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Destiny 2 Update 2.27 Patch Notes (v 3.3.0) – August 24, 2021

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Destiny 2 update 2.27 (v 3.3.0) is available to download on PS4, Xbox One, and PC. According to the official Destiny 2 2.27 patch notes, the latest update added new features, new changes, gameplay optimizations, and fixes. Apart from this, Destiny 2 version 2.27, also includes general stability fixes.

Previously, a big update was released with various bug fixes and changes. Unfortunately, since the release, players are facing several issues. Destiny 2 patch 2.27 will fix a few of these issues.

Read more details below.

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Destiny 2 2.27 Patch Notes (3.3)- August 24, 2021 (Updated)

ACTIVITIES

Raids 
  • Vault of Glass
      • Fixed an issue where the Conflux Challenge reward chest didn’t grant Spoils of Conquest.
  • Last Wish
      • Fixed an issue where player revives would be placed in rooms that could not be accessed during the Riven encounter.
      • Fixed an issue where some players received BIRD error codes when trying to get to the Wall of Wishes.
  • Deep Stone Crypt
      • Fixed an issue where players could defeat Atraks-1 by attacking a Fallen Captain well outside of the playable space.
Dungeons 
  • Prophecy
      • Trials of the Nine reprisal weapons will now drop from the Prophecy dungeon.

Nightfall 

  • The Fanatic has been busy! He has judiciously spawned Overload Chieftains and Unstoppable Abominations to help guard the new Nightfall: The Hollowed Lair.
  • The announcement that time is running out in Nightfalls and Legend/Master Lost Sectors are now color-coded, depending on the player’s colorblind settings.
Strikes 
  • Two new disadvantage modifiers have been added to the Vanguard strikes playlist, for Season 15 only.
  •  Added two new Seasonal “advantage” modifiers to the Vanguard strikes playlist.
The Corrupted 
  • The Overload Taken Hobgoblin Champions during the Ransack Ogre encounter have been replaced with Unstoppable Taken Phalanxes.
  • The Unstoppable Hive Ogre during the Ransack Ogre encounter now moves more freely.
  • Some of the Taken now wield Stasis Boomer weapons.
  • Fixed an issue where the throwable objects in this strike would fail to clean up if they were left on the ground after being charged up.
  • They now disappear after 20s on the ground or 90s of being held, just like the uncharged version of the object.
  • Avakrii, Temple Claimant, is now a Champion combatant on Master or Grandmaster difficulty.
Insight Terminus 
  • The capture plate encounter halfway through the strike will now always spawn a set number of Champions no matter how long it takes to capture the plate:
      • One Champion on Legend.
      • Two Champions on Master or Grandmaster.
Hollowed Lair 
  • The Fanatic’s Ravagers now wield Stasis censers, instead of Solar censers.
Lost Sectors 
  • Dreaming City
      • All three Dreaming City Lost Sectors are now available on Legend and Master difficulty.
  • Availability
      • Season 15 has a rotation of 11 Lost Sectors available on Legend and Master difficulty.
      • Lost Sectors will be on a seasonal rotation moving forward.
  • Scavenger’s Den
      • The boss of this Lost Sector is now  a Boss-type combatant when playing on Legend or Master difficulty.
  • Tooltip
      • Legend and Master Lost Sector descriptions now list the Shield elements that will be encountered.
      • Legend and Master Lost Sector descriptions have been reformatted for ease of reading.
      • Legend and Master Lost Sectors no longer have “Destination” modifiers.
      • The following modifiers have all been removed:
          • Memory of a Golden Age
          • Memory of a Bygone Past
          • Memory of a Haunted Dream
          • Memory of a Lonely Outpost
          • Memory of a Frozen Conundrum
      • “Forlorn Miasma” renamed to “Void Burn.”
      • “Isolated Flames” renamed to “Solar Burn.”
      • “Desolate Charge” renamed to “Arc Burn.”

UI/UX

General 
  • Fixed an issue where the Gambit post-game scoreboard would not paginate correctly.
  • Added elements to the Vanguard sub-screen in the Director menu to represent the player’s Vanguard reputation.
  • When a player has incoming Friend invites they are indicated in Orbit and Director tabs by a new invite indicator/shine.
  • “Inspect Player” terminology changed to “Inspect Guardian.”
  • Player waypoint Title Gilding Count now shown at all times, including before the new Season’s Title has been Gilded.
      • In other words, you will now see the number of times your title has been gilded, even when it reverts to Purple at a seasonal reset.
Settings 
  • Social settings (Fireteam Privacy, Fireteam Invites, Friend Requests) have moved to a sub-tab on the Roster.
  • Invite Notification setting has been updated/fixed.
  • Gamepad Sprint-Turn scale settings added.
  • Controller ADS Sensitivity modifier added.
  • Text Chat Auto-Hide setting set to off by default.
Cross Play 
  • Bungie Name
      • Bungie Name replaces platform name: On log-in, player’s Bungie Name will be set, based on the name they’re using on the system they first log-in on.
      • A player’s platform name is displayed in the player nameplate tooltip.
  • Bungie Friends
      • A Bungie Friends list has been introduced to help bridge the gap across platforms.
  • Blocking Players
      • An action is available when interacting with other players to block them and limit their ability to interact with you within Destiny 2.
      • Blocking within Destiny 2 only blocks in-game communications.
      • Please use the helpful popup or view Bungie Help articles for additional steps to take to block players from interacting with you outside the game.
  • Roster
      • A player’s platform is displayed beside their Bungie Name on the Roster.
      • Bungie Friends have a watermark behind their Bungie name on the Roster.
  • Player Details Screen
      • A player’s Cross Save-linked platform names are shown when viewing their player details screen.
  • Filter by Platform screen.
      • A dedicated tab has been added to the Roster to filter connections down to your shared platform family.
  • Invite Management Screen
      • A dedicated tab has been added to the Roster to view incoming Fireteam invites, Bungie Friend requests, and Clan invites.
  • Social Preferences Screen
      • A dedicated tab has been added to the Roster to house multiple settings related to who can join your Fireteam, send you Fireteam invites, or send you Bungie Friend requests.
  • Friend Search
      • A section has been added to the Invite management screen for Friend search.
      • Players can now search for Friends using their full Bungie Name ID.
      • Friendly players’ full Bungie Name and platform is displayed in their waypoints on Interact.

