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This Week In Destiny - 07/03/2025

This Week in Destiny, we have more details to share from The Edge of Fate. We are getting closer and closer to July 15, so today we are talking about the incoming weapons tuning as well as some economy changes. And let's not forget about the developer stream from Tuesday, the gear tiering Dev Insight article from yesterday, and the other topics you can see below.

  • We had a livestream on Tuesday!
  • A new Rite of the Nine challenge
  • Announcing our World First Race hosts
  • GCX, here we go
  • Kepler Restricted Brief
  • Weapons, Power and Economy Updates
  • Destiny 2 Open Access
  • Bungie Day is almost here

Thank You For Watching!

We hope you all enjoyed our second livestream for The Edge of Fate. We covered some of the new activities, rewards and systemic changes coming in July 15. We started our stream with The Edge of Fate launch trailer, that you can watch just right below. Spooky, right?

We covered a lot of topics during our first section. Unlockable world tier difficulties for the campaign. