
The launch of any new Destiny 2 growth is at all times accompanied by a big set of patch notes, and Lightfall isn’t any exception. Update 7.0.0.1 is now out there for preloading forward of Lightfall’s launch on Tuesday, and Bungie has now launched the total patch notes. While they largely include particulars we have been listening to about for weeks or months, it does conveniently carry collectively all the key adjustments in a single place in case you have not been scouring each one of many many weblog posts within the lead-up to launch.
Among the important thing adjustments are changes to problem. Adept problem has been eliminated, and the exercise ranges for Hero (comfortable cap +20), Legend (+30), and Master (+40) have every been tweaked. “Each has a scaling combat delta that keeps you under level in the activity and provides a smoother pathway to Grandmaster,” Bungie says. Alongside this can be a division of the earlier singes/burns system, the place elemental harm you dealt and acquired could be topic to a rise based mostly on a rotating modifier. Now, surges and threats, respectively, will dictate these independently, and a brand new “overcharged” system will enable for sure weapon varieties to deal extra harm, based mostly on a mixture of exercise modifiers and upgrades you have unlocked in your seasonal Artifact.
The new Guardian Ranks system has been launched, providing what ought to be a extra guided expertise. That ought to be notably helpful for newer or extra informal gamers who could not know what to do at a given time. The Triumph tab, in the meantime, has been reworked into the Juorney tab, that includes a lot of the identical info with a brand new design but in addition incorporating issues like the brand new Commendations system (the place gamers can reward each other in varied classes) and seasonal challenges.
Elsewhere within the replace, armor is now not related to a particular vitality kind, which means you are now not constrained by way of which mods may be utilized to a given piece of armor. There are additionally intensive adjustments to armor mods, with changes to their prices and particular results.
On the weapons facet, crafting has been adjusted to dispose of the Resonant Elements foreign money, and Deepsight goals have been largely removed–you’ll solely see Deepsight on weapons the place a sample for it may be unlocked. (In different phrases, no extra Vaults stuffed with red-border weapons.) There are additionally quite a few steadiness adjustments, comparable to machine weapons and heavy grenade launchers being buffed, and linear fusion rifles being nerfed. Various Exotics have been modified, too, like Prometheus Lens’s catalyst getting the Incandescent perk and Leviathan’s Breath making use of Volatile once you land a perfect-draw shot.
There is a ton extra within the patch notes, which ought to assist move the time with Destiny 2’s ongoing server downtime working till Lightfall’s launch at 9 AM PT / 12 PM ET on February 28. If you want one other method to make the wait really feel shorter, take a look at our Lightfall story primer that recaps all the things that is occurred for the reason that Beyond Light growth’s launch in November 2020. Keep in thoughts, all the things beneath is coming as an replace to all gamers, whereas Lightfall and Season of Defiance will introduce loads of new content material, together with the Neomuna location and Strand subclass.
ACTIVITIES
CRUCIBLE
- Added an Exotic Armor Swap penalty utilized to Trials of Osiris and Competitive Division. Equipping a distinct piece of Exotic armor drains all capability vitality in these modes.
- Competitive Division
- Fixed a bug that prompted the Competitive intro quest to auto-claim the completion reward. Rewards are actually claimed upon interacting with Shaxx.
- Competitive Rift & Showdown have diminished revive delay time to 1.5s from 2s; diminished respawn time to five.5s from 7s.
VANGUARD OPS
- Fixed a problem in Heist Battleground: Europa the place a Heavy ammo crate may respawn for gamers who get quarantined into the boss struggle enviornment.
- When you play Vanguard Ops or Nightfall, your last rating determines a fame multiplier for that exercise’s completion. Multipliers run from 1.0 (below 30,000 factors) to 7.0 (above 250,000). We additionally tuned the quantity of Vanguard rank you obtain for completions, Nightfall high quality, and streaks.
- Full move on all Vanguard map and mode multipliers, with a watch towards balancing score-per-hour, relatively than score-per-attempt.
- Vanguard and Nightfall strikes: Added on-screen well being bar for bosses beforehand lacking them.
- Fixed a problem the place participant might be given the identical goal twice in fast succession in The Devil’s Lair strike.
- The Vanguard Ops playlist has elevated in problem – gamers can now not stage past the enemy combatants.
- Additional rotating modifiers have been added to the Vanguard Ops playlist.
DIFFICULTY OPTIONS
- Hero, Legend, and Master difficulties have been reworked for higher problem and to accommodate new modifiers. Adept problem has been eliminated.
- Hero exercise stage is now comfortable cap + 20. Legend is Power cap + 30, and Master is Power cap + 40. Each has a scaling fight delta that retains you below stage within the exercise and gives a smoother pathway to Grandmaster.
- Most Hero/Legend/Master/Grandmaster actions now characteristic the power to make use of “overcharged” weapons for elevated harm. Which weapons are overcharged are decided by your Seasonal Artifact unlocks and exercise modifiers.
- Elemental singes and burns have been changed and damaged out into incoming and outgoing parts: “threats” and “surges”. Damage bonuses for surges and overcharges don’t stack.
RAIDS AND DUNGEONS
- Armor items from Master problem Grasp of Avarice, Duality, and Spire of the Watcher drop with larger stats.
UI/UX
- Lightfall title display
- The title display has acquired a visible and audio replace for Lightfall.
- Guardian Ranks
- UI all through Destiny 2 has been up to date to show participant’s Guardian Rank.
- Orbit Screen
- Added a button to immediately entry the Journey tab.
- Triumphs tab → Journey tab
- When constructing the Guardian Ranks characteristic, the workforce leaned into the chance to refresh and relabel the Triumphs tab to higher encapsulate the participant’s journey by way of Destiny 2.
- Many of the adjustments can be instantly seen however some are extra refined together with:
- An entry level to view particulars concerning the Commendations you’ve got despatched and acquired.
- An extra entry level for Seasonal Challenges.
- Seals are now not damaged into two classes – Seals and Titles – they’re simply Titles.
- Additionally, to focus the knowledge proven on the high stage, each Triumphs and Titles have been migrated to bespoke sub-screens.
- Added the power to equip/unequip Titles from the sub-screen relatively than going into the main points display.
- Commendations
- Commendations could also be despatched and acquired close to the tip of most actions.
- Accessibility
- In all areas the place Commendations could also be seen or given, the participant’s Colorblind preferences are revered.
- This consists of VFX within the post-game carnage report.
- In all areas the place Commendations could also be seen or given, the participant’s Colorblind preferences are revered.
- Post Game Carnage Report (PGCR)
- Updated the PGCR to enhance the brand new Commendations characteristic and up to date some options.
- The PGCR now consists of two tabs, the Commendations display and the scoreboard.
- The fame wheel has been simplified and is displayed on the highest proper of the scoreboard web page.
- The participant can now entry the PGCR in the course of the mission finish countdown by urgent a button to open Nav mode. Holding it down will nonetheless take you to the Director.
- A tradeoff for this functionally is that when the mission finish countdown is energetic the Nav mode can’t be opened. Pressing a button to open Nav mode will open the PGCR as a substitute.
- Ritual Rank Tooltips
- Updated rank tooltips so all rank tooltips now embrace a streak tracker and added a bit that exhibits a participant’s complete fame rank factors.
- Tracking
- More objects may be tracked at a time:
- Up to 3 Guardian Ranks goals may be tracked.
- Up to 6 non-Guardian Ranks goals may be tracked.
- Nav mode updates:
- A tab has been added particularly to show tracked Guardian Ranks goals.
- Tracked goals that aren’t particular to Guardian Ranks are grouped collectively.
- Tracking now break up into a number of sections on the Journey tab.
- Guardian Ranks part particularly exhibits tracked Guardian Ranks goals.
- All at present trackable, non-quest goals are proven beneath the Seasonal Challenges entry level.
- Guardian Ranks auto-tracking is enabled by default.
- The objective is to right away level gamers in direction of goals they will work on to extend their Guardian Rank.
- This could also be toggled on the Journey display if guide monitoring is extra your pace.
- Tracked Seasonal Challenges correctly show their problem kind in its tooltip on the monitoring display.
- More objects may be tracked at a time:
- Collections
- Some entry factors have migrated from the Triumphs tab to the Collections tab:
- Lore
- Weapon patterns & catalysts
- Medals
- Stat trackers
- Increased the variety of seen ‘just lately found’ objects.
