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This week's Destiny 2 update previewed major upcoming changes with the Edge of Fate expansion launching July 15, including weapons tuning, economy overhauls, activity rewards, power progression, and event details. It also summarized recent developer streams, lore, and special event plans leading into the new season.
Developer Streams & Recent Content
Live stream showcased The Edge of Fate launch trailer and key expansion features.
Covered unlockable world tier campaign difficulties, a new three-player activity (Matterball Banes), and the secret-filled Kepler destination.
Introduced a new seasonal hub with weekly ranks, daily/weekly challenges, and expanded rewards.
Recapped key Dev Insight articles on gear tiering and upcoming Destiny content.
Activities, Rewards, & Events
Rite of the Nine concluding; Daybreak modifier active in select dungeons, boosting ability recharge rates.
Lootapalooza event (July 8β15) increases currency and weapon drops in all dungeons.
Two challenge weekends for Prophecy and Spiral of the Watcher (July 4β6, 11β13), with prizes including exclusive emblems and themed hardware.
Upcoming world's first raid race set for July 19, viewable via partnered streams, with exclusive emblem rewards for watchers.
GCX 2025 (July 25) developer panel to explore Destiny 2's narrative craft, with attendee emblems available.
Lore & World Updates
House of Exile lore details peaceful Kepler exiles with unique fungal symbiosis, now hostile due to new threats.
Short lore pieces will continue to be shared in future updates.
Weapons & Sandbox Changes
Machine guns gain staged reloads, allowing partial reload progress.
Glaive projectile performance fixed for short-range accuracy.
Perks like Reconstruction, Kinetic Trimmers, and One-Two Punch adjusted for usability and balance.
Major buffs to chain-reaction perks for multiple weapon types; normalized perk damage scaling.
Exotic weapon refinements: Vigilance Wing, Hierarchy of Needs, Dead Manβs Tale, Duality, Navigator, Wicked Implement, Heart Shadow, Worldline Zero, Devilβs Ruin, Tommyβs Matchbook, Winterbite.
Intrinsic anti-champion mechanics updated for specific exotics.
Bungie will monitor PvP for balance post-expansion.
Power Progression Changes
Power reset to 10 at expansion start for clarity; legacy power visible on tooltip.
Power band now 10β200, progressing through activity completion and gear drops.
Seasonal bonus power now embedded in gear, not artifacts; acquired via harder PvE/PvP challenges.
Seasonal bonus power and unstable cores introduced for gear infusion; old upgrade modules can be dismantled for materials.
Caps and gear tier progression increase significantly with the Ashen Iron update later in the season.
Economy & Masterwork System Updates
Core activities now primary sources of glimmer, strange coins, and masterwork materials, rewarding higher difficulties.
Armor masterworking now five levels (not ten); costs scale by gear tier, with higher stat focus.
Enhancement Prisms and other materials will be more common; destination materials fully deprecated.
Onslaught integrated as core activity; Brave Arsenal weapons moved to Xur.
Vendor & Reward Track Changes
Vendor reputation tracks removed except Hawthorne; rewards now drop directly from activities.
Xur and Ada vendor roles updated to reflect new armor/weapon pools and acquisition methods.
Transmog bounties simplified for all-mode completion.
Exotic engrams and ghost mods adjusted for new systems.
Community & Bungie Day
Bungie Day (July 7) will feature sales, charity partnerships, exclusive emblems, and in-game rewards.
Destiny 2 open access (July 8β22) allows new and returning players to try expansions and episodes for free, retaining earned gear and currencies.
Decisions
Grandmaster Nightfalls replaced: Grandmaster difficulty now only available via Portal/conquest activities.
Weekly reward caps removed: Players can progress power and rewards without weekly limitations.
Masterwork system condensed: Armor masterworking now uses five levels, not ten.
Vendor reputation tracks removed: With the exception of Hawthorne.
Action Items
By July 15 β All players: Dismantle unused upgrade modules for glimmer and enhancement cores.
By July 15 β All players: Delete deprecating destination materials for inventory cleanup.
July 4β13 β Challengers: Participate in Prophecy and Spiral of the Watcher speedrun events.
July 7β15 β Stream viewers: Gift subs to Destiny 2 category for Bungie Day emblem.
July 8β22 β New players: Play open access event to unlock expansions and rewards.
Key Dates / Deadlines
July 1: Nonnary engrams purchasable at Emissary.
July 4β6 & 11β13: Prophecy and Spiral challenge weekends.
July 8: Additional daily engram rewards begin.
July 8β15: Lootapalooza week.
July 8β22: Destiny 2 open access event.
July 15: Edge of Fate expansion launch, core system overhauls deployed.
July 19: World's first raid race.
July 25: GCX narrative panel.
Questions / Follow-Ups
Further details expected on how unstable cores will scale and be acquired.
Awaiting specifics on new activity Ghost mods and future masterwork changes for weapons.
Destiny 2 Edge of Fate Update
Another week boys and another twab. This week in Destiny, we have more details to share from the Edge of Fate. We're getting closer and closer to July 15th. So today we are talking about the incoming weapons tuning as well as some economy changes. And let's not forget about the developer stream from Tuesday, the gear tiering Dev Insight article from yesterday and the other topics you can see below.
We had a live stream on Tuesday a new Ride of the Nine challenge, announcing our world's first race hosts, DCX, here we go, Kepler Restricted Brief, Weapons, Power, and Economy Updates, and Destiny 2 Open Access. Bungie Day is almost here. So thank you for watching. We hope you all enjoyed our second live stream for The Edge of Fate.
We cover some of the new activities, rewards, and systematic changes coming on July 15th. We started our stream with The Edge of Fate launch trailer that you can watch just right below. Spooky, right? It's a really good trailer. Really, really.
Okay, it's definitely going in a different direction than Destiny's ever been. Now, we covered a lot of topics during our first section. Unlockable world tier difficulties for the campaign. Side quests that you can unlock after completing it. Matterball Banes, a three-player activity that uses the abilities you unlock in Keplar.
The new destination is filled with many secrets and guardians are tasked with uncovering all of them and choosing how hard a challenge they want to face. Also, what's going on with all the fungi? Yeah, it's a lot of that.
A lot of fungi. They like dark matter, right? What is it? They try to cook ether?
They tried to cook it, they cooked it too hard, and then they did a bunch of sh**. And next we talk to death about the portal. We have a lot of activities available in our new hub, from onslaught to some favorite seasonal activities like the coil.
You can choose from a big pool of modifiers to tune the experience and up the challenge in order to get bonus rewards. The goal is to make activities not only more rewarding and personalized, but also to make them easier to understand. There are tons of new ways to enjoy your favorite game with solo ops, fireteam ops, and crucible ops, and also pinnacle ops. plus a section dedicated to activities like exotic missions that will get their unique rewards. To make it easier to understand and follow, we have reworked Guardian ranks to focus on the portal and its activities, something we discussed yesterday in our breakdown.
