This Week in Destiny, we have a lot to share! It's all about our next Episode, Revenant, which is launching in less than a week on October 8. We can't wait to see you all ripping and tearing the Scorn as Slayer Barons, playing new activities, using new gear, and testing your builds. So, how about you check what's in the oven for today?
Onwards!
The wait is almost over, only five more days to go before you can start playing Revenant. Fikrul is back, wielding a new power able to transform his Scorn into something more dangerous than ever, but we have Mithrax, and Eido on our side to help fight him once more.
The talented Destiny 2 dev team talked about this and more in our latest dev stream, which we have just below for those of you who were busy on Tuesday or want to rewatch it.
The elemental focuses for this Episode will be Stasis, Arc, and Void. Act I features the most Stasis mods we have ever added to an Artifact. Frost Armor plays a key role in the Artifact's build crafting granting you increased bonuses to Stasis. Then while you're getting in close with the protection of Frost Armor, you'll also gain increased close range combat potency. Shotguns and SMGs are picking up some anti-Champion capabilities as well as a couple of finisher focused mods. It will also be a great time to bring your favorite Grenade Launchers up to Light level and live out your artillerist fantasies.
Column 1 | Column 2 | Column 3 | Column 4 | Column 5 |
Anti-Barrier Scout Rifle Scout Rifles you are wielding fire shield-piercing rounds and stun Barrier Champions. Additionally, Scout Rifles are always overcharged when that modifier is active. |
One with Frost While Frost Armor is active, Stasis weapons gain increased reload speed and stability. Stasis Swords gain increased guard resistance. |
Wind Chill Rapid Stasis weapon precision hits grant you a stack of Frost Armor. Rapid precision hits from weapons with the Dark Ether Reaper origin trait grant you more stacks of Frost Armor. BOOST: Dealing Stasis weapon damage to slowed targets has a chance to spawn a Stasis shard. |
Armor of Eramis
While Frost Armor is active, taking critical damage from combatants causes you to emit a freezing burst. BOOST: Increase radius and strength of this freezing burst. |
Brain Freeze Frozen combatants become surrounded by chilling fog, which slows combatants that aren't already. Weapons with the Dark Ether Reaper origin trait deal more damage to frozen combatants. |
Overload Submachine Gun Landing consecutive hits with any Submachine Gun you are wielding disrupts combatants, stunning them, delaying ability energy regeneration and lowering combatant damage output. Strong against Overload Champions. Additionally, Submachine Guns are always overcharged when that modifier is active. |
Killing Breeze Rapid weapon final blows grant you a bonus to mobility. Weapon final blows with the Dark Ether Reaper origin trait count as more than one. |
Crystalline Converter Gather Stasis Shards to gain stacks of Crystalline Converter. Your next powered Stasis melee hit creates Stasis crystals equal to the number of stacks you have. BOOST: Stasis weapon final blows after activating your class ability spawn a Stasis shard. |
Crystalized Auto Loader Shattering Stasis crystals releases shards of ice that damage and slow targets. BOOST: Shattering frozen targets and Stasis crystals deals increased damage. |
Supernova Picking up a Void Breach causes your next source of Void damage to create a large weakening pulse. |
Unstoppable Pulse Rifle Aiming down the sights of a Pulse Rifle for a short time loads a powerful explosive payload that stuns unshielded combatants. Strong against Unstoppable Champions. Additionally, Pulse Rifles are always overcharged when that modifier is active. |
Enhanced Ether Generator Dark Ether Reaper origin trait has a chance to spawn an extra Dark Ether charge. Weapons with the Dark Ether Reaper origin trait are overcharged when that modifier is active. |
Total Carnage After finishing a powerful combatant, gain temporary damage resistance. While you have two or more Shadestalker armor pieces equipped, after finishing a powerful combatant, gain increased temporary damage resistance and replenish health. |
