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Overview
Developer preview detailing ability tuning in Renegades, with broad buffs across classes, a handful of PvP-only nerfs, and one PvE nerf. Changes cover Hunters, Warlocks, Titans, and general abilities. Additional ability updates are planned for Shadow and Order.
Hunter: Gunslinger
Goal: raise payoff for precision and expand scorch/Radiance interactions.
Golden Gun (Deadshot, Six Shooter): +15% vs non-bosses and +26% vs bosses; removes boss/non-boss disparity.
Golden Gun: projectiles now apply 40 scorch stacks baseline, +10 stacks with increased stacks fragments.
Golden Gun in Well of Radiance: now benefits from Radiance damage without leaving the Well.
Blade Barrage: +39% damage vs combatants.
Knives (Proximity Explosive, Weighted, Knife Trick): +50% vs red bars and +36% vs other enemies.
Lightweight Knife: crit multiplier increased from 1.3 to 1.5.
Acrobat’s Dodge: +112% passive class energy regeneration in PvE; cooldown now matches Gambler’s Dodge, enabling more frequent team buffs.
Gunpowder Gamble: shooting the airborne dynamite increases damage by 50% (5% in PvP), expands the explosion radius, and spawns sub-munitions.
Hunter: Nightstalker (Void)
Focus: clearly define Shadowshot roles—Deadfall for strongest weaken, Moebius Quiver for damage.
Deadfall: tether source attaches to combatants on direct impact; weaken increased from 30% to 35% (now the strongest weaken).
Impact effect: on impact, immediately applies area weaken and suppress.
Moebius Quiver: while super is active, dealing damage charges a visible bar that amplifies subsequent Shadowshots and bow shots; with Orpheus Rig, final shot(s) can reach up to +227% damage.
Moebius duration: base duration increased from 10s to 16s; with Orpheus Rig, 16s to 20s.
Smoke Bomb: stuck-projectile lifetime extended 3s → 9s; in PvP, lingering smoke reduced 5s → 2s, screen effect intensity/duration reduced, and damage to players reduced by 16%; refocused toward misdirection and traps.
Hunter: Arcstrider
Storm’s Edge: +25% passive energy regeneration for the super.
Tempest Strike (PvP only): -16% damage to curb free kills from corner swipes.
Hunter: Revenant (Stasis)
Shatterdive: shattering Stasis crystals or enemies now grants Frost Storm; any shatter grants full stacks in PvE and two stacks in PvP.
Silence and Squall: +63% damage vs combatants.
Hunter: Threadrunner (Strand)
Widow’s Silk: looking at a grapple tangle briefly now overrides your grenade with a free, non-offensive grapple; enables giving grapple access to allies and works with the Navigator exotic Trace Rifle.
Grapple Tangles: created near the ground will rise shortly after creation; lifetime increased 15s → 20s.
Grapple melee: landing a non-free grapple melee now creates a grapple tangle.
Silk Strike: +11% passive energy regeneration and +13% damage resistance during super.
Hunter: All Subclasses
Marksman’s Dodge: ammo pickup radius increased from 10m to 15m for more consistent refills.
Gambler’s Dodge (PvP only): melee energy return reduced from 50% to 35% to reduce ability spam and Hunter dominance in Crucible.
Warlock: Dawnblade (Solar)
Daybreak: +20% damage vs combatants; projectiles now scorch by default, synergizing with Solar verbs and exotics discussed in prior armor tuning notes.
Warlock: Voidwalker (Void)
Nova Warp: charging the primary attack now pulls enemies toward the Warlock; +15% primary attack damage vs combatants; Dark Blink now releases weakening seekers.
Nova Bomb (Vortex): repeatedly pulls enemies toward the vortex throughout its duration.
Warlock: Stormcaller (Arc)
Stormtrance: maximum sustained damage bonus increased from 50% to 65%; Landfall jolt duration increased from 10s to 16s.
Chaos Reach: +20% damage vs combatants.
Arc Soul: no longer blinds the user on creation.
Lightning Surge (Prismatic, PvP only): -16% damage.
Warlock: Shadebinder (Stasis)
Winter’s Wrath: Shatterwave damage vs frozen targets increased by 210% to elevate roaming super DPS.
Frostpulse (PvP only): freeze radius reduced from 7.5m to 5m; adds a slow effect in the 5–8m band to reflect new rift mobility.
