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reviews the major exotic weapon changes in Destiny 2’s Edge of Fate update, focusing on functionality adjustments and in-game impact, with a separate video planned for exotic armor changes.

Video Structure and Approach

  • The video only covers exotic weapon changes due to the update's scale.

  • Damage number comparisons use percentage changes, as Edge of Fate squished absolute damage values.

  • Exotic armor changes will be discussed in a later video.

Bastion Changes

  • Saint’s Fist perk melee bonus increased from 100% to 300% and now works with all melee abilities.

  • Perk duration increased from 2 to 3 seconds.

  • Melee damage bonuses now additive, not multiplicative.

Monte Carlo Changes

  • Bayonet mode no longer deals reduced melee to bosses, mini-bosses, and champions.

  • Maintains a significant melee damage increase post-update.

Winterbite Changes

  • Now accepts melee bonuses from more sources.

  • Ammo-based melee bonus reduced from 50% to 20% against bosses.

  • Legendary glaives currently outperform Winterbite, but testing continues.

Vigilance Wing Changes

  • Last Stand perk now active in solo PvE, granting reload, handling, and +100 health.

  • Health bonus increases orb healing and shield recharge.

Hierarchy of Needs Changes

  • Guidance Ring easier to activate (3 hits, any type), lasts 20 seconds, and rotates to face owner.

  • All bows (not just legendary) spawn missiles through Guidance Ring.

  • Limit of one ring per player at a time; some bows (e.g., Le Monarque) do not synergize.

Dead Man’s Tale Changes

  • Cranial Spike stacks now grant +3.4% damage each (max 70%) and add reload rounds.

  • Reloading can now load up to 7 rounds at max stacks.

Duality Changes

  • On Black Wings can now be triggered by hitting most pellets, not just kills.

  • Quality of life improvement for consistent buff activation.

The Navigator Changes

  • Gains 25% PvE and 5% PvP damage boost with Woven Mail.

  • Ammo generation improved with Woven Mail; more useful for direct damage.

Wicked Implement Changes

  • Archetype changed to 260 RPM rapid-fire scout; mag size increased from 15 to 20.

  • Higher DPS and smoother play, but requires an extra hit to trigger slow/freeze.

Heartshadow Changes

  • Heavy attack ammo cost reduced from 4 to 3.

  • Defeats while “Shot in the Dark” is active re-triggers invisibility.

  • Ammo pool remains unchanged.

Worldline Zero Changes

  • Tesseract lunge distance increased by 3m; chaining limited unless you get a kill.

  • Extra Tesseract attacks cost less ammo if used after a kill.

Devil’s Ruin Changes

  • Beam now tied to special reload, not release; kills spawn fire sprites and increase mag size to 20.

  • Picking up fire sprites enables beam shots; intrinsic anti-unstoppable added.

  • Gameplay loop improved and more synergistic with artifact mods.

Tommy’s Matchbook Changes

  • Self-damage from Ignition Trigger now visually indicated; effect shown on HUD.

  • Hip fire self-damage reduced to 50% of ADS (down from 67%).

  • Catalyst: improved health regen replaced with Cure x1 on final blows while Ignition Trigger active.

Closing Remarks

  • Exotic armor changes will be covered in a future video.

  • Encouragement for viewers to try out the updated exotic weapons and await the next coverage.


Destiny 2 Exotic Weapon Changes

Now, I know it's long overdue, but today we finally have our pre and post-testing video for Edge of Fate. This is easily one-off, if not the biggest sandbox update that Bungie has ever done. From the stat and armor rework, the additive melee changes to all exotic weapons and armor changes, fellas, there was a lot to unpack here.

Which is why today's video, we're really just gonna be sticking to the Exotic Changes. And more specifically, Exotic Weapons. We will have an entirely separate video that's gonna go over Exotic Armor pieces. But considering how much is happening here, in order to keep this video under an hour, we decided to split things up. Another thing that's also an issue is comparing damage numbers.