- Some entry factors have migrated from the Triumphs tab to the Collections tab:
- Waypoints
- Rectangles are out. Circles are in.
- Guardian Ranks replaces Season Pass stage for Guardians.
- Records
- In order to assist name out which Guardian Rank data are Seasonal, a blue gradient has been added to the underside of all Seasonal data together with these on the Seasonal Challenges display.
- Vendors
- Ritual distributors within the Tower (Zavala, Shaxx, Drifter, Banshee-44, Saladin, Saint-14) now have assist tooltips describing the core ritual and fame, in addition to explaining a number of the much less seen options.
QOL UPDATES AND FIXES
- Character display
- Removed the foreign money show on the Character display.
- Clans
- Fixed a problem the place Hawthorne’s icon on the Tower map would not constantly pulse when a clan engram was out there to assert.
- Roster
- Improved distinction between participant names and background colours on the Roster.
- Fixed a problem inflicting the Director display to refresh the footer UI when gamers within the Roster modified states.
- Settings
- Fixed a problem inflicting the Settings menu to shut when leaving a submenu.
GAMEPLAY AND INVESTMENT
ARMOR
- Armor vitality kind has been deprecated. Armor now has untyped armor vitality, and all mods use that untyped vitality when socketed.
- Armor mods that had been beforehand based mostly on weapon archetype are actually based mostly on weapon harm kind.
- Most armor mods which can be based mostly on weapon harm kind even have a harmonic model, which is discounted when the weapon’s harm kind matches your subclass harm kind.
- Armor mod prices have been usually diminished throughout the board.
- The Combat Style mod socket has been deprecated and changed on all armor items with an additional socket for mods related to that armor slot (helmet, gauntlets, and so on.).
- The Charged With Light and Elemental Wells armor mods have been merged right into a single system: Armor Charge.
- Players utilizing the Armor Charge system can acquire as much as three stacks of Armor Charge at a time (expanded as much as six stacks by equipping Charged Up mods).
- Picking up an Orb of Power grants one stack of Armor Charge.
- Many mods that beforehand created Elemental Wells or granted stacks of Charged With Light immediately have been modified to as a substitute spawn Orbs of Power.
- Mods that present an ongoing profit (comparable to Font of Wisdom) now grant that profit so long as you’ve got stacks of Armor Charge; these mods trigger Armor Charge stacks to decay each 10 seconds.
- Some redundant mods have been deprecated when their impact would overlap with an present mod’s results.
- Some armor mods (such because the Kickstart mods and most mods triggered through the use of a finisher) now make use of the Armor Charge system.
- Some of the performance of Elemental Wells and their related mods have been moved into subclass fragments and the brand new Firesprite and Void Breech.
- Warmind Cells have been deprecated.
- Seasonal Artifact
- Unlocking a perk within the Seasonal Artifact now grants that perk on to the character when it’s related; you now not have to socket an armor mod to realize an Artifact perk’s impact.
- Column 2 of the Artifact now unlocks a number of discounted mods per node.
- The most variety of unlocked perks has been diminished to 12.
- Resetting your picks within the Seasonal Artifact is now free.
- Removed the one-second button maintain to unlock an Artifact perk; a single button press now unlocks the perk.
- Artifice armor has had its bonus socket transformed right into a socket that permits you to enhance anyone stat on that armor piece by +3.
- Adjusted the quantity of injury discount supplied by the Resilience stat in PvE. At tier 10 harm discount now caps at 30% (down from 40% in Season 19), and the development of the harm discount throughout tiers has been smoothed to present extra relative worth to decrease tiers of Resilience.
- The armor mods granting Resilience have had their armor vitality prices elevated to 4 (+10 Resilience) and 2 (+5 Resilience).
- The Iron Lord’s Pride perk has been added to all Iron Banner armor units from Season 8 to the current.
- Exotic Armor adjustments
- Khepri’s Sting: Truesight is now granted when damaging an enemy with a smoke bomb. Additionally, when you’ve got an undetonated smoke bomb on the battlefield and haven’t been made invisible by a smoke bomb, you acquire considerably elevated melee vitality technology.
- Heart of Inmost Light: Reduced period of the empowered capability buffs in PvE to 5 seconds (down from 10 seconds). Reduced bonus class capability regeneration whereas empowered to +25% per stack in each PvE and PvP (down from +150% and +38%, respectively).
