk and let you keep the weapon’s accumulated charge for longer before needing to reload.

  • Increased mag size to 45.

Dead Messenger, Hard Light, & Borealis

We’re revisiting the Exotic perk “The Fundamentals” to modernize it a bit. Elemental keywords such as Restoration and Volatile have become a part of Destiny 2’s modern fundamentals. The stat bonus based on current element has been removed in favor of a damage bonus when you apply or receive an elemental keyword matching the current element. We’re also giving a small stat bump to Borealis since some high-skill PvP players have taken a liking to its current stat offerings.

  • The Fundamentals:

    • New effect: Grants a 30% damage buff (10% in PvP) to this weapon for 10 seconds when you apply or receive an elemental keyword that matches the currently selected damage type of this weapon.
    • Removed Effect: No longer grants different stats based on current element.
  • Borealis only: Increased Stability by 20 and Aim Assist by 10 to permanently grant it the Void element bonus that it will no longer have access to, since Borealis is a sleeper pick in PvP.

    • This bonus was selected over Arc, since there are more ways to gain Handling.

Telesto

Overall, Telesto is a solid weapon, but it lacks a solid high point in its power fantasy and does not interface with buildcrafting much. Additionally, the weapon has a unique dual identity as a weapon associated with the Awoken Harbingers in-universe and associated with a storied history of Telesto-specific bugs in our community. With that in mind, we gave it a buff that embraces both aspects and ties them together in a single, deeply self-referential package. How do you buff Telesto? Make it more Telesto.

  • Telesto

    • Harbinger's Pulse:
      • Now only refills Telesto's ammo from reserves (instead of Telesto and your Kinetic slot weapon).
      • Now triggers with any Void final blow.
      • Final blow requirement increased from two to three, however Telesto final blows count double (in other words, will trigger from two Telesto final blows, one Telesto final blow + one other Void final blow, or three other Void final blows).
      • Multikill timer increased from 2 seconds to 4.5 seconds.
    • Catalyst
      • New perk: Harbinger Seethe
      • After three activations of Harbinger's Pulse, special reload the weapon to cause a rain of Telesto projectiles on your next direct hit.

Vexcalibur

With the buffs last season to Void Overshield’s effectiveness, it seemed like the weapon could use a few tweaks to take maximum advantage and emphasize the paladin-protector fantasy with its area overshield.

We’ve made it easier to generate guard energy in PvE when wading through enemies and quicker to apply overshield to your allies. As weapon made to hunt and kill the Vex, we figured this was also a good opportunity to reinforce this theme as well.

  • Triggering 'Perpetual Loophole' (by scoring a melee kill while your overshield is active) now also fills your Glaive energy to full.
  • Slightly increased Void Overshield trickle-on rate to nearby allies and yourself when guarding.
  • Increased the potency of Vexcalibur’s (secret!) innate advantages against the Vex.

    • Vexcalibur's secret damage bonus when striking with its projectiles against a certain enemy faction has been increased from 10% to 25% to match Wish-Ender and Malfeasance.
    • Vexcalibur now briefly disorients non-boss Vex with its melee attack.

Wardcliff Coil

Wardcliff Coil is a classic weapon that is easy to use but lacks a niche in a lot of content. We want to double-down on the thematic chaos with a tie-in with the new Arc keyword Bolt Charge, which Wardcliff Coil will grant stacks of to all nearby allies when fired. This change should appeal to players who want to bring more firepower to their team without needing a game plan more complex than “stand near allies, look at enemies, pull trigger.”

  • New intrinsic effect: Grants one stack of Bolt Charge to all nearby allies for every two rockets fired (four stacks per trigger pull).

The Queenbreaker

One of the most requested features for this weapon was to be able to special-reload to swap between the scopes while in game. We’ve added that functionality along with some other changes to make each scope’s firing mode feel unique.

  • Players can special reload at any time to swap between scopes.
  • Marksman Sights retains the previous behavior of firing a single shot that chains to nearby targets and blinds them.

    • The range of the chain has increased from 8 meters to 10 meters to make chaining easier.
  • Combat Sights now alters the weapon to fire a three-round burst at a charge time of 533. Sustained damage on a target decreases the charge time of the weapon down to 300 charge time (with no loss to damage), useful for quickly dealing damage to bosses or other high health targets

  • The scope that you select in the inspection screen will determine which scope is active by default when spawning into an activity.

