• Ever wanted an RSS feed of all your favorite gaming news sites? Go check out our new Gaming Headlines feed! Read more about it here.
  • We have made minor adjustments to how the search bar works on ResetEra. You can read about the changes here.

Strakt

Member
Oct 27, 2017
5,160


Dreambane Armor Set
Acquired from activities on the Moon.

77Gq0Ni.png


EDvCEkEX4Ac4vtB.jpg


vETYvQi.png


EDvCEkAWkAApU9P.jpg


NPI4JCd.png



PxzUqKR.png


In addition to all this, the currently available armor sets will drop as Armor 2.0 versions when Shadowkeep launches.

Armor 2.0: Reprisals
  • Crucible: Year 1
    • Includes Year 1 ornaments
  • Vanguard: Year 1
    • Includes Year 1 ornaments
  • Black Armory
    • Forge
  • Gambit
    • Gambit: Forsaken
    • Gambit Prime: Season of the Drifter
  • Menagerie
    • All Menagerie armor
  • Raids
    • Leviathan
    • Eater of Worlds
    • Spire of Stars
    • Last Wish
    • Scourge of the Past
    • Crown of Sorrow
  • Destinations
    • European Dead Zone
    • Titan
    • Nessus
    • Io
    • Mercury
    • Mars (Vendor and Escalation Protocol)
    • Tangled Shore
    • Dreaming City

There will also be additional world drops that can be found in Legendary engrams which have been updated to Armor 2.0.




PVP

Crucible_Menu.jpg




Director Update
When Shadowkeep launches, your Crucible Director will look a bit different. Here's a quick rundown from the Director's Cut:
  • We've removed the Quickplay and Competitive nodes from the Director.
  • If you're looking for an experience like Quickplay, we've added Classic Mix (a connection-based playlist [like Quickplay today]). Classic Mix includes Control, Clash, and Supremacy.
  • Competitive is replaced by 3v3 Survival (which now awards Glory).
  • We've also added a Survival Solo Queue playlist that also awards Glory.
  • We've added 6v6 Control as its own playlist.
    • With the potential influx of new players this fall, we want to have a playlist that signals to new players where to start.
    • We feel like 6v6 Control is the right starting place when introducing new friends to Destiny.
  • We've added a weekly 6v6 rotator and a weekly 4v4 rotator.
    • These rotator playlists are where modes like Clash, Supremacy, Mayhem, Lockdown, and Countdown will appear.
We want to create some variety in the PvP experience from Season to Season, and one way we're doing that is to bench some maps for the Season. While they're out of rotation, if time allows we also hope to improve how they play by tweaking spawn areas, ammo spawns, and overall structure so they return better than before. The first four to be removed from all playlists are:
  • Dead Cliffs
  • Legion's Gulch
  • Retribution
  • Solitude
We also made a pass on all playlists, removing some maps from playlists where they don't shine. Equinox is now only in Scorched, Mayhem, and Breakthrough, and Firebase Echo is only in Supremacy, Mayhem, and Breakthrough.

While we are removing a few maps, we are also introducing Widow's Court, Twilight Gap, and the new map, Fragment. Think Dreaming City meets Infinite Forest.

Fragment.jpg

Elimination is also making its return to Destiny 2 via Crucible Labs. We'll be testing out multiple variants of Elimination rulesets and settings to see how the mode plays with the new weapons and abilities of Destiny 2.

Heavy Ammo Sharing
Heavy ammo is shared only in all 6v6 modes, and those crates have a sparkling effect to denote this. Once a player picks up Heavy ammo, their teammates have a limited amount of time (currently 7 seconds—this is something we can tweak between Seasons based on community feedback) to interact with the same ammo crate to get Heavy ammo. If the other team picked up the crate, it will turn red to indicate you cannot pick it up during this period. When the time window expires, the crate despawns.

Each player gets less Heavy ammo from shared crates than they do from unshared crates in 4v4 and 3v3 modes. The amount of ammo you receive from a crate is static and does not change based on how many teammates share the crate.

