This Week at Bungie
This week at Bungie, there’s a lot going on.
We’re already into week three of Season of the Undying. The Iron Banner is up and running and we have some new things lined up for next week. Master Nightmare hunts begin next week. These will be the most difficult Nightmare hunts to date, so equip your best weapons and gear.
That’s not all. The Exotic Quest for Leviathan’s Breath will also go live for all season pass owners. Rumor has it that Banshee knows something about where to start.
THE SHOW MUST GO ON
The infamous Hunter known as Paul “The Big Show” Wight is stopping by our studio this weekend. He’s going to join us on stream to play some Destiny. That means that some of you will have a chance to win an Emblem. This will be a Bungie Bounty, but we are going to mix up the activities. We’ll play a few Strikes, some Vex Offensive, and then finish up with some Crucible so Big Show can pound some Warlocks into dust.
The usual rules for a Bungie Bounty apply: For Crucible, you will need to match into our game and be on the winning team. For everything PVE, you only need to match with us fight the good fight to earn the new Bungie Bounty emblem.
The last time we did a Bungie Bounty we played on Xbox. This time we will be playing on PS4.
Platform - PS4
October 19 2PM – 4PM Pacific
PC, you are on deck. More on that later…
We have a few tweaks coming to the combat sandbox in update 2.6.1, which is currently being targeted to deploy on October 29. Here is the Destiny Dev Team to give you the details.
SUPER ENERGY REFUNDING KILLS
For a while now, Trample and Everlasting Flames have been an outlier, especially in PvP. We’ve previously done a pass to add diminishing returns to this but it’s proven to not be enough. In this update, we’ve tightened the curve a bit and split it out over PvE and PvP. This should allow Guardians to keep dunking on combatants for longer while being less oppressive against one another.
Additionally, for Striker, we’ve increased the cost of the light attack to make dashing across the map a little less forgiving. We still want this to be used as a way to run people down or dodge and be shifty, but this change should make it costly enough as to be prohibitive as a form of long distance travel. Finally, regeneration will no longer proc on melee kills while in super. The combination was just too strong and overly forgiving of strategic or positional mistakes.
Striker - Code of the Juggernaut (Bottom Path)
Tuned the amount of Super energy returned per kill
Reduced amount returned possible per kill from 15% to 13% (before diminishing returns)
Reduced the low end of the diminishing returns from 5% to 3.25%
Changed the kills for the diminishing returns by splitting them out between players and combatants
Previously it was 15 kills. Now it is 14 combatant kills or 7 player kills (players count for 2X towards diminishing returns)
Cost of light attack in super increased by 50% from 2% to 3%
Regeneration on kill no longer procs on super kills
Dawnblade - Attunement of Flame (Bottom Path)
Tuned the amount of Super energy returned per kill (handled differently than Striker as this attack in an AoE)
Increased the low end of the diminishing returns from 0.75% to 0.95%
Changed the kills for the diminishing returns by splitting them out between players and combatants
Previously it was 30 kills. Now it is 21 combatant kills or 7 player kills (players count for 3X towards diminishing returns)
QUALITY OF LIFE AND BUG FIXES:
Sentinel - Code of the Protector (Top Path)
Ward of Dawn:
Armor of Light timer now correlates with the life of the Ward of Dawn
Particle FX move more rapidly towards the end of the Ward of Dawn's life
Nightstalker - Way of the Wraith (Middle Path)
Fixed a bug in which Shattering Strike activation window was reduced to 3 seconds along with Truesight
Shattering strike last the proper 9 seconds once again
We’ve removed a bug that allowed players to shoot immediately before activating shoulder charge, which allowed players to apply the 1-2 Punch damage buff to shoulder charge. This bug was caused by a quality of life change made for Tempest Strike. Before Shadowkeep, if player's had the sprint button configured as "hold to sprint", then they would need to be holding the sprint button while sliding in order to activate Tempest Strike. With the release of Shadowkeep, we added a small window of time where players could activate Tempest Strike after letting go of the sprint button. This change had unexpected effects on other melee abilities, so we have reverted this change until we can find a better fix for Tempest Strike.
We’re also aware of feedback about other abilities and gear not mentioned above. We have our eye on One Eyed Mask – expect a change in a future update.
PATCH NOTE PREVIEW
Along with the sandbox changes we already mentioned, we have a preview of some of the other patch notes coming up in update 2.6.1:
Forsaken subclasses will display the correct super icon in the PvP HUD for the following Subclasses:
Well of Radiance
Fixed a bug where Warlocks who wagered Weak Motes in Reckoning were incorrectly being rewarded Titan gear
Fixed a bug that increased loading times for gear preview while in space flight.