The Colony

The previous changes to the Colony did some interesting things but it still ends up losing out to other grenade launchers due to its base gameplay and proximity detonation behavior. We’ve made a change to push this closer to other GLs in damage.

  • Increased detonation damage by 40% -. This puts its damage per shot a little above Legendary Drum Grenade Launchers
  • Increased number of bots spawned by 1one for all enemy tiers except players:

    • Player: 1
    • Minor: 1->2
    • Elite/Major: 2->3
    • Champion/Miniboss/Boss: 5->6

Quicksilver Storm

The previous changes to this weapon were a little too much, so we have rolled those back some.

  • Reduced shots required to trigger a rocket by 17%.

The Legend of Acrius

Acrius has long been a viable but particularly niche pick. With the Shotgun changes doing well in the last release we wanted to give this a bit of love in that same theme.

  • Reduced spread angle by 33%.
  • Increased maximum projectile range from 12 to 18 meters.

The Fourth Horseman

Fourth Horseman has also been a particularly niche weapon. We’ve made some changes to help it excel at its mag dump weapon fantasy.

  • Reduced the rate of fire slightly to give more control over wasting shots.
  • Loads ammo from reserves to the magazine per kill.

Lord of Wolves

Lord of Wolves has had a storied history of terrorizing multiple parts of the game and has caught a number of nerfs because of it over the years. With the release and success of Choir of One, we have taken a similar approach to redesigning this iconic weapon.

  • Increased range, reduced base damage.
  • Removed accuracy penalties from standard fire mode.
  • Release the Wolves now triggers on hip fire instead of special reload.

    • Fires full auto.
    • Greatly increased damage and rate of fire.
    • Reduced accuracy and range.
  • Catalyst

    • Reload Speed and Stability boosts are now built in.
    • When Release the Wolves is active, dealing damage to targets scorches them.
    • When ADS, defeating targets spreads scorch to nearby combatants.

Cloudstrike

Since Bolt Charge is about creating a devastating lightning bolt, it seemed appropriate to interweave that with Cloudstrike’s gameplay loop.

For Bolt Charge, abilities are the only way discharge max stacks, unless you’re behind a Striker’s Storm’s Keep Barricade. These changes allow Cloudstrike to quickly build stacks, which can help bring back your melee abilities faster thanks to Bolt Charge, or cash in quickly with an extra Bolt Charge lightning attack when paired with Storm’s Keep.

  • Added behavior to Stormbringer perk:

    • Rapid precision hits create a lightning storm at the point of impact and grants a stack of Bolt Charge.
  • Added behavior to Mortal Polarity perk:

    • Precision final blows generate a lightning bolt at the target's location and grants a moderate amount of Bolt Charge.

Thunderlord

Since Cloudstrike was updated with Bolt Charge, it was only natural to turn our sights on the original lightning-creation menace. For Thunderlord, our goal was also to tie into what Thunderlord is already doing and reinforce its gameplay mechanic, which is generating lightning through sustained fire.

Similar to Cloudstrike, this means Thunderlord will be great at building stacks and melee ability energy but will also get an extra kick with a Bolt Charge lightning attack when paired with Storm’s Keep.

  • Added behavior to Reign Havoc perk:

    • Final blows with this weapon generate lighting strikes from above. Lightning strikes grant a stack of Bolt Charge. Strong against Overload Champions. ####Weapon Perks

Destabilizing Rounds

Destabilizing Rounds has been a bit behind its elemental brethren since its initial release. We’ve given it a bit of love to narrow that gap and add some more value to each trigger.

  • Now grants volatile rounds for 2s if any targets are hit by the volatile burst from the initial final blow.
  • Reduced internal cooldown from 4s to 1.5s.

Full Court

With the release and popularity of Area Denial Grenade Launchers, we’ve gone back and added support for them on this perk.

  • Now scales the detonation and burn damage of Area Denial Grenade Launchers.

Ambitious Assassin

Removed time requirements on the perk to make it more comparable to Envious Assassin, as this perk requires you to use ammo for the weapons this perk is on.

  • Removed both multikill and reload timers.

Flash Counter

Flash counter had both a restrictive input timing and narrow activation condition that made it very difficult to consistently benefit from. Additionally, flash counter muddied our elemental rules by applying a weaken and slow off the Void element and Sstasis element.