Bungie wants us to really partake in the portals. we also have the new seasonal hub with weekly ranks daily and weekly challenges and tons more gear to earn and that resets every week if you complete the conquest also available at this hub and progress through the different difficulty settings you will also earn the reward or the renewed conqueror title don't worry if you've already have it gilded a few times you will keep your marks and we did forget about the power and the edge of fate we have a whole section in this tweet about it but with many more details, so we'll skip it here. Just keep scrolling, and you'll get there.
For now, just don't get too worried when you are power level 10 when you start playing our next expansion. Hope this recap of the live stream helps everyone get an understanding of the most relevant topics we covered. If you want to get the whole picture though, why not watch the whole stream by yourself?
It's right below. Okay. Right of the nine final updates.
As we move into the final two weeks of right of the nine, we wanted to share some updates coming next week to close with a bang. You remember Daybreak? Yeah, the old school modifier where your abilities recharge like crazy.
How fun would it be to turn it on for the Explorer mode version of the right of the nine dungeon for next week? Because it's happening right now. Bet your friends, put on some destructive supers and go farm like math. Remember that on top of weapons, you can also use your non-nary manifolds to earn non-nary engrams that contain some fan favorite cosmetics.
Dude, it's a lot of cosmetics. Like, it's even more cosmetics than what's present on the list of cosmetics you can get. It's interesting, though, they added this modifier for only the Explorer mode version. Oh, on Eternity Mode 2? Where does it say that?
End game. Oh, Daybreak. God damn it. It's active right now on Eternity, and then next week it will be explored. Additionally, in preparation for the Age of Fate, two servants of the Nine are bringing gifts to Gordians.
Both Xur and the Emissary will have desirable exotics. They'll be part of the featured gear on Day 1 of the new expansion. Bring your strange coins and non-nary manifolds and snag some loot.
As a final reminder, here's the picture of the next two weeks. So current week, Prophecy is featured with increased rewards. Until July the 15th, players can earn non-nary engrams. Starting July the 1st, players may purchase non-nary engrams using 350 non-nary metaphors at the emissary, up to 20 during Rite of the Night. Starting July the 8th, players will be awarded one additional non-nary engram each day just for signing in.
Just be sure to claim it from the emissary. From July the 8th up until July the 15th, Lootapalooza will begin. Increased currency rewards and weapon drops from enemies in all dungeons.
Even more increased loot from the final boss chest when completing all encounters. This is fantastic. And some of you may be thinking, Cross, I've already farmed my loot.
Why would I need a Ludapalooza? Well, say, for instance, you accidentally deleted a god roll. The godliest roll you could possibly get.
Maybe you accidentally deleted that. Now would be the time to farm. You know what I mean?
And it could happen to anyone. Anyone can accidentally delete their god rolls. A new challenge appears. We also have one last Ride of the Night dungeon. Hurrah!
Before we dive into our new expansion, the team at DestinyTracker are running two weekends of challenges around Prophecy and Spiral of the Watcher to wrap up Ride of the Night. From July the 4th to the 6th, Complete Prophecy on Eternity mode as fast as you can and from July 11-13 complete Spy of the Watcher as fast as you can solo, duo or with a fireteam. You can win prizes such as silver, one of the nine exclusive Star Horse inspired headphone holders fabricated by Hinch and Scrap and a premium Ride of the Nine themed PC unit created by Overkill.
Wow. Okay. An outright PC.
Okay. All right. And what was the other one?
Just outright silver? Okay. Finally, all participants who sign up will receive the nine crowned emblem. Destiny Tracker will provide more details on how to redeem. For more information around the two weekends of challenge, you can refer to Destiny Tracker's page here at their website.
All right. World's first raid race is back. Guardians, we have a new raid race ready for July the 19th, which is Saturday.
And you know what that means. There will be a new world's first race where the most capable teams around the globe will conquer contest mode difficulty and fight to be the first team to complete the raid. We're excited to confirm we have partnered once again with the wonderful CB Gray and Evan to bring you the raid race action. live from Bungie HQ this time. Stay tuned to the next week's twit for more information on what channels to follow, the schedules, the international hosts we will support, and how you can earn the beautiful Power Hughes emblem you can see below.
Oh, that is... What is this? Is this for watching?
This is just for watching? That is a fire-ass emblem, dude. I like that this year it's going to be on Saturday, though.
I think that's interesting. Everyone is going to be able to partake. And who knows, man?
It may just be some of you guys. You may just be like, you may call up your old friends and be like, hey, man, it's Saturday. Let's hit this shit.
Just for old times. And who knows? What if you might snag it? You might, the stars might align.
The builds might come together. The DPS might... on point and you and the squad you clutch up you snag that first place bungee at gcx guardians we're excited to share something special coming your way at gcx 2025. on july the 25th from 3 to 4 30 p.m eastern we're hosting an exclusive developer panel that'll take you deep into the heart of destitute storytelling process Threads of Fate, exploring Destitute's narrative craft will give you an unprecedented look at how one expansion story goes from initial pitch deck all the way through development to launch, with special focus on the Edge of Fate. You'll get to see behind the curtain of our creative process and discover what it takes to craft the narratives that drive your Guardian's journey.
We're thrilled to have D2 Narrative team members Allison Lurz and Hanif Philip Piskie, join us for this deep dive. So Alice is actually gonna be there, that's incredible. These are the talented minds behind some of your favorite story moments, and they'll be sharing insights you won't find anywhere else. Our very own DMG will be moderating the discussion, and we've got a special guest lined up that we think you'll love. Find out more about GCX and how you can also score the exclusive Fight Stick emblem through GCX's channels, and website here.
Oh, that's such a dope emblem, man. Yeah, that's nice. That's cool, man. That's cool.
Yeah, I know some of you guys, we didn't go to GCX last year, but this is live stuff. And really, it's not that far. So who knows? We might, I'm gonna be honest. I always decided to go to GCX the day before.
I've done that every year. Brief 001 Vanguard Kepler restricted brief all points bulletin guardian operative dispatch contains restricted information for selected buyer teams will purchase data upon closure. The House of Exile classification Eliksni House unknown fungals and meiosis hazard standard Eliksni armaments mines traps modify blah blah blah.
There's a lot of stuff happening here. intel house of exile is a lower house made predominantly from the remains of other houses defeated at the twilight gap however according to the cryptargy the exile banner predates twilight gap albeit without an official title it was simply a collection of malcontent contents malcontents and well exiles during the long drift to Earth from Reese. While many of the exiles reconstituted into a house on the moon, Luna, a subsect of the house, broke away prior to the Battle of Twilight Gap, refusing to invade Earth. They retreated to the edge of Sol's system to live in peace.
The exiles on Kepler are believed to be those defected Oh wow, so they're peaceful. and an unknown energetic charge. "Aye, they're peaceful, why they attacking us?" Hidden log transcripts.
