r/LowSodiumDestiny

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All the New Catalysts

Here’s all the new catalysts for exotics! I think I got them all, and tried to include some that got updated! If I missed anything please comment below <3

-Wish-Ender: one for all

-Conditional Finality: heal clip, rimestealer

-Xenophage: rampage, chain reaction

-Last Word: killing wind, envious assassin

-Risk Runner: chain reaction

-Divinity: jolting feedback, focused fury

-Skyburner’s Oath: incandescent, burning ambition

-The Chaperone: Triple Tap

-Bastion: Cast No Shadows (Dealing melee damage increases this weapon's handling and loads a small amount of ammo from reserves.)

-Wavesplitter: detonator beam, attrition orbs

-Devil’s Ruin: collective action

-Edge of Concurrence: eddy current

-Edge of Action: repulser brace

-Edge of Intent: heal clip

-Still Hunt: lucky shot (Reloading after a precision final blow causes precision hits to refill a round from reserves.)

-One Thousand Voices: Fall from Grace
(The weapon has become partially Taken. Detonations produce Taken energy that aggressively seeks out nearby targets and Blights them.)

-Anarchy: jolting feedback

-Truth: reaper’s tithe

-Eyes of Tomorrow: demolition, blast distributor

-The Lament: burning ambition

-Parasite: envious arsenal

-Deterministic Chaos: target lock

-Winterbite: Rimestealer

-Microcosm: thresh, stopping power

Edit (I forgor exotics I don’t have oop)
Also I don’t know the sources and I don’t have the time right now to go find them as well, should all be on light.gg if you’re curious

-Khovostov: attrition orbs

-Euphony: enlightened action

-Collective Obligation: repulsor brace

-Tarrabah: ambitious assassin

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u/Fyoozhen — 10 hours ago
▲ 1.7k r/LowSodiumDestiny+1 crossposts

Dev Insights - Return of the Director

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


Welcome to our first Dev Insights article, prepping for the release of Monument of Triumph on June 9. We have quite a bit to get through over the next few weeks. Today's article focuses on the return of the Director and Destiny 2 activities. Here's a quick list of what we'll be covering:

  • The Director: Layout, additions, and updated Destination loot
  • Distortions: Adding some spice to select Patrol modes
  • The Portal: Breaking down barriers and overhauling the experience
  • Gambit Ops: Bringing our old friend into the fold
  • Heavy Metal: Vehicular mayhem
  • Sparrow Racing League: Returning tracks, new loot, and some twists along the track

Tomorrow we're planning to have our second Dev Insights article focused on the weapons sandbox alongside a Friday TWID, so stay tuned!

The Return of the Director

With the release of Monument of Triumph, we're putting the Director back at the center of your gameplay. It's your guide to the Destiny universe and the place to plan your adventures. It creates that feeling of wonder we all love. You see the Sol system before you, ready to be explored.

To bring the Director up to date, we've added Kepler and the Lawless Frontier to this space as well.

MOT_Director_1920x1080.jpg

Destination and Patrol Updates

Destinations have always been a foundational part of Destiny, whether you touch down briefly for a Public Event, roam areas for patrols and secrets, or find various factions moving against each other. Our first steps as Guardians were in the Cosmodrome and beyond that we've spent over a decade patrolling the wilds of our Sol system to protect the Last City. With the return of the Director, we felt now was a better time than ever to thrust players back into these frontiers.

We've revitalized each pre-Edge of Fate destination's loot with new perks, tiered weapons for non-craftable pools, and set bonuses that reflect their themes and stories. For our destinations featuring crafted weapons, as outlined in the Monument of Triumph article, they will be receiving additional perks per column to make them feel up to modern sandbox Power standards. We're also introducing a new event... one with some added difficulty that appears during Distortions that only occur on certain Destinations.

You'll primarily be able to earn this loot through Public Events. Base completion will grant Tier 3 rewards and Heroic Tier 4, with each drop having a chance to upgrade all the way to Tier 5. During a Distortion, these rewards will be upgraded by one tier to match the added challenge. Unique destination activities like Blind Well, Altars of Sorrow, or Terminal Overload will also distribute tiered rewards (full details in the patch notes).

Additionally, we've updated what we call the “World Loot Pool” earned through Legendary Engrams that drop from general gameplay to now feature a collection of tiered loot with gear spanning multiple years of Destiny 2. You may find a few old favorites inspired by Splicer tech or our old friend Saint-14 within this engram.