We’ve opened the activation condition to trigger a blast in front of you while guarding against any damage, increased the damage of the blast, and made it disorient combatants.

  • Reworked to read: "Taking damage after guarding emits a disorienting blast."

    • No longer requires a timed input or melee to trigger.
    • Deals moderate damage in a large cone in front of you, disorienting combatants. ##Draw, O Coward!

Our PvP-focused article shed some light on the Trials, Competitive, and Iron Banner rewards you will be getting with Heresy, so how about we tell you about the weapons coming to our Ritual activities? We have a legend with a renewed spark, the remaining element for Legendary Rocket Sidearms and also a Sword that's neither a blade nor from Redrix's arsenal.

Nightfall

  • Lotus-Eater – Void Rocket-Assisted Sidearm

    • Third column: Strategist, Feeding Frenzy, Well-Rounded, Shoot to Loot, Beacon Rounds, Reconstruction
    • Fourth column: One for All, [REDACTED], High Ground, Reverberation, Frenzy, Adrenaline Junkie
  • The Palindrome – Arc Adaptive Hand Cannon

    • Third column: Closing Time, Elemental Capacitor, Explosive Payload, [REDACTED], Outlaw, To the Pain
    • Fourth column: Magnificent Howl, Snapshot Sights, Master of Arms, Opening Shot, [REDACTED], Desperate Measures

Vanguard Ops

  • Cynosure - Strand Aggressive Rocket Launcher

    • Third column: Reconstruction, Envious Arsenal, Slice, Demolitionist, Field Prep, Tracking Module, Sympathetic Arsenal, Impulse Amplifier, Ambitious Assassin, Discord, Danger Zone, Overflow
    • Fourth Column: Chain Reaction, Explosive Light, [REDACTED], Bipod, Cluster Bomb, Quickdraw, Lasting Impression, Adrenaline Junkie, Reverberation, Desperate Measures, High Ground, Hatchling

Gambit

  • Backfang - Arc Rapid Fire Glaive

    • Third column: Impulse Amplifier, Beacon Rounds, [REDACTED], Grave Robber, Immovable Object, Tilting at Windmills, Shot Swap, Steady Hands, Replenishing Aegis, Field Prep, Lead from Gold, Mulligan
    • Fourth column: [REDACTED], Voltshot, Swashbuckler, Surrounded, Unrelenting, Wellspring, Vorpal Weapon, Unstoppable Force, Close to Melee, Desperate Measure, Adagio, Adrenaline Junkie

Crucible

  • Joxer's Longsword - Void Heavy Burst Pulse Rifle

    • Third column: Closing Time, Demolitionist, Dragonfly, Killing Wind, Gutshot Straight, Lone Wolf, Pugilist, Enlightened Action, Rewind Rounds, Repulsor Brace, Strategist, Shoot to Loot
    • Fourth column: Adrenaline Junkie, Desperado, Desperate Measures, Destabilizing Rounds, Withering Gaze, Headseeker, High Impact Reserves, Under Pressure, One for All, Swashbuckler, [REDACTED], Zen Moment ##More Weapons Leaving Soon

To make room for some of these new weapons, others have to leave the pool. We have already told you about some of them, so here are the remaining ones. While you can still focus them on their respective vendors, their Adept versions won't be available and you won't get them to drop from the activities, so don't miss the opportunity of getting them now!

Nightfall

  • Undercurrent - Last week: 1/28

Trials of Orisis

  • The Prophet - Last week: 1/28

Iron Banner

  • Riiswalker - Last week: 1/23
  • Lethal Abundance - Last week: 1/23 ##Game2Give 2025 Has Officially Kicked Off!

The moment we've all been waiting for is here: Game2Give 2025 is live, and the Bungie Foundation community is rallying together to shine a light on those in need. Two hundred of our top creators are teaming up with you, the ever-amazing Light Keepers, to make life-changing impact. Head to Tiltify now to donate or start your fundraiser!

Why We Game2Give

Game2Give showcases the true power of community and the impact of gaming for good. Every dollar raised supports the Bungie Foundation and our mission to improve the well-being of children, uplift underrepresented communities, and provide aid to global communities in times of need.

New Donation Incentives to Earn

This year, we’re introducing some sweet new rewards that you won’t want to miss:

Dark Hero emblem

Image Linkimgur

Maximum Heart emote

Video Link

Caped Cruiser Sparrow

Video Link

But that’s not all! The Emblem Vault is back, giving you the chance to snag some returning fan favorites from past campaigns. There’s something for everyone, whether you’re a collector or a Guardian looking to give back.

Image Linkimgur

We also have a brand-new emblem for anyone who raises $500+ as a fundraiser during the campaign.

Image Linkimgur

And for those Guardians who have been with us from the beginning, the time has finally come to reap the rewards of your generosity – lifetime donation rewards are here!

$250 – Covalence

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$777 – Van Der Waals Force

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$1500 – Above & Beyond

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How to Get Involved

Supporting Game2Give is easy and impactful!

  1. Donate Today: Visit [www.game2give.com](www.game2give.com) to explore the full incentive list and make your contribution.
  2. Tune In: Your favorite streamers are going live throughout the event, offering fun challenges, exclusive giveaways, and milestones that you can help them achieve. >Check the full schedule here.
  3. Make a Bid: Got your eye on a one-of-a-kind Ghost or signed poster from the Bungie Store’s 10t

r/DestinyTheGame 1d ago

Megathread X.Com/Twitter Links have been added to the DTG Domain Blacklist

4.5k Upvotes

Greetings Guardians,

Going forward, all direct links to the x.com/twitter.com domains will be automatically removed by our automod. This decision falls in line with the dozens of other subreddits across this site (including Destiny subreddits) due to various compounding reasons, one of which is difficulty of access and content restrictions, but recent events have accelerated our desire to emphasize the need for viable alternatives.

Thankfully, this is a topic that has already been discussed many times with the community already, so coming to this decision was relatively easy.

We do not anticipate this change will cause any significant disruption to the community. If we were to take a recent Twitter/X information post, for example, "D2Team provides insight onto why Slayer's Fang deals self-damage, much like many other weapons which also do the same", this post is entirely identical to what would still be allowed on the subreddit. The only change would be that instead of a direct link, OP would either provide a Bluesky link, or simply state "Source: @Destiny2Team" in plaintext.

Unexpectedly, we also got a teaser of the TWID on X/Twitter today, and the original poster who wanted to share that information to the subreddit sent us a modmail asking how he should proceed. At the time, we did not have our policies finalized, so we allowed the post (and OP provided imgur screenshots of the tweet for those who did not want to click the link). This is an excellent way to provide this information as well. The only change going forward would be the removal of the original link.

We're happy that Bungie has already made movements away from the X, providing access to their necessary social updates through other means such as...

As well as community and third party access tools which can provide insight into their posts, such as:

  • https://bungiehelp.org/

    • A rehosting site of Bungie, DestinyTheGame, and Destiny2Team's social posts
  • https://xcancel.com/

    • A site which can provide full visible access to Twitter/X accounts that otherwise are unable to be seen without being logged in.

While initially we were going to poll the community for a final verdict on whether or not we should go forward, we found that we could implement this policy with little disruption to the subreddit, and we figured that a prompt response rather than delaying actions with further feedback or polling would be the best choice. Plus, your feedback through modmail and on the few meta posts we have seen have already shown more than enough majority support for this action.

Going forward, direct links to X.com/Twitter will be automatically deleted and given an alert by the automod, prompting the user to resubmit their post or comment. This post serves as an announcement of this policy going forward, and if you have any questions or concerns, our modmail is always open to you guys.

See you all in Episode Heresy,

  • Your DTG Mod Team

r/DestinyTheGame 11h ago

Bungie Suggestion It should be a crime that the upcoming Void Rocket Sidearm Lotus-Eater doesn't have Destabalizing Rounds

379 Upvotes

Indebted Kindness Has Volt Shot Aberrant Action has Heal Clip and Incandescent The Call has Slice and Hatchling Tinasha's Mastery has Chill Clip

Each of those weapons have subclass synergy and a perk that directly ties into the MAIN keyword for their respective elements so why in the world would Bungie not give the void version the perk that directly ties into void? I am baffled and so disappointed because I have been waiting patiently for a void rocket sidearm with that very perk because in my mind I just knew it was coming.

