r/CrucibleGuidebook

Eyasluna near perfect

No slide shot and rangefinder is in the 3rd column. Which my fourth column had moving target. With a helmet mod it’d have near 100 AA.

100 range with rangefinder while ADS and 98 stability ain’t bad though.

I’m sad Rose no longer has elemental capacitor.

u/treasuremapper — 2 hours ago

Xur’s Ingredient 2: Electric Boogaloo

not gonna be AS horrific by any stretch. range seems to hard cap at 20m - anything after that was really inconsistent. but within and including 20? ZAP

u/JakobExMachina — 3 hours ago

Don't be fooled, the new Crucible bolt action sniper, The Helmsman, is faaaar stronger than NLB.

I got really lucky with my first drop and pulled a T5 sith near-max range, lone wolf, opening shot, and I slotted an enhanced targeting mod on it.

This thing DEFINITELY lands its crits far easier than the NLB that inspired it. I guess this shouldn't be a big surprise considering how this thing basically has the aim assist cranked as high as possible, but NLB felt beyond saving honestly. I didn't expect this new one to actually feel usable on MnK. Don't sleep on it and take one for a spin if you get a decent roll!

reddit.com
u/ArnoldSwarzepussy — 3 hours ago
▲ 2.8k r/CrucibleGuidebook+3 crossposts

Destiny 2 Update 9.7.0

Source: https://www.bungie.net/7/en/News/Article/destiny_update_9_7_0


Before we dig into our final slate of patch notes (which is over 17,000 words...), a message from the Destiny 2 Dev Team:

Hey, all. Welcome to our final patch notes article for Destiny 2. Well, that's a bit of a fib. We'll still have a few maintenance patches and smaller hotfixes after today... but this is our final major patch for Destiny 2.

It's been an incredible ride. Thousands of patch notes shipped. A ridiculous amount of bugs squashed (released AND unreleased). Hundreds of typos fixed after publish (our bad...). Countless hours in triage meetings looking to do what's best by our players. Years of overnight shifts in the BNOC (formerly DOC). All for you.

There were a few things that were unrelated... like emails about snacks missing from the studio kitchen or messages to our IT team apologizing for forgetting our passwords for the fifth time in a calendar year, but that's beside the point.

Thank you for showing up with each release. Thank you for kicking down the doors and putting the servers under stress. Thank you for every bug uncovered and reported. Thank you for your patience (even if it was sometimes thin) while we dug into connection issues, crashing bugs, anteaters, weasels, guitars, or other hiccups along the way. Destiny wouldn't be what it is without every single one of you, and we will forever be grateful for your time.

We hope you enjoy Monument of Triumph and we'll see you out there in the wilds.

Activities

Monument of Triumph

  • A Monument of Triumph has been built in the center of the courtyard in the Tower.
  • Earn Legendary Marks by completing Triumphs across the new Monument of Triumph category.
    • These Legendary Marks can be exchanged at the four different Guardian Tenet vendors in the Tower for a wide selection of free armor ornaments, accessories, weapon engrams, and more.
  • Iron Banner’s vendor location (when active) has been moved to its original spot above Shaxx in the Tower’s Courtyard.

Distortions

  • Distortions have spread across destinations in the Sol System, bringing a higher level of challenge and unique rewards while they are active.
    • These Distortions will rotate through a single destination every hour.
    • The current active destination and remaining time will be visually marked on the Destinations screen.
  • Enemies will become more challenging with both a distinct visual effect around them as well as changes to the environment indicating that the Distortion is active.
  • Completing public events will drop rewards at a higher gear tier than standard and completing Distortion-specific events may drop unique rewards.

Raids & Dungeons

Pantheon 2.0

  • The gods of old have a new challenge for you.
  • The first two Pantheon activities are now available!
    • Calus Resplendent and Morgeth Surpassing will each feature a unique lineup of bosses.
    • These can be accessed through the new Raids and Dungeons node on the Destinations screen.
  • The third Pantheon activity, where players will fight through the full gauntlet of bosses, will be available at 10 AM PT on Saturday, June 13.
  • A weekly rotation of individual boss features will become available at reset on Tuesday, June 16. Two bosses will be featured in these rotators at a time.
  • Added new Triumphs, rewards, and a title to earn.

Updated Rewards

  • All pre-The Edge of Fate raids and dungeons have been updated to drop tiered rewards.
    • Tiered armor from all raids and dungeons with unique set bonuses.
    • Tiered weapons from dungeons with new origin traits.
    • Craftable raid weapons have received updated perk pools and can be upgraded to match tiered weapons.

Raids & Dungeons Rotator

  • Each week, two raids and two dungeons will be featured. These featured activities will reward players with farmable high-quality gear.
  • The rewards listed below are farmable unless noted with a weekly lockout:
  • Featured Raid
    • Standard: Deepsight weapons or Tier 5 armor from encounters and challenges.
    • Master: Same as Standard plus Adept weapons from challenges.
    • Director Challenge: Deepsight weapon or Tier 5 armor, weekly lockout.
    • Hidden Chests: Tier 5 armor, weekly lockout.
    • Deepsight Chest: Deepsight weapon or Tier 5 armor if all patterns complete.
    • Vendor: Weekly Deepsight purchase, Master offers Adepts for 25 Spoils.
  • Non-Featured Raid
    • Standard: Chance for Deepsight weapons and Tier 3 armor.
    • Master / Challenges / Deepsight Chest: Deepsight weapons and Tier 5 armor.
  • Featured Dungeon
    • Standard: Tier 5 weapons and armor.
    • Master: Tier 5 weapons and armor.
    • Director Challenge: Tier 5 weapons and armor, weekly lockout.
    • Hidden Chests: Tier 5 weapons and armor, weekly lockout.
  • Non-Featured Dungeon
    • Standard: Tier 3 weapons and armor.
    • Master: Tier 5 weapons and armor.

Feat Updates

  • Separated out a Standard mode where weekly tiered rewards can continue to be earned without Feats.
  • Reworked the amount and quality of rewards dropped when completing encounters with Feats active. Encounter completions with Feats will grant the following rewards and will be farmable.
    • Grade 0: 1x Tier 3.
    • Grade 1: 1x Tier 3, 1x Tier 4.
    • Grade 2: 1x Tier 4, 1x Tier 5.
    • Grade 3: 2x Tier 5.
    • Grade 4: 1x Tier 4, 2x Tier 5.
    • Grade 5: 3x Tier 5.
  • Adjusted the reward grades that each Feat will add to an activity.
    • Cutthroat Combatants: +4 Reward Grade.
    • Challenges: +3 Reward Grade.
    • Shocktroopers: +2 Reward Grade.
    • Token Limit, Phase Limit: +1 Reward Grade.

Raids

The Desert Perpetual

  • The Simulant Ansible vendor in The Desert Perpetual now allows you to purchase gear at the highest tier available from your current Feat selection. However, you must complete any encounter first in order to activate the ability to purchase gear.

Epic The Desert Perpetual

  • Fixed an issue preventing players from equipping the Mediant Flourish shader from Death Defiant II Triumph.

Deep Stone Crypt

  • Fixed an issue where Taniks could soft lock the encounter at specific times.

Vow of the Disciple

  • Fixed an issue where a player could pick up additional knowledge beyond max, soft-locking the encounter.

Root of Nightmares

  • Fixed an issue where Nezarec's crit spots could be shot early and fail to register correctly as destroyed.
  • Fixed an issue where Explicator defeating a Colossus would soft lock the encounter.

Salvations Edge

  • Fixed an issue in the Repository encounter where closing all three pylons at the same time would cause a soft lock.

Dungeons

Prophecy

  • Fixed an issue where Kell Echo would not vanish before first encounter.

Grasp of Avarice

  • Fixed areas where death would cause player ghosts to be placed in inaccessible areas preventing revive by a fireteam member.

Ops Categories

The Portal screen has been deprecated. Ops now live at the bottom of the Director.

Fireteam Ops

  • Added Heist Battleground: Mars, The Disgraced, The Lightblade, The Scarlet Keep, Lake of Shadows, and The Corrupted.
  • The Dark Fetor debuff in Defiant Battleground EDZ: icon corrected to be... a debuff icon.
  • Reduced the damage of Vex Laser traps in Battleground Heist: Mars and Operation: Seraph's Shield.
    • They now deal the same damage that they would have for someone with full seasonal upgrades.
  • Fixed a spot in the Inverted Spire where players could get stuck in geometry near the beginning of the activity.
  • Fixed an issue in Reclaim where the Imminent Vex Subjugation Timer would not always clear after completing the area.
  • Fixed an issue in Reclaim where Vex Cubes could spawn in a different location than their associated protective bubble.
  • Taken blight pools are less lethal in The Corrupted at higher difficulties.
  • Lingering fire pools from Bracus Zahn's melee attacks in the Arms Dealer are less lethal at higher difficulties.
  • Fixed an issue in Battleground: Behemoth where the Imperial Access Code pickup was not showing up properly in the HUD.

Pinnacle Ops

  • With the addition of Tiered rewards in dungeons, dungeon lairs have been deprecated from Pinnacle Ops.
  • Added The Whisper and Zero Hour. Their Exotic rewards are now awarded on activity completion like other Exotic missions in Pinnacle Ops.
    • Their secrets are still completable for the associated Triumphs.
    • The quests associated with these missions have been deprecated.
  • Added a mid-activity loot chest to Zero Hour.
  • Contest of Elders is now complete after three "laps", down from four.
  • //node.ovrd.AVALON//: Moved the Data Collection buff to the top of the HUD.
  • Derealize: Activating transcendence while holding a Taken Orb now drops the orb and clears all related buffs.
  • Operation: Seraph's Shield: Fixed a soft lock that could occur if players killed the Scanner Splicer in Launch Center too quickly.
  • Onslaught: Widow's Court now uses Cabal drop pods with an indicator showing where they will land.
  • Onslaught: Widow's Court: Revenant Barons now reward two revive tokens upon destroying their totem.
  • Contest of Elders, The Coil, and Onslaughts use a new progression system that starts out easier and ramps up to the selected difficulty as players progress.
  • Kells' Fall: Fixed an issue where Champions were not spawning properly during the Mad Bomber encounter.
  • Contest of Elders: Bonus Objectives during traversals should now trigger more consistently and provide another source of revive tokens.
  • Onslaught: White shields on Shielded Demolitionist, Shielded Knight, and Shielded Skybomber take less damage to break in higher difficulties.
  • Onslaught: Tripled the base health of the ADU.
  • Onslaught: Updated Scrap starting amount and earn rates to account for shorter activity length.
  • Onslaught: Added reprised Into the Light rewards to mid activity and activity complete chests.
  • The Coil and Contest of Elders: Added reprised World Pool rewards to mid-activity and activity complete chests.