- This change is meant to lower how simple it’s to get and keep a 2x empowerment bonus in PvE, in addition to cut back the full quantity of bonus capability vitality supplied. The objective is for Heart of Inmost mild to stay robust in ability-focused builds, whereas giving room for different Exotics to shine as properly.
- The Bombardiers now trigger targets broken by its explosive to turn out to be severed when utilized by a Strand Hunter.
- Chromatic Fire has been up to date to work with Strand.
- Mantle of Battle Harmony up to date to work with Strand.
- Verity’s Brow up to date to work with Strand.
- Felwinter’s Helm triggers weaken go off Strand melees.
- Claws of Ahamkara won’t present a further melee cost when outfitted to a Strand subclass.
- Armor that helps coloration and look change based mostly in your at present chosen subclass has been up to date to assist Strand. This consists of the next:
- 2020, 2021, and 2022 Solstice Armor units.
- Antaeus Wards and ornaments.
- No Backup Plans and ornaments.
WEAPONS
- Crafting adjustments
- Resonant parts have been eliminated.
- Crafting part prices have been changed with customary currencies comparable to Glimmer and Enhancement Cores.
- Deepsight will now solely manifest on weapons which have a sample out there to unlock.
- Deepsight has been eliminated on present weapons that shouldn’t have a sample out there to unlock.
- The Deepsight attunement goal has been eliminated. You can instantly extract or dismantle the weapon to acquire sample progress.
- Crafting bug fixes
- Fixed a problem the place a crafted perk price was doubled for the King’s Fall weapons Defiance of Yasmin and Smite of Merain.
- Updated a number of totally different weapon VFX to handle miscellaneous bugs and efficiency points.
- Restored the right audio to Field-Forged shotguns.
- Red reticle is now enabled on PC.
- Linear Fusion Rifles
- Reduced harm vs. Champions, minibosses, bosses, and autos by 15%.
- Sleeper Simulant and The Queenbreaker are unaffected.
- Reduced harm vs. Champions, minibosses, bosses, and autos by 15%.
- Machine Guns
- Increased harm by 10%.
- Increased reserve ammo by 50% at 0 stock stat and 20% at 100 stock stat.
- Heavy Grenade Launchers
- Increased harm vs. Champions, minibosses, bosses, and autos by 20%, minors by 40%.
- Improved projectile collision, making it barely simpler to land hits.
- Increased blast radius by 1m.
- Parasite is unaffected.
- Shotguns
- Shotgun reticles now change in dimension proportional to unfold angle.
- Related be aware: The Legend of Acrius hip-fire reticle is now a bit extra consultant of its (very massive) unfold angle.
- Kinetic Weapons
- Kinetic Primary weapon harm multiplier in opposition to unshielded combatants elevated from 1.05 to 1.1.
- Kinetic Special weapon harm multiplier in opposition to unshielded combatants elevated from 1.05 to 1.15.
- Kinetic slot Stasis weapons now not have the 5% harm bonus versus unshielded targets in PvE.
- Exotics
- The Queenbreaker
- Now makes use of Arc 3.0 blind.
- Shot now chains to a number of close by enemies.
- Ruinous Effigy
- Transmutation sphere slam assault now suppresses.
- Leviathan’s Breath
- Now applies unstable on good draw affect.
- Increased harm from 396 to 442. This permits it to as soon as once more one-hit kill all Supers in PvP.
- Increased harm vs. Champions by 30%.
- One Thousand Voices
- Each explosion now applies 10 + 5 (with Ember of Ashes) scorch stacks.
- Sunshot
- Explosion on kill now applies 10 + 5 scorch stacks.
- Polaris Lance
- Perfect Fifth pictures now apply 40 + 20 scorch stacks as a substitute of a customized burn.
- Two-Tailed Fox
- Solar rocket now applies 60 + 30 scorch stacks as a substitute of burn.
- Prometheus Lens
- Added the Incandescent perk to the catalyst.
- Grand Overture
- Switched the catalyst to make use of Arc blind.
- The Manticore
- Added a hip-fire reticle component to displaying present stacks of Antigrav Repulsor.
- Tractor Cannon
- Fixed a crash when Tractor Cannon was fired at massive teams of Stasis crystals.
