• Finisher System added. Press the finisher button to finish critically wounded combatants.

PvE Damage Numbers Display

Goal: To provide players with useful and legible feedback for damage dealt to enemy combatants across many years of Power progression.

  • Displayed damage numbers for damage dealt to non-Guardian enemy combatants are crunched

  • Damage dealt is displayed using fewer digits to enhance readability of damage output

  • Occurrences of displayed damage getting capped at 999,999 should be significantly reduced or eliminated

  • The exponential curve used to calculate damage numbers for display is replaced with a new linear curve that is built to last for many years

  • As players grow in Power, displayed damage numbers increase at a much more measured pace than previously

  • This is a UI update only; player damage output, whether measured as hits to kill, time to kill, or DPS, remains unchanged by this update

PvE Difficulty Tuning

Goals: Widen the sweet spot where fighting higher-level combatants provides a fun, challenging, and rewarding combat experience for a more enjoyable Power climb. Also, allow players looking for even greater challenges to confront much higher-level enemies.

  • Combatants that are 10–40 levels higher take less time to kill and deal less damage

  • Higher-level combatants continue to increase in difficulty up to 100 Power levels above the player

  • When enemies are 100 Power levels or higher above the player, they are immune to damage

  • Nameplate icons on higher-level combatants have been updated to reflect these changes

  • These changes affect only higher-level combatants; the at-level or over-level experience remains unchanged




Nightstalker Way of the Pathfinder (Bottom)

Goal: We want to lean into the fantasy of a speedy disruptor. Pathfinders need more tools to scout the battlefield and a skill based way to engage with that gameplay more often. We should reward this scouting and battlefield control gameplay, executed well, with more opportunities to do the same. At the same time shadow shot needed some quality of life improvements for long standing frustrations.

Vanish: Smoke bomb grants invisibility to allies

  • Gives 1 stack of Heart of the Pack (newly revamped) to all allies hit

  • Grants +34 to armor, recovery, and agility

  • Gives weapon reload speed and handling

  • Max 3 stacks

  • Increased invisibility duration from 7 > 8 seconds

Provision: Killing tethered enemies creates super orbs and increases agility, armor, and recovery for allies

  • New Perk (old perk benefits moved to be part of Mobius Quiver)

  • Damaging enemies with your grenades reduces the cooldown of your smoke bomb (6% per damage tick)

  • Making allies invis gives you grenade energy (17.5% per ally)

Moebius Quiver: Fire super multiple times and deals massive damage to tethered targets

  • Added the old Provision perk to naturally be part of Mobius Quiver

  • Killing tethered enemies creates super orbs and grants stacks of Heart of the Pack for allies

  • Expanded the range of Heart of the Pack from 20 > 30 meters.

Shadowshot Super (Top and Bottom path)

  • Damage increased from 150 > 250

  • One shot kill in PvP

  • Improved tether accuracy near obstacles

  • Suppress on hit is more consistent

Sentinel Code of the Protector (Top)

Goal: This path is the main support role for Titans and focuses heavily on melee kills while staying near allies. We want to focus more heavily on buffing allies so that players care about the timing of their buff usage. With a loop which allows players to get their melee energy back more quickly this will be a more engaging path to play. Additionally, Ward of Dawn is currently not up to snuff, and needs a buff that ties in to the fantasy of buffing allies.

Defensive Strike: Melee ability that creates an overshield for nearby allies

  • All kills while the overshield is active grant melee energy for the player with the shield (works for all allies you grant a shield to)

  • This is based upon enemy threat level from 5% (minors) to 25% (players and bosses)

Rallying Force: Melee kills heal nearby allies

  • Heal buffed from 10 health and 10 shields to 10 health and 20 shields (50% increase)

Ward of Dawn: Alternate super that creates a shield bubble

  • Increase ward health versus supers

  • Most supers will require the whole thing to be dumped on the ward to destroy it but will (usually) not kill the players inside

  • Ward grants weapons of light buff when passing through it (35% weapon damage for 15 seconds)

  • Grants an additional super orb (3)

  • Auto-generated orbs now grant the same amount of super energy as regular super orbs (previously the orbs gave less super energy on par with masterwork orbs)

Sentinel Code of the Aggressor (Bottom)

Shield Bash: Shoulder charge that disorients nearby enemies

  • Now suppresses the target hit and any enemy within 2 meters (have to be basically right next to them)

Voidwalker Attunement of Hunger (Bottom)

Vortex: Nova Bomb leaves behind a damaging AoE pool

  • Initial explosion damage increased 15%

  • Lingering damage increased 15%

Dawnblade Attunement of Grace

Well of Radiance: Alternate super that creates a healing/buffing field for allies

  • Grants an additional super orb (3)

  • Auto-generated orbs now grant the same amount of super energy as regular super orbs (previously the orbs gave less super energy on par with masterwork orbs)


Nightstalker Way of the Trapper (Top)

Shadowshot: Fires an arrow that damages enemies and debuffs enemies nearby

  • Damage sharing for the Nightstalker player specifically reduced from 100% to 50%

  • Now all allied players have 50% damage sharing on tether

Nightstalker Way of the Wraith (Middle)

Flawless Execution: Headshot kills while crouched grant invisibility and truesight

  • Truesight now lasts 3 seconds (down from 9)

Shattering Strike: After performing a Flawless Execution, your melee attacks have a longer lunge range and weaken enemies

  • Advanced warning: When we made the change to Flawless Execution this also unintentionally nerfed this ability to only last 3 seconds (it was directly tied to the truesight). We have prepared a fix for the 4.6.1 patch to restore the weaken and lunge range increase to last the entire 9 seconds regardless of truesight and invisibility status.

Instant Reloading

Goal: In the beginning, Lunafactions and Rally Barricade did exist, but they were clunky to use. They still had dramatic impact on gameplay even in that state, but eventually we decided to make their effects easier to handle. The problems they introduced always existed in the game, but over time these have become magnified due to new abilities, perks, and weapons introduced into the Destiny 2 sandbox. The impact of something that takes all reloading out of the equation means that other perks or effects like the Hunter’s Marksman Dodge or the Sealed Ahamkara’s Grasps can simply fall to the wayside – Even swords take a hit in comparison, being one of the few weapons that naturally never needs to reload.

Reloading is one of those mechanics that are simple, but have wide ranging consequences. Because the effect on gameplay of removing reloading is inversely proportional to the size of your weapon’s magazine and how slow your general reload animations are, weapons like Rocket Launchers and Shotguns can benefit greatly compared to other weapons. This, alongside the increase in general access to damage bonus effects like Well of Radiance left us with the decision to remove this effect from these two sources, as they were causing things to quickly snowball out of control.

Titan Rally Barricade

  • This ability now provides a large increase to reload speed for the duration of the effect

  • This ability no longer automatically reloads your weapons from reserves

Warlock Rift/Well of Radiance

  • Lunafaction Boots now provides a large increase to reload speed for the duration of Well of Radiance

  • This exotic no longer automatically reloads your weapons from reserves

Super Energy Regeneration

Goal: These changes will reduce the speed with which players are able to earn their super which supports difficulty and reduces the current ability to trivialize certain content through excessively chaining supers. Systemically, we want to reduce base sources of supers on a large macro scale without diminishing the feeling that your actions are gaining you a worthwhile energy boost. By reducing the speed at which you gain super we can make mods and perks feel more worthwhile. We still want it to feel like you can make meaningful progress not only through normal play but by augmenting super energy through teamwork, class choices, gear, and skillful play.

New Energy Granted by Super Orbs:

  • Super Orb: 7.143% (50% reduction)

  • Masterwork Orb: 2.5% (50% reduction)

  • Kills: (25% reduction)

  • Minor: 0.6%

  • Elite: 0.96%

  • Mini-boss: 1.8%

  • Boss: 3%

  • Player: 3%

  • Assists: (25% reduction)

  • Minor: 0.3%

  • Elite: 0.48%

  • Mini-boss: 0.9%

  • Boss: 1.5%

  • Player: 1.5%

Damage Multipliers

Goal: At Destiny 2 launch, damage buffs were fairly sparse – There was Empowering Rift for a small increase, and you could combine it with a weakening effect such as Hammer Strike, but very little else. As time has gone on, we introduced Well of Radiance, Weapons of Light, Guiding Flame, Frontal Assault, etc, and combining these effects has resulted in player damage output far beyond what was previously available. Even with just a small amount of them, a player can go from 1x damage to 3x and beyond, causing there to be an extremely large gap between standard player output and theoretical output.

By preventing the larger effects from stacking, we are able to keep each of them around without having to do something in response like raise boss health to compensate for these tactics, as well as create more of them. As an example, Lumina would not have been created in world where the damage bonus effect of Noble Rounds stacked with other damage effects, and these changes are simply an extension along those same lines.

While the weakening effects never stacked, we also took a look at them and adjusted their values as many of our more powerful units would simply evaporate when touched by one of them, but we compensated for that in other ways, such as either extending the duration of the effect or in the case of Shadowshot, making it affect power weapons.

Player Damage Buffs

  • Player Bonuses

  • Bonus damage effects that apply to all of a player's weapons simultaneously no longer stack multiplicatively. The highest applicable bonus will be used instead

  • This does not affect single weapon buffs such as Rampage, Kill Clip, or exotic weapons that increase their own damage. These will still stack multiplicatively.

  • Buffs that provide bonus damage will still exist simultaneously on the player, so in the event that the one with the highest multiplier wears off the next highest will be used instead.

  • This change affects the following weapons/abilities (Empowering Rift, Frontal Assault, Guiding Flame, Sun Warrior, Inertia Override, Well of Radiance, Lumina/Noble Rounds, Weapons of Light)

  • Notable exceptions: Vengeance (One Eyed Mask)

  • Frontal Assault

  • Bonus damage is now +20% (Previously +25%)

  • Sun Warrior

  • Bonus damage is now +20% (Previously +25%)

  • Well of Radiance

  • Bonus damage is now +25% (Previously +35%)

  • Weapons of Light

  • Bonus damage is now +35% (Previously +25%)

Enemy Debuffs (Weakened)

  • Shadowshot

  • Incoming PvE damage is now +30% (Previously +35%)

  • Incoming PvP damage is now +50% (Previously +55%)

  • This effect no longer excludes power weapons

  • Tractor Cannon (Repulsor Force)

  • Incoming PvE damage is now +30% for all elements (Previously +33%/50% for Non-Void/Void damage respectively)

  • Incoming PvP damage is now +50% for all elements (Previously +33%/50% for Non-Void/Void damage respectively)

  • Hammer Strike

  • Incoming PvE damage is now +30% (Previously +50%)

  • Duration increased from 6 to 10 seconds in PvE

  • Shattering Strike

  • Incoming PvE damage is now +30% (Previously +50%)

  • Duration increased from 6 to 10 seconds in PvE

Reduced Super Damage Resistance

Goal: Since the launch of Destiny 2 we have slowly introduced buffs to supers, especially roaming supers. While we believe supers should be powerful they should not be mindless. We want supers to be more risky in both PvE and PvP. We want players to think about positioning and timing more. Not so long ago we experimented with Spectral Blades by lowering the damage resistance substantially. These changes were generally well received and improved the experience of the super for both the person running it and the person who was running from it. In PvE players shouldn’t feel like their super makes them invulnerable and casting one should call for situational strategic thinking. In PvP players need to feel like they can challenge a super and that with skillful play there’s a chance they can beat it.

  • Super Damage Resistance removed from masterwork armor

  • Inherent Super Damage Resistance lowered by category (see below)

Low- 54% → 49%

  • Nova Warp

  • Thunder Crash

  • Blade Barrage

  • Nova Bomb

  • Well of Radiance

Medium - 56% → 51%

  • Hammer of Sol

  • Daybreak

High - 60% → 53%

  • Fist of Havok

  • Burning Maul

  • Sentinel Shield

  • Arc Staff

  • Arc Lightning

  • Shadowshot

Other (unchanged)

  • Spectral Blades - 52% / 54.4%

  • Golden Gun - 0%

  • Chaos Reach - 40%

  • Fixed an issue where abilities that dealt lingering damage were dealing higher damage than intended at higher framerates

  • This includes abilities such as Nova Bomb, Vortex Grenades, Solar Grenades, Smoke Bombs, Fan of Knives, and Sun Spots

  • Fixed an issue where the Hunter's Tempest Strike melee ability couldn't be performed if the Sprint button/key was set to Hold

  • Fixed an issue where the increased sustain damage perk of the Stormtrance super would break if a player swapped their sub-class to Chaos Reach and then back to Stormtrance within an activity

  • Fixed an issue where the Liar's Handshake perk Cross Counter was intermittently failing to activate and trigger healing

  • Sealed Ahamkara Grasps perk Nightmare Fuel will now correctly reload weapons when used in tandem with Knife Trick and the Tractor Cannon

  • A Titan's Burning Maul line attack will no longer be blocked and detonate early if they have Telesto projectiles attached to them

  • Borealis and Hardlight now match the Prism modifier when changing elements on reload, rotating through Void > Arc > Solar

  • The Hunter's Combination Blow ability buff will now correctly be removed when switching sub-classes while the buff is active

  • The Phoenix Protocol Hearth perk will no longer award bonus super energy on kills and assists to Warlocks inside a Well of Radiance who do not also have the Well of Radiance (Attunement of Grace) sub-class equipped

  • The Enhanced Momentum Transfer perk now displays the correct icon

  • The Mad Warden will no longer get frozen in time when destroyed by a Hunter's Golden Gun

  • Fixed an issue where Warlocks couldn't perform their Well of Radiance super during the reload animation for breach loaded Grenade Launchers

  • If interrupted, the reload animation will complete after the super is cast

  • Fixed an issue where allied Golden Gun projectiles weren't going through Banner Shields

  • Fixed an issue where the Queen's Wrath perk for the exotic Wish-Ender bow wasn't correctly highlighting players if their shield was depleted

  • The Warlock's Arc subclass ability 'Pulsewave' buff will no longer clear the Quickdraw perk bonus granted from a weapon upon its expiration

  • The Warlock's 'Alchemical Etchings' perk buffs from Lunafaction Boots will now correctly be removed if/when their Well of Radiance is destroyed