With that said, let's look at loot from a few destinations. Below is a taste of what's to come: we want to excite but not spoil your appetite. (P.S. Don't write while hungry.)

Cosmodrome

Where it all began… many Guardians can recall their first moments awaking in Old Russia and they weren't alone. Rasputin, the Warmind, called the Cosmodrome his home and proved himself to be a mighty ally of humanity. The returning weapons that drop from the Cosmodrome come from Rasputin's storied arsenal, along with a new origin trait.

NEW Origin Trait – Eyes Up

This weapon gains reload speed, range, and increased damage against combatants for a short time when combat begins. Final blows extend and enhance this bonus.

Seraphic Arsenal

seventh_seraph.jpg

Our sample weapon from the Cosmodrome is a reprise of the Seventh Seraph CQC-12, updated with new perks and keeping its Rasputin's Arsenal origin trait.

Slideshot Discord Quickdraw Threat Detector Disruption Break Heal Clip Dual Loader
Snapshot Sights Closing Time Trench Barrel One-Two Punch Chain Reaction Incandescent Surrounded

Seventh Seraph CQC-12 felt like the right showcase for Cosmodrome because it's both a core Rasputin weapon and a flexible close-range workhorse. With its updated perk pool, we wanted it to support everything from classic melee-heavy builds to pure add-clear shotgunning without losing that “Warmind toolbox” identity.

Nessus

With good robots (Failsafe and friends), bad robots (the Vex), and a lot of early Guardian memories, Nessus deserved a loot pool that reflects its status as a classic destination. So, the Sandbox Team reached through time to pull together a collection of weapons reflecting Guardians' many expeditions on the unstable centaur. We hope you agree that our selection plays as well as they look.

NEW Origin Trait – Fail-Deadly

Dealing damage grants a stacking bonus to magazine size, target acquisition, and range until your next final blow with this weapon.

Echoing Reprisal

pluperfect.jpg

Our sample from Nessus is Pluperfect, reprised with a new perk pool built to play into its deliberate, hard-hitting identity while opening up new Kinetic-focused options.

Outlaw Rangefinder Dynamic Sway Reduction Rewind Rounds Stopping Power Enlightened Action Demolitionist
Rampage All Star Kinetic Tremors Adhesive Ordinance Closing Time Aggregate Charge Adrenaline Junkie

We see Pluperfect as the backbone weapon of the Nessus set: reliable, deliberate, and built to carry momentum from one target to the next. Its refreshed perk pool gives players room to chase a range of playstyles while still preserving the feel that made the weapon memorable.

Europa

Europa was a defining destination in Destiny's history, marking a turning point where allies and enemies alike began to wield Stasis and deepen their understanding of the Darkness. Its frozen frontier is inseparable from Braytech whose ambition and technology remain etched into every corner of the moon. For this refresh, the team wanted the returning weapons to feel at home on Europa, reflecting both its harsh environment and its legacy as a defining frontier.

NEW Origin Trait – Winterized Gear

After being out of combat for a moderate duration, this weapon gains stability, reload speed, and handling. These benefits decay over time after reentering combat.

Rewards, Rebooted

high_albedo.jpg

Our sample from Europa is High Albedo, and no, your eyes do not deceive you. High Albedo has been updated to be the first Kinetic Micro-Missile Sidearm!

Auto-Loading Holster Bewildering Burst Impulse Amplifier Enlightened Action Shoot to Loot Stopping Power Blast Distributor
Kinetic Tremors Ancillary Ordnance One for All All-Star Frenzy Desperate Measures Surrounded

High Albedo matches Europa's identity by pairing precision tech with a harsher, more experimental edge. We wanted its updated perks to support players who use it proactively, whether that means building into utility, crowd pressure, or general-purpose combat.

Distorted Destinations

Patrolling the System

Over the past few years, Destiny 2 has focused more attention on structured campaigns, exciting playlists, and challenging cooperative activities. This has led to Patrol mode feeling left behind; without strong rewards or a clear reason to return, many players have had little incentive to explore the wilds of Sol. To remind Guardians of the allure of wandering these worlds, we're introducing a new feature on seven destinations: Distortions.

Distortions

Every hour, a different destination becomes the focus of Distortions. The sky tears open, reality distorts, and corruption spreads. While distorted, the planet's enemies are empowered and more fearsome.