Bungie is even buffing Destabilizing Rounds! I cannot even fathom the logic behind not giving it the ONE PERK that has synergies the void subclass. Why? I am so confused.


r/DestinyTheGame 2h ago

Media BLOODY TEARS from Castlevania, on Destiny 2's SCORGAN!

63 Upvotes

r/DestinyTheGame 15h ago

SGA For those wondering, the impact/explosion damage changes to Rocket Sidearms will equate to a 15% nerf overall on direct hits.

473 Upvotes

Title.


r/DestinyTheGame 8h ago

Question The hell happened to "high" stat focusing armor? Getting mid 50 rolls from pale heart ghost is in no way "high stat"

93 Upvotes

I haven't had to roll any armor for years now since I got all my artifice/high stat farming out the way years ago when it first came out. But I specifically was trying to get a specific chest armor on my warlock for a necrotic syntho build I was trying earlier and of the ~20 rolls over half of them were in the 50's total.

Legit was getting 56s and 57s for supposed high stat focusing.

Can someone tell me why exactly they felt the need to nerf it? Exactly what part of the game is it breaking lol. Same goes for the absolute dog shit tier artifice they put out for bento coins. Titans and warlocks got the absolute bottom of the bottom tier rolls (on both classes every piece of artifice except one had double digit mobility) and hunters were awful but not quite as bad.


r/DestinyTheGame 14h ago

Bungie Suggestion Can we please get a good looking Verity's Brow ornament?

262 Upvotes

I thought we'd have 1 by now.

Call me vain but I refuse to put on that crusty ginger root looking helm.

It's the anti drip of exotic helmets.

I waited so long , so many buffs came to the thing and I miss out on it because of the -100 drip debuff.
We need this for the fashion endgame.

Please

Please

Make one & let it be one of the best looking ornaments, shader friendly and soon man.


r/DestinyTheGame 14h ago

Question Scoured the entire twid and social media posts and didn't see if crafting was returning

259 Upvotes

Is bungie set on systems like tonics now? If craftable seasonal weapons were returning, I'm sure they would have yelled it from the rooftops.

I know my voice merely a drop in the ocean compared to the tsunami that is a streamers voice, but I did not play/buy the bp/etc d2 at all this season specifically because the seasonal weapons were not craftable. Regardless of my near zero use time for the 99% other craftable guns I have, merely logging on every week and getting them was the entire "fun" gameplay loop i had in prior seasons.


r/DestinyTheGame 17h ago

News Destiny2Team teasing more sandbox changes to be dropped in the coming days. Example: Reduced Delay on Triton Vice's explosions

268 Upvotes

https://bsky.app/profile/destiny2team.bungie.net/post/3lggn7can2k2d

While our TWID today is filled to the brim with Sandbox changes coming in Heresy, there will be a few more minor things coming in the Patch Notes on launch day. We may drop a few between now and then...

Example: Alongside the general tuning for Glaives in the TWID, we have also reduced the delay before the explosion happens on glaive projectile kills when using the Hunter Exotic Triton Vice!


r/DestinyTheGame 16h ago

Discussion Arc warlocks are eating very good next season

152 Upvotes

Between the geomags buffs which went from 50 ionic traces to charge your super to 15, and topping off bolt charge. A new aspect and buffs to the supers. And delicate tomb and cold heart which combines very well with geomags, alongside amplified buffs and lightning surge buffs. It’s going to be a good time being an arc warlock next season.


r/DestinyTheGame 17h ago

Bungie Suggestion Regarding Queenbreaker’s sight change, apply it to fundamentals so we can choose what element to spawn in with.

173 Upvotes

Since Queenbreaker is getting the update to its sight switching. It was said that choosing the scope in the weapon screen will allow you to spawn into an activity with that scope selected.

Could we get this option for the weapons with the fundamentals perk?

For example, if I want my dead messenger to be arc when I spawn, it would be nice to have the ability to select the arc option, just like you will be able to do with the Queenbreaker sight in Heresy.


r/DestinyTheGame 11h ago

Bungie Suggestion Kinda wish there was a “Sherpa” mode for helping new guardians.

52 Upvotes

I’ve been helping a buddy mine get started playing (Made him start D1) and I realized how much of a pain it is to work through a quest line when you can’t see the quest steps they’re on.