Warlock: Broodweaver (Strand)
Needle Storm: needle tracking now prioritizes bosses, minibosses, and champions over lower-tier enemies to improve boss damage reliability.
Warlock: All Subclasses (Rifts)
Healing Rift and Empowering Rift: can now be cast while moving at roughly half speed; radius increased from 3.75m to 5m.
Empowering Rift: grants +20% melee and grenade recharge rate while standing in the Rift.
Healing Rift (PvP only): healing rate reduced by 10% to balance larger radius and mobile casting.
Titan: Sunbreaker (Solar)
Hammer Throw: impact damage increases with distance traveled; additive bonus with base damage unchanged, rewarding skillful long-range throws.
Titan: Sentinel (Void)
Banner Shield: allies behind the shield now auto-reload all weapons every 2.5s and gain Void overshields.
Damage bonus for allies behind the shield reduced from 40% to 25%.
Blocking extends super duration; blocking attacks and protecting allies charges Shield Throw damage via an on-screen bar; a charged throw deals increased damage and consumes the charge.
Titan: Striker (Arc)
Fist of Havoc: light (line) attacks now increase the damage of the next heavy attack, adding a simple damage loop to improve DPS.
Titan: Behemoth (Stasis)
Howl of the Storm (when used during super, PvE): super energy cost per use increased from 5% to 15%; this is the single PvE nerf to rein in excessive sustained DPS during super.
Titan: Berserker (Strand, PvP)
Banner of War: melee damage bonus now scales with stacks rather than always being at full strength; unarmed melees can one-shot at two stacks with 200 melee stat, or at three stacks with base melee stat.
General Abilities and Fragments
Suppressor Grenade: no longer suppresses the user; detonation damage increased by 10%.
Spike Grenade: now attaches to combatants.
Void Fragments: reduced penalties and added stats—Echo of Undermining -20 → -10; Echo of Provision now grants +10 grenade stat; Echo of Exchange now grants +10 melee stat; removed negative stats from other Void fragments except Echo of Starvation and Echo of Persistence.
Invisibility: updated visuals to be slightly more visible in Crucible to address readability concerns.
Void Overshield VFX: now scales with remaining overshield to signal approximate strength to observers.
Lightning Grenade: now attaches to combatants.
Flashbang Grenade: no longer blinds the user; detonation damage increased by 10%.
Threadlings: when a target is lost before impact, they land and seek a new target instead of exploding, reducing wasted detonations.
Structured Highlights
Category
Ability
Change Type
PvE/PvP
Key Details
Hunter
Golden Gun
Damage, Scorch, Radiance
Both
+15% non-boss, +26% boss; scorches; benefits from Radiance inside Well
Hunter
Blade Barrage
Damage
PvE
+39% vs combatants
Hunter
Knives suite
Damage
Both
+50% red bars; +36% others; Lightweight crit 1.5x
Hunter
Acrobat’s Dodge
Class energy
PvE
+112%; cooldown aligns with Gambler’s
Hunter
Gunpowder Gamble
Damage/Radius
Both
+50% damage (5% PvP), larger radius, sub-munitions
Hunter
Deadfall
Weaken/Attach
Both
Weaken to 35%; attaches on impact; AoE weaken + suppress
Hunter
Moebius Quiver
Damage loop
PvE
Damage bar; up to +227% final shot(s) with Orpheus Rig; longer duration
Hunter
Smoke Bomb
Control/QoL
PvP
Shorter lingering, reduced damage and screen effects; longer stuck lifetime
Hunter
Tempest Strike
Damage
PvP
-16% vs players
Hunter
Shatterdive
Buff generation
Both
Grants Frost Storm (full PvE; two stacks PvP)
Hunter
Silence and Squall
Damage
PvE
+63% vs combatants
Hunter
Widow’s Silk
Team grapple
Both
Free non-offensive grapple by looking at tangles; Navigator support; tangles rise and last longer
Hunter
Silk Strike
Energy/DR
Both
+11% passive regen; +13% DR
Hunter
Gambler’s Dodge
Melee refund
PvP
50% → 35%
Warlock
Daybreak
Damage/Scorch
PvE
+20% vs combatants; scorches by default
Warlock
Nova Warp
Pull/Weaken
Both
Charged primary pulls; +15% damage; Dark Blink emits weakening seekers
