THIS WEEK AT BUNGIE – 9/26/2019
This week at Bungie, we’re on final countdown for launch.
It’s been a long summer of reveals, travels, interviews, and updates. Now we find ourselves in that old familiar clearing at the end of the path. This is the final weekly update that we’ll have before we blast off on another adventure.
Our new launch trailer is making the rounds. Here it is if you haven’t had a chance to watch yet.
Today, you’ll find us ticking all the boxes on the pre-flight checklist. There are some final items we want to cover before you set out to investigate the mysteries of the Moon. Here’s what you’ll find during a lengthy final scroll:
- Combat Changes
- Progression and Economy Changes
- Patch Note Preview
- Ritual Weapons and Perk Changes
- Set It Straight
- Wear It With Pride
- Bungie Rewards
Let’s start the clock.
As discussed previously, damage numbers in Destiny 2 have been a bit out of control. We’re making some adjustments so the numbers shown are smaller and easier to comprehend without affecting the percentage of damage you’re dealing. We’re also adjusting how your Power works when you go up against enemies tougher than you. Here are some more details on what to expect.
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
PROGRESSION AND ECONOMY CHANGES
Every Season brings with it some tweaks to the Power climb. Shadowkeep is going to deliver significant changes to how you grow in strength. We also want to make you aware of changes to various currencies and the Eververse Trading Company before you set out to power up your gear.
REWARDS POWER AND PROGRESSION
All non-powerful rewards now drop 3 to 0 points below your highest equippable Power level, up from 15 to 20 below
Year 2 powerful reward sources have changed to Legendary rewards
- These sources no longer have a chance to drop a random Exotic instead of the Legendary gear
Bonus Exotics that drop from Nightfall: The Ordeal will drop at the character’s highest equippable Power level
Under- and over-leveling activities no longer adjust how much Power is received from the rewards
Experience no longer fuels a player’s character level, which has been changed to be level 50 for all characters
- Experience instead progresses the Season Pass, Seasonal Artifact mod, and Power progressions, as well as the unlocking of destinations for new characters
- Experience rewards have been rebalanced with the introduction of the Season Pass and Seasonal Artifact progressions
The Power granted from the Seasonal Artifact is additive with the Power of the player’s equippable gear, but does not increase the Power of gear drops
All existing gear has had its Power increased to a minimum of 750; new characters will begin Destiny 2 at Power 750 as well
The Power bands for Season 8 are as follows
- Floor: 750
- Soft Cap: 900
- All drops up to this point will be upgrades to the most powerful item in your inventory or vault
- Beyond this point, only powerful and pinnacle rewards will increase a player’s Power
- Powerful Cap: 950
- All non-powerful/pinnacle rewards are capped at 950
- Pinnacle rewards are the only way to raise Power above this point
- Powerful rewards are equivalent to the character’s highest-equippable Power beyond this point
- Pinnacle Cap: 960
- This is the highest Power at which gear drops; also known as the “hard cap”
- The Seasonal Artifact bonus Power allows characters to attain values above this level
- Prime Engrams now gain charges more quickly, drop more frequently, and have a higher maximum charge cap (nine charges, up from six during Year 2)
- The Power gains have been rebalanced for the increased frequency, providing +3 Power, down from a range of +4 to +7
- Players who have completed the “Prime Example” quest prior to Shadowkeep’s release will earn charges, but those charges won’t drop until the character has reached 900 Power
- This will help players avoid spending charges early for gains that are most beneficial during the Soft Cap to Powerful Cap range
- Bright Dust is now earned by completing Crucible, Gambit, and Vanguard weekly and repeatable bounties
- We chose to grant all of Bright Dust from ritual weekly bounties rather than spreading it out across the weekly and daily bounties so players could more easily earn Bright Dust without having to make sure they complete every single daily
- Players will be able to do the repeatable bounties as many times as they like
- Any Crucible, Gambit, or Vanguard completed bounties need to be turned in before maintenance begins on 9/30 as these changes will reset them; other bounties—Gunsmith, clan, Eververse, etc.—can still be claimed after Oct 1
- Eververse items no longer dismantle into Bright Dust, and instead grant legendary shards and glimmer
- New Eververse items for Season of the Undying will become available for Bright Dust two weeks into the Season
- Eververse items no longer require Bright Dust to reacquire them(or re-roll perks) from Collections; instead, they cost the same materials that reward items of the same type/rarity use
- Fireteam Medallions have been removed from the store, deprecated into Fizzled Fireteam Medallions, and can now be dismantled into Bright Dust to recover their purchase price (50 Bright Dust)
- Gleaming Boon of the Vanguard price has been lowered to 150 Bright Dust
- Gleaming Boon of the Crucible price has been lowered to 500 Bright Dust
- The Season 7 Best of Year One Engram has been retired, and in its place, players can now obtain the new Season 8 Nostalgic Engram
- The Seasonal Milestone no longer grants a bounty; instead, it directly grants a Bright Engram
- The Season 8 Nostalgic Engram is no longer earned at level up
- Instead, the Bright Engram is now included in the free rewards of the Season Pass that are visible before level 100; it’s also awarded every 5 levels after level 100
- The Eververse storefront is now available via the Director
- Eververse bounties (standard and IGR versions) have been deprecated; any remaining bounty notes can be broken down into Bright Dust
- You can still complete and turn in any outstanding Eververse bounties until they expire
- Players can now store up to 250,000 Glimmer
- Glimmer rewards from the majority of sources in the game have been rebalanced
- Most open world sources (public events, Lost Sectors, chests) have been significantly increased
- Passive Glimmer gain on kill has been reduced
- In addition to directly awarding Glimmer on kill, combatants will sometimes drop additional Glimmer chunks
- Weekly bounties award a large amount of Glimmer in addition to their other rewards
- The Spider welcomes new opportunities with four arms open and now deals in materials from all planets
- However, the Spider has noted changes in market value, and has adjusted his exchange rates accordingly:
- Glimmer exchange now costs 10 Legendary Shards or 20 materials, and yields 10,000 Glimmer
- Tangled Shore daily bounties no longer award Glimmer, providing instead Etheric Spirals (in keeping with his competition)
- Weekly wanted bounties no longer award gear, but now provide between 3,000 and 15,000 Glimmer in addition to the Enhancement Cores currently offered
- Xûr’s inventory pool and Fated Engram now include world-drop Exotics from Year 2
PATCH NOTE PREVIEW
We’ll have a bunch of bullet points for you to peruse next week. Here’s something to tide you over until then.
Added rally banners to Leviathan, Eater of Worlds, and Spire of Stars
“The Shattered Throne” Dungeon is now available at all times instead of on a three-week cycle
- It can also be launched and reset from the Director
Black Armory forges are now accessible through a Director-launched playlist on EDZ
Weapon mods are now treated as reusable unlocks instead of consumables; any mods you have in your inventory will be converted to unlocks
- If the only copy of a mod you have is already in a gun, you will need to reacquire one to unlock it
Discarding an Enhancement Core no longer deletes the entire stack
Borealis and Hardlight now match the Prism modifier when changing elements on reload, rotating through Void, Arc, and Solar
Fixed an issue where the Hunter’s Tempest Strike melee ability couldn’t be performed if the sprint button/key was set to Hold
The Phoenix Protocol Hearth perk will no longer award bonus Super energy on kills and assists to Warlocks inside a Well of Radiance if they do not also have the Well of Radiance (Attunement of Grace) subclass equipped
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
Players who’ve obtained the Salute emote in the past can now correctly select it in their collection and assign it to their emote wheel
Multiplayer (buddy) emotes will now have a visible indication of where a player can stand to interact and initiate the emote
Failing the first encounter for any Black Armory forge will no longer award planetary destination materials. ಠ_ಠ
RITUAL WEAPONS AND PERK CHANGES
In Season of the Undying, pinnacle weapons will become ritual weapons. They will no longer have special perks and will instead be curated rolls. A previous article incorrectly showed two new pinnacle weapons. The good news is you will be getting three ritual weapons for each of the ritual activities: Crucible, Vanguard, and Gambit. Here’s the Destiny Dev Team on why we made this difficult decision and some information on upcoming perk changes.
Destiny Dev Team : The decision to stop creating extremely powerful pinnacle weapons was made for a variety of reasons. The first was that the band in which “pinnacle” perk can exist is actually quite small, and most of them far exceeded the efficacy they should have been at. Another issue is that they cause problems in the player ecosystem, particularly in the case of the Crucible pinnacle weapons. Due to the nature of PvP and PvE, anything that works well in PvP is likely going be extremely effective in PvE as well. This forces players into the Crucible if they want the “best” loadouts. Even the title of “pinnacle” set a variety of unrealistic expectations. Rather than being the absolute height of Legendary power, they were supposed to be interesting novelties to chase.
These problems became more pronounced the more of them we produced. In the end, we decided to move away from pinnacle weapons. If you managed to collect them all, we hope you enjoy them!
While we’re on the subject of weapons, here are a few important notes on changes to how perks will work.
REDUCED THE EFFECTIVENESS OF THE FOLLOWING PERKS IN PVE:
- Rampage, Kill Clip, Swashbuckler, Multikill Clip, Desperado, Surrounded, Master of Arms, Onslaught
- In general, these perks use the same damage multipliers for PvE that they did in PvP
- The change to Rampage does not affect the Huckleberry
- Onslaught and Desperado now change bullet impact values while active in PvE
- Surrounded no longer multiplies precision damage on top of base damage, as it was benefiting some weapon types more than others as a result
Legendary weapons have become too powerful overall. In many cases, they even outclass Exotic Primary weapons, so we’re walking them all back a bit. All the way back in original Destiny, we had a perk named Crowd Control, which was Rampage’s predecessor. Crowd Control capped out at a bonus of +15% extra damage. At this point in Destiny 2, Rampage caps out at about +67%. That’s a 447% increase from the original iteration. Legendary damage perks have become so powerful, they simply invalidate non-damage related perks.
Here’s a quick preview of the three ritual weapons you can earn in Season of the Undying. Because these weapons are no longer pinnacle weapons, the quest required to earn them is not as in depth as previous seasons.
CRUCIBLE—RANDY’S THROWING KNIFE
SET IT STRAIGHT
During the run up to launch, we’ve been dropping videos, articles, interviews, and information all over the internets. Along the way, the fact-checkers called us out a few times. Today, we’re issuing some corrections to previous transmissions.
There was a shot of Trials of the Nine armor in the launch trailer by mistake. We wanted to clear up any confusion and let players know that the Trials of the Nine set will not obtainable in Season of the Undying.
We also had to revise our gameplay calendar for Season of the Undying. The menu of action is the same, but we are adjusting the timing of the Nightmare Hunts. The new schedule looks like this:
- Back when we were first talking about finishers and some of the mods that go with them, we talked about how one of the mods enabled you to spawn Heavy ammo for your fireteam when you executed a finisher. That was still in flux at the time, and for balance reasons we ended up making a mod that will spawn Heavy ammo for yourself and a mod that will spawn Special ammo for your fireteam.
Last week, we showed off a preview of the World’s First belt and some of the emblems you can earn in our upcoming pinnacle PvE activity. We weren’t quite ready to show off the awesome jacket Bungie Rewards will be offering, but the design is ready for the runway.
Any player who beats the “Garden of Salvation” raid and claims their code before the weekly reset on 10/15 will be eligible to purchase the raid jacket through Bungie Rewards. We are giving you some extra time to Power up this time. We know many of you don’t enjoy rushing through content, so even if you aren’t ready to take on the raid before 10/15, any player who completes “Garden of Salvation” during Season of the Undying will be eligible to purchase a special raid T-shirt through Bungie Rewards.
So… the shirt has some spoilers on it, but we’ll share out what it looks like after the raid is completed.
That’s not all! Players can also claim a free Eris Morn papercraft mask by completing the main Shadowkeep quest by the end of Season 8. If you’re already receiving Bungie newsletter emails, you’ll get a direct link the next day, or you can visit www.bungie.net/rewards to redeem it. Stay tuned for more Bungie Rewards throughout the season.