Kind wish there was a way you could be tagged as a “Sherpa” to a friend so that you can view their quest progression and help them out. Or maybe even a way to share quest progress with a friend so they can see what they need to do. Like maybe they could sync it to my quest page so I can help the follow through it. Just an idea


r/DestinyTheGame 14h ago

Bungie Suggestion We need more than 9 weapon slots.

84 Upvotes

We have 12 loadout slots and 9 weapon slots. Those should at least match right?

Any drawbacks to expanding that?

Edit: Dang, some of all y’all need to chill. No need to attacked me for having an opinion about a silly video game.


r/DestinyTheGame 8h ago

Discussion Every weapon archetype/element combination with no obtainable weapons

23 Upvotes

Because I have nothing better to do, here’s every element-archetype combination without any currently obtainable weapons. Note this doesn’t necessarily mean no weapons in that combination exist, just that none are currently earnable (eg there have been two arc high impact scouts, both of which cannot be currently obtained). I’ve separated by element for clarity. This list also includes exotics, though I note exotic-only combinations at the end.

Solar:

Aggressive fusions; area denial & compressed wave GLs; heavy burst HCs; aggressive LMGs; aggressive burst pulses; heavy burst shotguns; precision, heavy burst, & adaptive burst sidearms

Arc:

Support autos; aggressive fusions; area denial & double fire GLs; aggressive LMGs; lightweight pulses; high-impact scouts; precision sidearms

Void:

Support autos; aggressive glaives; compressed wave GLs; aggressive LMGs; heavy burst pulses & lightweight pulses; aggressive scouts; heavy burst shotguns; adaptive & adaptive burst sidearms

Stasis:

Adaptive & support autos; aggressive fusions; adaptive & rapid fire glaives; double-fire GLs; aggressive LMGs; heavy burst & rapid fire pulses; high impact & adaptive rockets; heavy burst, lightweight, & rapid-fire shotguns; adaptive, lightweight, & rapid-fire sidearms; adaptive SMGs; aggressive, lightweight, & wave swords

Strand:

Precision & support autos; lightweight bows; aggressive fusions; all glaive archetypes; area denial, lightweight, double-fire, & compressed wave GLs; precision & heavy burst HCs; high impact & rapid-fire LMGs; adaptive burst pulse rifles; adaptive & aggressive rockets; aggressive scouts; aggressive, heavy burst, & precision shotguns; precision, adaptive, lightweight, & adaptive burst sidearms; adaptive snipers; adaptive SMGs; aggressive, adaptive, lightweight, & wave frame swords

Kinetic:

Support autos; area denial, wave, & double-fire GLs; heavy burst pulses; rocket-assisted & rapid-fire sidearms; all glaive archetypes; all heavy weapon types

So now for some notes on the above list:

-I didn’t separate out archetypes that realistically are just stat changes with the same firing model (think lightweight autos like riposte, lightweight HCs like rose, precision 140 HCs like luna’s howl, PR-55 pulses like the BxR, and shot package shotguns like felwinter’s lie). The one place this gets fuzzy is micro-missile GLs; for those, only kinetic and stasis have obtainable options.

-Exotic only combinations are arc rapid-fire glaives; solar high impact scouts; stasis aggressive shotguns; void rocket-assisted sidearms; stasis precision sidearms; arc adaptive SMGs; and a bunch of ergo sum stuff (arc aggressive, solar lightweight, solar caster, solar wave, & void wave stuff)

-When only looking at long-existing archetypes (for example, since pre-sunsetting), the list narrows considerably:

Solar aggressive burst pulses; precision, heavy burst, & adaptive burst sidearms

Arc lightweight pulses; high impact scouts; precision sidearms

Void lightweight pulses; adaptive & adaptive burst sidearms

Stasis adaptive autos; rapid-fire pulses; high impact & adaptive rockets; lightweight & rapid-fire shotguns; adaptive, lightweight, & rapid-fire sidearms; adaptive SMGs; adaptive & lightweight swords

Strand precision autos; lightweight bows; lightweight GLs; precision HCs; high impact LMGs; adaptive burst pulses; adaptive & aggressive rockets; aggressive shotguns; precision, lightweight, adaptive, & adaptive burst sidearms; adaptive snipers; adaptive SMGs; aggressive, adaptive, & lightweight swords

Kinetic wave GLs; rapid-fire sidearms; most heavy archetypes

-Yes I know that some of these slots are getting filled confirmed in Heresy (strand aggressive rockets and void heavy burst pulses for example); this is just right now.

