Destiny 2 Update 2.6.0.1 (1.41) Patch Notes
Systems
Combat Systems
Finishers
Finisher System added. Press the finisher button to finish critically wounded combatants.
PvE Damage Numbers Display
Goal: To provide players with useful and legible feedback for damage dealt to enemy combatants across many years of Power progression.
Displayed damage numbers for damage dealt to non-Guardian enemy combatants are crunchedDamage dealt is displayed using fewer digits to enhance readability of damage outputOccurrences of displayed damage getting capped at 999,999 should be significantly reduced or eliminatedThe exponential curve used to calculate damage numbers for display is replaced with a new linear curve that is built to last for many yearsAs players grow in Power, displayed damage numbers increase at a much more measured pace than previouslyThis is a UI update only; player damage output, whether measured as hits to kill, time to kill, or DPS, remains unchanged by this update
PvE Difficulty Tuning
Goals: Widen the sweet spot where fighting higher-level combatants provides a fun, challenging, and rewarding combat experience for a more enjoyable Power climb. Also, allow players looking for even greater challenges to confront much higher-level enemies.
Combatants that are 10–40 levels higher take less time to kill and deal less damageHigher-level combatants continue to increase in difficulty up to 100 Power levels above the playerWhen enemies are 100 Power levels or higher above the player, they are immune to damageNameplate icons on higher-level combatants have been updated to reflect these changesThese changes affect only higher-level combatants; the at-level or over-level experience remains unchanged
Sandbox
Abilities
Buffs
Nightstalker Way of the Pathfinder (Bottom)
Vanish: Smoke bomb grants invisibility to allies
Gives 1 stack of Heart of the Pack (newly revamped) to all allies hitGrants +34 to armor, recovery, and agility
Gives weapon reload speed and handlingIncreased invisibility duration from 7 > 8 seconds
Max 3 stacks
Provision: Killing tethered enemies creates super orbs and increases agility, armor, and recovery for allies
New Perk (old perk benefits moved to be part of Mobius Quiver)
Damaging enemies with your grenades reduces the cooldown of your smoke bomb (6% per damage tick)Making allies invis gives you grenade energy (17. 5% per ally)
Moebius Quiver: Fire super multiple times and deals massive damage to tethered targets
Added the old Provision perk to naturally be part of Mobius Quiver
Killing tethered enemies creates super orbs and grants stacks of Heart of the Pack for alliesExpanded the range of Heart of the Pack from 20 > 30 meters.
Shadowshot Super (Top and Bottom path)
Damage increased from 150 > 250Improved tether accuracy near obstaclesSuppress on hit is more consistent
One shot kill in PvP
Sentinel Code of the Protector (Top)
Defensive Strike: Melee ability that creates an overshield for nearby allies
All kills while the overshield is active grant melee energy for the player with the shield (works for all allies you grant a shield to)
This is based upon enemy threat level from 5% (minors) to 25% (players and bosses)
Rallying Force: Melee kills heal nearby allies
Heal buffed from 10 health and 10 shields to 10 health and 20 shields (50% increase)
Ward of Dawn: Alternate super that creates a shield bubble
Increase ward health versus supersMost supers will require the whole thing to be dumped on the ward to destroy it but will (usually) not kill the players insideWard grants weapons of light buff when passing through it (35% weapon damage for 15 seconds)Grants an additional super orb (3)Auto-generated orbs now grant the same amount of super energy as regular super orbs (previously the orbs gave less super energy on par with masterwork orbs)
Sentinel Code of the Aggressor (Bottom)
Shield Bash: Shoulder charge that disorients nearby enemies
Now suppresses the target hit and any enemy within 2 meters (have to be basically right next to them)
Voidwalker Attunement of Hunger (Bottom)
Vortex: Nova Bomb leaves behind a damaging AoE pool
Initial explosion damage increased 15%Lingering damage increased 15%
Dawnblade Attunement of Grace
Well of Radiance: Alternate super that creates a healing/buffing field for allies
Grants an additional super orb (3)
Auto-generated orbs now grant the same amount of super energy as regular super orbs (previously the orbs gave less super energy on par with masterwork orbs)
Nerfs
Nightstalker Way of the Trapper (Top)
Shadowshot: Fires an arrow that damages enemies and debuffs enemies nearby
Damage sharing for the Nightstalker player specifically reduced from 100% to 50%
Now all allied players have 50% damage sharing on tether
Nightstalker Way of the Wraith (Middle)
Flawless Execution: Headshot kills while crouched grant invisibility and truesight
Truesight now lasts 3 seconds (down from 9)
Shattering Strike:After performing a Flawless Execution, your melee attacks have a longer lunge range and weaken enemies
Advanced warning: When we made the change to Flawless Execution this also unintentionally nerfed this ability to only last 3 seconds (it was directly tied to the truesight). We have prepared a fix for the 4. 6. 1 patch to restore the weaken and lunge range increase to last the entire 9 seconds regardless of truesight and invisibility status.
