This Week in Destiny, we're talking PvP with a few updates from the PvP Strike Team. We've also got an adorable new friend joining us on the H.E.L.M., and we're commemorating the occasion with a new Bungie Rewards item. There is a little something for everyone this week, so let's hop in!
Topics for the week
Hello everyone, it's the PvP Strike Team here with our pre-8.0.5 check-in. We have a bunch of stuff we want to talk about today but if you are short on time and just want the high-level bullets here's a quick summary of the changes we'll be covering today.
Want to keep reading and get into the weeds? Let's roll.
We want to start with a general "State of the Crucible" discussion to recap some changes we have made (separated by playlist) in the last few months that you may have missed, and to talk about where we're going to go from here.
Over the past few months, we've made several updates to Crucible with improvements to rewards and quality of life passes on all maps.
We have heard your requests for updated map weightings in our 6v6 playlists. Generally, we want to keep all maps as evenly weighted as possible to ensure that you get to play on a variety of maps, and we want to avoid removing maps from rotation whenever possible. However, we do acknowledge that players still prefer playing on popular maps more often. As such, in 8.0.5 we are making a change to:
Also coming in 8.0.5 are a couple of substantial changes we're making to two problematic systems that we hope will greatly improve the Crucible experience.
Lobby balancing has proven to be an extraordinarily difficult puzzle to solve. Since Season 23 launched, we have been experimenting with multiple different types of lobby balancing systems, including Random, Average Skill, and a variant of Snake Draft. While each of the three solutions has its own positives, none of them have done much to reduce the volume of feedback we get that lobby balance can feel unfair.
We have built a new variant of Snake Draft that should handle fireteams better, and will be rolling it out in 8.0.5, as we continue to look for the optimal solution to lobby balance.
Our internal tests have been quite promising, but we don't believe we're done iterating on lobby balance either. It's an ongoing battle to ride the line between pure fairness in terms of outcome and making sure that each player in the game has someone on the other team they can compete with head-to-head.
We'll continue to monitor the results of these changes. We also plan to share a deeper dive into how we approach lobby balancing in a future article.
Our second major topic ties in a lot to the one above, because quitters can throw a whole wrench into any lobby balancing equation. As it stands currently, quitting has become something of an epidemic, especially in modes like Control and Iron Banner, but it's even negatively affecting Trials and Competitive as well. In our 6v6 playlists, we've seen an uptick in quitting across the board over the last several months, stemming in large part from higher skill players who find themselves joining and then quitting to search for easier matches. The problems with this are two-fold:
If this was an isolated incident, it would be one thing. But unfortunately, there are a number of players who are habitual quitters, leaving more than 30% of their total games, which causes a serious negative impact on the remaining players in the games.
A limitation of our current Quitter Penalty is that we could not make it too stringent, because we want to avoid punishing players who experience random error codes or who need to leave a game occasionally for a valid reason. So, to keep those players in mind while also better addressing the quitter issue, we have completely rebuilt the Quitter Penalty.
If you play a long string of games without quitting, the game will place you in Good Standing and be lenient if you occasionally get disconnected or must leave a game. However, if you habitually quit a high percentage of your games, you will be placed into a Probationary status, and if you continue to leave games, it will result in escalating time outs from Crucible for every match left. For normal players, this should result in less frustrating instances of being booted from a match and getting timed out, but high-volume quitters will find the system far less forgiving. The initial values for Good Standing and Probationary statuses are also tunable, so if we find it to be too strict or too lenient, we can quickly adjust to smooth out the experience.
In 8.0.5, we're changing two Prismatic Hunter abilities to address community feedback about Prismatic Hunter performance in the Crucible. The goal of these changes is to reduce frustration around playing against Prismatic Hunters without negatively affecting their performance in PvE content. Here are the changes:
We'll continue to monitor Crucible feedback and data throughout this release, and we'll make additional adjustments if necessary. Check back next week for a more in-depth look at weapon and armor changes coming in 8.0.5.