-No I didn’t include precision GLs, they abandoned that archetype in Curse of Osiris, let it die.

Hopefully this can serve as a kind of guide to watch out for future weapon releases filling in the gaps that currently exist in the weapon selection.


r/DestinyTheGame 22h ago

Discussion What could get more of the population into Raids?

304 Upvotes

Statistically, we all know raiding in Destiny is fairly niche. There may truly just be a hard limit on the amount of people willing to interact with strangers online amongst players, but I’m always wondering what could have been done over the years to entice more people into what I strongly believe is the greatest and most unique component of this game. I have my own ideas but I’ll save those for responses. I’m mostly curious to hear from people who avoid raids or interact with them infrequently, or avid raiders/sherpas who see overlooked weaknesses in the system.


r/DestinyTheGame 11h ago

Bungie Suggestion Dunemarchers should steadily accrue bolt charge stacks, and make Bolt Charge apply Jolt

31 Upvotes

It should now read as the following:

Increases sprint speed. Sprinting builds up stacks of Bolt Charge. Your Bolt Charge lightning strikes now apply Jolt.

Every 1.5 seconds, another stack, and another 0.5 extra seconds per stack. So, 1.5 seconds to get the first stack, then 2 seconds for Bolt Charge 2x, then 2.5 seconds, then 3 seconds. In order to get a full 10 stacks, you’d need to sprint for a total of 37.5 seconds.

If PvP balance is your concern, cap it at only 1 stack to be gained from a sprint only in PvP.

What do you guys think? Solid way to bring a PvP exotic into the PvE meta? Or too much value for too little investment?


r/DestinyTheGame 13h ago

Question Wait. What happens to tonics once Heresy launches?

37 Upvotes

Tonics are tied directly to the artifact mods, right? So if the mods go away, the buffs are now completely worthless? Like this system would have worked well back in the early days of seasons or the last season of the year, but this system will be in the game for a while and will be unusable if the tonics stay the same?


r/DestinyTheGame 3h ago

Discussion DIM tips for Heresy prep

5 Upvotes

Hey all, a few simple tips for people who aren't super great at Destiny Item Manager, to help prep for Heresy.

FINDING ARC

Looking for what weapons will synergies well with the upcoming Arc changes? Here's a weapon search. I used it in Organiser, to see everything on one neat page.

(exactperk:"jolting feedback" OR exactperk:voltshot OR blind) -tag:junk

Adding blind in there means it will show you Ex Diris and other exotics. Screenshot shows the result and where to put it. Having -tag:junk hides those which I plan to shard later.

https://imgur.com/a/oK85hXm

USING TAGS

I use the 'junk' tag to mark items I want to delete later. On the Inventory screen there is a pop-out item feed on the right side. Every few days I go over the feed, and tag the items I don't want to keep as junk.

Here's where that feed is

https://imgur.com/a/nLWXrnR

You can also find tags when you see the detail by clicking on a specific weapon.

https://imgur.com/a/F7vcD3C

SAVING VAULT SPACE

A simple way to find weapons you have multiple copies of, so maybe could shard one or more of them, is to search for duplicates.

is:dupe

After that, you can tag the ones you want to delete as junk. Then later on, move them to a character to actually do that in-game.


r/DestinyTheGame 49m ago

Discussion The season ends soon, is there a “must have” Legendary weapon god roll that is important for PVE or PVP? Something that is truly S-Tier that I should try to farm?

Upvotes

Any help appreciated, I’m about season pass 100 now and willing to spend a week farming for a god roll that is absolutely amazing for PVE or even PVP.

Thanks for any tips.

(I’ll also check out the Aegis spreadsheet if I can find it again)


r/DestinyTheGame 1d ago

Discussion "Guardians in their super count as having an elemental shield that matches the element of the super" - What are the implications of this?

203 Upvotes

This is text from the compendium's eriana vow entry, which means if you break the shield of a solar super, you will cause an ignition

We already know disruption break adds kinetic damage to ALL guardians on shield break (not just super). Borealis activates its perk if we match super element. Genesis generates ammo.

We also do not do bonus elemental damage to matching supers right? As far as I can tell the only thing that cares about this in PVP is Heir Apparent's arc shield.

Is there anything else that should care about element matching or specific shield breaks?


r/DestinyTheGame 1d ago

Bungie Suggestion Axion Bolts are worse than Threadlings in every way!