Warlock
Nova Bomb Vortex
Pull
Both
Repeatedly pulls during lifetime
Warlock
Stormtrance
DPS/Jolt
PvE
Sustain bonus to 65%; Landfall jolt lasts 16s
Warlock
Chaos Reach
Damage
PvE
+20% vs combatants
Warlock
Arc Soul
QoL
Both
No self-blind on creation
Warlock
Lightning Surge
Damage
PvP
-16% (Prismatic only)
Warlock
Winter’s Wrath
Damage
PvE
Shatterwave +210% vs frozen
Warlock
Frostpulse
Radius/Slow
PvP
Freeze radius reduced; adds slow band 5–8m
Warlock
Needle Storm
Targeting
Both
Prioritizes bosses/minibosses/champions
Warlock
Rifts
Mobility/Radius
Both
Cast while moving; radius 5m; Empowering +20% melee/grenade; Healing -10% PvP
Titan
Hammer Throw
Range scaling
Both
Additive impact scaling with range
Titan
Banner Shield
Team utility
Both
Auto-reloads every 2.5s; grants overshield; lower damage bonus; block extends super; charged shield throw
Titan
Fist of Havoc
Damage loop
Both
Light attacks buff next heavy
Titan
Howl of the Storm
Super cost
PvE
5% → 15% cost during super
Titan
Banner of War
Scaling
PvP
Melee bonus scales with stacks; unarmed one-shots at 2–3 stacks
General
Suppressor/Flashbang
QoL/Damage
Both
Remove self-suppress/self-blind; +10% damage
General
Spike/Lightning Grenades
Attachment
PvE
Now attach to combatants
General
Void Fragments
Stat tuning
Both
Reduced/removed negatives; new +10 stats on Provision/Exchange
General
Invisibility
Visuals
PvP
Slightly more visible
General
Void Overshield VFX
Readability
Both
Shows remaining overshield strength
General
Threadlings
Behavior
Both
Land and retarget if target lost
Action Items
Schedule comprehensive super DPS testing at Renegades launch to update rankings for boss damage, add-clear, and uptime across subclasses.
Build and test Nightstalker loadouts: Deadfall for highest weaken uptime; Moebius Quiver for burst DPS with Orpheus Rig and new charge mechanic.
Evaluate Titan Banner Shield teams: synergy with Ursa for orb generation, periodic auto-reloads, and overshields; assess tradeoffs vs Well of Radiance.
Reassess Warlock rift-based play with mobile casting and larger radius; integrate Empowering Rift regen bonuses into ability-centric builds.
Decisions
Deadfall prioritized as the go-to weaken option; Moebius Quiver elevated as a top-tier damage super under its new charge system.
Smoke Bomb adjusted toward misdirection with reduced PvP lethality to lower frustration and visual overload.
Rifts gain mobility and area to improve survivability; a modest PvP-only Healing Rift reduction maintains balance given the larger, mobile field.
Dogpuss! Dev Insights Renegades Abilities Tuning Preview. This one is focused on player abilities, specifically buffing player abilities. Below you will find dozens of juicy ability buffs, a handful of PvP-only nerfs, and one solitary PvE nerf.
There are a lot of changes here, so to avoid this turning into a novel, we're going to keep the commentary light and let the changes speak for themselves. In addition to these changes, we have more exciting ability changes planned for the Shadow and Order release. Okay, enough preamble.
Let's start with Hunter changes. Bungie always start with Hunters, you know that? You know they do that on purpose, right? Alright, Hunter. Our friend Crow asks us to say thank you to all the Hunters out there providing feedback about Hunter in-game viability.
We hear you loud and clear. Of the three Guardian classes, Hunters have the most ability changes coming in Renegades with more on the way in future releases. So the gunslinger our gunslinger changes are primarily focused on making gunslinger damage more impressive gunslinger gunslingers typically need to be precise with their abilities So they deserve a devastating payoff when they hit their mark So golden gun dead shot in six shooter increased damage against non balls commands by 15% increased damage against balls boss combatants by 26%. Goddammit, and Steel Hunt's also getting a buff.