Arena Ops

  • Added Override: The Moon, Override: Europa, Override: Tangled Shore, and Override: Last City Crater.
  • Override: Fixed an issue where players could get stuck at the bottom of traversal vortexes.
  • Override: Vex laser traps are now less lethal.
  • Astral Alignment: Fixed an issue where abominations' shields may not be removed upon objective completion.
  • Astral Alignment: Moved the exhausted debuff to the top of the HUD.

Solo Ops

  • Solo Ops Bonus Objectives are now all generic kill based rather than precision/ability/etc.
  • Destroying all drones in a Solo Ops activity will now properly award bonus points.
  • Fixed an issue in Caldera Solo Ops where enemies could unintentionally stop spawning early.

Exotic Rotator

  • Since most of the missions in the Exotic Rotator have already been added to Pinnacle Ops, we have decided to deprecate the Rotator in favor of the Pinnacle Ops versions.
    • Operation: Seraph’s Shield has been moved into Pinnacle Ops along with its associated weapon/Catalyst/Intrinsic rewards.
  • Exotic Rotator missions that had seasonal gear rewards for owners of the associated Season Pass/Deluxe Edition are now available via the Classic Collector modifier on the Pinnacle Ops versions.

Activity Scoring Simplification

  • Complexity removed from scoring bonuses:
    • Removed Power as a source of score bonuses.
    • Removed season pass as a source of score bonuses.
    • Net result: Everyone in the fireteam will get the same score. Fight as one, Guardians.
  • Converted score bonuses to flat bonuses:
    • Difficulty now gives a flat score bonus.
    • Modifiers now give a flat score bonus per "triangle".
  • Grade targets are fixed and no longer scale with player Power.
  • Difficulty = Grade = Reward Tier
    • Each difficulty will now grant enough flat bonus to hit a reward grade without player modification, assuming a normal volume of kills and objective completion.
    • Normal = B
    • Advanced = B+
    • Expert = A
    • Master = A+
    • Grand Master = S
    • Ultimate = S+
    • Each reward grade grants a fixed tier of rewards (primes are still +1).
    • B = Tier 1
    • B+ = Tier 2
    • A = Tier 3
    • A+ = Tier 4
    • S = Tier 5
    • S+ = Tier 5
    • No player selected modifiers are pre-slotted when selecting a difficulty.
    • Each difficulty will have enough player selectable modifications to rank up at least one reward grade, and therefore reward tier.
  • Rank Up button
    • A "rank up" button has been implemented that selects random mods to bump players up one grade, for those times when you want a surprise.
    • A "reset" button will remove selected mods.
  • Matchmaking and scores
    • Matchmade versions of Ops will automatically have a few modifiers applied.
    • Fireteams can rank up their reward grade through time bonuses.
  • Added a time bonus to all matchmade difficulty tiers.
  • With these adjustments, players can now play Expert, Master, and Grandmaster and potentially reach a higher reward rank, but they’ll need to beat the target time with max score and at least one second remaining.
  • Matchmaking Portal difficulties now range from Expert to Grandmaster. Ultimate is no longer available in matchmaking.
    • All of these difficulties now require Power 300 to enter.
  • Increased available bane combinations from 15 to 21, bringing back older banes and combining them with current ones to add more gameplay variety.
  • Added the Medusa bane.
    • Looking directly at an affected enemy combatant builds up Stasis slow stacks on you until you freeze.
  • Added the Focused Fire modifier to the Player Stakes category.

Bane Updates

Gravity

  • Retuned the Gravity bane hitboxes to better match the visuals.

Shock

  • Fixed a bug where Shock would damage players if they entered line of sight just after the Shock fires.

Drain

  • Drain no longer damages the player the moment they enter line of sight. There will now be a slight delay before it does any damage.

Cascade

  • Reduced Cascade arming shape to match VFX.
  • Increased time between projectiles by 1.5 seconds.

Hypernova

  • No longer deals damage outside of the VFX area.
  • Slowed damage impulse speed to better match solar VFX wave.
  • Now knocks back nearby combatants on detonation.
  • No longer knocks back players in cover but the cover requirements to be safe have been increased.
    • You can no longer hide behind streetlamps or poles.
  • All players in the detonation zone are scorched regardless of cover status.

Rage

  • Increased combatant damage as health decreases now scales up over time. From full health, it takes two seconds for the maximum damage buff to kick in.