Debilitating Wave Finishers emit a damaging wave that matches the element of your currently equipped Super. BOOST: While you have an Arc, Void or Stasis Super equipped, the blast also applies Blind, Weaken, and Slow, respectively. |
Conductive Cosmic Crystal Your Arc abilities, Void abilities, and weapons with the Dark Ether Reaper origin trait do bonus damage to targets that are affected by a Stasis debuff. BOOST: Increase bonus damage to combatants affected by a Stasis debuff. |
Anti-Barrier Shotgun Shotguns you are wielding fire shield-piercing rounds and stun Barrier Champions. Additionally, Shotguns are always overcharged when that modifier is active. |
Fell the Revenant Deal increased weapon damage to Scorn. Wearing Shadestalker Armor increases the bonus damage. |
Power from Pain Rapid final blows against weakened combatants grants you Devour. BOOST: Rapidly defeating weakened combatants spawns a Void breach. |
Concussive Reload Using a Grenade Launcher to damage a boss, damage a Champion, or break a combatant's shield weakens them. BOOST: Using Grenade Launchers to damage bosses, Champions, or to break combatants' shields automatically reloads stowed weapons. |
Served Cold Picking up a Stasis Shard grants you class ability energy. Picking up a Void Breach grants you melee energy. |
Overload Breechloaded Grenade Launcher Damaging a combatant with Primary or Special ammo Grenade Launchers disrupts combatants, stunning them, delaying ability energy regeneration and lowering combatant damage output. Strong against Overload Champions. Additionally, Primary and Special ammo Grenade Launchers are always overcharged when that modifier is active. |
Rapid Impacts Dealing damage with a Grenade Launcher temporarily increases the reload speed of Grenade Launchers. |
Trace Evidence Rapid precision hits or rapid final blows on targets affected by jolt or blind will generate Ionic Traces. BOOST: Picking up an Ionic Trace grants an Armor Charge. |
Retinal Burn Rapid Arc weapon precision hits consume an Armor Charge to blind the target. BOOST: Blinding a target this way instead emits a blinding burst. |
Kinetic Impacts Sustained damage with a Power Grenade Launcher causes the combatant to emit a shockwave that damages nearby combatants. This shockwave can stun Unstoppable Champions. |
We have a lot to cover in this TWID, so let's jump right into the Exotic armor changes for Revenant.
Lucky Pants
Lucky Pants has long been one of the more complicated Exotic armor pieces, and the limitations were necessary because of the maximum strength of its perk. Unfortunately, the high-end strength of Lucky Pants was causing constraints in terms of other PvE balancing, so we have decided to kill two Hive moths with one shot and reduce the complexity while bringing down the maximum potency. To offset this, we have also added some new benefits to the Exotic which will be especially nice for our movement-focused Hand Cannon users who enjoy ST0MP-EE5 but wish they also improved Airborne Effectiveness and handling.
Young Ahamkara's Spine
We wanted to take another swing at these to better preserve their previous PvE gameplay while keeping a handle on their effectiveness in PvP.
Blight Ranger
Blight Ranger is rooted in boosting Arc Staff's reflection, but it has primarily seen use for some niche tactics that leverage its out-of-band Orb of Power generation. To make it more viable in the broader game without deviating from its fantasy, we've replaced that behavior with elements from Raiju's Harness.
Raiju's Harness
With almost all of its old behavior moved to Blight Ranger, we've rebuilt Raiju's Harness based on its lore tab to differentiate it from other Arc Staff Exotics. It now enhances the Arc Super Gathering Storm, calling down lightning around the user when it is activated as well as adding a neutral game source of Super energy.
Relativism
Prismatic Hunters have access to lots of stacking melee damage bonuses, which all compound with each other leading to some out-of-band melee damage. Spirit of Synthoceps already provides a lower bonus if you also have Combination Blow active - in Revenant it will provide that same lower bonus when the Stylish Executioner buff is active.