The following transcript documents the house acquisition of Strand and Stasis Technology. Do you see now the gifts which I spoke? Here they are set before you as I foretold. The deathless comes for us, and so the giver arms our people in defiance.
Through time and space, I have claimed at the giver's behest, lost and sidecast technology of our broken siblings on light-conquered worlds. Where they fell, we stand by the will of the giver. Of note, exiles like Kepler seem to have undergone a sort of fungal symbiosis with local fauna.
Am I saying that right? I get this word wrong every time. Oh, yeah.
We fucking killed that. And this report suggests the house of exile was not always hostile and at one time even worked alongside the Aeonian population of Kepler. Excuse me. Kepler. We hope you're enjoying the short lore pieces more in coming weeks.
Actually, this is fantastic. So look, look, look. If you come across a Fallen and they've got, they're just loaded down with fungi.
They got fungi everywhere and it's just, that guy's powerful. That guy f**ks. You know what I mean?
If I'm understanding this correctly. The more fungi, the stronger they are. Alright, weapons tuning for the Edge of Fate. Hello again from the Destiny Sandbox. Seem like most other areas of the game, weapons have gotten many changes in the Edge of Fate.
So let's get right into it. Before that, though, a reminder that yesterday we published a Dev Insight article focused on weapons and gear tiering. We hope it helped you understand the new system a bit better and that you can use it as a source of truth moving forward.
In case you have not read it yet, here's a link to it. And let's jump into the weapon tuning content. So weapon archetypes, machine guns.
We're trying out something new for Destiny on machine guns, staged reloads. Machine guns generally have very long reload animation times that can be very punishing when canceling. We've added several checkpoints from which the animation can be resumed if it is interrupted mid-reload. This is a feature we are rolling out on machine guns first, but we plan to expand this to other weapon types in the future. That's so hot.
now have stage reload stage reload places checkpoints in the reload animation when a player cancels the reload animation starts it again it will resume from the latest checkpoint guys do y'all get that you got a machine gun instead of it being like i'm reloading and it's Now, there will be points of that animation where you are actually reloading and putting... So if you have to cancel, you can, and you can start shooting. You see what I mean?
That's hot. That's a hot change, dude. Glaives.
The projectile changes for Glaives and Heresy have been generally very positive for the archetype, but ended up opening up a small window where it was actually a nerf to the weapon's projectile performance changes. particularly at short range of PvP. We made some adjustments to account for this issue.
Reduce projectile track and strength at very close range to avoid a behavior that made the projectiles less accurate. Wow. So reducing it will make it more accurate.
That's... Video games, right? All right, Parks, reconstruction. Oh boy.
Reconstruction has been underperforming on non-rocket launcher weapons since the nerf that increased the time it needs to start feeling a weapon smack. So we're greatly increasing the amount of ammo transferred on each activation. Increase the amount of ammo transfer per activation from 10 to 25%.
We back, baby. Reconstructionist back, baby. Parakazo Affinity.
We generally think it's pretty important for players to be able to anticipate when a damage buff is going to expire, since having one active or not is something players are often making heat-of-the-moment gameplay decisions about, so added a visible timer to the buff. Good. Kinetic Trimmers.
Kinetic Trimmer feels good to use on fast-firing weapon fights, but it can underperform a bit on slower-firing ones. Indeed, it does. So decrease shots to activate on certain weapons and sub-families. High-impact auto-rifles require 9 hits down from 12. Wow.
Aggressive and high-impact self-rifles require five hits down from six. Okay. Hand-gated sub-families have received specific tuning.
Aggressive hand-gants require four hits down from six. Adaptive hand-gants require five hits down from six. And precision hand-gants are unchanged, and it still requires six shots to activate.
Okay. No nerf to Randy. All right. So, so, hold up, hold up, hold up. High-impact auto-rifles.
Which high-impact auto-rifles... Have kinetic tremors. One-two punch.
This was covered in our 619 twit on Melee Changes, but we're copying it here for posterity. Now works with all melee abilities. Perk activate time increased from 1.22 seconds to now 3 seconds. Very nice.
Very nice. Attrition Orbs. Attrition Orbs is currently too powerful on aerial denial grenade launchers, but it is somewhat underwhelming on other weapon types. So increase perk progress by 20% across the board.
Reduce perk progress by 80% with aerial denial grenade launchers. This is surprisingly not as noticeable as it sounds. Increase perk progress by an additional 30% on swords. Yeah, we just have to do a pre-imposed on that one, man. You know it makes me happy because I still have not gotten the god roll.
So it's nice. It's nice to watch you all get fucked right now. Eager Edge and Valiant Charge.
Eager's Edge's aggressive target tracking presents two problems. It makes it more frustrating to use this perk for mobility and PvE, and it makes it somewhat oppressive in PvP. Valiant Charge has some similar issues. It can track to unintended targets relatively often, which undercuts some of the reposed fantasy that the perk functionality suggests. So while active, melee search angles now reduce by 50% at the start of launch range and by 80% at the end at the edge of Lund's range.
This requires the player to look more at their target to strike it, improving specific target acquisition in PvE and requiring a more direct look in PvP. Brother! Really?
Is anybody eager-edged? Is this too much? I mean, how many people are getting killed by swords inside of PvP? I will say the random tracking of PvE was annoying.
No, I give you that. I give you that. But the PvP was nice.
All right, chain reaction. As fun as the chain reaction plus hatching interaction is, it is inconsistent with other perk combinations, which generally not allow the chain explosions together. It's important to be as consistent as possible when we handle these interactions.
We don't want our players' ability to tell if a weapon roll is good or not to be dependent on knowing which perk chains with each other and which don't when it's not listed in-game. So Threadlings created by weapon perks will no longer activate the detonation from chain reaction. hot damn chain reaction Dragonfly and Firefly these perks currently deal different amounts of damage to different targets based on the type of weapon they that activates the perk in many cases this makes these perks even worse on weapons they do not use them well in the first place it's harder to get a precision kill with a submachine gun than it is a handkin a dragonfly also does less damage when a submachine gun activates we want perks to feel strong on different weapon types for obvious reasons such as how often a weapon gets precision kills rather than unintuitive ones.
So Chain Reaction, Dragonfly, and Firefly no longer use weapon archetype scaling against Gabants and instead use a new perk damage scaling that is more normalized between different weapon types. This buffs mini weapons with these perks against most targets, but this means more AoE kabloomies or more damage from the AoE kabloomie. Now here's some of the biggest winners from this change. Fusion Rifle still 41% more chain reaction damage to minor combatants. Submachine Gun still 43% more dragonfly and firefly damage to minor combatants.
Auto Rifle still 47% more dragonfly damage to minor combatants. Linear Fusion Rifle still 165% more chain reaction damage to minor combatants. And at least 124% more chain reaction to all of the combatants, very slightly based on combatant type.
Swords still 123% more chain reaction damage than minor combatants. And at least 193% more chain reaction damage to all other combatants. Very slightly based on combatant type. That's big buffs.