If you remember before Edge of Fate, our damage numbers were ginormous. But in Edge of Fate, those numbers have been squished. This video is mainly gonna focus the functionality changes that our exotic weapons receipt and as far as numbers go we're simply going to just be comparing certain percentage numbers as best we can now starting out with our exotic weapons first up we have bastion saint's fist pv melee damage bonus has been increased from 100 to a whopping 300 percent that also now works with all melee abilities. And the time the perk is active has been increased to three seconds. Now, pre-Edge of Fate, the Saint's Fist perk only lasted for about two seconds.

And as you can see, testing here with Knife Trick, at base, it would deal 14,441 damage per knife. And then with Saint's Fist active, it would jump up to 28,881 damage, thus being a 100% increase in damage. Now, post-Edge of Fate, the Saint's Fist perk does indeed last for three seconds now. adding a little more forgiveness. And it also works with every melee ability.

And each one of these are getting increased by a whopping 300%. Overall, a pretty nice change here to Bastion. Just keep in mind that melee damage increases now work on an additive system rather than multiplicative.

Now, although Bastion does provide a higher damage bonus than one-two punch does, it is a bit more niche as you can't activate it against all targets as you have to hit the majority of Bastion's pellets, which unfortunately ends up with many enemies just straight up dying. Whereas the shotgun and one-two punch, for the most part, you can always get that proc'd and keep those melee builds rolling. Granted, in harder content, you could see where Bastion can be very beneficial.

Next up, we have Monte Carlo. It's Catalyst, which is that bayonet mode, will no longer deal reduced melee damage to bosses, mini-bosses, and champions. Now, this is one of those changes. It's a little hard to compare pre versus post, but pre-Edge of Fate, this was dealing somewhere around 48,636 damage against Carl, which was a 460% increase over base melee. Now, in comparison against a red bar enemy, pre-Edge of Fate, that did 133,749 damage with the Bayonets, which is a 1,440% increase over the base melee attack, which is quite the difference there.

I don't know about you guys, seeing these big numbers we used to do, now that we've become acclimated to the smaller damage numbers, it's just mind-blowing. Now, post-Edge of Fate against Carl, the Bayonet is hitting for 1,386 damage, which is a whopping 1,423% increase over our base melee. Now, interestingly enough, against a red bar enemy, it's only a 1,440% increase over our base melee. Now, with these buffs, do I think it's worth charging a champion with your bayonets?

Yeah. I would. Next, we have Winter Bites.

This exotic can now receive melee damage bonuses from a variety of sources. However, the enhanced melee damage you receive with ammo has been reduced to only a 20% increase versus bosses, down from 50%. Now, pretty straightforward here. Against this boss with ammo, we hit for 568 damage, And with no ammo, we only deal 379 damage, giving us that 50% increase.

Now, side note, guys, we did try to test this in Gambit, hoping that these numbers would transfer sandbox to sandbox. But unfortunately, the scaling just wasn't one to one. Now, post update, Winter Bite with ammo is hitting Coral for 137 damage.

And with no ammo, this is only dealing 114 damage. So confirmed here, it is only a 20% increase. Now, personally, I haven't played with Winter Bite too much, guys, to really make a call on where this Glaive sits. Have I used Glaive builds? Yes.

Most notably in the day one raid, I literally used a Glaive build in the final encounter to carry me, and it worked tremendously. We do have a couple of Winterbite builds that were submitted for build battles, and we'll give them a go. All I can say on the Glaive side is that legendary Glaives currently feel amazing, but this week we'll see if Winterbite holds up.

Now moving on now, we have Vigilance Wings. With the change here reading that its last stand perk bonus is now active when running solo in PvE activities. Now pre-update, this would give increased reload speed, handling, and recovery while solo, which only worked inside of PvP.

Now post-update, this grants increased reload speed, handling, and plus 100 health stats, which as you can see in this sign by sign, it is in fact now working while solo inside of PvE. Now the increased health stats was just recently fixed in update 9.0.0.6. Before, it was actually giving increased class stats, which was pretty nice as above 100, it would grant us an overshield.