- The Fourth Horseman
- Fixed a problem the place this weapon had acquired an unintended 20% harm nerf.
- Thunderlord
- Fixed a problem the place this weapon’s lightning strikes may disrupt you or your teammates.
- The Queenbreaker
- Perks
- These perks have been up to date to work with Strand:
- Osmosis
- Golden Tricorn
- Elemental Capacitor
- Grants +20 airborne effectiveness (+25 for the improved perk).
- Rewind rounds
- Rebuilt to work on non-Vault of Glass weapons.
- Eager Edge
- No longer deactivates when transferring sooner than 35m/s.
- Deactivates appropriately after a single melee swing.
- Reduced the bottom lunge distance buff from 2 to 1.8.
- Reduced airborne lunge distance penalty from 25% to twenty%.
- The enhanced perk now will increase lunge distance barely, again as much as 2.
- Blinding grenades
- Renamed to “Disorienting Grenades”.
- Veist Stinger
- This was usually a full reload when the perk activated, it now reloads 25% of the journal.
- Zen Moment
- Now additionally reduces incoming flinch.
- The perk has been branched in order that pictures from totally different archetypes ramp up the impact extra shortly.
- 1x for Submachine Guns, Auto Rifles, and Machine Guns.
- 1.5x for Pulse Rifles and Sidearms.
- 2x for Hand Cannons and Scout Rifles.
- Danger Zone
- Updated the outline to incorporate that, whereas energetic, the perk additionally reduces self-damage from the weapon.
- Wellspring
- Fixed a problem the place this perk was not rewarding the right amount of vitality.
- Now works with talents which have a number of costs.
- For talents with a number of costs, as soon as the power has one full cost it’s thought of “charged” and can divert extra vitality into the opposite talents whereas giving the “charged” capability the least quantity.
- The repair for the improved model of this trait is coming in a future patch.
- Cascade Point
- No longer triggers off of non-precision harm in opposition to weakened targets.
- These perks have been up to date to work with Strand:
ABILITIES
- Rescaled the efficacy of Discipline, Strength, and every class capability stat on grenade, melee, and sophistication capability regeneration charges:
- In common, Tier 10 stat is roughly equal to Tier 8 within the earlier system.
- Each enhance in Tier now gives a extra constant profit to the power’s cooldown discount, relatively than spiking closely at low tiers.
- Hunter
- Supers
- Arc Staff
- Increased the utmost variety of Orbs that may be created through defeating targets from 5 to 7.
- Golden Gun: Marksman
- Increased the utmost variety of Orbs that may be created through defeating targets from 5 to 7.
- Golden Gun: Deadshot
- Increased the utmost variety of Orbs that may be created through defeating targets from 5 to 7.
- Spectral Blades
- Increased the utmost variety of Orbs that may be created through defeating targets from 5 to 7.
- Reduced base cooldown time from 10m25s to 9m16s.
- Gathering Storm
- Decreased the utmost variety of Orbs that may be created through defeating targets from 7 to five.
- Silence and Squall
- Decreased the utmost variety of Orbs that may be created through defeating targets from 7 to five.
- Blade Barrage
- Decreased the utmost variety of Orbs that may be created through defeating targets from 7 to five.
- Arc Staff
- Class Abilities
- Marksman’s Dodge
- Reduced base cooldown time from 34s to 29s.
- Gambler’s Dodge
- Reduced base cooldown time from 46s to 38s.
- Marksman’s Dodge
- Melees
- Weighted Throwing Knife
- Increased base cooldown time from 109s to 137s.
- Lightweight Knife
- Increased base cooldown time from 90s to 100s.
- Proximity Explosive Knife
- Increased base cooldown time from 100s to 111s.
- Withering Blade
- Reduced base cooldown time from 113s to 100s.
- Weighted Throwing Knife
- Supers
- Titan
- Supers
- Fists of Havoc
- Increased the utmost variety of Orbs that may be created through defeating targets from 5 to 7.
- Increased PVE harm by 20%.
- Glacial Quake
- Increased the utmost variety of Orbs that may be created through defeating targets from 5 to 7.
- Hammer of Sol
- Increased the utmost variety of Orbs that may be created through defeating targets from 5 to 7.
- Reduced base cooldown time from 10m25s to 9m16s.