Instant Reloading
Titan Rally Barricade
This ability now provides a large increase to reload speed for the duration of the effectThis ability no longer automatically reloads your weapons from reserves
Warlock Rift/Well of Radiance
Lunafaction Boots now provides a large increase to reload speed for the duration of Well of RadianceThis exotic no longer automatically reloads your weapons from reserves
Super Energy Regeneration
New Energy Granted by Super Orbs:
Super Orb: 7. 143% (50% reduction)Masterwork Orb: 2. 5% (50% reduction)
Kills: (25% reduction)Assists: (25% reduction)
Minor: 0. 6%Elite: 0. 96%Mini-boss: 1. 8%Boss: 3%Player: 3%
Minor: 0. 3%Elite: 0. 48%Mini-boss: 0. 9%Boss: 1. 5%Player: 1. 5%
Damage Multipliers
Player Damage Buffs
Player BonusesNotable exceptions: Vengeance (One Eyed Mask)Frontal AssaultSun WarriorWell of RadianceWeapons of Light
Bonus damage effects that apply to all of a player’s weapons simultaneously no longer stack multiplicatively. The highest applicable bonus will be used insteadThis does not affect single weapon buffs such as Rampage, Kill Clip, or exotic weapons that increase their own damage. These will still stack multiplicatively. Buffs that provide bonus damage will still exist simultaneously on the player, so in the event that the one with the highest multiplier wears off the next highest will be used instead. This change affects the following weapons/abilities (Empowering Rift, Frontal Assault, Guiding Flame, Sun Warrior, Inertia Override, Well of Radiance, Lumina/Noble Rounds, Weapons of Light)
Bonus damage is now +20% (Previously +25%)
Bonus damage is now +20% (Previously +25%)
Bonus damage is now +25% (Previously +35%)
Bonus damage is now +35% (Previously +25%)
Enemy Debuffs (Weakened)
ShadowshotTractor Cannon (Repulsor Force)Hammer StrikeShattering Strike
Incoming PvE damage is now +30% (Previously +35%)Incoming PvP damage is now +50% (Previously +55%)This effect no longer excludes power weapons
Incoming PvE damage is now +30% for all elements (Previously +33%/50% for Non-Void/Void damage respectively)Incoming PvP damage is now +50% for all elements (Previously +33%/50% for Non-Void/Void damage respectively)
Incoming PvE damage is now +30% (Previously +50%)Duration increased from 6 to 10 seconds in PvE
Incoming PvE damage is now +30% (Previously +50%)Duration increased from 6 to 10 seconds in PvE
Reduced Super Damage Resistance
Super Damage Resistance removed from masterwork armorInherent Super Damage Resistance lowered by category (see below)
Low- 54% → 49%
Nova WarpThunder CrashBlade BarrageNova BombWell of Radiance
Medium - 56% → 51%
Hammer of SolDaybreak
High - 60% → 53%
Fist of HavokBurning MaulSentinel ShieldArc StaffArc LightningShadowshot
Other (unchanged)
Spectral Blades - 52% / 54. 4%Golden Gun - 0%Chaos Reach - 40%
Ability and Armor General Fixes
Fixed an issue where abilities that dealt lingering damage were dealing higher damage than intended at higher frameratesThis includes abilities such as Nova Bomb, Vortex Grenades, Solar Grenades, Smoke Bombs, Fan of Knives, and Sun SpotsFixed an issue where the Hunter’s Tempest Strike melee ability couldn’t be performed if the Sprint button/key was set to HoldFixed an issue where the increased sustain damage perk of the Stormtrance super would break if a player swapped their sub-class to Chaos Reach and then back to Stormtrance within an activityFixed an issue where the Liar’s Handshake perk Cross Counter was intermittently failing to activate and trigger healingSealed Ahamkara Grasps perk Nightmare Fuel will now correctly reload weapons when used in tandem with Knife Trick and the Tractor CannonA Titan’s Burning Maul line attack will no longer be blocked and detonate early if they have Telesto projectiles attached to themBorealis and Hardlight now match the Prism modifier when changing elements on reload, rotating through Void > Arc > SolarThe Hunter’s Combination Blow ability buff will now correctly be removed when switching sub-classes while the buff is activeThe Phoenix Protocol Hearth perk will no longer award bonus super energy on kills and assists to Warlocks inside a Well of Radiance who do not also have the Well of Radiance (Attunement of Grace) sub-class equippedThe Enhanced Momentum Transfer perk now displays the correct iconThe Mad Warden will no longer get frozen in time when destroyed by a Hunter’s Golden Gun