But health is still pretty good as well, since under 100, this increases the amount of health you receive from picking up orbs, along with increased flinch resistance. And then over 100, that increases your shield recharge rate and your shield health. Something not to be overlooked, especially inside of PvP. Next, we have hierarchy of needs. Bundy has made this bow.

the Gjallarhorn of Bows, meaning it's now a support bow to other bows. Now, its changes read that players now gain charges of Guidance Ring with any hits from Hierarchy of Needs. Players now only need three charges to deploy a ring, and the Guidance Ring duration itself has been increased from 13 to now 20 seconds.

And to even make things better, the Guidance Ring now rotates to face its owner. Now, players are now limited to one guidance ring in the world per player, as spawning in a second one will remove your previous ring. Now, as you can see here, guys, all bows now spawn missiles when fired through an allied player's guidance ring.

And this is where it differs from Gjallarhorn, because it's not just legendary bows. It's all of bows, even exotics. They also fixed an issue where hierarchy secret missiles would not play detonation visual effects when colliding with the world geometry. But as you can see here in our pre-footage, you needed 6 charges to spawn a guidance ring, with crits giving you 1 charge, and precision kills giving you two charges and a body shot kill giving just one charge.

Now, pre-update, the ring would only last about 13 seconds, like Bungie said, but you could spawn multiple rings at a time in case you wanted to aim at maybe different targets. The big difference here, though, is that those spawn missiles from the ring would only work for yourself post update though you only need three charges to spawn that guidance ring and any hit now counts not just precision hits now the ring lasting for 20 seconds is huge you can see the rotation here where it faces the owner which really means you don't need more than one ring at a time. You can see here all the different exotic bows that are working with this. Now, what we did notice, there were a few that didn't work.

For instance, Love Monarch, for some reason, doesn't work with Hierarchy of Needs. And I'm not sure if this is intentional or not, but still, I would love to see this synergize. Now, next up, we have Dead Man's Tale. Each stack of Cranial Spike now grants plus 3.4% damage versus combatants, maxing out at 70% at five stacks, and plus one rounds reloaded.

Now, pre-update Cranial Spike stacks would grant escalating range, stability, reload speed, and aim assist. Now, post-update, you're also getting that increased damage and rounds reloaded on top of that. Now, testing against Carl here, base DMT crit deals 165 damage.

One stack of Cranial Spike deals 171. One damage, two stacks at 176, three at 182, four stacks at 186, and then finally capping out at five stacks at 193 damage. Now for the rounds loaded. Before Edge of Fate came out, I thought this was going to be sort of like rerun rounds, or even like four times where each stack would just auto reload a shot. But each stack actually increases the amount of bullets you load at a time.

when you manually reload. At base, you normally load two shots, and each stack loads one additional round, which is beautiful, because if you get to max stacks, and then you reload, you're able to load seven shots at a time, which is incredible for DMT. It's essentially your entire magazine loaded in just two animations.

Now, next, we have duality. Bundy added a secondary activator for on black wings, as it now gives the buff when landing most of your pellets on a target. Now, previously, you could only gain stacks of on black wings by getting pellet kills, which would grant increased precision damage for your slug rounds and also grant increased reload speed, which would stack up to three times. Now, post-edge of fate, you can gain stacks by just hitting most of your pellets on a single target, which seems to be around 10 pellets.

Now, this is a fantastic quality of life change to duality. So for my duality users out there, now is your time. Now, next we have the This has received a damage bonus for the weapon itself while the user has woven mail.

In PvE, this is a 25% increase in damage. And in PvP, this gets a 5% increase. Now, on top of that, the weapon's ammo generation status also increased while the user has woven mail.