Distortions_Cosmo_Ship.jpg

Distortions_Luna.jpg

Distortions are our new enhancement to Patrol mode. They're a celebration of all the things that are already there, plus a small injection of new things to do and new rewards to discover. Our main goal with this feature was to support what we call the “public loop”, the connected areas that players patrol where they can encounter other Guardians and work together on shared goals.

We've leaned into all the fun little things that are already there, then added a little twist.

Spotlights_05_1920x1080.jpg

Distortions_Throneworld_Combatant.jpg

Every enemy will become distorted too, making them tougher, more aggressive, and a little more dangerous. Distortions won't massively change the low-stress nature of Patrol but you may occasionally find an encounter that tests the skills of even veteran Guardians. You'll also discover some familiar challenges in new places and some strange signals leading to hidden rewards.

Speaking of rewards, we're making Distortions uniquely rewarding by providing a new weapon set players can earn in these new events and, to balance the increased challenge of Distorted enemies, you'll see higher gear tiers awarded from playing public events.

Europa_tooltip_director.jpg

Excited to check out Distortions? Look for the telltale red glow and keep an eye on the timer telling you when a new planet will be targeted.

Overhauling the Portal

Since the release of The Edge of Fate, we've heard your feedback on the Portal loud and clear. Portal, the tab, is gone. However, we didn't want to remove quick access to Destiny playlists and content. While players can navigate the Director for numerous activities, we still wanted a “portal” of sorts to quickly find the content you want to play when you want it. We've refactored scoring, difficulty, and customization quite a bit to further address feedback around the system - more on that in a later section.

Portal activities, bonus engrams, bonus focuses, and the Seasonal Hub are still accessible. The portal ops categories are built into the director itself. In the Director screenshot above you'll see a row of familiar icons at the bottom of the screen. They are the doorway to Portal-like sub-screens, allowing you to still access and configure the activities you'd like to play.

You may have noticed in our Director preview that there are a few returning icons in that row at the bottom. Yes, Gambit will now have a Portal category updated with scoring, and raids and dungeons will have an easy access point on the front of the Director. Dungeon Ops will be retired, and this space will simply be a space to quickly find and play full raid and dungeon content.

CGAE_portal_fireteam_ops.png

We also wanted to bring back more of Destiny's legacy and the following will be available in Monument of Triumph:

  • New Fireteam Ops
    • Heist Battlegrounds: Mars
    • The Disgraced
    • The Lightblade
    • The Scarlet Keep
    • The Corrupted
    • The Lake of Shadows
  • New Pinnacle Ops
    • Operation: Seraph's Shield
    • Zero Hour
  • New Arena Ops
    • Override (On a 4-week map rotation)

Difficulty and Reward Updates

Portal Ops activities are getting a difficulty overhaul in Monument of Triumph. The overarching theme is less math, more playing Destiny.

Right now, difficulty, rewards, and progression are too intertwined. Plus, a bunch of variables are tossed on top (Power, armor, and the rewards pass score bonuses) that required far too much planning and thought before players could just dive in and play. During development, we've simplified it, playtested a bunch, and simplified it even more to address player feedback.

So, when we say we've made the system simpler, what do we mean? Now when you select a difficulty you will always hit a default reward rank which will result in a default reward tier without adding any modifiers. The table below helps illustrate what reward tier to expect from each difficulty and reward rank.

Difficulty Reward Rank Reward Tier
Normal C Tier 1
Advanced B Tier 2
Expert A Tier 3
Master A+ Tier 4
Grandmaster S Tier 5
Ultimate S+ Tier 5

Note: For Crucible modes, Grade A and higher will yield Tier 5 loot drops.

But what is the role of modifiers now? In this simplified world, mods exist to allow higher scores to be reached without stepping up the difficulty level, to offset the cost of any selected boons, and to provide an additional, completely optional challenge.

If you want to earn Tier 4 gear but don't want to face Champions, play at Expert and add some mods. Don't want to deal with the tougher, more aggressive combatants at Grandmaster but still want to earn an S-grade rank? Play at Master with a few mods of your choice and you'll get those Tier 5 rewards. Every difficulty can have enough mods applied to bump you up one reward rank and reward tier.

Additionally, while reward tier will now cap at Grandmaster with Tier 5 and S rank, it didn't feel right to remove Ultimate difficulty from the game. So, we're leaving Ultimate in for Guardians who enjoy playing at the highest challenge level possible: the S+ rank will exist purely for bragging rights!