That's big buffs. These are big buffs. Yeah, we're having to look at fusion rifles too.
Because like, I guess chain reaction may be better than reservoir bursts. In the interest of transparency, I'm going to call out the three instances where this chain results in a nerf of at least 5% decreased damage. We do not expect any of these to have serious impacts on balance or perk desirability, so Hand Cannons deals 20% less Dragonfly and Firefly damage to major combatants.
Oh, against majors, okay. Sniper Rifles deals 8% less Firefly and Dragonfly damage to minor combatants, And Special M, a waveframe grenade launcher, still 6% less chain-reactive damage to major champion mini boss combats and 14% less chain-reactive damage to ultra and build combats. What is this waveframe grenade launcher? I've never heard of it.
I've only used aerial denial frames. I've never heard of this archetype. All right, so there's some nerfs. Champion interaction changes. In Season 20, we added the ability for subclass verbs, ignition, jolt, suffocation, suppression to stun champions and have since added these verbs to weapon traits in various exotic weapons through rebalances.
We quickly realized these weapons had issues when paired with anti-champion effects from sources like artifacts or radiance. To prevent erratic behavior, we barred certain exotics from gaining external anti-champion capabilities. It has become unclear to the player which exotic weapons are excluded, so we decided to address this issue formally. We have now made certain exotic weapons, most of which apply to subclasses further through gameplay, intrinsically anti-champion and will adhere to the following soft rule from now on.
Weapons that intrinsically have... Everybody's paid to do this. Weapons that have intrinsically have anti-champion symbols in the weapon tray cannot receive anti-champion capabilities from the artifacts or from radiant-like effects.
Otherwise, they can receive extremely That seems pretty obvious to me that Bundy was going to do that considering what they just did recently to Jokula. You know what I mean? Exotic weapons. All right, let's move on.
Bitches and Swing. Bitches and Swing's exotic trait last stand felt left behind by things like the Alacrity Origin trait. So we have made a change that will allow it to be activated when running solo in PvE activities. Last stand bonus now active when running solo in PvE activities.
Oh, who the... Who in their right mind is rocking Vigilance Wing in PvE? Hierarchy of Needs is a cool weapon that currently restricts the player's action too much. We wanted to increase flexibility with the weapon while keeping its fantasy intact, and while we're at it, we let it interact with other bows wielded by your allies or yourself. So players now gain charges of Guidance Ring with any hits from Hierarchy of Needs and now only needs three charges to deploy a ring.
Hierarchy spawned Guidance Ring duration increased from 13 to 20 seconds. Good God. Hierarchy spawned Guidance Ring now rotates to face its owner.
Wait, what? So, so wherever you may be, if I pop the ring it will rotate to me as the one who just spawned it therefore always giving me a perfect angle to shoot my arrows through players are now limited to one guidance ring in the world per player spawning a second one will remove your previous ring all bows now oh my god all all bows now spawn missiles when firing through an ally player's guidance ring yes all but every fucking bow exotic bows guys tqs is going to be nuts hold up no no no no wishinder tqs guys you put up a guidance ring you got a tqs and you just sit there and just just spam your shot you spam you spam your tracking shot every single time and it will go crazy i'm not saying that wishinder and leviathan's another thing and even crossbows won't be great for this but rapid fire bows i think are going to absolutely fuck with this It's essentially become the Gjallarhorn of bows. It's what hierarchy of needs is now. Fixed edition where hierarchy of secret missiles will not play detonation visual effects when colliding with world geometry.
Okay, huge, massive. I cannot express how big of a change this is for this bow. This bow is about to be so good.
All right, Dead Man's Tale. Dead Man's Tale has developed a reputation in the Crucible over its years in-game, but has always struggled a bit in PvE. We made some adjustments to help it cancel out its long reload time and reward players more for landing their headshots. So each stack of Cranial Spike now grants 3.4% damage versus combatants, maxed at 70% at five stacks, plus one round reloaded. Are you telling me that every time I get a stack of cranial spike, it'll give me a round back?
Am I understanding that right? Okay, that's kind of hot. So like, reround rounds in a way, but without having to go all the way to the end of the magazine. So wait a minute, hold up. If I'm already at five stacks, max stacks of cranial spike, if I just continually keep landing my cranial, Fritz, am I going to keep reloading?
Can I just shoot forever? Or is it only on five rounds? Duality. The previous set of changes to Duality were good, but didn't do quite as much as we were hoping.
We've relaxed the trigger on a straight perk to allow it to ramp into good single target damage more consistently. Added a secondary activator for Black Wings. Now it gives the buff when landing most of your pellets on a target. It's not that I don't think duality isn't good. It's just Lord of Wolves was so strong.
You know what I mean? The Navigator. The Navigator is an interesting exotic, but it's felt a bit one trick for its woven mail and tangle creation. We've added a bonus to the weapon while the wielder has woven mail to let it excel while you're using it for its original purpose.
When the user has woven mail, Increased damage 25% in PvE 5% in PvP Increased ammo generation stats Wait what? So just having woven metal hack? It's a trace rifle though I mean it's not like a huge huge thing But um But I mean like Navigator didn't need much for what we used it for You know what I'm saying?
Wicked implements We've shifted Wicked Implement to a faster fire rate to better align with its gameplay fantasy. With the recent changes to how Stasis interacts with champions, we've also made Wicked Implement to be anti-overload intrinsically to align with the Stasis role in the sandbox. Now is a rapid- fire or pm oh my god they completely skipped 200s and went to rapid dude i thought they were going to be because right now it's a 180 i believe now it takes one additional hit to start slowing into freeze to account for the faster rate of fire increases magazine size to 20 and now intrinsically anti-overload god damn it baby Hot damn it.
Wicked Implement. It's a good feeling scout. Great feeling scout.
It's probably going to be one of the best scouts after this change because it's going to still have its same makeup, its same design as a 180, but it's going to shoot rapid fire now. I think it's going to be incredibly consistent for both PvE and PvP. All right, Heart Shadow. Oh my God.
A big constrictor for a lot of heavy swords. It's just how fast they chew through ammo. It makes it hard to choose when and where to use them, especially for a weapon like Heart Shadow. that very much wants you to use it to clear out Shaft by peeking in and out of invisibility. So with these changes, we've leaned harder into that fantasy.
Increased ammo reserves, reduced cost of heavy attack to three from four, added defeats while shot in the darkest active makes you invisible once more. Hold on. Added defeats while shot in the darkest active makes you invisible once more. I mean, dude, Heart Shadow actually does a lot of damage.
it does do a lot of damage i mean it it actually does cook and its survivability is pretty nice ammo is what's always hurt me the most and now you'll be able to just loop it in more with the uh with the invis we'll see world line zero worldline has always been a fun sword to play with but has largely fallen out of favor ever since it lost its ability to let you skate alongside the introduction of easer's edge give it a more defined niche we are leaning into its tesseract ability emphasizing eye clear via rapid nimble teleports. So increase the lunge range distance of the heavy Tesseract attack by three meters. Remove the ability to chain two blink attacks back to back. What?