Now, this is all additional effects. So not really anything happening here pre versus post. At base, though, in our current sandbox, Navigator hits Coral for 30 to the head and 23 to the body. Then if you have WoW and Mel, this goes up to 38 damage per crit and 28 per body, which is roughly a 26% increase in our crit damage and a 21.7% increase for our body shot damage. Now inside of PvP at base, we're dealing 21 damage per crit and 16 damage per body.

which if you're under weapon stat 100, you're able to get the kill in 10 crits to body for a 0.73 second time to kill value. Now, if you have Woven Mail, this goes up to 22 damage per crit and 16 per body with that 5% buff, lowering our time to kill value to 0.67 seconds, but requires 11 crits. Now, in terms of the ammo generation stats, At base, I was able to generate a special ammo brick with the Navigator from 11 kills. And then with Woven Mail, it only took 9 kills. Now, keep in mind, no one's really using Navigator for Navigator itself.

Let's be real. Most people are using the exotic catalyst to get grapple melees and go crazy. But if you do break away from that, and you suddenly just want to do damage with the trace itself, well, now you can't.

And it won't be as big of a handicap. Next up, we have Wicked Implements. Now, we've already covered this already in a review, and let me just say, guys, this was an incredible change.

Bungie shifted this weapon's archetype from a 180 precision frame scout rifle to now a 260 rapid fire frame scout, making this weapon just feel all around snappier. But this also increased our DPS and PVE. It's got his magazine bumped up from 15 to 20 to compensate for the rate of fire.

And it does take one additional hit to start slowing to get that freeze. But honestly, considering the rate of fire of the weapon, that's really a non-issue. If you haven't checked out a review, guys, I highly recommend you do.

It absolutely cooks with Bacchus now more so than ever before. Next, we have Heartshadow. This received a buff increasing its ammo reserves, reducing the cost of its heavy attack from 4 to 3. They've also added a new functionality where defeats while shots in the dark are active will make you invisible once more. Now, pre-Edge of Fate, Heart Shadow had 57 ammo, and heavy attacks would cost 4 ammo, and defeats while shot in the dark was active would not make you invisible again, unless you were using something like Stylish Executioner.

Now, post-update, Heart Shadow still has 57 ammo, But the heavy attack only consumes three ammo. And as you notice here, kills while Shining in the Dark is active will make you invisible once again. Now, since we're talking swords, our next one is Worldline Zero. Bundy increased the lunge distance of the heavy Tesseract attack by three meters.

But they removed the ability to chain two blink attacks back to back. Then they added a new effect where defeating a target with Tesseract allows you to Tesseract again for a short duration. Now these extra blink attacks cost less ammo and they consume less guard energy. Now pre-Hedge of Fate, we don't really have the exact distance here because we didn't have the shooting range at the time, but post-update we can currently Tesseract about 10 meters. Now, in terms of functionality, pre-update, after you would use Tesseract, you could Tesseract again right after.

No kills needed. And this was great for damage, as you could chain these attacks one after another. Now, most of the times, you pretty much TP'd right past your enemy, but it was nice when you pulled it off. Post-Edge of Fate, though, you can only Tesseract once unless you get a kill with it.

But if you do get a kill, you can now Tesseract up to three times in a row. Now, I wasn't able to do this super consistently. The standard was actually two in a row, but it does make for some potentially interesting builds.

Keep in mind, this synergizes really well with Tireless Blade, which gives a sword ammo for every other powered sword kill. So you could be in a situation where you can literally just Tesseract speed killing a number of enemies, one after another. The other side of things is you can utilize Roadline for what it was originally used for, which is for speedrunning.

Now next, we have Devil's Ruin, another exotic that we just had to review right out the gate. This is easily one of my most used exotic weapons so far since the launch of Edge of Fate. First up, they have removed the fire on release behavior, and the beam is now behind a special reload.

Kills with this weapon now makes fire sprites, and when you pick up a fire sprite, it enables the special reload beam shots. Now the beam now scorches on hitboxes, hits and ignites on kills. On top of that, the magazine size has been increased to 20, and it's now intrinsically anti-unstoppable.