Rank Systems Update: Streaks and Floors
Glory, Valor, and Infamy streaks have been made more resilient. Instead of resetting your streak, losses will now reduce your Valor and Infamy streaks by 1, and your Glory streak by 2. You can still lose Glory, but if your rank is at or below Fabled, you can't lose Glory if doing so would drop you below that rank (each rank through Fabled acts as a floor for Glory).

Competitive Matchmaking Updates: Skill and Glory
Destiny has always tracked player skill behind the scenes, taking into account things like kills, damage dealt, and so forth. These factors all contribute to a player's skill rating. In Season 8, we've mapped skill ratings to Glory ranks, with the lowest end of the scale mapping to Guardian I, and the high end mapping to Legend. Most players are somewhere between these extremes.

As you play in the Survival playlist, the Glory system will accelerate you to the rank that corresponds to your skill rating. If your current rank is below where your skill rating says you should be, you'll earn extra Glory based on the criteria above so you can get to your expected rank faster and lose less Glory so you don't fall farther away. Once you reach your "expected" rank, Glory gains and losses will normalize.

Meanwhile, your skill rating is continually adjusting based on your performance, shifting the system's understanding of your "expected" rank, and causing the Glory system to respond by pulling you toward that rank. The result should be that over time, your Glory rank will become an accurate reflection of your skill. It also means that teammates of different skill will experience different Glory adjustments from the same Survival match.



When it comes to Crucible, matchmaking and hopper nodes are only half of the puzzle. Over the next two weeks, we'll be detailing Sandbox changes, which directly impact the meta that you'd find in our PvP environment.



SHADOWKEEP SANDBOX UPDATE: ABILITIES

As Destiny 2 continues to evolve with the upcoming release of Shadowkeep, many of the tools in your space magic toolbox are receiving a tuning pass. This week, we'll be focusing on subclass changes, as the list is fairly hefty. Below, we've paired developer commentary with upcoming patch notes to paint a picture of how your abilities are being updated—and, more importantly, why.

Buffs

Nightstalker Way of the Pathfinder (Bottom)
Goal:
We want to lean into the fantasy of a speedy disruptor. Pathfinders need more tools to scout the battlefield and a skill based way to engage with that gameplay more often. We should reward this scouting and battlefield control gameplay, executed well, with more opportunities to do the same. At the same time shadow shot needed some quality of life improvements for long standing frustrations.

Vanish: Smoke bomb grants invisibility to allies
  • Gives 1 stack of Heart of the Pack (newly revamped) to all allies hit
  • Grants +34 to armor, recovery, and agility
  • Gives weapon reload speed and handling
    • Max 3 stacks
  • Increased invisibility duration from 7 > 8 seconds.

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 allies
  • Expanded the range of Heart of the Pack from 20 > 30 meters.

Shadowshot Super (Top and Bottom path)
  • Damage increased from 150 > 250
    • One shot kill in PvP
  • Improved tether accuracy near obstacles
  • Suppress on hit is more consistent

Sentinel Code of the Protector (Top)
Goal:
This path is the main support role for Titans and focuses heavily on melee kills while staying near allies. We want to focus more heavily on buffing allies so that players care about the timing of their buff usage. With a loop which allows players to get their melee energy back more quickly this will be a more engaging path to play. Additionally, Ward of Dawn is currently not up to snuff, and needs a buff that ties in to the fantasy of buffing allies.

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 supers
    • Most supers will require the whole thing to be dumped on the ward to destroy it but will (usually) not kill the players inside.
  • Ward 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
Goal: In the beginning, Lunafactions and Rally Barricade did exist, but they were clunky to use. They still had dramatic impact on gameplay even in that state, but eventually we decided to make their effects easier to handle. The problems they introduced always existed in the game, but over time these have become magnified due to new abilities, perks, and weapons introduced into the Destiny 2 sandbox. The impact of something that takes all reloading out of the equation means that other perks or effects like the Hunter's Marksman Dodge or the Sealed Ahamkara's Grasps can simply fall to the wayside – Even swords take a hit in comparison, being one of the few weapons that naturally never needs to reload.

