• 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