Mines

  • Reduced the hitbox size of the mine detonations to better match the visuals.
  • Reduced the minimum damage dealt by the mines from 70 to 50.
  • Increased the maximum damage from 135 to 200.

Screeber

  • Mini-Screebs will now select a new target if the target they are tracking dies.

Caltrops

  • Updated VFX to be clearer.
  • Damage volume is now only active after the spikes come out and until the spikes fade.

Zealous

  • Tuned area damage impulses to better match VFX.
  • Made player feedback between sources more consistent.
  • Zealous-buffed combatant detonations now have damage falloff.
  • Reduced minimum damage from 50 (same as max) to 15.
  • Fixed a bug where explosions would sometimes happen at incorrect locations when a zealous-buffed combatant is killed.

Crucible

  • Updated matchmaking settings for small team (3v3 and 4v4) quickplay modes to allow for early start without full lobbies.
  • Fixed an issue where Trials shaders were not dropping correctly from the Lighthouse rewards chest.
  • Fixed an issue where certain Heavy ammo crates were overlapping with Special ammo crates in Momentum Control and Collision playlists.
  • Fixed an issue where certain capture points were floating in Lockdown on Eventide Labs and Multiplex.
  • Fixed an issue where teams could spawn on top of a capture zone in Lockdown playlist on Cathedral of Dusk.
  • Fixed an issue where the round tracker UI indicated the incorrect total number of rounds for Showdown playlists.
  • Fixed an issue where the efficiency stat was non-functional for Rift playlists.
  • Fixed an issue where the Close Call medal was unobtainable in Zone Control playlists.
  • Removed MVP and Additional Loot from Heavy Metal matches as part of a broader rewards balance pass.

Crucible Ops

  • Updated the gear tier for rewards per performance grade:
    • C = Tier 3
    • B = Tier 4
    • A and above = Tier 5
  • Increased the score amount for 5th and 6th place.
  • Activity scoring formula updated to reflect new performance grade thresholds:
    • Power does not affect thresholds and score multiplier.
    • Multiplier only affects Performance and Bonus scores.
    • Reduced multiplier at max Crucible Rank (or 1x reset) from 1.25x to 1.23x.
    • Each subsequent rank reset increases multiplier by 0.02x, up to 1.31x.
  • 6v6 rotator, 3v3 rotator, Rumble, and Private Match have been integrated into Crucible Ops.
    • Private Match does not give Portal rewards.
    • 6v6 rotator modes: Mayhem, Rift, Relic, Momentum, Scorched, Supremacy, Clash, Zone Control, Hardware Mix (6v6), Iron Banner: Eruption, Fortress, Tribute
    • 3v3 rotator modes: Survival, Heavy Metal, Elimination, Hardware Mix (3v3), Arena Collision (4v4), Lockdown, Clash

Competitive

  • Replaced the seasonal Competitive Weapon reward with Competitive Gear reward which pulls from a loot pool that includes both weapons and armor.
  • Added a new Competitive emblem.
    • Will require 77 Competitive playlist wins.
  • Added a new Ascendant 0 emblem (chance to drop after acquiring the first Ascendant 0 emblem).
  • Reduced the following map weightings for Anomaly Collision, Dissonance Clash, Rusted Lands Clash, Solitude Clash, and Widow’s Court Clash.
  • Removed the following maps: Exodus Blue Clash, Multiplex Collision, Twilight Gap Clash, and Vostok (both Clash and Collision).

Trials

  • Updated the weekly featured map to a random set of maps (three random selections from three map pools, between one and three active maps each week).
  • Updated the weekly featured weapon (Lighthouse chest reward) to pull from a weekly featured pool of weapons.

Iron Banner

  • Updated MVP and Additional Loot rewards to drop an Iron Banner weapon.
  • Updated Iron Banner Focusing:
    • Now includes focusing for all tiered Iron Banner gear.
    • Gear Additions.
    • Includes Tiered gear from The Edge of Fate, Ash & Iron, and Renegades.
    • Focusing will utilize Iron Banner Ciphers, obtained through Iron Banner match completions.
    • Iron Banner will maintain Event Card, and will not see its Reputation Rank Reward track restored.

Shooting Range

  • Fixed an issue where the "Run:// Single Combatant" button would sometimes seem usable when the target range was already full but not work.
    • The kiosk will now display a message when the range has the maximum number of targets in it.
  • When spawning a single combatant target, they will always use the closest location that isn't occupied instead of always spawning further back than the previous one.
    • They will still spawn further back based on the closer locations being occupied by another target.
  • The rally banner could only be used every ten seconds, so one player using it would prevent others from using it.
    • This has been changed to a cooldown of three seconds that is applied only to the player using it.
  • Added five new combatants to the target lineup:
    • Fallen - Corsair
    • Vex - Imp Swarm
    • Scorn - Abomination
    • Cabal - Phalanx
    • Taken - Vandal
  • Added two Dread Champions:
    • Barrier Grim
    • Unstoppable Husk
  • Added static damageable target objects at the end of the main range and on the raised platform to the left.
    • These static targets are set to take either base damage (red target) or precision damage (yellow target).
    • The targets to the left have another instance of the DPS scoreboard to make it easier to test Swords, Shotguns, Fusion Rifles on them and see the DPS nearby.
    • Damage done to these Targets is scaled as though they are a boss combatant and the damage is reflected in the team-wide DPS scoreboard.
  • Art / Environment:
    • Fixed an issue where the self-damage laser would damage players standing on top of or jumping above the laser housing.
    • Fixed a misplaced floating I-Beam behind the faction board.
    • Fixed an issue where the Hive Ogre hologram would fall over sometimes.
    • They are doing their best.
    • Added a Jukebox.