ARMOR

  • New Features
      • Stasis has been added as an armor energy type, along with a suite of base mods that use the Stasis armor energy type.
      • New combat style mods featuring more Elemental Well mechanics have been added to the game.
      • Ghost Mods
          • A new suite of Ghost mods have been added to the game that guarantees a minimum stat value of 10 in the chosen character stat any time you acquire a piece of armor that has random stats.
      • Holster Mods
          • This is a new type of leg armor mod that will gradually reload stowed weapons of the matching type over time.
          • Multiple copies of Holster mods of the same type will increase the rate ammo is reloaded.
Bugfixes 
  • Fixed an issue where a grenade thrown from a player wearing Ashen Wake could damage allies.
  • Fixed an issue where Crest of Alpha Lupi could create orbs on Stasis kills outside of Super.
  • Fixed an issue where some Warmind Cells would not have their duration increased by Warmind’s Longevity
  • Fixed a bug where melee damage resistance was incorrectly counting as an Arc mod.
Exotic balance changes 
  • Super regenerating exotics
      • Shards of Galanor: Increased the amount of Super granted for hits, but total Super regain is now capped at 50%.
      • Ursa Furiosa: Capped the amount of Super energy you can regain once your Super ends at 50%.
      • Skull of Dire Ahamkara: Increased the amount of Super refunded per kill, but total Super gain is capped at 50%.
      • Phoenix Protocol: Capped the amount of Super energy you can regain once your Super ends at 50%.
      • Stormdancer’s Brace: Now also refunds up to 50% of your Super energy after your Super ends, based on the number of kills.
      • Geomag Stabilizers: Removed “sprint to top off your Super.”
  • Hunter
      • The Bombardiers
          • The bomb now has a secondary effect based on your subclass type:
          • Blind for Arc.
          • Burn for Solar.
          • Slow for Stasis.
          • Suppress for Void.
      • Graviton Forfeit
          • Increased the bonus invisibility duration.
          • The melee regeneration speed now increases based on the number of enemies near you.
          • While you are invisible, your Recovery is greatly increased and your weapons reload more quickly
      • Lucky Pants
          • Added intrinsic Hand Cannon Holster mod, replaced previous functionality with the following:
          • “When you ready a fully-loaded Hand Cannon that deals Kinetic damage or damage matching your subclass energy type, for a short time each hit against a combatant from that Hand Cannon increases the damage of the next shot.”
  • Titan
      • Precious Scars
          • Will now also create a burst of healing and bonus Recovery around you whenever you kill an enemy with a weapon whose damage type matches your subclass type.
      • Icefall Mantle
          • Removed the slower class ability recharge scalar.
  • Warlock
      • Verity’s Brow
          • Changed to trigger when you get a weapon kill that matches your subclass energy type.
          • Increased grenade damage bonus to 20% per stack (up from 10%).
      • The Stag
          • Grants damage reduction to allied Guardians standing in your Rifts.
          • 25% against combatants, 15% against players.
      • Promethium Spur
          • Has additional functionality:
          • While standing in a Rift, Solar weapon kills give you class ability energy.
          • When your class ability energy is full, Solar weapon kills consume that energy and spawn a combination healing/empowering Rift at the target’s location.
Mod changes 
  • Ammo Finder
      • Now have an increased chance to spawn ammo on kills with primary weapons, and a further increased chance with Exotic Primaries.
      • Ammo Finder mods for weapons that only use Primary ammo have been deprecated
  • Scavenger
      • Multiple copies of Scavenger mods of the same type no longer stack.
      • Scavenger mods for weapons that only use Primary ammo have been deprecated
  • Capacity
      • Capacity mods for weapons that only use Primary ammo have been deprecated
Warmind Cells 
  • Base Warmind Cells
      • Reduced radius of the explosion/effect range of Warmind Cells (10 → 6 meters).
      • Reduced damage of the explosion of Warmind Cells (previously 200-400 → now 50-250).
  • Global Reach
      • Increase the mod cost of Global Reach to 3.
      • Reduce the amount of radius increase (20 → 10 meters).
  • Cellular Suppression
      • Reduce the duration of the suppressing effect when using Cellular Suppression (3 seconds → 2 seconds).
  • Wrath of Rasputin
      • Reduce bonus Solar damage (previously 100-200 → now 25-100).
Elemental Wells 
  • Elemental Armaments now has an increased chance to spawn an elemental well based on the tier of the enemy defeated.
  • Font of Might’s base duration has been increased to 10 seconds and increased the damage bonus provided from 10% to 25%.