- Burning Maul
- Increased the utmost variety of Orbs that may be created through defeating targets from 5 to 7.
- Sentinel Shield
- Increased the utmost variety of Orbs that may be created through defeating targets from 5 to 7.
- Thundercrash
- Decreased the utmost variety of Orbs that may be created through defeating targets from 7 to five.
- Reduced most flight time from 5 seconds to 4.5 seconds.
- Reduced dimension of the damaging quantity across the participant and pushed it additional ahead in entrance of the participant to make drive-by disintegrations extra intentional.
- Reduced detonation dimension vs. gamers by ~20%; unchanged vs. PVE combatants.
- Downward vertical affect now begins earlier in flight.
- Ward of Dawn
- Ward most well being diminished from 13500 to 8000.
- Rescaled PVE combatant harm vs. the Ward to compensate; normally, Ward of Dawn’s efficient HP in opposition to PvE combatants mustn’t meaningfully change.
- Standardized the harm dealt by every kind of Kinetic and Energy weapon in opposition to the Ward. Previously, Energy weapons did 2.5x harm to Ward of Dawn and Kinetic weapons did 1x harm. Now no matter harm kind, weapons do 1.5x harm to the Ward.
- Armor of Light has been up to date to scale back its efficiency in PVP:
- Maximum well being diminished from 425 to 300.
- Now inherits Void Overshield’s 50% PvE harm resistance to compensate.
- No longer negates precision harm.
- Fists of Havoc
- Melees
- Ballistic Slam
- Now suppresses the attacking participant’s base melee for 0.9s after touchdown, so a follow-up melee can’t be carried out till the participant returns to first particular person.
- Increased base cooldown time from 90s to 114s.
- Shield Bash
- Increased base cooldown time from 90s to 114s.
- Seismic Strike
- Increased base cooldown time from 90s to 101s.
- Hammer Strike
- Increased base cooldown time from 90s to 101s.
- Shield Toss
- Reduced base cooldown time from 100s to 91s.
- Ballistic Slam
- Aspects
- Knockout
- Reduced primary melee harm bonus vs. gamers from 60% to 50%.
- Reduced full physique melee harm bonus vs. gamers from 25% to twenty%.
- Knockout
- Supers
- Warlock
- Supers
- Stormtrance
- Increased the utmost variety of Orbs that may be created through defeating targets from 5 to 7.
- Nova Warp
- Increased the utmost variety of Orbs that may be created through defeating targets from 5 to 7.
- Winter’s Wrath
- Increased the utmost variety of Orbs that may be created through defeating targets from 5 to 7.
- Daybreak
- Increased the utmost variety of Orbs that may be created through defeating targets from 5 to 7.
- Throw price diminished from 10% to six.5% per swing.
- Increased harm vs. PvE combatants by 25%.
- Reduced base cooldown time from 10m25s to 9m16s.
- Chaos Reach
- Decreased the utmost variety of Orbs that may be created through defeating targets from 7 to five.
- Nova Bomb
- Decreased the utmost variety of Orbs that may be created through defeating targets from 7 to five.
- Stormtrance
- Class Abilities
- Phoenix Dive
- Reduced base cooldown time from 82s to 55s.
- While Daybreak is energetic Phoenix Dive’s cooldown is considerably diminished, permitting for fast reactivations.
- While Daybreak is energetic, Phoenix Dive’s detonation harm elevated from 40/80 min/max to 100/220.
- Restoration period when activated whereas Heat Rises is energetic elevated from 1s to 3s.
- Phoenix Dive
- Melees
- Celestial Fire
- Increased base cooldown time from 100s to 112s.
- Incinerator Snap
- Reduced base cooldown time from 90s to 83s.
- Penumbral Blast
- Reduced base cooldown time from 114s to 101s.
- Celestial Fire
- Aspects
- Heat Rises
- Split the airborne effectiveness bonus beforehand granted by consuming your grenade between a passive and energetic profit:
- Previously, granted 70 airborne effectiveness when Heat Rises was energetic after consuming a grenade.
- Now grants 20 airborne effectiveness passively whereas Heat Rises is provided, and a further 50 airborne effectiveness whereas Heat Rises is energetic, for a similar complete of 70 airborne effectiveness.