Icefall Mantle
Icefall Mantle's core fantasy is all about becoming an invulnerable, icy tank. We have reworked it to focus on that fantasy by making it all about providing and improving Frost Armor, instead of providing Stasis weapon damage.
Cadmus Ridge Lancecap
We feel this Exotic has a fun gameplay loop that was a bit too restricted, so we are relaxing some of its requirements.
Ursa Furiosa & Spirit of the Bear
Now that Unbreakable has been live for a bit, we feel these Exotics could provide additional Super energy for using it in PvE. However, the gains provided in PvP were leading to players getting access to their Super more quickly than we would like.
Cuirass of the Falling Star
We would like Cuirass to feel less required to make Thundercrash viable, but to also improve it to be more valuable across the whole of an activity. We are reducing its Thundercrash damage multiplier, but when this is combined with the buff to base Thundercrash damage the overall damage will remain the same. We are also adding the ability for it to help generate Super energy for Thundercrash, as well as transitioning the Exotic to provide damage resistance instead of an overshield to bring it better in line with the Arc subclass.
Peacekeepers
While Peacekeepers has been a presence in Crucible for some time, it never really felt like it had a real place in PvE content. We have given it characteristics that resemble Lucky Pants, but for SMGs, with a PvE damage bonus that escalates as you deal more damage. We've heard rumors it pairs nicely with a couple of the Exotic weapon buffs below.
Mask of the Quiet One
We wanted to lean into the vampiric nature of this Exotic by allowing it to grant access to the potent Devour status effect, in addition to its previous effects.
Stoicism
We felt that limiting Spirit of the Horn, Alpha Lupi, and Hoarfrost's effects to only work with Barricades didn't align with the goals of Prismatic as a way to "break past the limits." So, we are updating them to also work with Titan's Thruster ability:
Ballidorse Wrathweavers
We are further enhancing this Exotic's support capabilities while tweaking it to allow the bonus Super Shatter damage to be more useful in a Raid environment:
Skull of Dire Ahamkara
To help you sling more Nova Bombs we are giving a neutral game benefit to Skull of Dire Ahamkara that feels fitting for the Voidwalker playstyle:
Sanguine Alchemy
Warlocks have some of the lowest Exotic armor variety in PvP, and for a while it has felt like they were missing a target marking Exotic in the same realm as Knucklehead Radar or One-Eyed Mask. What better candidate to fulfill that role than the one that already used to do it: Sanguine Alchemy! We wanted to be careful and make sure that the target marking didn't feel unfair to fight in Crucible like it did in its original iteration, and we also wanted to make sure it was in-line with the soon to be upcoming post-nerf state of Knucklehead Radar. So, to activate target marking you must damage a target from within a rift, and the mark will fall off after 5s, compared to the "just look at them" and get 7s of marking from current KR.
Verity's Brow & Spirit of Verity
We are frontloading more of the bonus grenade damage for this Exotic to increase its potency even if you aren't able to build to full stacks.
Cenotaph Mask
We heard your feedback that hiding the target marker from the player wearing Cenotaph was confusing, and so we are reverting that change.
Osmiomancy Gloves
Osmiomancy Gloves can feel frustrating to play against in PvP, as they can allow Cold Snap seekers to catch players in ways that feel unfair. We wanted to address that without adjusting the bonus grenade energy they provide to keep their PvE viability intact.
Speaker's Sight
We pretty rapidly pulled the parachute on Speaker's Sight's orb generation in Crucible as it made for some less favorable play patterns. After some iteration and internal playtesting, we think we've landed in a spot where we can bring back the orb generation in Crucible without encouraging self-damage and stalling at the start of a match.
With Revenant we are taking a pass at balancing the potential damage output provided to "one-shot" Super abilities by the Exotic armor pieces that enhance them. Our goal is to better standardize damage across the various options while ensuring that Supers that are more challenging to use or require the player to put themselves in a disadvantaged position are more potent.