WEAPONS 

Global 
  • Fixed an issue that allowed players to swap weapons substantially faster than normal.
Controller sensitivity 
  • Added additional controller sensitivity options (1-10 sensitivity is the same as before, 11-20 increases over that).
  • Added an ADS Sensitivity Modifier (allowed values 0.5 to 1.5).
Primary ammo 
  • All Primary ammo weapons now have infinite ammo.
  • Drop Mag: Reworked to be +reload speed, -magazine size.
  • Compact Arrow Shaft: Reworked to be +reload, +handling.
Trials of Osiris 
  • All Trials weapons now have seven perks in each column (was five)
Moon and Dreaming City reissues 
  • Added one or two of the original perks to each column for the Moon weapons reissued in this update (i.e. the Lectern weapons only).
      • Since these can be target farmed, we’re ok with increasing the size of the pools in this particular case.
  • Added one of the original perks one or both columns for the Dreaming City weapons reissued in this update (Tigerspite, Twilight Oath, Abide the Return).
      • Since these can’t be target farmed, we didn’t want to increase the size of the pools by more than one.
      • Fixed the previews from the quests from these weapons showing a sunset reward (the reward itself was already correct).
Archetypes 
Note: Exotics receive these changes as written unless otherwise mentioned in the Exotics section below.
  • Breech Grenade Launchers
      • Reduced blast radius by 0.4m, e.g. max blast radius decreased from 4.55m to 4.15m, min blast radius decreased from 3.80m to 3.40m.
      • Reduced splash damage by 20, which reduces total damage for a direct hit from 220 to 200 (before taking spike or proximity grenades into account).
      • Increased damage in PvE by 12%.
      • Witherhoard is unaffected.
  • Machine Guns
      • Increased damage in PvE by 20%.
  • Scout Rifles and Hand Cannons
      • Increased damage vs minors by 15%.
  • Fusion Rifles
      • Increased PvE damage bonus such that all subfamilies are at 15% PvE bonus (previously high impact was at 0%, precision and adaptive were 10% and rapid-fire were 12.5%).
      • Pushed sub-families further apart, adjusting charge time, shots fired per burst (was seven for all subfamilies) and damage (note that the “base” below means without battery perks, a charge time masterwork or the Adept Charge Time mod):
          • High Impact
              • Base charge time increased from 0.86s to 1.0s.
              • Shots per burst reduced from seven to five.
              • Reduced total damage per burst.
          • Precision and Adaptive
              • Base charge time is unchanged.
              • Shots per burst is unchanged at seven.
              • Very slightly increased total damage per burst.
          • Rapid Fire
              • Base charge time decreased from 0.54s to 0.46s.
              • Shots per burst increased from seven to nine.
              • Increased total damage per burst
  • Fusion Rifle perk changes
      • Backup Plan
          • Removed +100 to charge time stat, adjusted charge time multiplier from 0.85 to 0.7, now scales damage by 0.8.
      • Liquid Coils and Accelerated Coils
          • Both converted to scale charge time and damage instead of modifying the charge time stat.
      • The Adept Charge Time mode
          • Changed functionality to scale charge time directly instead of changing the charge time stat, without adjusting the damage.
Exotics 
  • Anarchy
      • Reduced total reserve+magazine ammunition from 26 to 16.
      • Reduced damage by 30% vs bosses (champions are not bosses).
  • Xenophage
      • Reduced rate of fire from 120 to 90 RPM.
  • Fighting Lion
      • Fighting Lion ammo increased from “a lot” to “infinite.”
      • Receives the same changes as other breech Grenade Launchers.
      • Reduced base reload stat to 0.
      • Now increases reload speed to its previous level on damaging multiple enemies with one grenade.
  • Vex Mythoclast
      • PVE damage bonus increased by ~40%.
      • Range increased to exceed best in class for 360 high impact Auto Rifles.
      • Increased stability.
      • Reworked catalyst to grant stability and damage after a kill.
      • Increased rate of fire from 360 to 390.
      • Reduced linear fusion mode charge time from 820 to 533 (same as standard Linear Fusion Rifles).
      • No longer loses overcharge stacks on stow except when in linear mode.
  • Merciless
      • Updated perk to account for fewer shots per burst (should build up charge rate at the same amount per burst as before).
      • Reduced the damage penalty for increasing charge rate by 40%.
  • Jötunn
      • Reduced charge time from 0.82s to 0.78s (i.e. charges 0.04s faster).
      • Slightly reduced damage per shot.
  • Bastion
      • Reduced damage by 15% (can now not quite kill a guardian with one shot in the three-shot burst it fires).
      • Increased spread angle by 10%.
      • Increased PvE damage by 25% (so overall around a 10% increase in PvE).
  • Sweet Business
      • Now refills magazine on picking up Special/Heavy ammo instead of Primary.
Perks 
  • Firing Line
      • Reduced damage bonus to +20% precision damage for all supported weapon archetypes (was highly variable depending on weapon type).
      • Will roll on some Sniper Rifles, Linear Fusion Rifles, and Machineguns, and maybe some other stuff in the future.
      • Certain damage perks only affected impact damage on explosive weapons, we’ve updated these specific perks to also increase detonation damage.
  • Kill Clip
      • Rampage
  • Adrenaline Junkie
      • Fixed incorrect rarity on some recently shipped weapon perks.
Other Bug Fixes 
  • Fixed an issue where muzzle flash on “The Forward Path” Auto Rifle could cause photosensitivity issues.
  • Fixed an issue where MIDA Mini-Tool and Drang didn’t show Kill Tracking column when Masterworked.
  • Fixed an issue where Adept Big Ones Spec mod was not appearing in collections once acquired.
  • Fixed an issue where Grenade Launchers weren’t damaging certain types of objects.

POWER AND PROGRESSION

Power bands increased. 
  • Power Floor remains 1100.
  • Soft Cap is now 1270 (up from 1260).
  • Powerful Cap is now 1320 (up from 1310).
  • Hard Cap is now 1330 (up from 1320).
XP 
Made XP rewards more descriptive. You can now get a general understanding of how much XP a bounty or Seasonal challenge will give you from its description (rather than it just previewing “XP”). Reward tiers (smallest to largest) are:
  • XP
  • XP+
  • XP++
  • Challenger XP
  • Challenger XP+
  • Challenger XP++
  • Challenger XP+++
Bounties and Pursuits 
  • Fixed issue where Dreaming City bounties with gear rewards would sometimes not drop gear.
      • These bounties can no longer roll Shattered Throne-specific perks when claimed within the dungeon.
  • Synthstrand is no longer used to purchase Armor Synthesis bounties from Ada-1.
      • Armor Synthesis bounties will now cost 10,000 Glimmer each, and Synthstrand will no longer drop in game.
      • All remaining Synthstrand in inventories can be safely dismantled, as it will no longer be used for any system in the future.
Reputations 
  • Valor is now known as Crucible Ranks.
  • Infamy is now known as Gambit Ranks.
  • Vanguard reputation internal systems has been rebuilt, aligning with that of Crucible and Gambit reputations.
      • Increased amount of Vanguard reputation given for completing Nightfalls on Platinum, Gold, or Silver.
      • Higher tier Nightfalls get a flat multiplier to all Vanguard rep gains.
  • Crucible, Gambit, and Vanguard reputations now use a ritual activity streak system. You gain streak for finishing ritual activities, you lose streak for quitting out or KTOing, and your streak resets if you play something besides that ritual’s activities.
      • Orbit, Tower, and H.E.L.M. do NOT trigger a reset. The previous win streak bonuses (aside from Glory) have been removed.
  • Vanguard/Crucible/Gambit reputations now cap out at 10,000, and all tuning values have been adjusted to that.
  • Removed Crucible and Gambit gains from all bounties.
  • 3x multipliers have been removed.
      • Reputation boost weeks are now use a 2x multiplier all seven days.
  • Glory floors work like they did prior to Season 14. Each rank below Fabled 1 should not allow negative progress to de-rank you below that rank.
Eververse 
  • Upsells for the new expansions are now included in the Eververse campaign tab.
  • The current Season is now also available for purchase in the Season tab.
  • Select items in the archive now feature ‘most popular’ call outs.
Third-Person Peeking 
  • While in competitive game modes (Trials, Elimination, Survival), performing an emote will remain in first-person.
  • While in competitive game modes (Trials, Elimination, Survival), players are now unable to swap to a Sword if they do not have Heavy ammo. If players run out of ammo while holding a Sword, they’ll automatically swap to their Primary weapon.

ABILITIES

Stasis 
  • Stasis Freeze
      • Players can now initiate breakout while airborne (previously had to wait until you hit the ground).
      • Shortened breakout animation and camera transition.
      • Differentiated long freeze and short freeze visual treatment to make each status easier to identify.
  • Glacier Grenade
      • Grenade projectile now bounces off of other projectiles instead of detonating on impact.
  • Stasis Crystals
      • Fixed a bug in which damage dealt to your own crystals was being factored into the “Damage Dealt” stat in Crucible.
  • Whisper of Rime
      • Fixed a bug with Whisper of Rime in which the overshield it provided was not scaling precision damage correctly.

Slide

  • While sliding, players now incur the following weapon penalties:
      •  -20 stability
      • +15% shotgun pellet spread
      • 1.5x flinch
      • Air-move abilities such as Shatterdive can no longer be performed while sliding.
Titan 
  • Rally Barricade
      • Standing behind the rally barricade now also provides the following weapon buffs:
      • +30 stability
      • +10% range
      • -50% flinch
  • All Barricades
      • Players moving at high velocity now take more damage when moving through hostile Titan Barricades.
      • Barricades now slightly protrude into the ground to better protect the Titan’s feet on uneven ground.
  • Behemoth
      • Cryoclasm
          • While equipped, base slide now shatters crystals and frozen enemies.
          • Increased duration of screen FX notifying players that Cryoclasm long slide is ready from one second to ~4.5 seconds.
      • Howl of the Storm
          • Fixed a bug in which using mouse and keyboard with Hold Sprint can prevent Titan’s “Howl of the Storm” ability from activating.
      • Shiver Strike
          • Increased movement speed by 25%.
          • Reduced likelihood of early cancellation when used on the ground.
      • Glacial Quake
          • Fixed an issue where Glacial Quake would sometimes fail to heavy attack immediately after recovering from a previous heavy attack.
  • Sunbreaker
      • Middle-Tree Sunbreaker
          • Throwing Hammer
              • Increased time before hammer explodes after hitting the ground from 6.5s to 10s.
              • Can now be shot and destroyed in flight and when lying on the ground.
              • Hammer cannot be picked up for 0.5s after throwing it.
              • Increased damage vs. powerful PvE combatants by ~50%.
  • Striker
      • Fists of Havoc
          • Increased slam detonation radius by 14%.
          • Reduced slam damage falloff.
          • Reduced slam attack activation cost from 21% to 18%.
      • Middle-Tree Striker
          • Inertia Override
          • Increased duration from 4 seconds to 6 seconds.
          • Sliding over an ammo brick now grants 20% melee energy.
  • Sentinel
      • Top-Tree Sentinel
          • Ward of Dawn
              • Increased damage taken from bosses from 0.25x -> 7x (at 0 Resilience).
              • Damage taken can scale down to 0.25x based on the owner’s Resilience stat.
              • NOTE: This refers to the Ward of Dawn bubble and not players inside the bubble.
Hunter 
  • Revenant
      • Silence and Squall
          • Increased Squall movement speed by 20%.
          • Silence detonation PVP freeze impulse now grows over time to match vfx.
          • Squall storm now stops when it touches a boss.
      • Withering Blade
          • Increased projectile speed and tracking by 10%.
      • Shatterdive
          • Fixed a bug in which a player can cancel out of Shatterdive to keep player momentum while sliding off a ledge.
  • Gunslinger
      • Middle-Tree Gunslinger
          • Knife Trick
              • Increased burning duration from 3s to 4s.
              • Knife projectiles now come out slightly quicker.
      • Top-Tree Gunslinger
          • Six Shooter
              • Damage falloff now starts at 25m instead of 20m.
  • Arcstrider
      • Arc Staff
          • Extended passive super duration from 16 seconds to 20 seconds.
          • Increased heavy slam detonation radius from 5m to 6m.
          • Increased damage vs PvE combatants by 33%.
      • Top-Tree Arcstrider
          • Deadly Reach
              • Increased duration from 8 seconds to 10 seconds.
              • Now displays time remaining.
      • Middle-Tree Arcstrider
          • Lightning Weave
              • Dealing damage with Tempest Strike now procs Lightning Weave.
              • Timer can now be extended by dealing damage with any weapon.
              • Now displays time remaining.
      • Whirlwind Guard
          • Fixed an issue where Arcstrider’s Whirlwind Guard was not properly blocking incoming damage from Trace Rifles.
  • Nightstalker
      • Top-Tree Nightstalker
          • Vanishing Step
          • Now displays time remaining
      • Middle-Tree Nightstalker
          • Spectral Blades
              • Reduced DR during super from 52% to 47%.
              • Reduced additional DR when invisible from +5% to +3%.
Warlock 
  • Shadebinder
      • Winter’s Wrath Super
          • Reduced Shatterpulse damage vs close-range Supers.
          • Warlock must now freeze and shatter twice to defeat players in Burning Maul, Fists of Havoc, Sentinel Shield, Nova Warp, Arc Staff or Spectral Blades, with the exception of Glacial Quake.
      • Bleak Watcher
          • Improved Bleak Watcher’s ability to detect enemies at certain angles.
  • Dawnblade
      • Top-Tree Dawnblade
          • Celestial Fire
              • Reduced tracking cone angle.
              • Arming shape (proximity detonation) now shrinks over time.
              • Reduced detonation size by 1m.
              • Damage falloff increased at short distances.
          • Icarus Dash
              • Now provides one air dodge every four seconds.
              • While under the effects of Heat Rises, increased to two dodges every five seconds.
          • Heat Rises
              • Increased duration from 10 seconds to 15 seconds.
              • Increased the amount of time extended on air kills. The amount differs based on types of enemies..
              • Your location now appears on enemy radar when using Heat Rises.
      • Middle-Tree Dawnblade
          • Well of Radiance
              • Increased damage taken from bosses from 0.25x → 1.5x (at 0 Resilience).
              • Damage taken can scale down to 0.25x based on the owner’s Resilience stat.
              • NOTE: This refers to the Well of Radiance sword and orb object and not the buff applied by the Well.
              • Increased damage resistance buff vs. enemy players from 20% to 40%.
              • Players inside Well of Radiance can no longer be frozen or slowed by Stasis.
              • Sword can now be frozen and shattered by Stasis.
              • Players can shoot through the energy “stem” of the center of the Well. The orb and sword will still take damage/block bullets.
          • Guiding Flame
              • Increased duration from seven seconds to ten seconds.
              • Increased damage buff from 20% to 25%.
          • Divine Protection
              • Now displays time remaining.
      • Bottom-Tree Dawnblade
          • Phoenix Dive
              • Reduced delay before dive starts.
              • Can now input a direction to dive in that direction.
          • Igniting Touch
              • Ability Rework: Solar ability kills and kills on burning targets now cause targets to explode and burn other nearby enemies.
              • Charged melee now places a burn on the target.
              • Increased detonation radius from 6m to 7m (9m with Dawn Chorus).
  • Stormcaller
      • Middle-Tree Stormcaller
          • Arc Beam
              • Increased beam environment-collision size to better match collision size with damage size.
              • This should lead to less instances to dealing damage to enemies on the other side of a wall.
              • Reduced beam damage radius in PvP by 20%.
              • Reduced beam end-point-sphere radius in PvP by 33%.
      • Bottom-Tree Stormcaller
          • Arc Soul
          • Increased duration from 12 seconds to 13 seconds.
          • Increased fire rate by 10%.
      • Electrostatic Surge
          • Now increases sprint speed when allies are near.
      • Landfall
          • Now fires five arc ground projectiles on cast.
  • Voidwarlker
      • Middle-Tree Voidwalker
          • Nova Warp
              • Increased damage vs. PvE combatants by 73%.
              • No longer slows movement speed while charging/charged.
              • Now detonates on cast.
          • Handheld Supernova
              • Increased damage vs. PvE combatants by 100%.
              • Increased hold time from 2.5 seconds to 3.2 seconds.