CGAE_mods.png

“So how will matchmaking work then?”

We're also updating how matchmaking and customization work around Portal activities. We want the system to stay approachable while also providing variety.

In matchmade versions of Portal activities:

  • Activities will include fewer modifiers than what players have previously encountered.
  • Will grant rewards and rank for the selected difficulty.

Revive token counts are also getting updated across Fireteam, Pinnacle, and Arena Ops. We've heard your feedback about how revive tokens feel in Arena Ops, and as a result we're removing them on all difficulties. This should make joining activities in progress and navigating the chaos of six-player content a smoother experience. For Fireteam Ops and Pinnacle Ops, Grandmaster difficulty will now start with seven revive tokens, while Ultimate will start with five. Our goal here was to create a little more breathing room in the revive token economy while still preserving the level of challenge players expect from these difficulty tiers.

Adding Variety to Loot

As we were making updates to how loot is earned throughout the Portal, we also took this opportunity to expand loot variety. The following Portal Ops activities will feature exclusive weapon reward pools and an armor collection with a unique set bonus:

  • Crucible Ops (General)
  • Crucible Ops (Competitive) - Additional Exclusive Pool
  • Trials of Osiris
  • Iron Banner
  • Gambit
  • Sparrow Racing League (SRL)

Solo Ops and Fireteam Ops will each have a unique weapons rewards pool and share a new Armor Collection with a set bonus. Arena Ops and Pinnacle Ops will also each have a unique weapon pool and share a new Armor Collection, with an additional pool for Onslaught (more details on that below). Additionally, Arena Ops weapons will have Holofoil variants – we hope you enjoy discovering them as a little surprise!

Onslaught, Contest of Elders, and The Coil

We're also making big changes to Onslaught and “Crawls”, our name for activities with escalating difficulty during gameplay. After reading feedback and looking at the data, we weren't happy with the amount of play these activities were getting. We're taking some big swings to make all these activities more enjoyable and rewarding for your time.

  • Onslaught
    • We've increased the scrap you earn from sources by over 40%, allowing you to max defenses at each location.
    • We've removed revive tokens from this mode entirely.
    • We've reintroduced the difficulty curve. Now, the first ten waves will be easier than the difficulty you selected, with the next ten waves increasing in difficulty and the final ten waves increasing in difficulty to match the difficulty selected.
      • For example, Grandmaster Onslaught's first ten waves will feel somewhat like Expert difficulty, the second ten waves will feel closer to Master difficulty and the final ten waves will feel on par with Grandmaster difficulty that you've come to expect.
    • We've reintroduced the full Brave Arsenal from Into the Light, with tiers, into the Onslaught reward pool that drop at the end of every 10 waves in additionto the Pinnacle Ops reward pool drops.
  • Contest of Elders
    • We've reduced the number of paths in a single run from four to three.
    • We've reintroduced the difficulty curve. Now, the first path will be easier than the difficulty you selected with the next path increasing in difficulty and the final path further increasing in difficulty to match the difficulty selected.
      • For example, Grandmaster Contest of Elders' first path will feel somewhat like Expert difficulty, the second path will feel closer to Master difficulty, and the final path will feel on par with the Grandmaster difficulty that you've come to expect.
    • We've added World Pool rewards into the Contest of Elders reward pool that drop at the end of every pathway in additionto pinnacle ops reward pool drops.
  • The Coil
    • We've reintroduced the difficulty curve. Now, the first path will be easier than the difficulty you selected, with the next path increasing in difficulty and the final path increasing in difficulty to match the difficulty selected.
  • For example, Grandmaster Coil's first path will feel somewhat like Advanced difficulty, the second path will feel closer to Expert difficulty, the third path will feel closer to Master difficulty, and the final path will feel on par with Grandmaster difficulty that you've come to expect.
    • We've added World Pool rewards into The Coil reward pool that drop at the end of every pathway in additionto the pinnacle ops reward pool drops.

Elevating Gambit

For some time now, players have felt our core activity rotation has been lacking a very special PvEvP activity that was introduced in Forsaken. We agree. In Monument of Triumph, Gambit gets a clearer home in the Director through the Gambit Ops. Our focus is on better placement, stronger reward support, and a more legible reward structure, while keeping the core activity familiar for players who already know how Gambit works.

Integration into the Portal means Gambit Ops will have its own tiered reward pool with a new armor set, armor set bonus, and reprised weapons, as well as Bonus Drops and Bonus Focus.