Added a new effect, defeating a target with Tesseract allows you to Tesseract again for a short duration. These extra blink attacks cost less ammo and consume less guard energy. Dang.
Dude, the back-to-back chain attacks, although it misses like almost 90% of the time, could put out some pretty good damage. It seems like they want the sword to be out of clear slash movement tech. You know what I mean? Devil's Ruin. Devil's Ruin is another exotic that has felt a bit one trick for a long time now.
We have reworked the weapon to remove its fire on release behavior as well as make the beam mode more of a reward. Once it has been enabled to remove fire on release behavior, The beam is now behind a special reload. Kills to the weapon make fire sprites, and picking up the fire sprite enables the special reload.
Beams now scorches on hit and ignites on kills. Oh, wow. Increases magazine size to 20, and it now intrinsically is unstoppable.
This is the big one. Scorches and ignites on kills. I would say, reading this first few lines, I was like, big nerf. But it didn't say precision kill.
It says beam now scorches on hits and ignites on kills. You do got to get a fire sprite. So you have to build into that. In PvE, there's so many ways to build into that. You know what I mean?
PvP nerf for sure. All right, Tommy's Matchbook. Tommy's Matchbook runs into issues with survivability and overall usability.
These changes focus on improving that experience, allowing players to maintain ignition trigger even if they stop shooting for a moment. and providing intrinsic avenues to heal back lost health without completely removing build crafting potential. We also wanted to provide a higher incentive for players to hit fire this weapon and prove how self damage is communicated to the user and to other players. General added a burning screen effect while the player takes self damage from ignition trigger.
All the players who are taking self damage from ignition trigger will now have a burning effect surrounding their model. Ignition trigger, the HUD buff now appears as a bar. While ignition trigger is active, the bar charges as you fire the weapon. and drains when you don't. So long as the bar has some charge, ignition trigger will remain active.
Oh my god. Heat sink. Hip fire self damage decreased to 50% less damage than ADS self damage, previously 33% less damage. Catalyst. Removed improved health regeneration.
Now final blows while ignition trigger is active. Grant K. times one to the user hot damn it score time hit is unchanged dude let me just say this a lot of people don't realize one of the best 1v1 weapons in the game is thomas matchbook really is now say 1v1 because if you get third party you get wrecked but you will be able to accumulate energy in that bar and then back off just a little bit set yourself and then as long as you have a little bit of time there before that bar drains then open up on an enemy but but even outside of this just for pve these are great change i'm speaking from pvp perspective but pvp this is going to be really really nice all right winter bite with a massive update to how melee damage works this always on effect i'm going to buy ended up being a bit too much free damage especially in comparison to swords like we could implement winter bite will now be intrinsically anti-overload to align with the changes made to say to shatter champion stunning so reduce enhanced melee damage with ammo to 20 plus 20 versus bosses down from 50%. This is to account for this now being able to receive melee damage bonuses from a variety of sources and is now intrinsically anti-overload.
So yeah, it's nerf. It's a nerf. All right, anti-champion changes.
The following weapons have not been rebalanced, but have been given anti-champion capabilities intrinsically. So anti-unstoppable, queen's breaker, salvation's grip, dragon's breath. Okay, makes sense. Anti-overload, tractor cannon, Darcy, two-tailed fox.
Also makes sense. since you does. Conditional finality can be anti-overload or anti-unstoppable depending on which element is active. Oh, stock and conditional finality just went up.
Regarding PVP, for those of you looking for PVP tuning numbers, we're aware of the math in terms of balancing around fixed health values. the new weapon stat damage bonuses we have our finger on the trigger and are aimed at a number of targets we want to make sure the weapons and perks we choose to tune actually become balance issues instead of preemptively nerfing a bunch of builds or play styles before you were even able to try them out once it is known how realistic it is to achieve certain stat combos and what trade-offs those stats splits and force will have a more complete picture to determine How problematic these builds actually are in the Crucible. We're watching and gathering your feedback, and we're standing by, ready to adjust as necessary in the near future updates. TLD or PvP about to have some busted shit. Ain't a lot of playtesting on this front.
We the playtesters. Good luck, everybody. It's Beyond Light 2.0.
Now powering the edge of fate. With the reimagining of Destiny 2's core game experience comes a refreshed version of player power. We've overhauled how you earn power and what it means to your journey across the season to be a more meaningful experience.
We've also removed weekly barriers that are giving you more agency in choosing how you want to level up. Earning power will be more intuitive than ever before, with most activities even offering a reward forecast that enables you to plan your rewards. Increase your power by overcoming greater challenges and earn higher tiers of both armor and weapons that come with additional stats and benefits.
Now, refreshing power. The first thing you'll notice when you log into the Edge of Fate is the power of refresh. Power inflation over the years has created huge numbers that can be confusing and unintuitive, particularly for new and returning players.
When The Edge of Fate releases on July 15, power will be refreshed to start at 10 for a much cleaner and more intuitive experience. Legacy power will still be visible on the power tooltip, shown when you hover over your power number on the character screen, if you want to know what your power would be. be in the old system.
Now the power band. In the updated power band from 10 to 200, power will work as it traditionally did when playing up to the previous soft cap. You'll see progress just by finding gear across whatever you want to play, from the new Edge of Fate expansion to PvP to patrolling your favorite classic destination. Playing activities on the portal will offer increased progression, while completing missions and finding secret chests in the Fate Saga expansions will offer the fastest progression. Now lots of activities content will exist in the power band, including the entire Edge of Fate expansion pack.
event activities, all legacy content, and even the new redacted raid. While these activities won't ask you to earn more than 200 power to play at max effectiveness, they may offer rewards above 200 when played at harder difficulties. More on that later. Now, during the climb to the power cap of 200, you will be able to earn tier 1, tier 2, and even the occasional tier 3 drop.
This gear is the strongest legendary and even adept weapons from before the Age of Fate. Your progress up to the power cap will also stick around into the new season when Destiny 2 Renegades releases in December, giving you consistent access to gear as strong as or even better than what you're used to, as well as tons of activities to play. Seasonal Bonus Power Since Shadowkeep, the seasonal artifact is offered a way to increase your power above the power cap through artifact bonus power. While this was a great way to get an advantage in high power activities, it wasn't consistent with finding new, better gear. Driven instead by XP, it incentivized behaviors like bounty farming that didn't quite focus on overcoming new and greater challenges.