PLATFORMS AND SYSTEMS

General 
  • DualSense controllers are now supported natively on PC.

GENERAL

And now, for the kitchen sink… 
    • Sparrows from past lives now correctly reset the summoning cooldown when destroyed.
    • Destiny Timeline
        • A new Timeline screen will be introduced to highlight a player’s ownership of expansions and seasons in a visual way that feels valuable, desirable, and an integral part of the player’s permanent experience.
        • The Timeline screen will also provide players the ability to immediately take action where ownership status of expansions and season passes is incomplete.
    • Stasis acquisition
        • The first two Stasis Aspect pursuit have had some objectives reduced, and steps requiring the Stasis Exotic Grenade Launcher have been removed
        • Stasis pursuits and Fragments that have not been unlocked can be seen on the Exo Stranger vendor, with notes on how to unlock access to them.
    • The Deadeye Title Seal has been added.
        • Deadeye Title Seal supports gilding
        • Emblem Stat Tracker has been added to tack the number of times the Seal has been gilded.
    • Fixed an issue where the K1 Crew Quarters Flawless Solo Triumph had its name and description mixed up.

WEAPON TUNING

Chris Proctor: G’day, it’s Chris again. We’ve got a lot to talk about for Season 15, including stasis weapons, a rework of Fusion Rifles, and several changes intended to make certain weapons more relevant in the new activity and with the new artifact mods. Let’s kick off by clarifying some terminology.

DEFINITION OF TERMS

Some of the recent info on weapons we’ve put out has been confusing, and while I generally like to use our internal terms for concepts where possible, in some cases these require too much explanation to use them externally.
Here are some definitions and clarifications to help:
Falloff – Internally we use “falloff min” and “falloff max” to mean start and end, but moving forward we’ll use these externally, using damage as an example (but the same logic applies to aim assist and whatnot):
  • Damage falloff start: The distance at which damage falloff begins, or stops doing maximum damage.
  • Damage falloff end: The distance at which damage falloff ends, or hits the damage floor.
Projectiles – We’ve used various terms to describe these types externally, including borrowing terms from other genres (oops), but have settled on these:
  • Hitscan: A projectile that instantly hits – this applies to most weapons in the game; for example Auto Rifles, Hand Cannons, Fusion Rifles, fully drawn Bows (at most distances).
  • Non-hitscan: A projectile with travel time, sometimes having physics bounces, and often having explosive damage and/or homing; for example Rocket Launchers, Grenade Launchers, partially drawn Bows, Jötunn.
Shotguns 
  • Spread angle: The cone that pellets come out in – not to be confused with one of the other types of cones – this determines the size of the outer ring below.
  • Destiny 2 Shotguns don’t have pure RNG for pellet distribution (though yes, it sure feels like it sometimes), which seems worth diving into…
  • A Shotgun shot contains 12 pellets, spread out across three rings as follows:
      • Center: One pellet right in the middle
      • Inner ring: Four wedges with one pellet each
      • Outer ring: Seven wedges with one pellet each
      • So, aside from the center, which is in a fixed location, each pellet is only randomized inside a defined wedge angle and inner/outer radius.

GLOBAL

Season 15 introduces Legendary Stasis weapons, and we’ve seen some concern about how these are intended to work, particularly in PvP, so here are some details:
  • Stasis Power weapons are in the Power slot, but all other Stasis weapons are in the Kinetic slot. This is to avoid overcrowding the Energy slot, and so that it’s reasonable to use one in match game content. The Kinetic slot won’t be renamed at this time.
  • Stasis weapons don’t intrinsically do anything differently from weapons of other damage types, but they are the only weapons that can roll with Stasis perks.
  • We generally intend Stasis perks with slowing or freezing effects to have a kill trigger, this being easy enough to trigger in PvE and fun to use but not obnoxious to play against in PvP.
Now that we’ve addressed Quickdraw’s permanent +100 handling buff we see more people using the quickswap glitch. The glitch uses combinations of inputs to animation cancel, allowing near-instant weapon swaps. We want the Handling stat to continue to have value on weapons, and don’t want – for example – Aggressive Shotguns to lose their key downside (slow swaps) due to an unintentional side effect of the animation system
  • Fixed the quickswap glitch.
Running out of Primary ammo has never been tactically interesting. Running out in hard PvE content or because you were on a tear in PvP was a weird and sometimes frustrating experience that we would like to not subject anyone to in the future.
  • All Primary ammo weapons now have infinite ammo.
  • Inertia Override has been adjusted to account for there being no Primary bricks.
  • Drop Mag’s downside of reducing reserve ammo is now almost meaningless.
      • Reworked to be +reload speed, -magazine size.
  • Compact Arrow Shaft’s upside of increasing reserve ammo likewise.
      • Reworked to be +reload, +handling.
  • Updated some other perks that refer to reserves in a way that’s no longer accurate.
  • See notes on Fighting Lion and Sweet Business in the Exotics section below.
Target farming Trials weapons is much more efficient in Season 15, and we have some cool new perks for players to play with that we wanted to put on Trials weapons.
  • All Trials weapons available in Season 15 now have seven perks in each column (was 5).
When max Power levels on weapons launched, and we reissued several weapons, we saw how frustrated players were at having to regrind their favorite rolls, since the perks pools hadn’t changed. Based on that, our reissue guidelines from Season 13 onwards were to replace most of the perks. Turns out that that was an overcorrection, and that certain perks in the original pools had become part of the identity of a weapon.
Moving forward, the guidelines for reissues will be to remove the least useful 2-3 perks and add 2-3 newer perks that give the weapon some new options and may result in an entirely new top tier rolls without removing the old one.
We’ve made some small adjustments to the weapons reissued in the 3.2.1 update to move these in the direction of the new reissue guidelines (and if you were wondering why our Community Managers were asking for everyone’s favorite rolls, now you know).
  • Added one or two of the original perks to each column for the Luna weapons reissued in 3.2.1 (i.e. the Lectern weapons only).
      • Since these can be target farmed, we’re ok with increasing the size of the perk pools in this case.
  • Added one of the original perks to one or both columns for the Dreaming City weapons reissued in 3.2.1 (Tigerspite, Twilight Oath, Abide the Return).
      • Since these can’t be target farmed (yet), we didn’t want to increase the size of the pools by more than one.