Tiered rewards are driven by activity scoring, and for Gambit, score is driven by team progress through Gambit's major phases: banking motes, summoning the Primeval, and defeating the Primeval - with additional bonus score coming from Gambit Rank. Rewards are rooted in team effort rather than individual stat chasing, and a team that reaches the Primeval phase will earn S grade and Tier 5 gear, so getting to the final phase of the match is materially rewarded.

Let's be honest: few things in Destiny feel better than banking a pile of motes or saving the game with a last-minute Invasion. To keep the playlist healthy, Gambit needs strength in its rewards, and that meant looking at the playlist's identity from multiple angles: a reworked Origin trait to match Gambit's unique rhythm, the return of many iconic Gambit weapons, and refreshed perk pools that give players real reasons to dive back in. Our resident Gambit lovers on the Sandbox Team took a deep pass on the weapons you've been asking for and made sure to give them some fun rolls. Here are two quick examples.

REWORKED Origin Trait – Gun and Run

Defeating targets builds stacks of Gun and Run for a short duration. Sprinting for a short time consumes a stack to partially reload this weapons' magazine from reserves; on Bows, this briefly improves draw speed.

Return to the Dark Age

spare_rations.jpg

Our sample from Gambit is Spare Rations, now updated to be a Stasis Lightweight Hand Cannon.

Slideshot Rapid Hit Snapshot Moving Target Firefly Keep Away Crystalline Corpsebloom
Kill Clip Opening Shot Eye of the Storm Swashbuckler Desperate Measures One for All Explosive Payload

We wanted Spare Rations to remain a sharp, responsive dueling weapon while broadening what players could chase on it. Its new pool offers a healthy spread of PvP and PvE options, from classic Hand Cannon consistency pieces to payoff perks that give it real flexibility outside of straight duels.

21_delirium.jpg

We're also bringing back 21% Delirium, now with a full random roll perk pool, while keeping its original static roll as a possible outcome.

Overflow Reconstruction [REDACTED] Trickle Charge Fourth Time's the Charm Feeding Frenzy Eddy Current
Killing Tally One for All [REDACTED] Rolling Storm [REDACTED] Frenzy Jolting Feedback

The goal here was to turn 21% Delirium into a deeper chase weapon without losing the version players remember. Its refreshed pool opens up new ways to build around sustained fire, reload loops, and damage ramp, while still leaving room for the classic roll that defined it the first time around.

Crucible Playlist Rotations

In Monument of Triumph, Crucible playlist offerings are moving to a more predictable cadence, and all PvP offerings are receiving loot refreshes to offer new weapons, armor sets, and cosmetics. First, let's start with our main PvP events: Iron Banner and Trials of Osiris:

  • Iron Banner now returns every four weeks.
    • Control remains a constant offering and is replaced by Iron Banner Control during Iron Banner weeks, with one additional Iron Banner mode available each time Iron Banner is live.
  • Trials of Osiris will continue to run every weekend* from Friday through Tuesday
    • *Trials will not be available during Iron Banner weeks to help keep Guardians focused.

Trials is also undergoing changes to featured map and weapon rotations. Instead of a single curated featured map each weekend, the mode can now vary from week to week. Some weeks may feature a singular map, while others can feature up to three. Check back each Friday to see which arenas you'll be challenged on. Featured weapons are also moving away from a single weekly focus and now drop from a featured weapon pool instead. We will have more details on the map and weapon pools in an upcoming TWID.

As for our broader PvP offering, featured 6v6 modes continue to rotate weekly, while featured small-team modes rotate daily until Trials takes over for the weekend. Rumble also remains permanently available.

This update also expands the small-team lineup, with Heavy Metal added into the 3v3 rotation alongside the new 4v4 Arena Collision - a new modifier mode built around more deliberate weapons-first combat. Private Match access has also been moved under Crucible Ops / Portal, where players can also find Heavy Metal, and more new Crucible modifiers like Arena.

We'll have more information on Crucible rewards, Crucible modifiers, and more next week when we talk more about sandbox tuning. Until then, let's turn our focus to some vehicular mayhem.

Heavier and More Metallic

Heavy Metal is back on a permanent rotation in the Crucible Ops with some fun updates!

If you've played Heavy Metal before, you know the fantasy: climb into a massive vehicle, roll onto the battlefield, and turn the other team into scrap. This time, there's a new option joining the lineup with the Cabal Behemoth, alongside the Drake and Brig.