Note this change removes the disparity between boss damage and non-boss damage. Golden Gun projectiles now scorches targets. 40 stacks base plus 10 with increased stacks fragments. When fired inside of a well of Radiance, Golden Gun now counts as Radiance for increased damage.
Damage. So you don't even have to step outside. You know this is gonna...
This should be transferring the still home. Blade Barrage Super. Increased damage against combatants by 39%. Proximity Explosive Knife. Weighted Knife Light.
Weight Knife. Knife Trick. Increased damage against red bar enemies by 50%.
Increased damage against other enemies by 36%. Lightweight knife increased crit multiplier from 1.3 to 1.5. Acrobat's dodge class ability increased passive energy regeneration rate in PvE by 112%.
Note, cooldown now matches Gambler's Dodge. This change allows you to buff your fire team more often. Good lord. Gunpowder Gamble aspect.
Shooting the dynamite in mid-air now increases damage by 50%, 5% of PvP, expands the radius, and creates sub-munitions. Holy shit. Bungie, you know power creep is a thing, right? it i guess we ride i guess we ride void night stalker the changes to night stalker in this release are mostly centered on the shadow shot supers we want deadfall to be the best choice for weakening beefy targets while making mobius quiver a top tier damage choice we are actively working on additional neutral game night stalker changes that we intend to release in shadow and order in the general ability section below you will find some changes to void fragments that will benefit night stalker in the meantime So Shadow Shot, Deadfall Super.
The tether source now attaches to combatants on direct impact. Increase weakened effect from 30 to 35%. Note, Deadfall Tether is now the strongest weakened in the game.
Yes, it is. Haunters, you now have a job. We fired you. Edge of Fate, DP, you couldn't handle it. That's a Warlock Titan job right there.
And more emphasis on the Titan job, but you've now been rehired. It now immediately weakens... and suppresses enemies in an area of effect on impact. Let me just say this.
I've read this same statement so many times from Bungie. Bungie, I will believe it when I see it. The term immediately doesn't stop the Guardian from punching me in the face mid-tether and and killing my ass. I want to know how immediate. I want to be able to pull the bow back and it immediately suppresses at that point.
At the point of pullback. Shadow Shot, Mobius Quiver Super. While the super is active, dealing damage now increases the power of subsequent Shadow Shot attacks and bow weapons.
Note, This puts a bar on your screen that charges as you deal damage. When charged, your final shots or final two shots with Orpheus rig deals sniffingly increased damage, turning it into one of the highest damage supers in the game. 227% max. Y'all remember when we had those artifact mods way back when, which made Mobius Quiver shadow shots with Orpheus so deadly?
Y'all remember that? It chonked, man. It did so much damage.
Okay, increase base super duration from 10 seconds to 16 seconds. Increase Orpheus rig duration from 16 to 20 seconds. So look at that, boys.
You're going to be able to hit harder, blast longer, and suppress sooner. Smoke Bomb Melee. Increase projectile lifetime after sticking to a surface from 3 seconds to 9 seconds. Reduce lingering smoke time and PvP from 5 seconds to to two seconds. Reduce screen effect intensity and duration while in enemy smoke.
Reduce damage against players by 16%. Note, after seeing how the previous smoke bomb changes landed in PvP, we're shifting smoke bomb back to being more of a misdirection tool than a damage tool. Being hit directly with an enemy smoke will be less frustrating as a victim while allowing it to be more effective trap decoy as the user.
Let me tell you something. You hunters out there that win all your 1v1s because of smoking. That's it, man. All you know how to do is throw a smoke.
And let me just say, it's pretty much a guaranteed win. Pretty much, if you've been smoked in the face, you just kind of shoot all over the place. Some people just stand still and die.
arc arc strider the arc strider changes are light this time around moving forward we'll be looking for opportunities to diversify the number of arc strider builds that feel powerful in in-game content so storm's edge super passive energy and regeneration increased by 25 percent tempest strike aspect reduced damage against players by 16 boys it needed to happen it needed to happen you were getting too many free kills Not to piss me off more than going around a corner and watching your wave of lightning come around and somehow clean me up. No, that's a good thing. And you get your super more often. I will say this though, Bungie. If you would just code some bosses like Greg who were reflecting damage back to them was the meta.
Just throwing it out there, man. All right, Stasis, Revenant. We have two Revenant changes for you this time around, but they're impactful ones.