ARCHETYPES

Note: Exotics receive these changes as written unless otherwise mentioned in the Exotics section below 
Breech Grenade Launchers are increasing as a pain point in PvP, and with the Shotgun nerf we’re seeing a small increase in usage. This change aims to reduce the ease of getting big splash damage for priming or cleaning up targets; we’ll watch how things change and make further adjustments in a future update if needed. Note that we’re fine with how they perform in PvE so have compensated there.
  • Reduced blast radius by 0.4m, e.g. max blast radius decreased from 4.55m to 4.15m, min blast radius decreased from 3.80m to 3.40m.
  • Reduced splash damage by 20, which reduces total damage for a direct hit from 220 to 200 (before taking spike or proximity grenades into account).
  • Increased damage in PvE by 12% (because of the above splash damage change this results in a small overall buff to combined damage).
  • Witherhoard is unaffected.
While Machine Gun usage is surprisingly high, we felt that they weren’t fulfilling their intended role in high difficulty content (ammo efficient add clear and secondary single target sustained damage).
  • Increased damage in PvE by 20%.
Scout Rifles and Hand Cannons have felt weaker than we’d like in hard PvE content for quite a while.
  • Increased damage vs. minors by 15%.
Fusion Rifles have benefited indirectly from the mid-Season 14 Shotgun nerf, but Fusion Rifle subfamilies weren’t as different from each other as we wanted, and weren’t all useful in a variety of content. So we looked at all of the options we had for diversifying them and ended up with some substantial changes. This isn’t intended to be a global buff to Fusion Rifles, but we expect some of these to be better counters to other weapons than they were previously
  • Note that we also evaluated some other options, which are worth a bit of discussion:
      • Giving the projectiles travel time: We did like the idea of this behavior in Destiny 1, but on investigation found that there are networking issues with firing rapid bursts of non-hitscan projectiles, and they didn’t play as well as we wanted them to. We may look at this option again in the future.
      • Burst rate of fire: This would have meant touching design data and audio for every Fusion Rifle we’ve ever shipped; well beyond the scope we wanted for this change and also not that interesting a change.
  • Increased PvE damage bonus such that all subfamilies have a 15% PvE bonus (previously high impact was 0%, precision and adaptive were 10% and rapid-fire was 12.5%).
  • Pushed subfamilies further apart, adjusting charge time, shots fired per burst (was seven for all subfamilies) and damage (note that the “base” below means without battery perks, a charge time masterwork or the Adept Charge Time mod):
      • High Impacts charge slower, and while still strong require more planning to use effectively.
          • Base charge time increased from 0.86s to 1.0s.
          • Shots per burst reduced from seven to five.
          • Reduced total damage per burst.
          • In playtesting, we’ve found that charging these in the open is super risky, but pre-charging around corners or otherwise in safety is very effective.
          • With the reduced shots per burst, these are now less reliant on stability, so can stack a bit more range.
      • Precisions and Adaptives are close to unchanged.
          • Base charge time is unchanged.
          • Shots per burst is unchanged at seven.
          • Very slightly increased total damage per burst.
          • In playtesting, we feel that these are very effective all-around, without stepping on the niches of High Impacts and Rapid Fires. (I’ll be keeping a good PLUG ONE.1 for PvP).
      • Rapid Fires charge faster, allowing them to be used reactively against charging enemies, or aggressively when pushing forward.
          • Base charge time decreased from 0.54s to 0.46s.
          • Shots per burst increased from seven to nine.
          • Increased total damage per burst.
          • In playtesting, we’ve found that these are very effective against Shotgun-rushers. The combination of them needing to be closer, and you having a shorter charge time work well together, and if you have good enough timing, you can fire two bursts with a rapid fire before a high impact user finishes charging their first.
          • With the increased shots per burst, these are now more reliant on stability, but with the increased damage they’re less reliant on range.
  • Parts of this work required adjusting several Fusion Rifle perks, and one mod:
      • Backup Plan’s implementation was incompatible with the Fusion Rifle changes, and we felt like the perk could use a rework anyway.
          • Removed +100 to charge time stat, adjusted charge time multiplier from 0.85 to 0.7, now scales damage by 0.8.
      • Liquid Coils and Accelerated Coils needed a rework for similar reasons.
          • Both converted to scale charge time and damage instead of modifying the charge time stat.
          • The final effect is much the same as before, but these are now more robust, however they won’t visibly change the charge time stat in the inspection screen.
      • The Adept Charge Time mod felt pointless, and we felt like it would still be balanced against other mods if it didn’t reduce damage.
          • Changed functionality to scale charge time directly instead of changing the charge time stat, without adjusting the damage.
      • A note on the Charge Time Masterwork:
          • A Fusion Rifle’s damage is determined by its charge time stat, similar to how most others weapons’ damage is determined by their rate of fire stat. Masterworks can only increase weapon stats for performance reasons, so it’s not possible to change how charge time maps onto damage without big changes to how the charge time stat works.
          • We investigated doing this by making the Masterwork a perk, but this would cause Fusion Rifles to exceed the perk budget, resulting in Bad Things Happening (as mentioned in a prior TWAB).
          • With the Fusion Rifle rework, we feel that this Masterwork is more viable; it now rarely reduces bolts to kill, so may feel not feel like a downgrade in the same way as before.
          • We’ll be watching to see how this plays out and have some options to address the issue if that’s still needed.
  • Adjusted the Fusion Rifle stat order so it matches other weapons (stability and handling were out of order).
  • This is a big change to Fusion Rifles, including all Exotic Fusions, so we’ll be watching for any major issues and will make tweaks as needed.