Renegades

  • Removed Renegades auto-launch for characters that have not logged in since the launch of Renegades.
  • Removed dialogue from Zavala granting the Renegades intro.
    • The Renegades milestone quest is still added automatically from orbit once you've completed the New Light campaign, and interacting with the Renegades node on the Director can launch the first mission.
  • Generators in Fearsome Retainer will now take damage from any walker abilities.
  • Fixed an issue where Campaign Quest completion wasn't distributing the Modified NLS Courier (Exotic ship).
    • Added a pickup option on Spider in the Tharsis Outpost Cantina for players who have already completed the quest.
  • Fixed an issue where some Piker contracts listed the reputation rewards twice.
  • Fixed an issue where Exotic rewards from Renegades keycard chests favored incorrect, older gear in some instances instead of new Exotics in Renegades.

Witch Queen:

  • Fixed an issue where boss of the post-campaign mission “Altar of the Reflection: Catalyst”, Witch’s Eye, Keeper of Memory, was not opening, blocking player progression. The boss now opens and players can continue the Exotic glaive quest.

Sparrow Racing League

SRL has returned, featuring all four original maps from Destiny 1.

  • Added the Quantum Circuit Track.
  • Added the ability to race with Skimmers alongside Sparrows.
  • Added Rocket Start. Press the boost button at the correct time during the race start countdown to get a boost.
  • Added Trick Boost. Perform an air trick to get a boost when you land.
  • Overall speed in these activities is much faster.
  • Improved Sparrow handling and camera.
  • Improved race balancing for more intense racing battles.

Heavy Metal

  • Added the Nightfall Ruins map.
  • Added the option to play as a Cabal Behemoth.
  • Added the Vehicle Selection Screen. Choose between Tank, Brig and Behemoth before the match.
  • Players can now switch between Heavy Metal and classic tank mouse and keyboard controls in the gameplay options.
    • Note: This option affects all tanks across the game.
  • Jump enabled for all vehicles. Even the tank!
  • Match score limit reduced from 50 to 40 points.

UI/UX

  • Updated the title screen.

  • Director Destinations Tab:

    • The Portal tab has been deprecated, including the Quick Launch Panel and Announcement Carousel.
    • Ops Category Content has been moved to the Destinations tab.
    • The original Vanguard Ops and Nightfall playlists have been deprecated and replaced with Ops activities (Solo, Fireteam, Arena, and Pinnacle Ops).
    • Quest objectives previously requiring players to complete activities in these playlists can now be completed in the Ops versions.
    • The previous Crucible node activities have been deprecated and replaced with their Crucible Ops counterparts.
    • Private Crucible matches are playable in the Crucible Ops node.
    • Gambit Ops
    • Gambit has been updated with tiered rewards and scoring to maintain parity with the other Ritual Ops nodes.
    • Private Gambit matches are playable in the Gambit Ops node.
    • Raids and Dungeons have been given their own entry point alongside the Ops Categories.
    • Legends Node
    • The Legends Node is being deprecated and replaced by the Raids and Dungeons node in the Destinations tab. These raids and dungeons that were available in the Legends node have been moved to the new Raids and Dungeons node on the Destinations tab.
    • Ghosts of the Deep
    • Prophecy
    • Vault of Glass
    • Crota’s End
    • King’s Fall
    • Seasonal Hub and Event Card (when active) access points have been moved to the Destinations tab alongside the Ops categories.
    • Kepler and The Lawless Frontier have been moved to the Destinations tab.
    • Existing destination visuals have been updated.
    • Ops Category screens have been updated with new navigation allowing players to tab between each category once one is selected.
    • The Director map screen has been moved back to the top level Director tabs.
    • Other Director-Related Fixes
    • Fixed an issue where an extraneous line was rendering at the top of some Director-related screens.
    • Fixed an issue where sheening elements in the Director were not synced with each other.
    • Fixed an issue where a pink dot was appearing on Neomuna's Hall of Heroes Landing Zone.
    • Fixed an issue where the Featured Quest tab was sheening when there were no featured quests.
    • Ops Activities
    • Time limits for Ops activities are now visible in the pre-launch UI near combatant difficulty, when applicable.
    • Score predictions prior to launching activities now visualize the minimum time bonus you can receive for completing the activity under the time limit.
    • Mid-activity score bar has been updated to indicate which Performance Grade's score target is marked on the bar.
    • The end of activity scoring toast has been streamlined.
    • The score breakdown tab of the PGCR has been updated to reflect scoring model updates.
    • Activity Customization
    • Added error messaging to selectable modifiers that cannot be selected to indicate why they cannot be selected.
    • Modifier Selection
    • Fixed an issue where some players would soft-lock while navigating in and out of the activity rewards screens.
    • Updated Stakes category icons to differentiate them better.
    • Improved tooltip sub header text explaining why similar modifiers can't be selected.
    • Fireteam Finder
    • Fireteam Finder banners have been updated to reflect the various changes to activities in this release.
    • A Fireteam Finder group host can now see if Guardians are actively joining them or not.
    • Host will see "Incoming Guardian" nameplates in the lobby for the actively joining fireteam members.
    • HUD
    • Fixed an issue where in-world informational tooltips were rendering too wide.
    • Fixed empty waypoints for public activities like Altars of Sorrow, Blind Well, and Terminal Overload.
    • Fixed a visual issue with the HUD weapon tray animation after exiting Nav Mode.
    • Fixed an issue with ammo pickups not displaying on the HUD weapon tray for Overheat weapons.
    • In-World Narrative Text Display
    • Page back functionality added.
    • Visuals for the box have been refined.
    • Character Screen
    • The Anti-Champion display tooltip on the Character screen has been updated to show exactly which equipped weapons are providing a specific Anti-Champion effect.
    • Loadouts
    • Added 8 more Loadout slots, bringing the total to 20, which are immediately available to all players upon login.
    • The Artifact and its perk selections will now be saved to Loadouts.
    • General Inventory & Items
    • The item tooltip will now display unequipped barrels, magazines, and traits, making it easier to distinguish a weapon roll without entering the details screen.
    • Anti Champion information about a weapon can now be seen by pressing and holding the 'Gear Stats' button.
    • Fixed a visual issue with item equipping animations.
    • Fixed a minor visual issue with the Weapon Level display in the Weapon Details screen.
    • The intrinsic perk display on the expanded “More Info” item tooltip for both Armor and Weapons has been updated to be easier to read.
    • Updated the armor archetype icon on Armor Details screens to be larger.
    • Triumphs & Metrics
  • Switched the Triumphs and Titles sections’ placement on Journey tab for easier access to Monument of Triumph categories.

  • Added the 'View Featured' shortcut to quickly navigate to the Monument of Triumph page from the Journey Screen when hovering over the Triumphs button.

  • Fixed an issue to accurately reflect the maximum achievable Triumph scores. Since previously removed triumphs have had their points removed, the maximum active triumph and maximum lifetime triumph scores have now been adjusted accordingly.

  • Fixed an issue where Pale Heart secret Triumphs were obscured even if completed. They now show their descriptions and can be claimed if/when completed.

  • Any Nightfall related Triumphs and metrics have been deprecated and are no longer obtainable. Existing progress has been preserved.

  • Vault

    • Added a filtering option for the Vault based on a weapon's anti-champion capabilities.
    • Vault Mode now works with Vehicles, Ships, and Sparrows. Please note that Emblems and Finishers continue to be stored and retrieved from Collections.
    • Vault Mode visuals have been updated to be darker, so that it is easier to recognize when one is depositing items into the Vault versus equipping them.
    • Fixed inconsistent locked text on the Armor Vault filter screen.
    • Fixed some minor inconsistencies with the appearance of items inside of the Vault.
    • Fixed a visual issue where the number of empty vault pages were not displayed correctly.
    • Fixed an issue where Vault Mode was not activated after entering the Character screen from the Tower Vault.
    • Fixed visual issues when using utlrawide displays or a gamepad with the Vault Sorting panel.
  • Commendations

    • Fixed an issue where the commendation count in tooltips wouldn't render more than three digits correctly.
  • Collections

    • Fixed an issue where some completed badges wouldn't display their item counts correctly.
  • Quest Notifications

    • Fixed an issue where some mission or quest notification backgrounds didn't extend to the edge of the screen.
  • Nav Mode

    • Fixed cases where Tracked Content would not display properly in Nav Mode if more than three Triumphs are tracked.
  • Any indications of seasonal reset functionality across features have been removed.

  • Settings

    • Tank Control Mode can now be changed between Heavy Metal and Classic in the Settings menu under Gameplay. By default, the Heavy Metal mode is selected which allows for rotation to be driven by aim. Classic uses separate controls for rotation.

Gameplay and Investment

Attune Anywhere

  • Added the ability for players to attune to specific rewards from a new menu in their Inventory.
    • Attunement will give the selected weapon significantly higher drop chances from that activity’s rewards.
    • This will be available in the Accessories section of the Inventory, above Consumables.
    • Players will be able to freely change their attunement selections at any time.
  • For every activity menu available here, players will be able to attune to one weapon from each category.

Destination Rewards

  • Updated rewards from pre-The Edge of Fate destinations with new perks, set bonuses, and gear tiers (for non-craftable weapons).
  • Tiered weapons and armor now drop from more sources on destinations.
  • Public Events are one of the best sources of tiered destination gear:
    • Base completion: Tier 3 rewards (with a chance at Tier 4 or 5)
    • Heroic completion: Tier 4 rewards (with a chance at a Tier 5)
    • During a Distortion, these tiers will be increased by 1 Tier each.
  • Updated the following loot pools to avoid dropping weapons after all crafting patterns are unlocked.
    • Throne World
    • The Pale Heart
    • Neomuna
    • Terminal Overload weapons will begin to drop from more sources when all crafting patterns are found.