Here is the list of Exotic and Super combinations we are looking to dial in, ranked by how much damage they will put out after this update (with the highest damage at the top.) We've noted how much each Super+Exotic's damage will be changing as well.
We feel this order reflects the advantages and disadvantages inherent in each Super, with those that are quicker and easier to use outputting less damage than those that ask more of their user. The range of damage is such that in Revenant, Celestial Nighthawk Golden Gun will still deal around 70% of the damage of a Cuirass Thundercrash. So, while these changes may look scary, they actually are going to bring these Supers closer together in damage, allowing for more options to be competitive and viable in our most challenging content.
Needlestorm and Gathering Storm were already aligned with these goals and are not receiving any adjustments. The rest received the following changes:
Cuirass of the Falling Star
Pyrogale Gauntlets
Spirit of the Star Eater
Celestial Nighthawk
We wanted to encourage more accurate gunplay in PvE without making content feel like a slog, so we have made a small redistribution of the damage dealt by most Primary weapons. In practice, this means slightly increasing the critical hit damage while reducing the body shot damage by a corresponding amount. Every sub-family has been tuned by hand, but they all generally fall within the 5%-7% range, as noted below.
Heavy Burst Pulse Rifles have been a tale of two worlds: Incredibly strong in PvE, and unfortunately not up to par in PvP. We wanted to bring them more in line for both sandboxes, so we have increased their RPM by approximately 20, while reducing their PvE damage to slightly more than offset the faster rate of fire. This ends up granting them a faster time-to-kill in PvP, while reducing their DPS by approximately 10% in PvE.
Sniper Rifles have felt out of place in PvE content for quite some time, without any defined role if they are not top tier for DPS. We want to change that and further reward using Snipers against more than just bosses, so we have greatly increased their non-boss damage and greatly reduced their flinch against combatants. In Crucible, while it is a positive that players feel they can challenge Snipers and not worry about being shot through flinch, the amount of camera movement the flinch imparts is unnecessarily jarring, so we are going to begin walking that back until we find an acceptable middle ground.
Glaives are going to get a more substantial overhaul in Episode: Heresy, but for now we wanted to correct a long-lingering issue where previews of the magazine size could be incorrect depending on your perks.
Shotguns have struggled to find their identity in PvE in a world where Fusions and Rocket Sidearms are strong and less risky to use, so we have taken the step of greatly increasing their range in PvE only, to allow players to utilize them at slightly safer distances in high-end content.
Rocket Assisted Sidearms are the kings of the mountain in PvE right now, and in large part that stems from their ability to be effectively used as a Primary weapon. We'll be taking a larger look at their dominance in Heresy, but for now we will reduce their Ammo Reserves by 25% to make them not quite as freely usable without building into Special ammo.
Trace Rifles can be strong in the right hands in Crucible, but for most players they are too ammo hungry to get good use out of them.
Right now, Adaptive Machine Guns are the strongest in both Crucible and PvE, but we feel High Impacts have some room to grow, so we have increased their critical hit damage slightly.
Heavy Ammo Grenade Launchers have turned into something of a "fire in the general direction and get kills" weapon that also benefits from having a substantial amount of ammo in both sandboxes. We want to push them slightly more in the direction of accurate fire on stronger targets and reward direct impacts. In addition, Rapid Fires have lingered on the low end for a while, so we are directly buffing their damage to be more competitive.
The global weapon tuning that we made to Crucible in our 7.3.5 update was done in the form of a perk that was applied to all players the moment they loaded into a Crucible game. While this gave us freedom to iterate far more rapidly than normal, it came at the cost of us not having nearly as much granularity as we normally would in terms of balancing weapon sub-families.
In Revenant, we have undertaken the task of moving all of that tuning out of the weapons and into the base PvP damage values, which means almost every Primary weapon in the game has had its damage changed by a small fraction of a percent. Most weapons had their damage changed by less than 0.1 per bullet (where possible we erred on the side of a damage increase) and the exact changes will be in the 8.1.0 patch notes, but we have collected some highlights below where we changed weapons by larger amounts to alter their behavior in the Crucible.