Fixed an issue where Warlocks couldn’t perform their Well of Radiance super during the reload animation for breach loaded Grenade LaunchersFixed an issue where allied Golden Gun projectiles weren’t going through Banner ShieldsFixed an issue where the Queen’s Wrath perk for the exotic Wish-Ender bow wasn’t correctly highlighting players if their shield was depletedThe Warlock’s Arc subclass ability ‘Pulsewave’ buff will no longer clear the Quickdraw perk bonus granted from a weapon upon its expirationThe Warlock’s ‘Alchemical Etchings’ perk buffs from Lunafaction Boots will now correctly be removed if/when their Well of Radiance is destroyedKhepri’s Sting will no longer consume the owner’s melee ability energy charge when hit by a friendly Hunter’s smoke bomb
If interrupted, the reload animation will complete after the super is cast
Weapon Changes
Weapon mods are now treated as reusable unlocks instead of consumables. Any mods you have in your inventory will be converted to unlocksMinor enemies (Rank-and-File) no longer take more precision damage than other enemiesThe amount of time allowed between kills to generate a masterwork orb has been reworked per archetype:Auto RiflesBowsHand CannonsMachine GunsPulse RiflesScout RiflesSidearmsSniper RiflesSubmachineguns
This gives players the opportunity to play with different mods more frequentlyIf the only copy of a mod you have is already in a gun, you will need to reacquire one to unlock it
These enemies previously took twice as much damage to their precision hit locations than enemies of higher ranksYou will still deal precision damage, but this is now entirely dependent on the weapon, as it is for higher ranked enemies
2. 5 seconds for shotguns, hand cannons, scout rifles, machine guns, and pulse rifles3 seconds for auto rifles and trace rifles4 seconds for bows, fusion rifles, rocket launchers, and grenade launchers5 seconds for sniper rifles, linear fusion rifles, sidearms, submachine guns, and swords
PvE damage increased between +30% and +25% depending on combatant rank
PvE damage increased by +31% against minor enemies, and +26% against major enemiesFixed an issue where bow draw times were displayed incorrectly in the inspection screen
PvE damage against minor enemies increased by 30%Lightweight and Adaptive hand cannons use a new firing animation while aiming down sightsThis change was made to increase weapon accuracy when firing these weapons as fast as possibleEx: Currently, players can shoot faster than the recoil animation of 140/150 archetypes – so while the Hand Cannon looks to have fully reset from recoil, the following projectile will be shot as if the weapon was still in a recoiled stateReduced the effect the range stat has on damage range falloff (effective range) for this weapon archetype
PvE damage against minor enemies increased by 25%Increased the effects of damage range falloff on this weapon archetype
PvE damage against minor enemies increased by 28%Increased the effects of damage range falloff on this weapon archetypeArchetype specific damage changes (impacts both PvE and PvP gameplay)Rapid-Fire Pulse Rifles now deal 14/23. 8 base/precision damage (Previously 13/21. 4)High Impact Pulse Rifles now deal 21/33. 6 base/precision damage (Previously 20/32)
PvE damage increased between +36% and +18% depending on combatant rank
PvE damage increased to minor and major combatants by 16%
PvE damage increased by +47% against minor enemies, +20% for othersExotic sniper rifle perk damage bonuses have been modified to compensate for this change and they will not receive the full benefits as a result
PvE damage increased by 22. 5% against minor/major combatantsAggressive FrameRemoved the intrinsic effect of “Deals bonus damage at close range. “This bonus was 10%, but was unintentionally always activeThe bonus damage has been moved to the base damage for 750 RPM Submachineguns, resulting in no damage changeAs a result, Tarrabah and The Huckleberry gain 10% damage in both PvE and PvP
Exotics
Sweet BusinessGraviton LanceSunshotVigilance WingCrimsonMercilessAce of SpadesLuminaThe Colony
Increased magazine size from 100 to 150. Increased PvE damage by 15%. High Caliber rounds have been replaced with Armor Piercing rounds. Damage changed to 15/21. 2 base/precision (Previously 13. 21/21. 14)This weapon no longer requires you to be firing when you pick up ammo to have it automatically reload.
PvE damage increased by 30%
Increased magazine size to 12
PvE damage increased by 25%
Damage changed to 19/30. 5 base/precision (Previously 13. 76/24. 75)Fixed an issue that was causing this weapon to deal higher flinch than intended
Fixed the missing aim assist stat for this weapon
Memento Mori’s damage bonus is now affected by range falloff
Noble Rounds should apply their buff to allies more reliably now
“Serve the Colony” now functions as Auto Loading Holster does
Perks
SubsistenceRicochet RoundsSwashbucklerGrave RobberOne-Two Punch
Reduced the impact of this perk on total reserves
Removed the hidden bonus to damage falloff
Perk now activates when getting a kill with Ball Lightning
Perk now activates when getting a kill with ranged melee abilities (ie: Ball Lightning, Explosive Knife)
Reduced the effectiveness of stacking One-Two Punch and Cross Counter (Liar’s Handshake)Ex: Players won’t be able to defeat Riven in less than three seconds after *Shadowkeep *launches using the combo of One-Two Punch and Liar’s Handshake, but we know many of you will try other builds. . . and potentially even succeed.
Weapon General Fixes
Fixed an issue where AI combatants in Gambit based activities were using PvP values instead of PvE valuesFixed an issue on Jade Rabbit where parts of the ornament were appearing on the original weapon artFixed an issue where masterworked weapons would sometimes spawn a large amount of orbs off a single killFixed an issue where killing Vex Harpies with precision damage from Outbreak Perfected wasn’t spawning Nanites as expectedAdded missing Thunderlord Killfeed and Obituary iconsInfusing Thunderlord now correctly requires a destination material (EDZ Dusklight Shards)
Player Identity Systems
Triumph Steps
Triumphs can now be broken into steps with each step granting Triumph score
Some Triumphs have been extended with additional steps that grant additional Triumph ScoreSome Triumphs have had their existing requirements broken into steps and the original Triumph Score has been split between those steps
Seasonal Artifact
Each season there will a new pursuit, the seasonal artifactAt the end of the season the artifact will go away, and be replaced by a new artifactThe seasonal artifact has two progressions:
For Season of the Undying it is The Gate Lords Eye
Artifact Power:Gain an uncapped bonus to your power by earning XP. Each point of power takes more XP to earn than the lastArtifact ModsEarn up to 12 points by gaining XPSpend points to unlock seasonal mods for Armor 2. 0
Armor Changes
Character Stats
Discipline, Intellect, and Strength stats return from the original Destiny gameYour Discipline determines your grenade recharge rateYour Intellect determines you super recharge rateYour Strength determines your melee ability recharge rateAll stats now go from 0 to 100For Discipline, Intellect, and Strength, a stat of 30 is the equivalent recharge rate to the pre-Shadowkeep recharge rate with no mods affecting that recharge rate appliedA stat of 100 is the equivalent of having 5 of the appropriate recharge rate-affecting mod appliedEach piece of armor now provides you with contributions to each of your six statsArmor that drops in the world, from engrams, and activity rewards have randomized stats
Armor 2.0
All exotic and legendary armor will drop to use the new armor systemArmor 2. 0 versions of exotic armor pieces can be pulled from your Collection provided you have collected that exotic
All Armor 2. 0 armor pieces have an energy type (Arc, Solar, Void) and an energy capacityAll armor mods have an energy cost and an energy type (Arc, Solar, Void, or Any)Each piece of armor comes with multiple armor mod sockets, into which your mods can be appliedA socketed armor mod occupies an amount of the armor’s energy capacity equal to the mod’s energy cost; you must have enough armor energy available to be able to socket a modArmor mods are no longer consumable, and are instead unlocked and resuable across all applicable armor pieces once acquiredArmor mods can be acquired from gunsmith packages, direct purchase from the gunsmith, world engrams, and pinnacle activity engramsArmor 2. 0 mods and pre-Armor 2. 0 armor perks do not stack
Energy capacity can be upgraded by spending currencies and materials, to a maximum of 10Armor with 10 energy is considered to be masterworked and provides a +2 bonus to all six character stats
Arc, Solar, and Void mods can only be socketed into armor of the matching energy type; mods with an Any energy cost can be socketed into any armor
Masterworks
Fully masterworked armor no longer provide bonus damage reduction when using your super