EXOTICS

The Anarchy Exotic Grenade Launcher has been dominant for years now (we’re ignoring the Season with sweet Grenade Launcher artifact mods of course), being near-mandatory for certain raid bosses (combined with e.g. double slug Shotguns), as well as excelling as a solo weapon and for add clears in some encounters. We like that it’s a great choice for hard solo content, and trapping enemy spawns/chokepoints, but don’t want it to remain part of a dominant tactic for boss damage, and particularly don’t want it to be great for boss damage AND add clears in a single encounter. With this change we expect it to remain strong, without being borderline usable as a Primary weapon.
  • Reduced total reserve+magazine ammunition from 26 to 16.
  • Reduced damage by 30% vs bosses (Champions are not bosses).
Xenophage was already top notch, so didn’t need to benefit from the global Machine Gun buff. It does benefit from the damage-per-bullet buff to Machine Guns, but now has slower rate of fire to compensate, resulting in slightly lower damage per second, but higher burst damage and sustained damage (since it’s now more ammo efficient).
  • Reduced rate of fire from 120 to 90 RPM.
  • Receives less of the Machine Gun PvE damage buff.
Fighting Lion has always been fun but not dominant in PvE, so we weren’t worried about the impact infinite ammo would have there. However enabling fast, unlimited grenade spamming was too much in PvP based on internal playtests, so we’ve addressed that specific case without significantly impacting its feel in PvE.
  • Fighting Lion reserve ammo increased from “a lot” to “infinite.”
  • Receives the same changes as other breech Grenade Launchers.
  • Reduced base reload stat to 0 (breech Grenade Launchers with 0 reload stat reload very, very slowly).
  • Now increases reload speed to its previous level on damaging multiple enemies with one grenade.
  • We’ll be keeping an eye on this, but believe it’s in a good place with this change (and note that we’re not going to over-nerf an Exotic with its own subreddit).
  • You shouldn’t be manually reloading Fighting Lion anyway.
Vex Mythoclast – We were cautious with tuning this one at launch, knowing that shipping a dominant weapon that has incredibly low ownership would break PvP, and aimed for “balanced, but erring on the side of not letting it ship too strong.” However, it fell short of balanced, ownership is much higher now, and we want it to be strong enough to be a desirable reward from Vault of Glass:
  • PVE damage bonus increased by ~40%.
  • Range stat increased to be near-best in class for high impact Auto Rifles.
  • Increased stability stat.
  • Reworked catalyst to grant stability and damage after a kill.
  • Increased rate of fire from 360 to 390.
  • Reduced Linear Fusion Rifle mode charge time from 820 to 533 (same as standard Linear Fusion Rifles).
  • No longer loses overcharge stacks on stow except when in Linear Fusion Rifle mode.
Merciless – We had to touch this anyway because of the Fusion Rifle changes, and figured if we’re in there we might as well make a buff we’d been thinking about.
  • Updated perk to account for fewer shots per burst (should build up charge rate at the same amount per burst as before).
  • Reduced the damage penalty for increasing charge rate by 40%.
Jötunn – because of how the charge time stat works with the Fusion Rifle changes, we made a small change to avoid breaking this weapon – in playtesting it makes almost no difference, but if I didn’t mention it someone would notice.
  • Reduced charge time from 0.82s to 0.78s (i.e. charges 0.04s faster).
  • Slightly reduced damage per shot.
Bastion feels very strong with Shotguns being less dominant, so we’re preemptively adjusting it in PvP. It’s also super low usage in PvE, so we’re buffing it there too.
  • Reduced damage by 15% (can now not quite kill a Guardian with one shot in the three-shot burst it fires).
  • Increased spread angle by 10%.
  • Increased PvE damage by 25% (so overall around a 10% increase in PvE).
Sweet Business’s perk refilling the magazine when picking up Primary no longer works in a world without Primary ammo, so it’s been adjusted.
  • Now refills magazine on picking up Special/Heavy ammo instead of Primary.
Perks 
Firing Line – We like the idea of the perk; it was just giving away a bit too much damage for almost-free.
  • Reduced damage bonus to +20% precision damage for all supported weapon archetypes (was highly variable depending on weapon type).
  • Will roll on some Sniper Rifles, Linear Fusion Rifles and Machine Guns, and maybe some other stuff in the future.
Certain damage perks only affected impact damage on explosive weapons, we’ve updated these specific perks to also increase detonation damage.
  • Kill Clip
  • Rampage
  • Adrenaline Junkie
We also fixed incorrect rarity on some recently shipped weapon perks.

VFX

Weapon VFX were all custom and some didn’t meet our desired cool factor, so we’ve rebuilt these to speed up the process of adding new weapons or updating old ones, while updating the visuals at the same time.
  • Updated all Grenade Launcher and Rocket Launcher VFX.
  • Legendary Fusion and Linear Fusion Rifles now have distinct damage type charge VFX.

THE NEAR FUTURE

We’re devoting a lot of energy to The Witch Queen expansion, and there are a ton of things changing in a few weeks, so we want to see how things shake out before deciding on further tuning. We’ll be watching Season 15 launch closely and are ready to make some small adjustments as needed in the first half of the Season.

THE MORE DISTANT FUTURE (BUT STILL BEFORE THE WITCH QUEEN)

Linear Fusion Rifles and Caster Frame Swords are still not where we want them to be, so expect some tweaks.
We’re also looking at underused or underpowered Exotics, and will be taking a pass at some of them including Arbalest, Suros Regime, Cryosthesia 77K, Malfeasance, and more.
If you have issues with spamming high rate-of-fire semi-automatic weapons as fast as possible, we’ve got something in the works for you.
Priming a target and quickly swapping for a cleanup is easier than we’d like, and we’re looking at options for building towards faster swap speeds. We’ve got a step at hitting both of these points coming.

Armor Mods and Exotics

FINE TUNING

Each Season gives exciting opportunity for pieces of the sandbox to move up or down. Activities and encounters are one piece of the puzzle, providing fresh challenges for Guardians to take on with the plethora of tools in their toolbox. This week, the Armor and Expressions Team has some notes on how a few of your tools are changing. Some will be slightly more limited in dominating your enemies, but still perfectly viable options to take into battle. Some will get a bit hotter…
Team: Hello from your loyal blacksmiths working at our digital forge. Over the next few Seasons, we’re aiming to bring some Exotic armor outliers back into line. Though this does mean that some overperforming favorites are going to get a little off the top, it also means that we get to inject some excitement into some less popular choices. First, we’ll start with something that’s been top of mind for many controller players since Destiny 2 was released, followed by details on our upcoming balance pass.
Controller Sensitivity and Traction 
The Traction mod felt mandatory for PvP on controller and unnecessary on mouse and keyboard. This felt to be more appropriate as an accessibility option rather than a balance choice. Players (including us) have also long felt that maximum 10 sensitivity wasn’t enough on controller, so we’re making some changes to bring controller input closer to parity with keyboard and mouse.
  • Added a sprint turn speed scalar option (allowed values 0.3 to 0.8).
      • Removed the Traction mod.
  • Added additional controller sensitivity options (1-10 sensitivity is the same as before, 11-20 increases over that).
  • Added an ADS sensitivity modifier (allowed values 0.5 to 1.5).
Super Regenerating Exotics 
 