Back in May, we discussed changes we were making to the Special ammo economy in PvP and detailed a new system, referred to as the Blended system, that we were going to be moving towards. In this system you receive one kill's worth of Special ammo on spawn, one kill's worth from crates, and Primary weapon final blows drop a brick with one kill's worth. The Blended system has now been out in most game modes, and we wanted to detail how it is performing compared to the previous systems.
Ammo Economy Type | % of Kills by Special Weapons | Shotguns % of Kills | Fusions + Snipers % of Kills | All Other Special % of Kills | Low to High Skill Delta |
Respawn (Original) | 24.3% | 47% | 43% | 10% | 2.0x |
Meter (2 kills per pull) | 13.2% | 76% | 18% | 6% | 3.5x |
Meter (1 kill per pull) | 13.3% | 66% | 24% | 10% | 3.0x |
Crates | 13.8% | 59% | 28% | 13% | 2.4x |
Blended | 14.9% | 64% | 24% | 12% | 2.4x |
As you can see, the amount of Special ammo has gone up slightly compared to the Meter and Crates systems but is still down significantly from where it was in the old Respawn system. In addition, Shotguns are less egregious outliers compared to both iterations of the Meter, although they are not as in band as they were with either the Respawn or Crates system. The delta between usage for high and low skill players has similarly been reduced to a more acceptable level.
Moving forward, the Blended system will be the default system for Crucible until we have completed the rebuild of the Ammo Meter, a process which is extremely complex but is well underway. We will provide an update in the future when we know more about a potential release timeline. Soon, we will be swapping Trials over to the Blended system (not the system that was accidentally activated last weekend where you retained ammo between rounds) and the prototype Meter will be fully deprecated from our core Crucible experience. We will, however, continue to allow the Meter to be selected as an ammo option in Private Matches, and to be used as the default ammo system for the Checkmate game mode when it appears in a rotator.
Since Season 21, we've made some substantial changes to Trials that have had a positive effect on the playlist. We've updated most of the Passages, increased the post-game rewards substantially, provided bonus rewards for playing as a trio, and even added a weekly set of rewards that triggers when your card is initially flawed to help offset the sting of defeat. We've collected the changes below to help recap the full list of improvements currently in-game that we've made during that time.
The above changes have helped keep the playlist in a healthier state than it has been in the past. In particular, the Passage of Persistence changes combined with the trios rewards have had a noticeable effect, increasing the percentage of trios games played by 30%, and providing a small influx of more casual players. Still, we believe there is room for improvement, and we want to more strongly encourage playing with friends.
We still want to make Trials more rewarding for more kinds of players, but we will have more details on this later. In the longer term, we are looking to bring more players into Trials by offering an alternative 3v3 experience that's more like Iron Banner, in terms of the loot chase not being mostly reliant on wins. We also want to make the Challenger pool less of an "all or nothing" experience. We can lean on what we've started with the Flawed Card rewards and further reward win streaks to make it feel like less of a waste of time if you fall at the Gates, while still maintaining the exclusivity of the Flawless rewards.
Our Ranked playlist has also received substantial changes over the last 6 months. To summarize them, we've:
With these updates, we feel the foundation of Competitive playlist is solid. Following the release of The Final Shape, we just had the best 30-day stretch in over a year in terms of player participation, and specifically this previous week was the highest hours played per account in the last 8 months. Since we have made a lot of changes recently, moving forward we want to allow the playlist to stabilize and give players time to get used to this iteration. We plan to build on this foundation, further refine the game modes and rulesets, and allow it to be a place where you can see and feel your improvement and growth as a player.
To start, in 8.0.5, we will reduce the score to win in Clash from 40 to 35, to bring gametimes closer to the 8-minute target. In addition, we'll be updating the spawn policy in Collision to favor spawning you nearer your teammates. We recently made this change to Clash, and we have seen the incidents of split spawns go down dramatically and believe this will improve Collision similarly.