Now, if you want a full breakdown on the feel of this weapon, guys, feel free to check it out. We did an entire review on it, but let me just say right out the gate, Devil's Ruin has never been better. Originally, we were worried this was going to be more of a nerf, but really it's all around a buff. It has its own self-contained gameplay loop of getting a kill with a sidearm, picking up the fire sprite that you generate, doing the special reload to shoot that beam that will scorch and ignite enemies. And currently right now, it even has an interesting bug, or at least we think it's a bug, where if you suspend a target and then just shoot them normally with Devil's Ruin, you'll actually cause an ignition.

So really the gameplay loop is to suspend targets, shoot them with the regular fire shots of Devil's Ruin, proc the ignition, and if the target is thick enough, then do your special reload and finish them off with your super shot. This is a must-use exotic this season, guys, and there's so much synergy in our artifact mods. I urge you to give it a go.

Now this brings us to our final exotic weapon change, but a meaty one at that. Tommy's Matchbook. Bungie added a burning screen effect while the player takes self-damage from Ignition Trigger.

Other players who are taking self-damage from Ignition Trigger will have a burning effect surrounding their model. Now, for Ignition Trigger, the HUD buff now appears as a bar. Now, while Ignition Trigger is active, the bar charges as you fire the weapon and then drains when you don't. So long as the bar has some charge, Ignition Trigger will remain active. Now for its other perks, Heat Sink.

Hip Fire self-damage has been decreased to 50% less damage than ADS self-damage, which was previously 33% less damage. Then finally, for our exotic catalysts, they remove the improve health regeneration, but final blows while ignition trigger is active will grant you cure time's And the scorch on hit is unchanged. Now, pre-edge of fate, essentially when you would hold down the trigger and fire the weapon, you'll proc ignition trigger after about 20 shots or so, which would increase your damage, but it will burn you. Now, the other perk, heat sink, then would come into play, which reduces overheat damage while not aiming down sights.

And then you have the katanas, which would grant improved health regeneration and allow you to scorch on hit when ignition trigger was active. Now, post-update, first up, you now notice that burning effect to show the self-damage, which you can see from the subtle flames on the bottom of your screen. As well as if you're looking at another person taking self-damage, it'll show them burning up with some flame and scorching effects on their character model. Now, the big change here is to ignition trigger.

As you can see, there's now a meter on your HUD. It'll fill up as you continue to shoot. And as long as there's some progress on this meter, ignition trigger will stay propped, which is really good.

It was really annoying before that when you stopped shooting, even for just a moment, you would lose the ignition trigger and you have to hold the trigger back down and reprock the perk. Now for heat sink, you do take less damage when hip firing than you did before. As you can see here in this side by side clip, it takes us about a second and a half longer to reach the point of our shield's breaking.

Then finally for our catalyst, this granting us cure times one is such a great quality of life improvements. Way better than the improved health regeneration, something we ourselves have actually experienced in one of our build battles where we got to take advantage of Tommy and its most recent updates. So guys, those are your exotic weapon changes.

Now equally as large is our exotic armor changes. We'll be giving you those very, very soon. That is also gonna be a very big video, but stay tuned for that one.

Well, fellas and ladies, thank you all for coming and watching, and as always, slap that like button like your mama told you, right?

Today we have our long awaited pre and post testing video.

Today's testing is going to be focusing on our Exotic Weapon changes, with another video following soon which will include our Exotic armor testing. There's a ton of great exotic changes that launched with the Edge of Fate, some of which we've already talked about, but today's video will have everything you need to know in one place.

#destiny2 #bungie #edgeoffate

Bastion 2:11

Monte Carlo 3:12

Winterbite 4:21

Vigilance Wing 5:13

Hierarchy of Needs 6:59

Dead Man’s Tale 8:08

Duality 8:40

The Navigator 10:04

Wicked Implement 10:41

Heartshadow 11:16

Worldline Zero 12:34

Devil’s Ruin 13:54

Tommy’s Matchbook Thumbnails by Fresi: https://x.com/FresiGFX

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