For our Revenant Exotic weapons balance pass we focused on weapon types and elements that would be featured in the artifact as well as those that had been in need of some love for a while.
Choir of One shipped just a little bit hot in PvE, both in terms of how much ammo it could carry in reserves and how much damage it was dealing at point blank range. On the other hand, in PvP players quickly realized they had the opposite problem, with not nearly enough ammo and insufficient damage against players when fired from the hip.
Huckleberry has been overshadowed by many more recent Exotics, so we wanted to give it something a little more exciting.
Tarrabah can be a beast in the right situation, but can struggle in higher end content. We took a note from Riskrunner to try to help solve that.
Symmetry still can have a hard time getting going in high pressure situations, so we added a secondary trigger of kills to help keep its perk rolling.
Duality has been popular in PvP for its versatility for a long while but has not been able to compete against similar options in PvE. We've made it a bit easier to activate this perk and keep going alongside the above global shotgun changes.
Bad Juju has a hard time getting its kill streak going in PvE, especially in higher end content. We've made some changes to help it reach the higher stacks of String of Curses a bit easier.
Ex Diris is fairly hard to use and more ammo-hungry compared to similar options, without a significant enough payout. We've made some adjustments to make this easier to use and also allow the weapon to scale a bit better into higher end content.
Fighting Lion still has a dedicated fanbase but has been overshadowed by more recent additions to the sandbox. We added something to help it fit into some Void-centric builds.
Prospector's Exotic perk has long been something largely impractical to most activities. We've made some significant changes to make the weapon more viable, while still remaining true to its core fantasy.
Chaperone is another Shotgun with a long and storied history in PvP. These changes in addition to the above global Shotgun changes open up new possibilities for this Exotic in PvE activities.
Lumina has been overshadowed a bit by Support Auto Rifles since their release, so we did a pass over it to let the weapon inherit some of the new things we made for those Auto Rifles.
In Revenant, we have corrected an issue where the Sever debuff was not appropriately reducing outgoing damage from players.
Managing the invisible cooldown on this perk in comparison to Slideshot has been a long-standing annoyance, so we have fixed that.
Widened the trigger on Alloy mag so it provides value more often.
These two auto loading perks have long been too high value for their effort in comparison to similar options, so we are making them take a bit longer to trigger their effects. With that in mind, we are adding more perk options that are viable in damage rotations that require a bit more effort from the player.
The return of this perk was not as exciting as we wanted it to be, so we are giving it a bit more love.
The trigger for this perk was unnecessarily difficult for its output.
The Iron Banner perks have long been divisive on their use due to their stat downsides, so we are reducing the downsides.
The landscape of weapon mods has been a bit stale for quite some time, so we are adding a number of new weapon mods to add a bit more variety. This set of mods is testing the waters for potentially adding more mods in future releases.
With Revenant in the bag we're looking ahead to Episode: Heresy and beyond. We have some great changes upcoming including significant updates to Glaives, a particularly underutilized Heavy-ammo Sniper, and even Aggressive Frame Fusion Rifles. Further down the line, we have big plans for wide changes to the overall ammo economy, introducing more determinism and buildcrafting options.
Speaking of weapons, it's high time we present to you the Seasonal weapons dropping along Revenant. They all share the same Origin Trait, called Dark Ether Harvest, their perks can be enhanced, and during Act I you'll have the following seven available. There are some redacted perks in there we prefer you find about while playing.
In our Developer Insight - Core Game: Rewards article, we briefly discussed the future of weapon crafting. While those changes are months away and we are not ready to share them in detail yet, we can comment on the new direction we are moving towards with Revenant.
As we looked back at Into the Light, we believe that part of its success was the chase for Brave Arsenal weapons, with the attunement system helping to focus that pursuit. We want to move more towards that experience, so starting in Revenant, the Seasonal weapons will not be craftable. Perks can still be enhanced using extra materials and there will be updates to unlock as you play the Episode to target specific weapons and even get extra perks per columns.