Shatterdive, Aspect. Shattering Stasis crystals or enemies now grants Brawl Storm. Notes, any shatter grants full stacks in PvE and two stacks in PvP. What the shit?
Any shatter. If I'm understanding this correctly, you could have a headstone weapon. Pop a crystal.
Shatterdive. Shatter that. And you got full stacks of Frost Storm.
Silence and Squall's super increases damage against combatants by 63%. Very nice. I'm going to be honest. I mainly only use a super for lockdown.
I'll take more damage. Sure. All right.
Stread. Did I just say Stread? Stread.
Cran, Threadrunner. Our Threadrunner changes are focused on increasing team play potential with Widow's Silk and making Silk Strike more durable. So Widow's Silk aspect, looking at a grapple tangle for a short time, now overrides your grenade ability with a free non-offensive grapple. Note, this allows you to give grapple capabilities to fellow guardians who don't have Scrand or grapple equipped.
Also works for the Navigator exotic Trace Rifle. Grapple Tangles created near the ground now rises to the air shortly after creation. Grapple Tangles base lifetime increase from 15 seconds to 20 seconds.
Hitting an enemy with a grapple melee that wasn't free now creates a grapple tangle. Fine. Oh my god, this is just the base. Silk Strike Super increased passive energy regeneration by 11%. - Bang.
- Increased damage resistance during super by 13%. - All right, all right. - Now all Hunter subclasses.
Here we have Marksman's Dodge ammo pickup buff to make it more consistent and a PVP only Gambler's Dodge nerf aimed at lowering ability spam and Hunter dominance in the Crucible. Looking at the data, Gambler's Dodge has doubled the usage of marksman's dodge and has outsized impact on crucible kills per minute and win rate meaning you skill as this is all you be using hmm really now you gotta get a nerf marksman dodge class ability increase ammo pickup radius from 10 meters to 15 meters but gamblers dodge class ability pvp only reduce melee energy gain from 50 to 35 all right all right i don't know that's gonna really do much but okay all right That's Hunters. Good buffs, Hunters.
Good buffs. That's really good. Warlocks.
Solar. Dawnblade. The Warlocks' Dawnblade changes are focused on Daybreak. For more information about how these interact with the Dawncore's exotic helmet, see last week's armor tuning preview. So Daybreak, super, increased damage against combatants by 20%.
Projectiles now scorch enemies by default. good good good void void walker these chains are focused on updating some of the void walker supers to be more effective and enhance the gravity manipulation fantasy nova warp super charging the primary attack now pulls enemies toward the warlock increased primary attack damage against compounds by 15 dark blink now releases weakening seekers wow Damn, you're actually going to want to use the blink. Nova Bomb, Vortex Super.
Now repeatedly pulls enemies toward it during its lifetime. Let's go. This is a really good change for Nova War.
That's a really nice change. You're going to want to intentionally use the dart blink there. Look here, lads. The class you only play all the time, 24-7, 365 for the past 11 years. It It's getting a buff.
You're going to actually look like you play something with some variety. Arc Stormcaller. Our Stormcaller changes our focus on making Stormcaller super damage more competitive.
So Storm Trance, super. Increase maximum sustain damage bonus from 50% to 65%. Increase landfall jolt duration from 10 seconds to 16 seconds.
Dude, we're going to have to do super damage testing literally next week when Renegades launches. We're going to have to do because this with Storm Dancer's Brace, you're going to reach max stacks immediately. Now you're going to have sustained damage also be an increase.
This might be really, really good. Might be the best damage super in the game. All right, Chaos reached super increased damage against combatants by 20%.
Damn, that's hot. On Accenture, Aspect no longer blinds the user on creation. Lightning Surge, Prismatic Aspect only. Reduce damage against players by 16%.
Good. You skill-less bastards. You who've been using Lightning Surge.
Let me tell you something. I know I run around with my glaive and my poke stick, but that requires some level of skill, right? Okay, Stasis, Shadebinder. Winter's Wrath has never been about the damage.
Until now. We've brought up the DPS to make this competitive with other roaming supers. The Frost Pulse adjustment here is a PvP-only change to compensate for the fact the Warlock can now move while casting it.
More on that below. Winter's Wrath super increased Shatterwave damage against Frozen targets by 210%. Jesus Christ.