Players should notice their character models update more quickly while changing gear, previewing ornaments, or previewing shaders during space flight
Phantasmal Core stack cap raised from 3 to 999
Blocking Communication with Players in Steam will now block/mute Players in Destiny 2
Added Functionality for /addfriend and /removefriend commands
/addfriend [ PlayerName ]
/removefriend [ PlayerName ]
Note - Players must be in one of your Rosters (Fireteam, Friends, or Clan) in order to Add/Remove them as a Friend
Added Functionality for /invite command
/invite [ PlayerName ]
Note - Players must be in one of your Rosters (Fireteam, Friends, or Clan) in order to Invite them by PlayerName
/invite [ SteamID ]
Note - You can Invite Players by SteamID, regardless of if they're in your Roster or not
Players can now /invite and /join another Player regardless of their Steam Online Status ('Online', 'Invisible' or 'Offline')
/help description updated to reflect new changes to commands
FULLY OPERATIONAL ART STATION
As you immerse yourself in the world of Destiny, there is a lot of beauty to take in. The environments, the characters, the weapons, every little detail is lovingly crafted by talented artists who help bring this game to life. We wanted to showcase some items they have helped work on and give you some links to see more of their work below.
ARMOR TWO POINT ZERO
One of the new systems rolled out along with Shadowkeep is the new Armor 2.0 system. We have been monitoring the feedback around the system. Today, the Destiny Dev Team has some goals for Armor 2.0 and some upcoming changes that are coming.
Hi everyone! We wanted to check in and talk a little about Armor 2.0, its goals, your reactions, and upcoming additions and tweaks to the system.
The most frequent questions and feedback come from the energy affinity system, which determines which mods can be socketed into which armor pieces. We wanted to kick this discussion off with a little bit more information on the reasons why the energy system came about, and what it’s intended to accomplish. The armor energy system has the three following primary goals:
1. Give players the freedom to experiment with builds, while also requiring players to make creative choices when putting together those builds. The biggest reason why mods became unlocks instead of consumables is to encourage players to experiment with perk combinations. The energy type and cost of a mod asks players to consider which mods they value most for a particular build, sometimes requiring them to make choices or come up with creative combinations of armor energies across all five equipped armor pieces.
2. Give players the ability to balance mods above and beyond pure effectiveness. When mods have no restrictions on their use (as was the case prior to Armor 2.0), each mod is only evaluated on its strength and usefulness (or access, in the case of consumables). Giving mods an energy cost gives us a knob to turn that gives weaker mods value and stronger mods a drawback. Giving mods an energy type allows us to limit the scope of combinations within a single armor piece (making their use cases easier to predict and balance for), and also gives us room for other perks and mods (for example, artifact mods) that break these restrictions. This means the perks and mods that break the rules can be compelling choices, without them having to also be significantly stronger to be appealing.
3. Relieve information overload pressure on the mod UI. Early playtests, which did not have the energy system, had all mods for a particular slot visible each time you moved your cursor over them. This resulted in a huge amount of information overload, and also made it hard to quickly find, and change out, mods that you were seeking. Cutting down on the number of mods visible for a particular armor piece makes it easier to process this information.
There’s a lot more to it than that, but those are the most notable points.
When it comes to deciding which weapons were associated with which affinity, there were three main criteria used to choose where to put them:
1. Ammo Type: Each energy type needed to have a good mix of primary, special, and power ammo weapons.
2. Range: Each energy type needed to have a good mix of short, middle, and long-range weapons.
3. Thematics: Each energy type should have weapons that are similar thematically, when possible, and feel like the kinds of weapons that match other mechanics associated with that energy type.
We have seen feedback suggesting that, instead of locking mods into an energy type, the affinity should simply be a discount on the energy cost of the mod. That’s actually what the broad-category mods (such as Rifle Loader, Precision Weapon Targeting, etc.) are meant to represent: a higher cost for gaining the benefit with a weapon not normally associated with that energy type. So, instead of having to display every mod for that slot when you move your cursor over the socket, you see only the two to three broad-category mods in that socket, plus the ones with energy types associated with it.
Of course, not every mod type got a broad-category version, notably the mod types that affect the ammo economy. That’s because any mods that tinker with the ammo economy have a lot of caveats and exceptions, mostly due to weapons that use ammo types not normally associated with that weapon archetype, such as Eriana’s Vow, the Mountaintop, Whisper of the Worm, and so forth.
We needed a bit more time to build the broad category versions of these mods and test them thoroughly, but at the start of next season there will be broad-category mods for both the ammo finder and ammo scavenger categories, and they will be automatically unlocked for all players (no need to hunt them down!). This should help round out your builds more easily, and give you more options for tinkering with your ammo no matter what armor energy type you use. We’re also working on some broad category ammo capacity mods, but those need some more work before they’re ready for primetime.
Another big change coming up is the loosening of stacking restrictions on Armor 2.0 mods. Starting next season, the restrictions on having multiple mods of the same type in a single piece of armor will be removed (with a few exceptions). So, you’ll be able to run two Hand Cannon Loader mods, or two Shotgun Ammo Finder mods, and so forth. The only exceptions to this stacking come from mods that provide no benefit when sta