Exotics
TtianWarlock
Actium War RigNow works with heavy machine guns
Lunafaction BootsRemoved the effect of automatically reloading allies’ weapons while they occupy your riftThis exotic armor piece now grants a reload speed bonus for allies occupying your rifts
Economy
Armor Masterworking Costs
Masterworking Armor costs and levels have been updated to include two new materials: Enhancement Prisms and Ascendant Shards
Both these materials can be obtained via the following sources:Enhancement Prisms and Ascendant Shards are capped at 50 and 10 respectively to limit hoarding, and to keep players unfamiliar with this system from sinking all their resources into a single item
Nightfall: The Ordeal rewardsPurchased from the Gunsmith for a rotating variety of currency and resourcesOther special reward sources such as the Season Pass
Infusion Material Costs
Infusion between two items of any rarity now requires only a single material to complete: Upgrade Modules
Upgrade Modules can be obtained via the following sources:Upgrade Modules are capped at 25 to limit hoarding, and to keep players unfamiliar with this system from sinking all their resources into a single itemDiscarding an Enhancement Core no longer deletes the entire stack
Each of the Gunsmith Weekly Bounties award one Upgrade Module per weekPurchased from the Gunsmith for a rotating variety of currency and resourcesSeason of Undying free track Season Pass rank rewards
Bright Dust
Bright Dust is now earned by completing Crucible, Gambit, and Vanguard weekly and repeatable bountiesEververse items no longer dismantle into Bright Dust, and instead grant legendary shards and glimmerNew Eververse items for Season of the Undying will become available for Bright Dust two weeks into the SeasonEververse items no longer require Bright Dust to reacquire them(or re-roll perks) from Collections; instead, they cost the same materials that reward items of the same type/rarity useFireteam Medallions have been removed from the store, deprecated into Fizzled Fireteam Medallions, and can now be dismantled into Bright Dust to recover their purchase price (50 Bright Dust)Gleaming Boon of the Vanguard price has been lowered to 150 Bright DustGleaming Boon of the Crucible price has been lowered to 500 Bright Dust
We chose to grant all of Bright Dust from ritual weekly bounties rather than spreading it out across the weekly and daily bounties so players could more easily earn Bright Dust without having to make sure they complete every single dailyPlayers will be able to do the repeatable bounties as many times as they likeAny Crucible, Gambit, or Vanguard completed bounties need to be turned in before maintenance begins on 9/30 as these changes will reset them; other bounties—Gunsmith, clan, Eververse, etc. —can still be claimed after Oct 1
Eververse
The Season 7 Best of Year One Engram has been retired, and in its place, players can now obtain the new Season 8 Nostalgic EngramThe Seasonal Milestone no longer grants a bounty; instead, it directly grants a Bright Engram
The Season 8 Nostalgic Engram is no longer earned at level upThe Eververse storefront is now available via the DirectorEververse bounties (standard and IGR versions) have been deprecated; any remaining bounty notes can be broken down into Bright Dust
Instead, the Bright Engram is now included in the free rewards of the Season Pass that are visible before level 100; it’s also awarded every 5 levels after level 100
You can still complete and turn in any outstanding Eververse bounties until they expire
Glimmer
Players can now store up to 250,000 Glimmer
Glimmer rewards from the majority of sources in the game have been rebalancedWeekly bounties award a large amount of Glimmer in addition to their other rewards
Most open world sources (public events, Lost Sectors, chests) have been significantly increasedPassive Glimmer gain on kill has been reducedIn addition to directly awarding Glimmer on kill, combatants will sometimes drop additional Glimmer chunks
Spider’s Exchange
The Spider welcomes new opportunities with four arms open and now deals in materials from all planets
However, the Spider has noted changes in market value, and has adjusted his exchange rates accordingly:
Glimmer exchange now costs 10 Legendary Shards or 20 materials, and yields 10,000 GlimmerTangled Shore daily bounties no longer award Glimmer, providing instead Etheric Spirals (in keeping with his competition)Weekly wanted bounties no longer award gear, but now provide between 3,000 and 15,000 Glimmer in addition to the Enhancement Cores currently offered