We've also added a new vehicle selection screen so players can choose which vehicle they want to bring into a match before it begins. That means Heavy Metal is no longer just one fixed matchup and gives players more freedom in how they want to play.

Heavy_Metal_UI_02_1920x1080.jpg

To keep matches feeling faster and punchier, we've lowered the score needed to win from 50 to 40. It's a small change, but one aimed at making the mode feel snappier without losing the vehicle combat chaos that makes Heavy Metal what it is.

Heavy Metal is also getting a brand-new map: Nightfall Station. If that name sounds familiar, it should: the space is adapted from the wreckage of this vessel from the Renegades campaign, now reworked into a Heavy Metal battlefield built for vehicle combat.

Heavy_Metal_Map_1920x1080.jpg

Heavy_Metal_Map_02_1920x1080.jpg

Overall, these updates are focused on giving players more variety from match to match, tightening up the pacing, and making sure each vehicle feels like a viable choice when they drop into the mode.

We're excited for players to jump back in, try out the new lineup, and see which vehicle fits them best the next time Heavy Metal rolls around.

The Return of Sparrow Racing League

The long awaited and frequently requested Sparrow Racing League (SRL) is returning to Destiny 2! This isn't just SRL coming back as you remember it, though. We've brought the mode forward with a set of updates aimed at making races feel faster, livelier, and a bit more chaotic from lap to lap.

SRL_Header_1920x1080.jpg

Ghost returns as your SRL announcer along with Shaxx. There's nothing more motivating than Shaxx screaming at you to push for first place after your opponent just took you on the inside of a turn on Mercury.

Skimmers are joining the fun, allowing you to choose between a Sparrow or a Skimmer before hopping into a three-lap race against five other players. Players won't have access to rail grinds or manual jumping as a Skimmer or be able to use destabilizers for rolls or flips as a Sparrow - in fact, we've done a ton of work under the hood to make sure that using either vehicle in SRL feels equally advantageous to players.

Speaking of under the hood, we've also updated SRL to support those photo-finish moments at the end of a race. Close finishes can now properly assess ties, which means when two racers hit the line at nearly the same time, the results screen can better reflect that outcome. We know the mantra “if you're not first, you're last” but our goal with SRL is to bring the chaos and friendly competition to the forefront and so tying means you both get equally great rewards.

A couple of new mechanics have been added to SRL. Rocket Boost rewards racers who nail their timing of hitting the gas just before the race begins, giving them an early burst out of the gate. Trick Boosts are just what they sound like: land a trick successfully and you'll get a boost. On PC, Sparrow and Skimmer tricks can also be remapped the same way emotes can and we've updated the UI to support that.

All four of the original SRL maps are returning, and we've got a brand-new map called Quantum Circuit located in the realm of the Nine! Avoid the Taken and enemies of the past while racing on this wild and intense ribbon road. Additionally, speed boost pads have been added to specific shortcut paths on all maps to offset any gates missed; a change that we think will make taking riskier or tougher shortcuts more rewarding and viable.

Finally, we've done some tuning on gate sizes, vehicle speeds, and rubberbanding to keep the pack together while still rewarding strong racing lines, smart shortcuts, and well-timed boosts.

We're excited for players to get their hands on all of these updates and hear the brand-new SRL music tracks when Sparrow Racing League goes live next month.

SRL Rewards

Alongside SRL's return as an activity, you'll also be able to earn weapons and armor rewards. If you've gotta go fast then these will feel right at home in your arsenal. The perks found on these weapons have speed and movement in mind, such as Eager Edge, Desperado, or Perpetual Motion.

While we want to keep the weapons and their perk pools under wraps, we will share an early look at the origin trait and armor set bonuses:

  • Featherweight (Origin): Final blows with weapons that have the Featherweight Origin Trait grant increased movement speed while equipped.
  • Revving Up (2-piece): Fast movement builds up a charge that gradually increases your health regeneration speed. Once you are Fully Revved, sprinting grants Speed Booster.
  • Dielectric Drift (4-piece): Sliding while Speed Booster is active jolts combatants in front of you.

And for players looking for a little more style with their speed, SRL will also bring plenty of earnable rewards worth chasing. This includes brand-new SRL racing Sparrows and a Skimmer as well as SRL armor ornaments, returning racing Sparrows, and SRL shaders from Destiny 1 plus returning Sparrow Horns from Destiny 1 that also work with Skimmers (and can be previewed in menus), new and returning SRL emblems, and more.