Longer term, we have a couple of goals we want to tackle:
To start, we have moved Tribute to the back burner for further improvements. While it was inspired by Halo Reach's popular Headhunter mode, we acknowledge and want to minimize some of the frustration that can stem from things like semi-random bank spawns and getting no progress from kills. Tribute will not return until we can improve it enough to make a noticeable difference. In the meantime, Iron Banner will rotate between Control, Fortress, and Eruption.
We've also made changes to the matchmaking and reward structures of Iron Banner.
Looking at the chart below showing Iron Banner participation over the last 4 years, you can see that since we moved away from purely random matchmaking in the fall of 2022, our participation peaks have generally increased, and our troughs are higher too. The current Outlier Protection system (when the Skill Variance setting is correct) paired with FTMM represents a strong balance between allowing highly skilled players and large fireteams to succeed, while promoting variability in match feel, without making newer and lower skilled players, solo players, and small fireteams feel completely like fodder.
That said, we still believe there is more work to be done to improve the Iron Banner experience, especially for casual and mixed skill fireteams. We'd like to investigate offering a more relaxed variant of Iron Banner, with minimal matchmaking stratification and a focus on the less serious game modes. We also want to be able to reward fireteams better in general, like we've begun to do in Trials.
We'll have a lot more to talk about later this season in terms of what is coming in our second Episode and beyond, and we're excited to share that with you once 8.0.5 is out the door!
The Final Shape introduced new Exotic Class Items that can roll with some awesome perk combinations that enhance your Prismatic builds. This has made them a highly sought-after reward, and we've seen feedback from players that it's currently difficult to get enough drops to target the rolls you want.
To address this, we're currently targeting the following changes for early August:
Additionally, we're adding a weekly challenge to Dual Destiny. Players will be able to earn one additional Exotic Class Item when completing this activity per week, per character. Subsequent completions will function normally.
We are also aware of player feedback concerning the desire for these Exotics to come from more activities outside of the Pale Heart. Many thanks to all who've been giving feedback, and we'll continue to monitor after the above-mentioned changes go live.
During Destiny 2: Into the Light, players could attune to BRAVE Arsenal weapons in the Hall of Champions to improve a targeted weapon's drop chance. We're ready to introduce a new way to attune to BRAVE Arsenal weapons from Onslaught.
In Update 8.0.5, players can visit Zavala in the Tower to access a new Onslaught Attunement menu. From there, players can select a single BRAVE Arsenal weapon they'd like to attune to, increasing the drop chance by 60% in Onslaught. This is an increase from the 50% drop chance increase the Into the Light attunement system provided.
There is no cooldown or cost, so you can swap your chosen weapon at any time and your selected weapon will remain attuned until you change it or deactivate the attunement.
If you're chasing an elusive BRAVE Arsenal god roll, now is the perfect time to jump in and try your luck. We'll be checking out your feedback, so let us know how the new system feels.
It's an art show a decade in the making! Join us in Los Angeles, New York, and London for a celebration of the Destiny universe, featuring over 30 pieces of original art, including paintings, Ghost sculptures, props, and more. A must-see experience for fans of all ages! Entry is free, just be sure to keep an eye out on our socials next week for the page link to reserve your spot!
It all comes down to this. Four teams remain in the Bungie Foundation's PvP tournament, but only one can be crowned Seventh Column Chaos Champions! Tune-in to the Bungie Foundation Twitch channel today, July 25, starting at 10 AM PT to see how the chaos shakes out.
The livestream will not only feature the semifinals and finals of the tournament but will also be your chance to get your hands on the exclusive Repeat Repeat emblem, which will only be obtainable during the livestream, grab it while you can!
We're going full chaos mode for this finale with some wild PvP modifiers that would make even Shaxx proud, and we'll be leaning on you, the viewers, to make the final call on what pain our competing teams endure. Oh, and for every donation milestone we hit, we'll also be downing some chaotic beverages courtesy of our new drinko board. All in the name of charity!
Joining us in-studio for a special Q&A session will be Destiny 2 voice actors Brandon O'Neill (Crow) and Richard Sloniker (Glint). We'll also have Twitch Drops enabled during the stream with the opportunity to earn the Born of This emblem.