Xûr
Xûr’s inventory pool and Fated Engram now include world-drop Exotics from Year 2
Universal Ornaments
Select armor sets now function as Universal Ornaments. Once unlocked, these ornaments can be used to change the appearance of any Legendary Armor 2.0 item. Note armor items that correspond to converted Universal Ornaments have not been removed from player inventories; already owned armor items still exist in their current state.
All previously purchased Eververse armor pieces will unlock a corresponding Universal Ornament of the same appearance and slot on all Armor 2. 0 itemsPast Eververse sets have been converted to Universal Ornaments, and will be available in Silver bundles via the Eververse archivePricing for these bundles will be reduced for each piece in the bundled set already owned on the accountSeasons 1 and 3 sets will be available when Shadowkeep launches - additional seasonal sets will be added at later dates
Gunsmith
Weekly bounties now award an Upgrade Module instead of an Enhancement CoreBanshee-44’s mod inventory has been refreshedBanshee-44 is now selling Upgrade Modules for infusion, as well as Enhancement Prisms and Ascendant Shards for armor Masterworking
Players who obtained a Legendary set of Solstice armor in Season of Opulence will find a bundle available on Banshee containing an Armor 2. 0 version of the set
You must be logged in on the relevant class to see its bundle on Banshee (if you obtained that class’s Legendary Solstice set)
Rewards Power and Progression
All non-powerful rewards now drop 3 to 0 points below your highest equippable Power level, up from 15 to 20 below
Year 2 powerful reward sources have changed to Legendary rewardsBonus Exotics that drop from Nightfall: The Ordeal will drop at the character’s highest equippable Power levelUnder- and over-leveling activities no longer adjust how much Power is received from the rewardsExperience no longer fuels a player’s character level, which has been changed to be level 50 for all charactersThe Power granted from the Seasonal Artifact is additive with the Power of the player’s equippable gear, but does not increase the Power of gear dropsAll existing gear has had its Power increased to a minimum of 750; new characters will begin Destiny 2 at Power 750 as wellThe Power bands for Season 8 are as followsPrime EngramsReworked Tower bounty pools, and added a new ‘Repeatable Daily Bounty’ which can be purchased by players for a significant amount of glimmer as many times as they like
These sources no longer have a chance to drop a random Exotic instead of the Legendary gear
Experience instead progresses the Season Pass, Seasonal Artifact mod, and Power progressions, as well as the unlocking of destinations for new charactersExperience rewards have been rebalanced with the introduction of the Season Pass and Seasonal Artifact progressions
Floor: 750Soft Cap: 900All drops up to this point will be upgrades to the most powerful item in your inventory or vaultBeyond this point, only powerful and pinnacle rewards will increase a player’s PowerPowerful Cap: 950All non-powerful/pinnacle rewards are capped at 950Pinnacle rewards are the only way to raise Power above this pointPowerful rewards are equivalent to the character’s highest-equippable Power beyond this pointPinnacle Cap: 960This is the highest Power at which gear drops; also known as the “hard cap"The Seasonal Artifact bonus Power allows characters to attain values above this level
Prime Engrams now gain charges more quickly, drop more frequently, and have a higher maximum charge cap (nine charges, up from six during Year 2)The Power gains have been rebalanced for the increased frequency, providing +3 Power, down from a range of +4 to +7Players who have completed the “Prime Example” quest prior to Shadowkeep’s release will earn charges, but those charges won’t drop until the character has reached 900 PowerThis will help players avoid spending charges early for gains that are most beneficial during the Soft Cap to Powerful Cap range ###Bounties
Activities
Vanguard
Added new activity on the Vanguard screen - Nightfall: The OrdealRenamed Nightfall to Weekly Nightfall and adjusted base power level to 820Added Rally Banner consumables to Hawthorne’s inventoryUpdated Nightfall scheduling to reduce long streaks without certain Strikes or duplicate Strikes.