Armor

Hunter Exotics

Wormhusk Crown

  • Reworked effect: Activating class ability grants cure. Solar multikills grant Burning Souls. While active, Solar Ability damage is increased and dodging greatly cures the player and nearby allies.

Shards of Galanor

  • Landing most Blade Barrage knives in a volley causes a delayed Solar Explosion and releases Solar Shrapnel.

Relativism

  • Spirit of the Wormhusk
  • Reworked effect: Multikills grant Burning Souls. While active, dodging greatly cures the player and nearby allies.

Caliban's Hand

  • Increased melee recharge bonus by 25%.
  • Dealing damage with scorch now refunds a small amount of melee energy.
  • Ignition final blows fully refund knife energy and can overflow into an additional charge.

Fr0st-EE5

  • Gain stacks of Frost Armor while sprinting.
  • When you have Frost Armor, Stasis weapons deal increased damage.

Shinobu's Vow

  • Enhanced Skip Grenade bounces two additional times before detonating, releasing bonus Skip seekers per bounce.
  • Now grants Skip Grenade energy whenever you gain stacks of Bolt Charge.
  • Skip Grenade damage now grants Bolt Charge.
  • When you gain full Bolt charge, heal yourself and nearby allies and enable an enhanced Skip Grenade.

Raiden Flux

  • Now makes successful Arc Staff hits jolt targets.
  • Combo finisher palm blast now gets 1.5x the base Exotic's damage bonus, and reports as critical damage.

Mothkeeper's Wraps

  • Reworked effect: Getting kills from any source charges up moth grenades. After generating six charges, convert your grenade into two moth grenades.
    • Red bars = one charge
    • Orange bars = two charges
    • Players, Minibosses, and up = three charges
  • All current functionality and synergies of the moth grenades themselves remains the same.
    • Arc moths still Arc blind enemies and Void moths still provide Void Overshield to allies.
    • Arc moths are still considered to be Arc grenades, and will continue to synergize with the same subclass fragments, weapon perks, etc. that they synergized with before.
    • Investing your Grenade stat higher than 100 will still increase moth grenade damage.
  • This Exotic is now a conditional grenade override instead of a complete override, meaning it functions more like Gunpowder Gamble.
  • Increased the movement speed of Arc moths by roughly 43% and Void moths by roughly 25%.
  • Both moths from the same grenade will now attempt to target separate enemies/allies if possible.

Lucky Pants

  • Increased Eriana's Vow's maximum damage bonus to 4.5x.
  • Decreased Uncivil Discourse's maximum damage bonus to 3x.
  • Decreased Lucky Pants bonus damage when dealing damage to Bosses by ~33%.

Titan Exotics

Hallowfire Heart

  • Reworked effect: While your Solar Super is charged, ability defeats cure the player and give stacks of Sunfire Furnace; granting increased grenade and class ability regeneration, increased Super damage, and cause grenade and Remote Detonator Barricade defeats to ignite targets. Upon exiting your super, Sunfire Furnace stacks are converted into Super energy.
  • Ability regen bonus reduced to 2.5x down from 3.5x.

Pyrogale Gauntlets

  • Increased Super Cyclone Scorch per tick.
  • Increased Super Cyclone explosion damage by 10%.
  • Increased Super Cyclone tracking by ~40%.
    • It should be significantly easier to get the projectiles to track to a target at range.

Stoicism

  • Increased Spirit of Star Eater benefit for Twilight Arsenal to 50% (from 25%).

Peregrine Greaves

  • Shoulder charge impact damage increase reduced from 400% to 250% against non-Champion, non-miniboss combatants, and reduced from 1000% to 550% against Champions and minibosses.
    • Note: In this update, shoulder charge base damage in PvE has been doubled, so a Titan with Peregrine Greaves equipped will deal more damage after this update, not less.

Severance Enclosure

  • Removed "Line of Sight" requirement caused by occlusion cross being too large, added smaller occlusion cross that matches standard AoE effects.
  • Removed effect that prevents combatants from being hit by multiple shock waves in a short period of time.
  • Enemies hit by the shockwave are disoriented for a short time.

Praxic Vestments

  • Increased damage of the melee attack by 500%.
  • Increased jetpack fuel gained per weapon kill in PvE from 10% to 20%.
  • Increased jetpack fuel gained per powered melee kill in all modes from 35% to 50%.
  • Updated the Exotic perk to recognize knockout kills as powered melee kills.
  • Decreased the windup time for a maximum flight duration from 0.8 seconds to 0.5 seconds.
  • Removed the behavior that caused jetpack flight to end early when contact is detected with the floor or a wall.
  • Fixed a bug that caused the jetpack kick to target dead enemies, ending flight early.
  • Updated camera to convey speed and remaining flight time a little better.