So be sure to tune-in to the live stream, embrace the chaos, and help us celebrate the incredible community impact Guardians help make possible. We'll see you on Twitch!
The new research specimen aboard the H.E.L.M. feels less like a specimen and more like our new amphibious crew member. It's Failsafe's new best friend, the adorable little frog, Captain Jacobson. And while the frogs of Nessus can be quite deadly, don't let that deter you from giving Captain Jacobson your love and affection. Guardians that give our new friend a gentle pet will earn the Spiritual Successor Triumph and unlock access to the new Captain Jacobson pin.
This Bungie Rewards offer will be available to earn until October 8, 2024 at 9:59 AM PT. For full details on this offer and other Bungie Rewards, visit the Bungie Store.
Last week, we asked you to submit your favorite build for our #BuildoftheWeek so that we could pick our favorites to share over the next few weeks. This week we've got a fun Solar Warlock build from RestAssured on X aptly named "Infinite Ignitions v2."
The focus of this build is spreading mass ignitions and watching everything burn. The build utilizes Dawn Chorus to increase scorch damage and Dragon's Breath to help kick off the ignitions when entering a battle. The new Solar Fulmination Artifact mod alongside the Ember of Char and Ember of Ashes Fragments help spread the ignitions, with the ability to chain ignitions among groups of powerful enemies.
If you're a fan of mass explosions and fiery chaos, check out RestAssured's guide below.
DIM Link: https://dim.gg/xz7waqy/Rest's-Infinite-Ignitions-V2
We'll be featuring more builds in the weeks ahead, so use #BuildoftheWeek and keep them coming.
You've seen how the Combat Team has fun with Gjallarcorgi. Now see how the Cinematics Team keeps the spirit light with this never-before-seen blooper from The Final Shape.
Cloudstrike causing global issues? At least it wasn't Telesto this time.
Known Issues List | Help Forums | Bungie Help TwitterFREE STRANGE COINS
With the release of Update 8.0.0.7 last week, an issue was introduced where the Strange Favor buff was not providing bonus Strange Coins when completing ritual activities.
As a resolution to this issue, all players will be able to claim 47 free Strange Coins from Xûr, Agent of the Nine, when he appears in the Tower. This is a one-time bundle for each account and will be available to claim until August 27. You must have 52 Strange Coins or less to acquire this bundle of Coins.KNOWN ISSUES
While we coninue investigating various known issues, here is a list of the latest issues that were reported to us in our #Help forum:
- A subset of players are unable to claim rewards or Passages from Saint-14 and/or are unable to receive post-game Trials rewards.
- Enigma Protocol and some Battlegrounds do not grant progress toward the first step in the Specimen ID: NES004 quest to open chests at the end of Echoes activities.
- On rare occasions, the Witness cannot be killed in the Salvation's Edge raid after depleting its health, soft blocking the activity. Players may need to return to orbit and relaunch the activity to circumvent the soft block.
- Havoc Hardware is currently displayed as "Normal" alongside normal Hardware in the Crucible Labs selection list. Havoc Hardware is the second option (at the bottom) and can be identified by the "Havoc Rules" modifier.
- The Battleground: Echoes playlist does not feature Commendations at the end of each Battleground.
- Only the fireteam leader can purchase the Monolithic Memento in the Salvation's Edge raid after meeting the requirements.
- Launching into the new Battlegrounds features a long bright white screen when first spawning in.
- The first encounter of the Salvation's Edge raid does not grant progress to the Unified Front Triumph is the fireteam is made up entirely of Warlocks.
For a full list of emergent issues in Destiny 2, players can review our Known Issues article. Players who observe other issues should report them to our #Help forum.
Has anyone checked on Oryx recently?
Movie of the Week:
That's everything we have for this week. If you haven't met Captain Jacobson yet, make sure to pick up the NES005 quest from Failsafe to bring our new friend on board. You'll also unlock weapon focusing for Aberrant Action and Corrasion in the process.
We'll be back next week with a look at Solstice and a preview of the weapon and armor tuning updates in update 8.0.5.
Destiny 2 Community Team