That's a lot. Dude, we're already like rolling ultimate content right now, Bungie. We're just gonna breathe on enemies now? Like what? How hard are you gonna make this dungeon?
Cross pulse, class ability. Reduce player freeze radius from 7.5 meters to five meters. Now slows players between five meters and eight meters.
So they're reducing the radius, but you can slow outside of that. A skillless ability. It needed to happen. Strand, Broodweaver. This change to Needle Storm is a response to player feedback that is difficult to use against bosses because the needles are often wasted on non-boss targets the vicinity of the boss we've updated the needle tracking priority to improve this behavior so needle storm super needles now prioritize bosses many bosses and champions over other enemies i hope it also means players because right now every time i pop that thing inside of pvp it just goes right past them my threadlings it's like it doesn't even see the guardian all right all warlock subclasses these warlock rift changes are aimed at making the warlock less of a sitting duck when they need healing we're also giving empowering rift more love so healing rift and empowering rift class ability riffs can now be cast while moving At roughly half speed, increase rift radius from 3.75 meters to 5 meters.
Oh, shit. Okay. One, that is a big girth bump.
Massive, massive girth bump. But two, you can cast this while moving? It's half speed.
If I'm understanding this correctly, though, you can actually close the gap on another guardian and, I don't know, pop a frost pulse on them. with more ease, in theory. It's also going to play into the new exotic, Deimos of Fusion.
Empowering Rifts. Increase melee and grenade recharge rates while standing in an Empowering Rift by 20%. Okay, okay. Healing Rift and PvP only.
Reduce healing rate by 10%. Note, our playtest indicated that allowing the Warlock to move during cast and increasing the Rift size made them difficult to deal with. We've taken a light touch with reducing the PvP healing rate and will be monitoring Crucible feedback and data.
No, this is a good change, Bounty. it's a smart change let me just say this this is every Warlock Warlock Peach corner shoots oh my God turns out there's a Guardian over there and they know how to shoot back takes a little damage what does the Warlock do throws every ability every village every everything out oh my God that didn't get a kill what do I do I turn around I run the other direction I go behind a corner I pop a Rift and I in Fortnite style sit right there and wait for the Guardian to finally push me that's every that's every Warlock ever Okay? Every Warlock ever.
The difference between Hunters and Warlocks is at least Hunters throw all of their abilities and potentially they have to push at that point. All right, Titans. Solar Sunbreaker.
While we're happy to see that Titans are enjoying the return of Bonk Hammer builds, we also want to incentivize Hammer Throw skill shots so the ability now does bonus damage at range. So Hammer Throw Melee. Impact damage now increases with range. Note this damage increase is purely additive. The base damage is unchanged.
Damn. okay all right might actually break out that new uh that new Titan exotic that drop with edge of fate that nobody uses might actually use it depends on the damage buff too and where does it cap all right void Sinnoh for the Titans out there who enjoy protecting your allies this one's for you your shield will now auto reload your allies weapons and grants them over shield this isn't a full return to the free reload days of old Luna faction boots instead it will reload all your allies weapons every 2.5 seconds. WHAT?! When using low max size weapons like rocket launchers, this will require some weapon switching to take full advantage of.
Additionally, using this super defensively will now supercharge your shield throw, giving you a big damage payoff for protecting your team. So, Sendoh's shield super, standing behind the shield now periodically reloads all weapons every 2.5 seconds. Now grants void overshield to allies behind the shield. Damage bonus while behind the shield reduced from 40% to 25%. Damn it, buddy.
We were almost there. God dog it. Blocking attacks now extends super lifetime.
Oh, shit. Is that on top of Ursa? Blocking attacks and protecting allies now charges shield throw damage. Note, This puts a bar on your screen that charges as you block attacks, and when allies are behind your shield, when charged, your shield throw deals more damage and resets the bar. I mean, you're going to be able to double this up with Ursa.
That's what's going to happen. Now, listen, I hate losing this damage buff, but at the same time, it periodically reloading your teammates' weapons, that opens up a lot of things, fellas. a lot of things man it may be back dude it may banner shield popping it's blocking got the ursa going on got orb creation got auto reloading for your teammates what's uh what's the damage buff from from well well it's 25 right i mean i mean the question is why would you use well if i'm granting you an over shield with my banner shield i'm also giving you auto reload for your weapons and i'm spitting out tons of orbs to you But you lose DPS.