- Split the airborne effectiveness bonus beforehand granted by consuming your grenade between a passive and energetic profit:
- Heat Rises
- Grenades
- Arc
- Lightning grenade
- Increased base cooldown time from 121s to 152s.
- Increased PvE harm by 20%.
- Storm grenade
- Increased base cooldown time from 105s to 121s.
- Flux grenade
- Reduced base cooldown time from 182s to 152s.
- Pulse grenade
- Increased PvE harm by 20%.
- Lightning grenade
- Solar
- Healing grenade
- Increased base cooldown time from 82s to 91s.
- Tripmine grenade
- Increased base cooldown time from 91s to 121s.
- Solar grenade
- Increased base cooldown time from 121s to 152s.
- Increased PvE harm by 20%.
- Thermite grenade
- Increased base cooldown time from 105s to 121s.
- Increased PvE harm by 20%.
- Incendiary grenade
- Reduced base cooldown time from 121s to 105s.
- Healing grenade
- Void
- Void Spike grenade:
- Increased base cooldown time from 91s to 121s.
- Increased PvE harm by 20%.
- Voidwall grenade
- Increased base cooldown time from 105s to 152s.
- Increased PVE harm by 20%.
- Vortex Grenade
- Increased base cooldown time from 121s to 152s.
- Increased PvE harm by 20%.
- Magnetic grenade
- Reduced base cooldown time from 121s to 105s.
- Scatter grenade
- Reduced base cooldown time from 121s to 105s.
- Void Spike grenade:
- Stasis
- Duskfield grenade
- Increased base cooldown time from 64s to 91s.
- Duskfield grenade
- Arc
- Added new elemental pickups to the Void and Solar subclasses:
- Void Breach
- Void Breaches are created by a choice of new and present Void fragments, and grant class capability vitality on pickup.
- Firesprite
- Firesprites are created by a set of latest and present Solar fragments, and grant grenade vitality on pickup.
- Void Breach
- Fragments
- Arc
- Spark of Resistance
- Increased close by enemy rely requirement for activation from 2 to three.
- Reduced linger time after you are now not surrounded from 4 seconds to 2 seconds.
- Spark of Instinct (New!)
- When critically wounded, taking harm from close by enemies emits a burst of damaging Arc vitality that jolts targets.
- Spark of Haste (New!)
- You have vastly elevated Resilience, Recovery, and Mobility whereas sprinting.
- Spark of Resistance
- Solar
- Ember of Tempering
- Now creates a Firesprite on Solar weapon kills whereas energetic, along with its authentic results.
- Ember of Combustion
- Now creates a Firesprite on Solar Super defeats, along with its authentic results.
- Ember of Searing
- Now creates a Firesprite when defeating scorched targets, along with its authentic results.
- Ember of Mercy (New!)
- When you revive an ally, you and different close by allies acquire Restoration. Picking up a Solar Flare grants Restoration.
- Ember of Resolve (New!)
- Solar grenade last blows heal you.
- Ember of Tempering
- Void
- Echo of Domineering
- Now creates a Void breach when defeating suppressed targets, along with its authentic results.
- Echo of Harvest
- Now creates a Void breach when defeating weakened targets with precision harm, along with its authentic results.
- Echo of Starvation
- Now grants devour on choosing up a Void Breach, along with its authentic results.
- Now permits Orb of Power pickup with full Super vitality.
- Echo of Cessation (New!)
- Finisher last blows create a burst of Void harm that causes close by enemies to turn out to be unstable. Defeating unstable targets creates a Void breach.
- Echo of Vigilance (New!)
- Defeating a goal when your shields are depleted, grants you a brief Void overshield.
- Echo of Domineering
- Arc
- Subclass Keywords
- Arc
- Jolt
- Jolt lightning harm now stuns Overload Champions.
- Blind
- Blinding Unstoppable Champions now stuns them.
- Jolt
- Solar
- Radiant
- While radiant, your weapons now additionally pierce Barrier Champion shields and stuns them.
- Note: Weapons that have already got an present anti-Champion habits (i.e. an Artifact mod, an intrinsic anti-Champion functionality, or the power to use one other subclass key phrase that stuns a Champion kind) won’t be granted the anti-barrier habits from being radiant.
- Ignition
- Ignition harm now stuns Unstoppable Champions.