The first set of changes, coming in Season 15, have to do with Exotics that refund Super energy. As a group, these Exotics tend to outshine other Exotic choices, especially in high difficulty, endgame activities. In some cases, they can trivialize the content or make it feel like the only reasonable option to equip for your build. Most of our changes here aim to standardize how these Exotics work and to place a cap on how much Super uptime they can grant by themselves. To offset these changes, some of the perks were reworked to be more generous with their refund minimums. There’s also a new member of the family!
  • Shards of Galanor: Increased the amount of Super granted for hits, but total Super regain is now capped at 50%.
  • Ursa Furiosa: Capped the amount of Super energy you can regain once your Super ends at 50%.
  • Skull of Dire Ahamkara: Increased the amount of Super refunded per kill, but total Super gain is capped at 50%.
  • Phoenix Protocol: Capped the amount of Super energy you can regain once your Super ends at 50%.
  • Stormdancer’s Brace: Now also refunds up to 50% of your Super energy after your Super ends, based on the number of kills.
  • Geomag Stabilizers: Removed “sprint to top off your Super.”
      • This part of the perk led to a higher uptime in PvP than was healthy and gave Attunement of Control Warlocks an immediately renewable supply of Super energy for paying for mod costs like Special Finisher in PvE.
Retunes and Reworks 
The next batch of changes is focused on injecting some more power and excitement into some less popular choices. There are a few Exotics that missed the boat this time that need some extra special attention (like a certain pair of Hunter boots), and a lot more that could benefit from a nudge or two.
Hunter  
 

 
  • The Bombardiers
      • The bomb now has a secondary effect based on your subclass type:
          • Blind for Arc.
          • Burn for Solar.
          • Slow for Stasis.
          • Suppress for Void.
              • Note: The suppression will not affect a Guardian in Super.
  • Graviton Forfeit
      • Increased the bonus invisibility duration.
      • The melee regeneration speed now increases based on the number of enemies near you.
      • While you are invisible, your Recovery is greatly increased, and your weapons reload more quickly.
  • Lucky Pants
      • Added intrinsic Hand Cannon Holster mod, replaced previous functionality with the following:
      • “When you ready a fully-loaded Hand Cannon that deals Kinetic damage or damage matching your subclass energy type, for a short time each hit against a combatant from that Hand Cannon increases the damage of the next shot.”
          • Note: No, Hawkmoon won’t be able to one-shot a raid boss using these legs. Other Hand Cannons will get a fun edge in combat, though!
      • What is a Hand Cannon Holster mod? A new kind of mod that reloads stowed weapons. More on that below…
Titan 
 

 
  • Precious Scars
      • Will now also create a burst of healing and bonus Recovery around you whenever you kill an enemy with a weapon whose damage type matches your subclass type.
  • Icefall Mantle
      • Removed the slower class ability recharge scalar.
Warlock 
 

 
  • Verity’s Brow
      • Changed to trigger when you get a weapon kill that matches your subclass energy type.
      • Increased grenade damage bonus to 20% per stack (up from 10%).
  • The Stag
      • Grants damage reduction to allied Guardians standing in your Rifts.
          • 25% against combatants, 15% against players.
  • Promethium Spur
      • Has additional functionality:
      • While standing in a Rift, Solar weapon kills give you class ability energy.
      • When your class ability energy is full, Solar weapon kills consume that energy and spawn a combination healing/empowering Rift at the target’s location.
Keep your eyes open for other changes to come in the wake of these as well. Our goal for the next few Seasons, especially following the launch of The Witch Queen, is to increase the variety of fun and powerful choices available to players in PvE and PvP alike.
Finders, Scavengers, and Holsters – Oh My! 

We are also rolling out some changes to mods that affect the ammo economy. Running double ammo scavenger mods makes it too easy to have 100% uptime with special weapons in both PvP and PvE. In PvP specifically, we believe this is an important factor in how oppressive certain Special weapons feel. Reducing their effectiveness is a step towards addressing this – we’re prepared to revisit this depending on how it plays when it’s out in the wild. We’re also looking to improve Ammo Finder to make it a bit easier to earn Special and Heavy ammo in PvE, while introducing a new type of Leg armor mod that reloads stowed weapons.

  • Ammo Finder
      • Now have an increased chance to spawn ammo on kills with primary weapons, and a further increased chance with Exotic Primaries.
  • Scavenger
      • Multiple copies of Scavenger mods of the same type no longer stack.
  • Holster
      • This is a new type of leg armor mod that will gradually reload stowed weapons of the matching type over time.
          • Multiple copies of Holster mods of the same type will increase the rate ammo is reloaded.
      • The following weapon types will have Holster mods: Auto Rifle, Fusion Rifle, Grenade Launcher (Power), Hand Cannon, Linear Fusion Rifle, Machine Gun, Pulse Rifle, Scout Rifle, Shotgun, Sidearm, Submachine Gun, Sniper Rifle, and Trace Rifle.
          • Hand Cannon excludes Eriana’s Vow.
          • Rocket Launchers, Breech-loaded Grenade Launchers, and Bows will not have Holster mods, as we didn’t want to affect any weapon that has a magazine size of 1.
Warmind Cells. Interlinked.  

To be blunt: these are currently too powerful.

This isn’t a surprise. Even at their introduction, we knew they were very strong. That was the point! At the time these were created, they were only expected to last for about a year, so we could push the envelope on something cool and flavorful knowing that they wouldn’t be around breaking things forever with the force of Rasputin’s explosive wrath. They would have a time to shine, but eventually leave and make room for the next exciting thing. Now that they are able to remain viable in endgame content indefinitely, we feel it’s necessary to bring them down to be more in line with what the rest of the sandbox is capable of. If we didn’t, it would cause ongoing problems for activity design and weapon rewards.

  • Base Warmind Cells
      • Reduced radius of the explosion/effect range of Warmind Cells (10 → 6 meters).
      • Reduced damage of the explosion of Warmind Cells (previously 200-400 → now 50-250).
  • Global Reach
      • Increase the mod cost of Global Reach to 3.
      • Reduce the amount of radius increase (20 → 10 meters).
  • Cellular Suppression
      • Reduce the duration of the suppressing effect when using Cellular Suppression (3 seconds → 2 seconds).
  • Wrath of Rasputin
      • Reduce bonus Solar damage (previously 100-200 → now 25-100).
Elemental Wells 
Two Elemental Well mods are getting improvements in order to make them a more competitive choice when compared to other Combat Style mods.
  • Elemental Armaments now has an increased chance to spawn an elemental well based on the tier of the enemy defeated.
  • Font of Might’s base duration has been increased to 10 seconds and increased the damage bonus provided from 10% to 25%.

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