That is true. That is true. But what if you have a shitty teammates who can't do any damage, right? What if they, what if they're just bad?
What if they're bad? Put them on Ursa, right? Everyone has that one guy. Now they have a job. I think Bungie should always have a job for those individuals.
You know what I'm saying? Those individuals. All right, RX Striker.
Looking at Fist of Havoc DPS, it could use a damage boost. We've added a simple minigame to the attacks to show it some love. So Fist of Havoc super, line attacks now increases the next heavy attack's damage. Let's just be clear. It's terrible.
Like right now, like I hope this is good, but right now, has anybody actually popped a Fist of Havoc? And in-game, you're tickling enemies. So hopefully this buff is substantial. All right, Stasis Behemoth.
The recent Howl of the Storm changes have landed well, but it's dealing a little too much sustained DPS in some cases, outclassing every other ability in the game when used during super. Hence the 1PVE nerf we mentioned earlier. So Howl of the Storm aspect, when used during super, increased super energy costs from 5% to 15%.
Damn. There it is. I figured we were going a little too ham with it. It's good. It melts everything.
It melts everything. Strand, Berserker. This PvP only changes to Banner of Wars is a response to player feedback that Banner of Wars melee damage bonus is oppressive to fight against.
So Banner of War aspect, melee damage bonus against players now scales with stacks instead of always being at full strength. Oh, shit. notes unarmed melees can now one-shot players at two stacks with 200 melee stats we're at three stacks with base stats oh what does this mean am i not gonna build a one tap anymore with a glaive is this does this ruin our glaive build essentially if you rock a glaive you get one stack of banner you go to pound town it's just one tapped one tap everywhere everybody gets one tap learn Learn to shoot your guns. A glaive is a gun. Thank you very much.
Does it not shoot a projectile? All right, general abilities. There are several little buffs here and we'll add commentary where necessary.
Void, suppressor grenades. No longer suppresses the user. After 11 years, increased detonation damage by 10%. Spy grenades, now attaches to combatants. Unicorn that ass, okay.
Void Fragments. Reduce the negative stats on Echo of Undermining from minus 20 to minus 10. Echo Provision now grants plus 10 grenade stats. Echo of Exchange now grants plus 10 melee stats.
Remove negative stats from all other fragments except Echo of Starvation and Echo of Persistence. note void have more negative stats than the other damage types so we eased up from the penalties our goal for subclass build crafting is that there should be a clear trade-off without feeling punitive invisibility updated visuals to be slightly more visible in the crucible notes this is a response to crucible feedback that invisibility is too effective good my eyes can't discern anymore i don't know what happened after my third child invisibility i mean you really are invisible to me i can't see you i can't see you for overshield enemy vfx now scales with the overshows remaining health notes this is this was added to allow players to eyeball how much over shield an enemy has before deciding to engage that's a good change arc lightning grenade now attaches to combatants good does it just bounce off okay flashback grenade no longer blinds the user increases detonation damage by 10 percent okay okay so just like suppress grenades strand threadlings red links that lose their target before impact will land and look for another command instead of exploding Note, this will reduce the cases where your big gang of threadlings all explode on a single drag. The result is that they feel smarter and more alive.
Wow. That's all folks, Renegades is right around the corner and we hope you're excited to start playing these sandbox changes. As we mentioned earlier, we'll also have significant changes and additions in Shadow and Order and beyond, so keep the feedback coming. Well, largely these were all massive buffs. I mean, major, major buffs.
And we're about to hit a level of power creep like never before. But you know what? Let's see if Bungie's got content that's going to challenge us. Maybe they'll have content that will actually challenge all these changes. No, these are massive, massive buffs here, guys.
Massive changes. Good changes. Even the things that I, you know, I'm going to cry about. The banner change.
Changes that needed to happen. Some changes are okay. Most are weak as f***.
God, dude. Only the Destiny community would look at something and be like, 216%? Really?
That's it, Bungie? It could have been 300%. Slap that like button like your mama told you, right?
Today, Bungie dropped us the third out of a series of blog posts highlighting some sandbox changes we're getting with the upcoming expansion, Renegades, this time touching on abilities. And fellas.. what in the power creep?! What class do you think will be eating the best when Renegades drops in December?
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