- Radiant
- Void
- Volatile Rounds
- While you’ve got unstable rounds, your Void weapons now additionally pierce Barrier Champion shields and stuns them.
- Note: Weapons that have already got an present anti-Champion habits (i.e. an Artifact mod, an intrinsic anti-Champion functionality, or the power to use one other subclass key phrase that stuns a Champion kind) won’t be granted the anti-barrier habits from unstable rounds.
- Suppression
- Suppressing Overload Champions now stuns them.
- Volatile Rounds
- Stasis
- Slow
- Slowing Overload Champions now stuns them.
- Shatter
- Shatter harm now stuns Unstoppable Champions.
- Slow
- Arc
- Supers
COMBATANTS
- Champions now appropriately stun even once they’re enjoying one other animation, comparable to a spawn-in.
- This was a difficult one, so thanks in your persistence!
- Champion stun time is now constant throughout all Champions.
- This was depending on the animation size, resulting in barely totally different occasions between combatants.
- Champions can now be surprised with varied elemental verbs:
- Barrier Champions are weak to:
- Shots from a participant with the Solar radiant buff
- Void unstable rounds
- Strand unraveling rounds
- Overload Champions are weak to:
- Arc jolt
- Void suppression
- Stasis gradual
- Unstoppable Champions are weak to:
- Arc blind
- Solar ignition
- Stasis shatter
- Strand droop
- Barrier Champions are weak to:
FINISHERS
- All subclass-agnostic finishers now assist Strand coloration when utilizing a Strand subclass.
- Updated the VFX for Stasis finishers to repair a coloration concern.
EMOTES
- The “Ghost Fist Bump” Exotic emote now helps Strand coloration when utilizing a Strand subclass.
POWER AND PROGRESSION
- Weekly highly effective rewards have been faraway from Throne World and added to Neomuna.
SEASONAL UPDATES: ENGRAMS, ENERGY, FOCUSING, CHESTS, AND KEYS
- Umbral engrams are now not used to focus seasonal weapons and armor and can now not drop from the sport.
- As a outcome, there’ll now not be Seasonal umbral vitality.
- Seasonal engrams are a brand new kind of engram.
- You can go to the seasonal vendor to open them.
- Or you possibly can spend a number of seasonal engrams to focus into particular weapons or armor.
- Seasonal focusing is now a separate display and may be accessed on the vendor by urgent the button subsequent to upgrades.
- If you targeted Crucible engrams in Season 19 at Shaxx, you may be conversant in this method.
- Seasonal engrams are saved on the vendor and don’t require stock house.
- There is a pockets merchandise you possibly can purchase by visiting the seasonal vendor. Hovering over this merchandise in your stock will present you what number of engrams you’ve got for every vendor. If you delete this merchandise, you possibly can reacquire it from the seller.
- Owners of a season will now periodically be rewarded with a seasonal engram and/or a seasonal key upon finishing actions all through the sport.
- These are often known as defiant engrams and defiant keys for Season of Defiance.
- Playlist variations of the seasonal battlegrounds have one chest on the finish of the exercise.
- If you DO NOT have a seasonal key once you open that chest, you’ll obtain a seasonal weapon or armor.
- If you DO have a seasonal key, it will likely be consumed and you’ll obtain the next:
- EITHER a seasonal weapon with Deepsight resonance that you haven’t accomplished the crafting sample for OR a excessive stat piece of seasonal armor.
- AND a seasonal engram.
- Make certain you open the chest on the finish of the exercise!
- World pool weapons and armor now not drop on the finish of the playlist model of seasonal actions.
- Direct launch variations of the seasonal battlegrounds won’t have chests and as a substitute award world pool weapons and armor.
PLATFORMS AND SYSTEMS
PC PLATFORMS
- Added assist and in-game setting to toggle NVIDIA Reflex (on supported PC {hardware}).
- Fixed varied minor QoL points relating to the Controller settings menus on PC.
GENERAL
- Collision harm is now not deadly in opposition to Guardians.
- Ghost projections that modified coloration based mostly in your subclass now assist Strand coloration when utilizing a Strand Subclass.
LOCALIZATION
- Players now have entry to full Mandarin audio localization throughout all new Lightfall content material, the accompanying Season, and core recreation modes overlaying Crucible, Gambit, and strikes.
- Ikora for German has been re-cast.
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