Reloading is one of those mechanics that are simple, but have wide ranging consequences. Because the effect on gameplay of removing reloading is inversely proportional to the size of your weapon's magazine and how slow your general reload animations are, weapons like Rocket Launchers and Shotguns can benefit greatly compared to other weapons. This, alongside the increase in general access to damage bonus effects like Well of Radiance left us with the decision to remove this effect from these two sources, as they were causing things to quickly snowball out of control.

Titan Rally Barricade
  • This ability now provides a large increase to reload speed for the duration of the effect
  • This 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 Radiance
  • This exotic no longer automatically reloads your weapons from reserves

Super Energy Regeneration
Goal:
These changes will reduce the speed with which players are able to earn their super which supports difficulty and reduces the current ability to trivialize certain content through excessively chaining supers. Systemically, we want to reduce base sources of supers on a large macro scale without diminishing the feeling that your actions are gaining you a worthwhile energy boost. By reducing the speed at which you gain super we can make mods and perks feel more worthwhile. We still want it to feel like you can make meaningful progress not only through normal play but by augmenting super energy through teamwork, class choices, gear, and skillful play.

New Energy Granted by Super Orbs:
  • Super Orb: 7.143% (50% reduction)
  • Masterwork Orb: 2.5% (50% reduction)
  • Kills: (25% reduction)
    • Minor: 0.6%
    • Elite: 0.96%
    • Mini-boss: 1.8%
    • Boss: 3%
    • Player: 3%
  • Assists: (25% reduction)
    • Minor: 0.3%
    • Elite: 0.48%
    • Mini-boss: 0.9%
    • Boss: 1.5%
    • Player: 1.5%

Damage Multipliers
Goal:
At Destiny 2 launch, damage buffs were fairly sparse – There was Empowering Rift for a small increase, and you could combine it with a weakening effect such as Hammer Strike, but very little else. As time has gone on, we introduced Well of Radiance, Weapons of Light, Guiding Flame, Frontal Assault, etc, and combining these effects has resulted in player damage output far beyond what was previously available. Even with just a small amount of them, a player can go from 1x damage to 3x and beyond, causing there to be an extremely large gap between standard player output and theoretical output.

By preventing the larger effects from stacking, we are able to keep each of them around without having to do something in response like raise boss health to compensate for these tactics, as well as create more of them. As an example, Lumina would not have been created in world where the damage bonus effect of Noble Rounds stacked with other damage effects, and these changes are simply an extension along those same lines.

While the weakening effects never stacked, we also took a look at them and adjusted their values as many of our more powerful units would simply evaporate when touched by one of them, but we compensated for that in other ways, such as either extending the duration of the effect or in the case of Shadowshot, making it affect power weapons.

Player Damage Buffs
  • Player Bonuses
    • Bonus damage effects that apply to all of a player's weapons simultaneously no longer stack multiplicatively. The highest applicable bonus will be used instead.
      • This 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)
  • Notable exceptions: Vengeance (One Eyed Mask)
  • Frontal Assault
    • Bonus damage is now +20% (Previously +25%)
  • Sun Warrior
    • Bonus damage is now +20% (Previously +25%)
  • Well of Radiance
    • Bonus damage is now +25% (Previously +35%)
  • Weapons of Light
    • Bonus damage is now +35% (Previously +25%)

Enemy Debuffs (Weakened)
  • Shadowshot
    • Incoming PvE damage is now +30% (Previously +35%)
    • Incoming PvP damage is now +50% (Previously +55%)
    • This effect no longer excludes power weapons
  • Tractor Cannon (Repulsor Force)
    • 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)
  • Hammer Strike
    • Incoming PvE damage is now +30% (Previously +50%)
    • Duration increased from 6 to 10 seconds in PvE
  • Shattering Strike
    • Incoming PvE damage is now +30% (Previously +50%)
    • Duration increased from 6 to 10 seconds in PvE

Reduced Super Damage Resistance
Goal:
Since the launch of Destiny 2 we have slowly introduced buffs to supers, especially roaming supers. While we believe supers should be powerful they should not be mindless. We want supers to be more risky in both PvE and PvP. We want players to think about positioning and timing more. Not so long ago we experimented with Spectral Blades by lowering the damage resistance substantially. These changes were generally well received and improved the experience of the super for both the person running it and the person who was running from it. In PvE players shouldn't feel like their super makes them invulnerable and casting one should call for situational strategic thinking. In PvP players need to feel like they can challenge a super and that with skillful play there's a chance they can beat it.
  • Super Damage Resistance removed from masterwork armor
  • Inherent Super Damage Resistance lowered by category (see below)
Low- 54% → 49%
  • Nova Fission
  • Thunder Crash
  • Blade Barrage
  • Nova Bomb
  • Well of Radiance