Yeah, I hate that, actually. Like, I would prefer to just play the activities and actually have fun doing stuff rather than just bounty hoarding. And at the edge of fate, seasonal bonus power will now live right on your weapons and armor instead of on seasonal artifacts by overcoming harder challenges that pve has customized by you or challenging your challenging yourself in competitive in trials for pvp you can earn gear with greater amounts of seasonal bonus power that will increase your level beyond the power cap why did you pick that like the fuzziest the blurriest image here you know what i mean so right here shows 300 200 plus 100 seasonal bonus power here okay uh uh power helps you overcome horror activities increase your power up to 200 by obtaining gear new expansions are fast way to earn power season bonus power increase power Beyond 200 by obtaining new gear season bonus power earn higher a seasonal bonus power by playing horror activities season seasonal bonus power expires at the end of the season okay this is equivalent of a Legacy power value of 2300. now There are no longer weekly limits on how much progress you can earn either, so your power can climb for as long as you want to play. Just like Artifact bonus power before it, these seasonal bonus power levels are limited to the current season, and any weapons or armor above the power cap will be back to 200 at the start of the next season.
Ah, dude, somebody's going to be macro farming them. The piss out of stuff. You know what I mean?
There's gonna... Someone's gonna be sending up some macros and gonna have... There's gonna be some crazy levels.
Macros are against Terms of Service now, though. Oh, good. No one will do that then, right?
Yeah. I should... Terms of Service?
Say no more. All right, bonus power and rewards. As with the climb to the power cap of 200, by increasing your power level further with the season bonus power, you will be able to earn even higher tiers of armor and weapons with greater benefits. When the Edge of Fate first launches, you will be able to increase your power as much as a total of 450. Earning high enough grades from portal activities can give consistent growth all the way to 400. Now, total power 400 to 450 rewards will at first come from newly upgraded prime engrams, which drop with both higher power and higher gear tier than your regular rewards.
Achieving higher grades and portal activities improves your chances of finding prime engrams, which are also no longer limited by week. Nice, nice. Now, with Ashen Iron Major update later this season, you will be able to earn total power all the way to 550. Regular rewards from portal activities will be able to drop up to 500 total power, and prime engrams will again award gear up to a hard cap of 5,000.
Now, those who reach 500 power will be rewarded with regular drops of the highest tier of weapons and armor, tier 5. This gear comes with both unique aesthetics and qualities and the highest stats. So being able to consistently farm them will be an aspirational journey for the most ambitious guardians. So hold on, let me get this right.
We're not going to be able to get tier 5 gear until Ash and Iron. 500 is tier 5. What it says right here, with Ash and Iron major update later this season, you will be able to earn total power all the way to 550. Regular rewards from the portal activities will be able to drop up to 500 total power. And Prime Inglings will again award gear up to a hard cap of 550. 50 because right here it says total power 400 450 rewards will first come from the newly upgraded prime engrams which drop both higher power and higher gear tiers than your regular rewards achieving higher grades in portal activities improves your chances of finding prime engrams which are also no longer limited by week does that just mean that we're going to be scaled 50 levels under it Tier 5? So if I'm understanding this correctly, we will be able to earn Tier 5 gear before, but you're going to regularly earn it after Ash and Iron. So it's going to be easier to get them post Ash and Iron.
But before Ash and Iron, if you do the grinding, you can get Tier 5. That's much better. And make sure to regularly check what's going on in the Portal challenges on the Seasonal Hub page, and events will both be a great way to get some bonus power progressions. Alright, Infusion. Infusion is a great way to increase the power of your favorite items, but needing a constant supply of upgrade modules to do it was a hassle. So we're simplifying Infusion to instead use Enhancement Cores directly, so you no longer need to make constant trips to Banshee.
Any upgrade modules you may have in your inventory at the start of the Age of Fate can be safely dismantled to reclaim 5,000 Glimmer and 1 Enhancement Core at the same price that Banshee 44 and Ada sold them for. Now you can infuse levels of seasonal bonus power into your favorite gear using a new currency called unstable cores. Let me reread that again. You can infuse levels of seasonal bonus power into your favorite gear using a new currency called unstable cores. Now, while you find unstable cores from a variety of sources, the primary way to acquire them is by dismantling unneeded gear that has seasonal bonus power levels.
The higher the bonus power of the item you dismantle, the greater the number of unstable cores you'll receive. Good, plural. Likewise, infusing items with a larger difference in bonus power levels would take more unstable cores. Hot damn it. Hot damn it.
Unstable course will have a large inventory cap and will be refreshed at the start of the next season alongside seasonal bonus power. We'll see how this plays out. All right, quality of life. With the edge of fate, the power climb should be more intuitive than ever before.
Seasonal bonus power offers a refreshed player journey, the highest tiers of gear every season while keeping numbers understandable and meaningful. The reward forecast for many activities will preview exactly what power your reward will be when you reach the target score. With the new core game modifier system, you can even curate what kind of challenge you're in for, allowing everyone's power journey to be uniquely tailored to how they want to play.
Portal content will also feature new daily bonus-focused rewards across both PvE and PvP, which allow you to target earning power on gear for specific slots that you might be missing to round out your average. Both the count, Y power progression, and fire team power introduced in the final shape will be sticking around as well. There you go.
There's your answer. So your progress will carry over to all your characters, and you can always play with your friends. All right. Am I happy about that?
Hmm? Hmm? Hmm?
Hmm? I'm actually more hyped about this. Well, you could just tell that there's a lot of thoughts put into all of this and as it should be, but you know what I mean? Like what I was concerned about was we were going to potentially see another witch queen scenario and weapon crafting scenario where, you know, we have like all these different currencies and then we essentially have to go through a number of reworks to weapon crafting throughout the year. I'm not saying that we won't have adjustments here.
It's going to happen. but it seems like it's been play tested thoroughly. Now, economy updates in the Edge of Fate.
In the Edge of Fate, we're taking a deep look at our core game activities and game economies and rebuilding them along with the rest of the game. Core game activities, solo ops, fireteam ops, pinnacle ops, crucible and trials of osiris will be your primary sources of glimmer, strange coins and masterwork materials. These rewards will scale alongside your gear with better rewards coming from higher difficulty content. As you can see below, a lot is changing with this release and will continue to evolve over the coming seasons based on your feedback and analytics.
Please keep it coming. Now, armor mass working. Along with armor 3.0, mass working new pieces of armor will have their costs change depending on the tier of the armor piece. In our Edge of Fate reveal stream, we mentioned that armor now drops with energy completely filled in, so players can begin to build craft immediately without armor mods.
Masterwork armor is now focused on increasing stats. If you want to reach your full stat potential, you'll want to fully masterwork your armor. The higher the tier, the more it costs.
We want players to be able to engage with the masterwork system without them worrying about wasting materials on lower tier gear. Additionally, armor now has 5 masterwork levels rather than 10. If you notice the cost for the tier 5 in the table below, don't worry just yet. We're rebalancing the distribution of masterwork materials pretty dramatically when the edge of fate arrives. Enhancement Prisms will become a bit more common than they were previously to better fit the role between Enhancement Cores and Ascended Shores. In core game activities, you'll also have a chance for major enemies to drop materials such as Masterwork materials, maybe even some other goodies.