We believe the activities in Episodes work better when built around the gear chase, rewarding you with more than other activities and unlocking improvements like vendor focusing to help you get your desired rolls or even the option to get more perks in a given column.
Crafting will remain a way for players to get that roll they desire and it's not going away, as you can see below, but for some time the value of individual weapon drops in that godroll pursuit has been replaced, if not nullified, by whether or not they dropped with Deepsight activated. We hope this change will revitalize the passion to hunt down new weapons.
While Seasonal weapons return more towards a focus on the chase, we still want to reward invested players with great weapons that can be crafted. That's why we are reprising Garden of Salvation weapons with new perks, and a new element even in the case of a certain Hand Cannon.
We believe that the frictioned nature of the rotator and the revamped content are more closely aligned with our goals for weapon crafting. So, get ready to jump back into the raid and don't forget to visit Hawthrone at the Tower, as she will offer a quest that grants a Deepsight version of a weapon every week. Here's a preview of the returning weapons. We have highlighted some very unique perk combos we think you might find intriguing, to say the least.
Let's keep this going. You already had a nice preview of what weapons are coming to Trials of Osiris, so it feels wrong not to share some more details of what other activities are getting. We can share some names, and even put some emphasis on interesting facts about them, but you will have to discover the rest by yourselves.
There are even more weapons coming in this Episode once each new Act launches. Starting October 11, you'll also have the new dungeon weapons to try. And let's not forget about the four weapons from Season of Splicer that are getting reprised. Let us know what your favorite rolls are when you get them!
You may have noticed a set of weapons missing in the previous section, worry not. Gather around the fire, wolves old and young. Lord Saladin has some news to share with you all. Reminder that he also goes by Valus Forge of the Cabal Empire now, but we've known him for so long he allows us to use the old title.
To honor the old traditions, his Iron Banner will be back at the Tower for two consecutive weeks starting November 5. And to reward your might and to push you to hone your skills further, he's brought new armor and weapons.
Behold, the new Iron Intent armor sets in all its glory:
Now feast your eyes with the new weapons. We are pretty sure they will have you very eager to go back into the fray. The first weapon is the first ever of its kind, while the second is an old friend revitalized with a new element.
Hello from the Player Gear Systems & Workflow team! We found an issue with certain weapon ornaments that causes them to not look the way they were supposed to. This includes bits of extra geometry that shouldn't be there, extra decals, and corrupted textures. It's something that can happen when new ornaments are made for old weapons.
When an artist makes a new ornament, they build it like they are making a whole new weapon model. Weapons are split up into different regions. In olden times, weapons were composed of seven regions, but now they use four of those as it makes the texturing process easier for artists. Using fewer regions also allows greater control over how artists use their texture space. While new weapons use fewer regions, old weapons still live in the game with the old region setup.
Let's use the Theoretical Endothermics ornament for Coldheart as an example. Here it is before the fix.
This ornament was made in the modern era, so it's of the four-regions variety. The base Coldheart has the old seven-region setup, so there are three regions in the base weapon that don't exist on the ornament. When the game loads up a weapon, it gathers all the regions from the base weapon, and then it takes the regions from the ornament and applies them on top of the base. This led to the game mixing some pieces from the base weapon on top of the ornament. This resulted in extra geometry poking through and corrupted textures. Luckily, there's a pretty easy fix for ornaments that have this problem, we just add the old regions to the ornament but don't put anything in them. That makes it so it doesn't load anything from the base weapon, and only the ornament gets loaded. Here's how it looks after the fix. Can you spot the differences?
With the launch of Revenant, we're including a fix for all existing weapon ornaments that had this issue. Check the patch notes next week for the full list. This Coldheart example is probably the worst offender; the other ones are more subtle.