SRL_Vehicles_01_1920x1080.jpg

SRL_Weapons_1920x1080.jpg

Whether you're racing for the win, completing SRL triumphs, or just showing up for the chaos, there will be plenty of ways to earn gear and accessories that let you look the part.


Join us tomorrow as we turn our focus to the weapons sandbox, raid and dungeon updates, Tower vendor attunement, and more in our second Dev Insights article and TWID.

u/DTG_Bot — 14 hours ago
▲ 2.9k r/LowSodiumDestiny+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 — 18 hours ago

Bungie is still cooking. To what end?

The character meetings are DRIPPING with lore and future story implications. They're still holding out hope they get another bite at the apple.

reddit.com
u/Gang-Orca-714 — 12 hours ago

Skulls Collectibles in Eternity Arena

So have these always been in Eternity or is this a new thing?

I found them while finding the spot where you take in the surroundings. One of them triggered the message "Durandal laughs" which I don't think was the best message for today.

reddit.com
u/Kubr1ck — 8 hours ago

The Call

I’m not sure if this has been posted anywhere yet but I went to reshape The Call into a tier 5 and it now has Chaos Reshaped(👀). Feels super good on this gun

reddit.com
u/willy3367 — 11 hours ago

Need a space to enjoy the update?

Hey Guardians!

With the Moments of Triumph update upon us bringing a whole suite of new additions to the game, specifically the raids and dungeons, our Discord server The Non-Toxic Avengers would love to introduce new players to some of the best content this game has to offer!

Whether you’re a brand new player, new to raids, or a returning player looking for a friendly, patient, and welcoming environment to tackle this content, our server is more than willing to teach you! True to our name, we will ensure your first raid experience (and beyond) is a memorable one.

If that’s not what you’re looking for, the server is also open to the entire suite of content. Gambit, campaigns, Nightfalls, Portal Ops, Exotic missions, etc. We’ll be happy to help.

I'll be the first to say that the server hasnt been the *most* active in the past (let's face it, neither has the game), but we've been back in full swing for a while!

https://discord.gg/9ZkDGUpzgQ

We look forward to welcoming those of you who are interested in taking part!

reddit.com
u/FashionableTitan — 13 hours ago

I'm gonna miss Dawning the most.

No matter how long it had been since I last played, I always came back around Christmas for Dawning. Running around the tower with the lights, the special seasonal music... the holidays aren't gonna feel the same without it.

reddit.com
u/Dophie — 19 hours ago

Help. Want to start new with return, can’t decide on class.

Title mostly says it. Haven’t played since Revenant, but want to re-experience as much of the story again with a new character and familiarize myself with the game. Not sure if I will get to hop on for any extended amount of time tonight, but would like some help deciding what I should start with first. Tips on all classes with changes made over the last year welcomed, even older tips since I honestly think I suck at this game I have had a love-hate relationship with for 12 years. Thanks guardians.

View Poll

reddit.com
u/vikingbear90 — 11 hours ago

Do we know if armor 3.0 sets from previous season will drop again?

Like the busido gear and the two crown gear from trials do we know if those will drop in their respective game modes?

reddit.com
u/deadpoolsdragon — 11 hours ago
▲ 138 r/LowSodiumDestiny+1 crossposts

[D2] Daily Reset Thread [2026-06-01]

Daily Portal Activities

Note: Only activities with guaranteed rewards are displayed


Daily Modifiers

No seasonal activities to display modifiers for.


Misc

  • Overthrow: The Blooming: The forces of the Witness and the Lucent Hive battle for control of the Blooming.
  • Terminal Overload: Ahimsa Park Weapon: Basso Ostinato (Shotgun)
  • The Wellspring: Attack Weapon: Come to Pass (Auto Rifle)
  • Altars of Sorrow Weapon: Apostate (Sniper Rifle)

Guns & Materials

Master Rahool's Material Exchange

  • Purchase Glimmer (10000 for 10 Dark Fragment)
  • Purchase Glimmer (10000 for 10 Phantasmal Fragment)
  • Purchase Glimmer (10000 for 25 Herealways Piece)
  • Enhancement Prism (1 for 10 Enhancement Core & 10000 Glimmer)
  • Ascendant Shard (1 for 10 Enhancement Prism & 50000 Glimmer)
  • Ascendant Alloy (1 for 10 Enhancement Prism & 50000 Glimmer)

Bounties


Archie wishes you a happy reset and good luck!