So here's the table with the cost of Masterworking every tier of armor. So Masterwork level, this is for gear tier one. So Glimmer, okay, you see it gets up to about 4,500 plus two cores. All right, so this is tier two. Okay, tier three.
Okay, okay. Plus, oh, plus two and one. Hold on.
Plus two and one. So plus two enhancement prisms, one ascended shards. Okay, that's for a tier three piece. Oh, baby. Okay, tier four.
It's gonna be 10,000 glimmer, seven enhancement cores, three, what is this? Three prisms. And how many?
How many shards? One shard. Okay, then tier five. 12,500 glimmer, nine enhancement cores, four prisms, two shards. damn brother damn heavy investment now for exotics since exotics are not getting the updates i wish it was uh this is their cause masterwork levels you're still gonna get the stab bumps but you're not gonna be able to get like tier five exotic armor note that these changes apply only to new armor weapon masterwork is unchanged from how it worked previously even if it may be revisited in a future release destination materials that's a materials which stopped dropping from resource nodes started in the witch queen and later only granted glimmer and or reputation will be fully deprecated when the edge of fate arrives.
Master Raul will no longer accept destination materials, and they will no longer have any value. Now, this is the list of materials that can be safely deleted after July 15th. Finest matter, we've dust light shards, microfa- Okay, all that crap. I'm not gonna, you know.
Anyways. So, should we turn it in now? Right?
Like, we should turn it in now. You want to get some materials out of it, correct? Activity reward changes.
Vanguard Ops Onslaught. Onslaught has been rebuilt to be part of the core game activity engine and will drop new tiers for That means the older gear, the Brave Arsenal, needs to be moved to a different place. So the loot pool only offers new gear.
So Brave Arsenal weapons will be moved to be part of Xur's wares. Only the standard non-foil version of these weapons will be available. Zavala will no longer offer Onslaught Attunement. Oh, all right.
I kind of like that Onslaught is actually getting some updates here. Onslaught's too good for game mode, man. But it's gotta be rewarding because it's a time commitment. It's like a 45 minute time commitment there. Alright, Nightfalls.
While Nightfalls remain accessible from the Royal Tab in the Edge of Fate, they will no longer work on a weekly rotator, but on a daily one and will include all current Nightfall strikes and battlegrounds. This required some changes to how the loot pool was delivered. Nightfall weapons are are now legacy gear.
Nightfall Loots will be updated to include all previous Nightfall weapons that have origin traits. Nightfall rewards are on a knockout list until all Nightfall weapons have been unlocked. From then on, all Nightfall weapons have a flat drop chance. Grandmaster Nightfalls no longer exist, as their purpose and functions have been transferred to the Portal Screen and Conquest.
You will still experience Grandmaster difficulty just in other activities. Oh my god, Grandmaster Nightfalls are dead? I haven't even said goodbye yet.
RIP then, I suppose. It's like there's sun setting nine falls. Nine fall weapons are now legacy gear.
Oh my lord. Monty don't even give a shit. Fuck.
Fuck you, Nightfalls. Bungie really doesn't... I mean, they want us to move to the portal.
I'm telling you, man. Bungie's just like, if it ain't portal, we don't want it. To the portal we go. We about that portal life now. All right.
Legacy, rituals, crucible, gamut, and vanguard ops. Activities that don't offer tiered gear require some adjustments in the new system. Ritual reputation reward tracks have been removed.
Ritual engrams have been removed. Legacy focus remains, but costs have been updated with the removal of ritual engrams. Legacy armor and legacy weapons will cost 15,000. Glimmer, three enhancement cores. What are we supposed to play then?
The portal. That's what Bundy wants you to play. Portal. Have you heard of the portal? Have you seen the portal?
Portal. It's like where Bundy wants you to go now. You know.
Anytime you ever think about what is the Destiny experience, just think portal. Now, vendors and reputation rank tracks. When you start playing the Edge of Fate, you'll notice the vendor reputation system has been removed from the vendors in the tower, with the exception of Hawthorne. this new approach comes hand in hand with the rebalance rewards throughout the game without going into too much detail we could say that removing these reputation tracks allows us to be rewarding with currencies and gear that drop from activities with that in mind there's a list of additional changes coming to a fistful of vendors with a new expansion with a new expansion we hope it helps you understand their new duties okay so zur zur will not sell legendary armor in the edge of fate all of zur's legendary arms will be moved to 81 where she will sell them for cosmetic purposes Xur will now sell two exotic armor pieces per class per week. One will be from the existing pool of exotics that Xur has always sold, and one will be from Beyond Light, Witch Queen, Lightfall, and the Final Shape pools.
Players must own the expanse these exotics are associated with in order to purchase them from Xur. Oh yeah baby. Paywall motherfuckers. That's a RuneScape page right there. Why can't I not buy this?
Money. more money now that we continue to sell catalysts but they have been moved to the strange gear offset offers from sub menu zero will sell exotic class items every week players will still need to acquire the exotic class item from the dual Destiny or or FOTL before zur will allow players to purchase exotic class items zero will sell nine nine legendary weapons per week three weapons per slot Class specific swords, which aren't class specific anymore, are still in Xur's inventory, but will not be available every week. Xur has had Brave Arsenal weapons added to his inventory. Xur has had Legacy Ninefold and Trial weapons added to his inventory.
Rare chance of the Debt weapons showing up. Standard weapons would cost 70 strange coins. Adept weapons would cost 41 strange coins.
Zuras had weapons from Echo's Revenant and Heresy added to his inventory. Rare chance at adept Heresy weapons. Standard weapons, 17. Adept, 41. Okay, all right. All right. I think in a tier five world, I won't give a shit, but but you know maybe some of you will zur has had legacy comp crucible weapons attitudes inventory zero will no longer sell knife of cyphers gambit ingram's crucible ingram's vanguard ingrams and upgrade modules ada one we've already covered 81's new duties in the previous squid but let's have a reminder ada will be offering up to 20 threaded bounties per season per class ada's inventory of legacy armors has been expanded to include armor's previously distributed via zur legacy armor will cost 15 000 glimmer and three enhancement cores again for cosmetic purposes It will offer players who have made it to the tower for the first time before the edge of fate a bundle of exotic armor tokens to be used to roll for exotic armors with new stamp packages.
Players must have unlocked an item in collections before it is eligible for rerolls on ADA. These tokens are a one-time offer. These offers will disappear from ADA when all tokens have been spent. No new armors will be added to this in the future, so there is no benefit to hoarding tokens.
Transmog bounties have been overhauled. PvE bounties that can be completed anywhere in PvE activities no longer since player-specific destinations, Blindwell, Altruist, Sorrow, PvP bounties that can be completed in any PvP mode, great, raids and dungeons unchanged from previous version. Good.
Yeah, I hate things that tell me to go into specific, especially transmog. You know what I mean? Just give me something. Let me go kill enemies anywhere.
All right, Banshee44, the gunsmith. Reputation rank reward track has been removed. Bounties no longer provide gunsmith reputation. What the hell does Banshee do now?