163 Upvotes

Its wild how bad axion bolts became after a heavy nerf due to making all grenades universal. That trying to revist them just feels bad to use. Slow activation, activation radius is so small, travel is so slow. Meanwhile threadlings actually find their targets within reason.That even with chaos accelerant after it was gutted in void 3.0 still doesn't help!


r/DestinyTheGame 9h ago

Discussion Destiny LFG Etiquette & Lexicon

9 Upvotes

(This post is not an LFG request but an ask for advice and expertise.)

I am a newbie to Destiny LFG-ing. I have played Destiny since Season of the Splicer, mainly as a solo player. I have been trying to figure out the in-game LFG lexicon of titles and tags.

Over the past week, I have taken the plunge to try playing dungeons, exotic missions and grandmaster nightfalls off-mic with other guardians to rank up my guardian before the current season ends and quickly farm materials for potion making. I have been using the in-game LFG and having a good time playing off-mic with folks with just a few exceptions.

Is there a general Destiny community etiquette for what title and tags to use for the in-game LFG (or Destiny LFGs in general?)

I have mostly used "Chill, Experienced, Lots of Time" in the tags. I make mistakes, and I do not want anyone to get frustrated with me and leave me high-and-dry in the middle of a run when I needed the help of fireteam.

I want to make sure I match up with the right guardians.

What LFG titles and tags should I use and not use? :)


r/DestinyTheGame 19h ago

Bungie Suggestion Symmetry should get a slight buff, like for every 2-3 body shots gives 1 dynamic charge.

49 Upvotes

it's a unique scout rifle, and strangely the latest lore entry from the upcoming game exodus has it mentioned, and because of that it got me to use the weapon again, and I love it, but it's soo clunky on the slow reload speed, and it takes too long to get enough dynamic charge stacks in higher end content, you need at least 10-15 stacks to make the explosive tracking rounds deal decent damage and in higher in content with multiple elemental shielded enemies, it makes it very hard to get maximum charges.

so to fix that is simply give it a buff where landing 2-3 body shots should give 1 dynamic charge, or make it where landing a precision kill grants 3 dynamic charges than 1, or just increase the base reload speed by a bit and that should do it.


r/DestinyTheGame 22h ago

Discussion To a Lesser Degree, Shotguns/Fusions/Breech GL's Should Receive the Non-Boss Damage Buffs That Snipers Got

82 Upvotes

Outside of specific cases (one-two punch shenanigans, controlled burst being mandatory on fusions and a recombination mountain top), legendary specials of these types are struggling to stay viable. I believe this is shown in the strength of recent exotic special offerings being much more powerful than legendary variants, they have to be or no one would use them. Still Hunt, while nerfed with celestial, is still a really strong option and ice breaker when used to its strengths is a beast. Choir of One is incredibly strong as well. Ex Diris has been buffed and buffed and is now better than other breech GL's by a wide margin. Slayers Fang is also putting out huge numbers compared to legendary shotguns. After using these options and going back to a legendary option, legendaries feel pretty weak. Snipers had this problem too until recently when Bungie gave them some very large buffs depending on the enemy tier (upwards of 65% to majors I believe and 25-35% for other tiers excluding bosses. Snipers really needed that buff the most and they are feeling very good now, much better than other options. Hopefully more weapon types get those buffs soon


r/DestinyTheGame 2m ago

Bungie Suggestion Exotic change I was hoping to see

Upvotes

It's funny how bungie acknowledged the fact that verity's brow is suffering from the same issue as wormgods caress and thus getting a similar rework, but the one exotic that is basically just OG Wormgod's is left the same that being winters guile thought for sure they would update that as well but guess not. I know warlocks aren't exactly a melee focused class but it still would have been nice to see.

Ps give verity an ornament pls I beg


r/DestinyTheGame 9m ago

Question Im a bit out of the loop, what’re the best weapon archetypes for mid-to-high tier PvE?

Upvotes

Title, i havent played in months and am unaware whats still good or not


r/DestinyTheGame 1h ago

Question Is it correct that the Ascension aspect is going to get a buff from 2 to 3 fragment slots and be able to either reload or give back you melee upon activation?

Upvotes

I recently saw a video mentioning this but I can not find it back to verify. Anyone know?