Medium - 56% → 51%
  • Hammer of Sol
  • Daybreak

High - 60% → 53%
  • Fist of Havok
  • Burning Maul
  • Sentinel Shield
  • Arc Staff
  • Arc Lightning
  • Shadowshot

Other (unchanged)
  • Spectral Blades - 52% / 54.4%
  • Golden Gun - 0%
  • Chaos Reach - 40%

Next week, we'll be taking a look at how your arsenal of weaponry will be changing.
 

Lukar

Unshakable Resolve - Prophet of Truth
Member
Oct 27, 2017
23,410
I am reeeaaally digging that Iron Banner armor.
 

Deleted member 31817

Nov 7, 2017
30,876
Some of those sets are so hot wow
 

IIFloodyII

Member
Oct 26, 2017
23,979
That's one beefy Warlock for the Moon set. But can't say I'm a fan of any of the sets though, but do see some nice pieces at least.
 

Hikari

One Winged Slayer
Member
Oct 25, 2017
23,695
Elysium
Did they detail how much stats will affect PVE and PVP yet? How's 100% resilience going to work in pve and pvp for example?
 

Toni

Banned
Nov 13, 2017
1,983
Orlando, Florida
Wish Shadowshot could one-shot again like it did in Destiny 1.

Otherwise, very happy with the changes. Almost all of the Warlocks armor appeals to me. Especially the helmets.
 
OP
OP
Strakt

Strakt

Member
Oct 27, 2017
5,160
Wish Shadowshot could one-shot again like it did in Destiny 1.

Otherwise, very happy with the changes. Almost all of the Warlocks armor appeals to me. Especially the helmets.

It does

Shadowshot Super (Top and Bottom path)

  • Damage increased from 150 > 250
    • One shot kill in PvP
  • Improved tether accuracy near obstacles
  • Suppress on hit is more consistent
 

Darryl M R

The Spectacular PlayStation-Man
Member
Oct 25, 2017
9,721
Truthfully, I just want the Black Armory set again for my hunter. Maybe with the crucible helmet
 

Kyuuji

The Favonius Fox
Member
Nov 8, 2017
32,217
Substitutional Titan set will be lovely with some shaders. Unsure on a number of them as shown but 2.0 will have me chasing a lot of sets again regardless.
 

Toni

Banned
Nov 13, 2017
1,983
Orlando, Florida
It does

Shadowshot Super (Top and Bottom path)
  • Damage increased from 150 > 250
    • One shot kill in PvP
  • Improved tether accuracy near obstacles
  • Suppress on hit is more consistent
Somehow in the huge wall of words from the OP, I missed that. And holy jesus thank you Bungie.

Finally gona feel good again being a Void Legolas in PvP.

rn6Wd3c.png
 
Last edited:

jimboton

Member
Oct 27, 2017
1,421
We want to create some variety in the PvP experience from Season to Season, and one way we're doing that is to bench some maps for the Season.
So, after a year of nothing, they figure they will inject some variety into PVP by remixing the playlists (with existing modes) and.. taking maps away? sorry what?

lol they really don't give a fuck about PVP anymore now do they?
 

Plasma

Member
Oct 25, 2017
6,637
Iron Banner armour is the only set that I like but it's good to see the old armour will start dropping as 2.0 once Shadowkeep comes out. I'll grab the Mars set again and use that.
 

SirNinja

One Winged Slayer
Member
I'm really glad that pretty much all previous armor can now drop as v2.0 in Shadowkeep. Some of the initial (i.e. pre-expansion) sets looked great, and it kinda sucked to have to get rid of them for more powerful stuff.
 