Whatever. I'm never going back to that guy. And not the round... unlocked per class. Novel focusing for exotic armors from past expansions will be available to players immediately with no need to decrypt engrams to unlock it.
Costs remain the same for novel focusing. Focusing submenu has been reordered to put the most used screens up front. Anybody got that? Anybody getting this right now?
I cannot express, in my opinion, how I think you should just use up all your exotic engrams. Just my thought. Because I think the way the system, based on last week's 12, unless I'm misunderstanding, you can at least get a higher stat piece of your exotic versus what you would be getting next season. And then on the conversion will be better.
Ghost Mods. As we're in the world of Armor 3.0, where new stats replace some old ones, we need to make adjustments to Ghost Mods. As some stats are no longer available and new ones have taken their spot, similar situation with Nightfalls and other activities that have become legacy content.
Having mods for not up-to-date gear doesn't feel that rewarding, so we are removing those mods. Previous Armor Ghost mods, that is Resistance Armor, will be deprecated as they no longer match the stats on Armor Post V900. They will be replaced with a new set of Armor Ghost mods. Some Activity Ghost mods have been deprecated.
We plan to add new Activity Ghost mods in a future release. So essentially just... they're just moving them to the new stats see what i mean it's gonna work the same way but move to the new stats osirian ciphers and knife of cyphers osirian and knife of cyphers will not have a use in the edge of fate but they will remain in your inventory and we are not deleting them we have plans for them in destiny two renegades and we will tell you all about it when our plans are more advanced all right Don't get rid of them, I suppose. Deci2 expansion open access. Do you have a few friends interested in Deci2 but that hesitate to make the jump?
Good news. Let them know about Deci2 open access weeks starting July the 8th next Tuesday and until July 22nd. all currently available Destiny 2 expansions, as well as all three available episodes, will be available for free on all supportive platforms, PlayStation, Xbox, Steam, Microsoft Store, Epic Games, and the cherry on top, all the currencies, gear, title, triumphs, and cosmetics earned during the open access periods are yours to keep. Hot damn it.
That is incredible. No, no, no, no, no. I thought it was like some like weak sales pitch that Bungie was throwing out here. If you got some friends that have thought about playing Destiny expansions and won a game, now is the perfect time and you can make away like a bandit's with all the loot.
Yeah, this is, this is, that's great. I, man, I wish we had enough time. Like, I almost wish this wasn't happening during the annual expansion. I would start a new account and just see like how much stuff we could get during that timeframe with the goal of being like, can we get everything within that, that timeframe?
Does it include exotics? It says all currencies, gear, title, triumphs, and cosmetics. Yeah, so I would assume exotics too, yeah.
Now it's almost Bundy Day. We draw closer to that lucky seven. Last week, we covered some of our Bundy Day plans in partnership with the Bundy Foundation as part of their continuing mission to help reduce distress and suffering in children through entertainment and to partner with the humanitarian aid organizations in times of natural disasters and crisis. The team is here to talk about the seventh column. chaos.
We're also partnering with the Twitch Summer of Rewards campaign to bring you some fresh new emblems on the road to launch. From 12 a.m. Pacific on July 7th, Bungie Day, until 12 a.m. Pacific on July 15th, give to someone in the Destitute category to receive a pixel-perfect emblem.
All that's cute. That's cute. Luke, you see that emblem? Yeah, actually, I'm going to snag that.
That's adorable. Now, last but not least, be on the lookout for the Bundy Day sales starting 7-7 at 10 a.m. Pacific on the Bundy Store, where we'll have all new exciting savings, retired rewards, and much more. Follow that Bundy Store on Instagram so you don't miss out on the latest updates. all right destiny content vault updates with the start of year eight of the death of Destiny 2 certain items will be deprecated from the player inventories that correspond with vaulted activities and seasonal campaigns they will then be moved into the Destiny content vault we've updated the Destiny content vote article to reflect these changes create a new article fully outlining items being deprecated at the start of year eight for players Uh, All right, so Astro Drake helmet updates.
We had previously shipped a fixed Astro Stasis Drake Hunter cow that removed the hood due to clipping issues. This was later reverted so that players who liked the visuals of the original hood could continue to enjoy it that way. However, we acknowledge that there were fans of both styles of the helmet.
As mentioned in a previous twid, we are finally giving players both options. When they activate launches, players who own the Astro Stasis Drake Hunter armor sets will be able to claim the new hoodless variant of the helmet. of the helmet from the special delivery kiosk. This bonus option will also be available to anyone who purchases the armor set going forward. was a long tweet, but also a great one.
Tons of information to digest. So take it slow. Try and understand what it means. Maybe rely on your favorite content creators to get some different points of view or just wait to play the game to get a more hands-on idea. You do you, all right?
The edge of fate and the year of prophecy as a whole will bring a lot of system changes to your favorite video game. Yes, we said that a few times already, but it's still true. So let's just add something more this time.
To better understand everything, you are going to need to play and test the Words and videos only get us so far. The good thing is that we are almost there. Only 12 more days before you set foot on Keplar and discover all of its secrets.
Bring your best fashion guardians, the Destitute community team. Let me just say, I don't know who wrote this 12. They did a great job. Really, really.
I felt like everything was laid out here pretty perfectly. And sure, there was definitely some nerves here that I know some of you guys didn't like to see, but everything was laid out really, really nicely here. I felt like I even felt like I walked away from this with a better understanding of what's happening going forward. I've said it before and I'll say it again. Guys, this expansion, the direction that Destiny is going right now is like...
It's big core changes. It may not be something that invites you or intrigues you. I completely understand. If anything, you can just hit the free-to-play side of things and mess around with the core changes.
And if it resonates with you, then maybe consider buying the expansion. But if it doesn't, dude, the beautiful thing about having two expansions in a year, you can pick and choose. If it's Renegades and Star Wars stuff, although that's not necessarily my thing, but if that's your thing, dude, wait till Renegades. If it is Edge of Fate, great. If it's neither, wait till the next year.
But if there's core changes, these are things that you'll be able to mess around with and check out, even as a free-to-play player. And you can check that once the update and the expansion rolls live on the 15th. you
Another week, boys.. and another TWAAAAB! Today we got a beeeeefy TWAB from Bungie going over some pretty extensive weapon tuining and exotic changes coming to us in Destiny 2 The Edge of Fate.
This Week in Destiny 0:35
Rite of the Nine Final Update 4:40
A New Challenge Appears 5:34
World First Raid Race is Back 6:42
Bungie at GCX 7:55
Brief 001 10:35
Weapons Tuning for The Edge of Fate 19:04
Exotic Weapons 28:55
Power in The Edge of Fate 37:09
Economy Updates in The Edge of Fate 42:01
Vendors and Reputation Rank Tracks 47:04
Destiny 2 Expansion Open Access 48:16
It's Almost Bungie Day 49:08
Player Support Report 50:13
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