^Never ^forget ^what ^was ^lost. ^While ^the ^API ^protests ^have ^concluded, ^Reddit ^remains ^hostile ^to ^its ^users.

u/DTG_Bot — 1 day ago

Just a quick heads up for June 9th

I genuinely feel like June 9th would be the perfect opportunity for guardians to unite new and old, please do a solid favor and let this be known as a time of politeness and support to those who aim to improve their skills of crucible, dungeons, gambit, raids and vanguard. I’d rather be having a remarkable respectful and supportive community than one that acts extremely toxic and rude. Keep in mind that everyone wants to enjoy the game at their own rate, support others with build crafting, give them a lore recap or give any info they need to know about. I appreciate each and every one of y’all. Also eyes up guardian whether you’re a Hunter, Titan or Warlock. I deeply appreciate Destiny for being my very first shooter game as well as it’s community🖤🤍Looking forward to meeting y’all during Monument of Triumph 😊😇Do a solid favor and Keep being yourself #wewantdestiny3

reddit.com
u/Relevant-Cat-8716 — 3 days ago
▲ 8 r/LowSodiumDestiny+1 crossposts

What's the race/faction with the worst wasted potential and why?

For me it's the Scorn. Visually they're interesting, they have a pretty unique look, kind of tribal or knight-like, which is pretty impressive for a species that's basically "just" a zombified version of the Fallen.

And the story around them started off well. The whole thing with Fikrul and his Barons worked really well, and later we got hints in dialogue that the Scorn were starting to build their own culture and so on, which suggested something really interesting was coming.

But in the end they just became pawns of the Witness and his Disciples, just placeholders because Bungie never had the time or the desire to develop a dedicated faction around them. As a result, we didn't get a single major Scorn character until Fikrul reappeared in the Revenant episode... only for him to get killed by a fcking vaccine...

And since Destiny is over we'll never know what was planned for Skolas and the Scorns. So sad because it was finally time for them to shine.

Honestly I was torn between the Scorn and the Vex, but I have to say the Scorn got treatment a hundred times worse than the Vex. Anyway, that's just my opinion.

reddit.com
u/Palgia — 2 days ago
▲ 51 r/LowSodiumDestiny+1 crossposts

Request: Fate Saga Novel

I have been really bummed about not seeing the fate saga to its conclusion, the truths of the Nine, the identity of the Lord of Every Nothing, the unraveling of Earth, the monster below Old Chicago, the Destiny of Lodi, Ikora, and The Weapon (us), the schemes of the Winnower. A while back Final Fantasy 15 had a dlc roadmap that was cut short with its story not fulfilled, when this happened, they decided to release a novel to cover the story of the missing dlc, and it turned out to be some of the best story content from the 15 universe. I would really like to express a desire for a similar treatment for the Fate Saga, even if someday we get a Destiny 3 and the original ending of the fate saga is no longer canon, I still want the ability to enjoy the story that the narrative team wanted to tell. So this is a message to Sony, Bungie, Allison, and the narrative team, you guys were cooking something special in the lore, and I really would love to be able to engross myself in the Destiny universe one last time to it's destined conclusion.

Please bump this so that maybe folks at Bungie can see a desire for this and maybe get it greenlit! Worst case scenario we show the narrative team we loved their work!

reddit.com
u/DrakonMaximus — 2 days ago

Excited for Monument of Triumph? So are we! Come join the official Low Sodium Destiny Discord!

We've got a lot of people getting geared up for one last ride, and we'd love to see some new faces! We also have a clan--it's a bit of a process to join, but it's well worth it!

HERE IS THE LINK!

u/BrushWolf625 — 3 days ago

Armour Build Crafting

I have loved watching the Mactics Will It Build series over the years. I was pointed to D2ArmorPicker.com around the same time to optimise my stats. Mijago does not get anywhere near enough love. I have donated quite a bit to this site as it brought a passion for me to my characters I had not enjoyed before. Getting the best possible stats and then being able to tweak the build to suit my playing style. So much fun.

Anyway, the point of this post. I hope sites like this continue to receive love from Guardians so they can keep their sites up. They add to the enjoyment that is character binding within D2.

reddit.com
u/darkelf921 — 2 days ago