OP
OP
Strakt

Strakt

Member
Oct 27, 2017
5,160
So, after a year of nothing, they figure they will inject some variety into PVP by remixing the playlists (with existing modes) and.. taking maps away? sorry what?

lol they really don't give a fuck about PVP anymore now do they?

Ill add the part after that since you forgot to:

"While they're out of rotation, if time allows we also hope to improve how they play by tweaking spawn areas, ammo spawns, and overall structure so they return better than before. "


Anyways, some of the maps 100% need tweaking because they aren't balanced properly for 6 v 6. I think some of their choices on maps were odd... but hopefully they balance them and put them back in rotation with new changes.
 

jimboton

Member
Oct 27, 2017
1,421
Ill add the part after that since you forgot to:

"While they're out of rotation, if time allows we also hope to improve how they play by tweaking spawn areas, ammo spawns, and overall structure so they return better than before. "


Anyways, some of the maps 100% need tweaking because they aren't balanced properly for 6 v 6. I think some of their choices on maps were odd... but hopefully they balance them and put them back in rotation with new changes.
Thank you. That part makes it even more ridiculous.
 

KarmaCow

Member
Oct 25, 2017
9,161
Between melting point and bubble having 10% more damage than the other buffs, Titans will be pretty good in the raid meta.

That raid armour is a big oof though. Did anyone like the Crown of Sorrow weapons covered in shit?
 

Aurc

Member
Oct 28, 2017
6,890
Those are some very uh, eccentric looking armor sets. Not bad, though, just unique, I guess. Warlock rocking a random metal plate on his face and uncle's coin collection. I like the Titan's Dreambane set the most.
 

SilkySm00th

Member
Oct 31, 2017
4,803
Most of that armor looks garbo. But i'll buy that Ornament cloak just because the hood is down.

I also still think they should make Mobeus Quiver a roaming thing where you mob around with the bow out and shoot it with R2. Trying to make those multi-arrow shots work while you move slow as fuck and do you little pop-shovit with every fucking arrow is begging to get destroyed in PvP and PvE
 

Lazybob

Banned
Oct 30, 2017
6,710
Great move toning down the buffs/debuffs. That shit was out of control and making some content trivial.
 

Camwi

Banned
Oct 27, 2017
6,375
Some of those armor sets are beautiful.

But most importantly - NO MORE LOSING GLORY RANKS!
 

NutterB

Member
Oct 27, 2017
388
Hmm, the last trailer/video of them talking about Armor 2.0 showed the escalation protocol armor set, I was hoping that would be brought over as 2.0 :(
 

PhaZe 5

Member
Oct 27, 2017
4,446
PVP seems like its still gonna be trash unfortunately. No mention of the ungodly length of time that bottom tree striker and bottom tree dawnblade can last is...really unfortunate to say the least.

Pretty strong damage output nerf for PVE. RIP sexy purple damage from Swarm/Recluse + Tractor combo.
 

shark97

Banned
Nov 7, 2017
5,327
So they're literally not changing fist except for the health reduction all supers are getting? Is this serious????????????? I dont even know what to say. Bungie takes the cake.

Most of the other stuff seems good at a glance...

And oh yeah, hey keep baby-fying glory ranks one update at a time. Imagine the vast difference from when they even had glory losing streaks, to now, to what it will be in shadowkeep. Fabled as a "thing", an accomplishment for pinnacle weapons, is going away, frankly. Not sure I'm thrilled with it.
 

shark97

Banned
Nov 7, 2017
5,327
Somehow in the huge wall of words from the OP, I missed that. And holy jesus thank you Bungie.

Finally gona feel good again being a Void Legolas in PvP.

rn6Wd3c.png


I mean the problem is the long delay when you shoot in the area of another roaming super. If I understand the wording, they're only changing the supress "on hit". So you have to make a direct hit (which I thought was instant right now?). So it's still not addressing the issues nearly enough.

It's oddly worded so I dont know.
 

Ambitious

Member
Oct 26, 2017
2,339
I kinda miss this franchise. But at this point, it's not worth it getting back in. Besides, I don't have the time anymore.
 

Bold One

Banned
Oct 30, 2017
18,911
As a Warlock, I am in love with the Titan Seasonal Armour with the wings, My Lady Titan must have it!!!