No Backup Plans

  • Now triggers and benefits from both Shotgun and melee final blows.
  • Shotgun or melee final blows now start health regeneration instead of granting a Void Overshield.
  • Shotgun or melee final blows extend the timer of any active defensive buffs on you.
    • This includes Void Overshield, Restoration, Amplified, Frost Armor, and Woven Mail.
    • Will partially heal Void Overshield upon activation of this extension if the player has one.
  • The damage bonus is now active when you have any of the above noted defensive debuffs.

Cadmus Ridge Lancecap

  • Now also can spawn Stasis Lances with rapid Stasis weapon damage and final blows even when not behind their rally barricade.
  • Now grants bonus Stasis Lance damage based on your current stacks of Frost Armor.

Point Contact Cannon Brace

  • Lightning strike damage now scales further based on how long Thunderclap is charged for, up to 2x.
    • This stacks with the bonus damage from casting while amplified.
  • Activating Thunderclap also releases lightning strikes as you start winding up the punch.
  • Reworked melee regen from lightning strike kills to compensate for the new wave of bolts on charge up.
    • No longer target tiered. Flat amount has been increased to compensate.
    • Should see larger energy returns on average.

Helm of Saint-14

  • Maintained functionality: Weapons of Light continues to persist for the wearer and for allies upon leaving a Ward of Dawn.
  • Lost functionality: No longer disorients enemies within the Ward of Dawn or upon blocking with Sentinel Shield.
  • New functionality: While Weapons of Light is active, kills or sustained damage grant stacks of The Saint; Void and Kinetic damage sources will also suppress in a radius around the victim.
    • Sustained damage is based on actual damage dealt. The more damage you deal, the quicker it activates.
    • Picking up your Ward of Dawn consumes all stacks of The Saint and then extends Ward's duration based on how many stacks were consumed.

ACD/0 Feedback Fence

  • No longer provides any melee damage resist versus players.

Peacekeepers

  • Decreased bonus damage when damaging bosses by ~33%.
  • Reverted a prior nerf to Tarrabah when paired with Peacekeepers, now gets full bonus when damaging non-bosses.

Stronghold

  • The infinite guard capability has been updated to only work on Heavy ammo Swords.

Blastwave Striders

  • Added an expanding wave that freezes enemy combatants and slows enemy players.
  • Shrapnel projectiles now have minor tracking toward targets but no longer create a Stasis crystal on impact.
  • Reduced the kill requirements for weaker enemies from 13 to 10.
  • Reduced the kill requirements for powerful enemies from seven to four.
  • The buff bar now displays in segments to more easily track the perk's progress.
  • To reduce instances of accidently triggering the blast, the following changes were made:
    • Explosions created by explosive perk kills (ie: Dragonfly, Firefly) no longer trigger the blast.
    • Explosions created by passive explosive perks (ie: Explosive Payload, Explosive Head) still trigger the blast.
    • A small delay has been added after each explosive kill to prevent cases where the blast wave is triggered on the same kill that fills the buff bar to 100% if that
u/Blackfayaman — 14 hours ago

FR0ST-EE5

These boots are going to be a problem in the crucible. You can’t 3 tap with a 140 hc when they have full stacks of arctic armour.

reddit.com
u/mowbud — 5 hours ago

Last Word catalyst is killing wind.

Not bad, but I was hoping for something nastier.

EDIT: Also has envious assassin, thank you YeetusTitan

reddit.com
u/WanderW — 9 hours ago

Crackshot is not cracked

Funny to me how youtubers were so scared of this ability just for it to be a glorified shuriken. Anyone know how much more damage you can do with it with 200 class? I did two back to back with RDM's and it didn't even do an ignition and left the enemy with like 100 health still.

reddit.com
u/Silvatenn — 4 hours ago

Yep, Grasp of Avarice weapons are top tier

Eyasluna, Matador, and 1000 yard start all come with the greatest of PvP perks. And the Origin perk is 100% PvP maybe best PvP origin trait in the game.

reddit.com
u/HurricaneZone — 6 hours ago

Comp Armor Drop Rate

Can you get more than one piece of comp armor per week? So far I've done 6 matches and have gotten 1 piece to drop on my first game.

reddit.com
u/20Piss — 4 hours ago

Tier 5 comp weapons

How do you get tier 5 comp weapons? Is the only way to acquire them from shaxx at tier 4 and then upgrade them to tier 5?

reddit.com
u/p3bbzz — 8 hours ago

Sunshot now has Loose Change as a catalyst…

In addition to the stat increase, which fixes the only thing Sunshot lacked in PvP: aim assist. Upon applying an elemental debuff Loose Change give around 20 aim assist, 50 reload, faster ads speed, and a strafe speed scalar for 9 seconds. Can be refreshed with additional debuffs. Sunshot scorches targets on hit, so it will be able to self activate Loose Change for basically 100% uptime.

High range 150 rpm hand cannon with high aim assist and explosive payload. Should feel amazing in PvP now.

Edit: Loose Change gives 20 aim assist, not 25. Still really good, perfect perk for Sunshot.

reddit.com
u/Major-C — 13 hours ago