Crucible:
Director
Playlists Removed:Playlists Added:
QuickplayCompetitive
Control 6v66v6 Rotator4v4 RotatorSurvival 3v3Survival 3v3 Freelancer (solo queue)Crucible Labs: Elimination 3v3Classic Mix 6v6 (connection-based matchmaking)
Maps
Removed:Added
Dead CliffsRetributionSolitudeLegion’s Gulch
Widow’s CourtTwilight GapFragment
Ranks
Players cannot lose Glory ranks below Fabled ILosing a match reduces Glory streak by 2 instead of resettingLosing a match reduces Valor or Infamy streak by 1 instead of resettingGlory adjusts more quickly to match player skill
Matchmaking:
Skill-matching algorithm adjusted to allow for greater variance of matches
General
Power Ammo crates are now shared in all 6v6 modesAdded physics to the Pacifica Crucible map to prevent players from being able to navigate into an unfairly advantageous position in the environment
Challenges
Moved Nightfall challenges from Weekly Nightfall activity to Nightfall: The Ordeal, and retuned completionsRemoved Daily Heroic Story Mission, Strike, Gambit, and Crucible challengesRemoved Ikora Weekly Bounty Completion challengeRemoved Petra’s weekly challengeAdded Weekly Bounty Completion challenges to Shaxx, Banshee, Zavala, and Drifter
Raids and Dungeons
Added rally banners to Leviathan, Eater of Worlds, and Spire of Stars"The Shattered Throne” Dungeon is now available at all times instead of on a three-week cycleIt can also be launched and reset from the Director
Destinations
Black Armory forges are now accessible through a director launched playlist on EDZ
As all good Guardians know, the big feature for update 2.6.0.1 is, of course, the launch of the Shadowkeep expansion and its associated highlight additions. That means features like Armor 2.0, new campaign missions, Finishing Moves, the return of Artifacts and Ritual Weapons have arrived. For those who haven’t purchased the expansion, however, Destiny 2 New Light is here as well. This free version of the game offers an easy entry point to hop in and experience a huge chunk of Year 1 and Year 2 content at no cost. As far as new features are concerned, there’s limitless content for players to dig through.
The same goes for small balance changes as well. To combat the new enemies in Shadowkeep, PvE damage for guns has been buffed across the board. For Exotics, guns like Sweet Business, Graviton Lance and Vigilance Wing have all been enhanced in ways that might make them more worthwhile in the meta. Also, since weapon mods are now treated as unlocks as opposed to consumables, Guardians should feel less hesitant about tweaking their guns. There are dozens of changes to wade through, but Destiny 2 update 2.6.0.1 has altered the game in major ways. It will likely take fans a few days to fully grasp the intricacies of all the new systems. With that in mind, have fun exploring the Moon.
Destiny 2 is available now on PS4, Xbox One and PC. The 2.6.0.1 update is live on all platforms.
What do you expect from Destiny 2 Shadowkeep and New Light? Are these patch notes deep enough to satisfy your expectations for Year 3? Tell us in the comments section!