We don't like to make visual changes to gear that players have already obtained, but in this case, these ornaments never lived up to their intended glory. We want to be clear about why these will look a little different, and not catch the community by surprise.
Hey, remember The Inverted Spire, the very cool Nessus strike where you fight through some cannons, a cave, and a battlefield until you reach an enormous drill that went so deep it found trouble? Well, it's back with a Vex-geance. Not that it ever left, it was still possible to play it in game, but it was one of the original Destiny 2 strikes that were bound for an update. And so, it's coming.
There's a new narrative to go with it because this time the Vex are the main enemy present. That means they will have terrible defenses installed and new units deployed (don't you love Wyverns?). Spoiling it any further would be rude and ruin the fun, but you have been warned.
Enjoy hanging out with your fireteam on Discord? Interested in freshening up your style courtesy of a brand-new shader? Then circle 'round, Guardians - because we've got a brand-new Discord Quest just for you.
Starting on October 8th if you play Destiny 2 for just 15 minutes while on Discord, you'll earn a code for the Celestial Ties Shader to spruce up your fashion. Once you get your hands on the code, head on over to Bungie.net/redeem, log into your account, and then redeem your code. From there, head over to the Special Deliveries Terminal between the Cryptarch and the Gunsmith in the Tower.
This Discord Quest concludes on October 22. For full info, head over here on October 8 to Quests - Discord, otherwise keep an eye on @DestinyTheGame on Twitter for updates as they arrive.
Last week, Hurricane Helene made landfall in the US as an extremely powerful Category 4 Hurricane, devastating communities across Florida's gulf coast, the Carolinas, Georgia, and much of the Southeast. Our heart is with all of those who were impacted and are just beginning the road to recovery. Bungie Foundation partner organizations Team Rubicon and Direct Relief have both been on the ground since the immediate aftermath of the storm and are doing tremendous work to help these communities recover. Direct donations right now are critical in meeting the needs of those affected by these storms.
Team Rubicon's veteran-led volunteers are working across the Southeast clearing debris, freeing up roads and preparing for a large-scale response across the region. Click here to donate and support this vital work and learn more about volunteer opportunities with Team Rubicon.
Direct Relief is coordinating with local health centers and free clinics on medical needs and has made available $74 million in medicine and supplies to health organizations impacted by Hurricane Helene. Learn more about Direct Relief's work, and donate or start a fundraising campaign via Tiltify today.
Update 8.1.0
Next Monday, maintenance for Update 8.1.0 will begin. Below is a timeline of events:
- October 8, 2024, 6:45 AM PT (-7 UTC): Destiny 2 is brought offline.
- October 8, 2024, 10 AM PT (-7 UTC): Destiny 2 will be brought back online.
- Update 8.1.0 will be playable on all platforms and regions.
- October 8, 2024, 12 PM PT (-7 UTC): Destiny 2 maintenance is scheduled to complete.
Claim Your Seasonal Rewards
Make sure to claim any expiring rewards before they're gone, including:
- Season Pass items
- Season vendor rewards
- Shaxx, Zavala, Drifter, Saint-14 and Hawthorne rewards
- Banshee-44 and Rahool reputation items
- Xur engrams
- Bungie Rewards
I feel these wonderful Guardian action figures would come in handy when completing Verity in Salvation's Edge. They look incredibly detailed!
We have an extra AOTW this week, just because. Well, because it's very good.
A glimpse, by Monoceros. Via Twitter/X
"No matter how many times they get wiped away, we will never stop punching them in the face" - Titan Yamato, probably.
And we also have an extra MOTW, just because this fail is too perfect not to be here.
Oh my Traveler, that was a lot for just one TWID, but we made it. We didn't break the record (as much as I tried, ehem), but it feels really good to share all the good stuff and all the updates coming really soon. We are proud of the work we've put into Revenant, and we are eager to play it along with you all when it launches next Tuesday.
Just five more days!
Destiny 2 Community Team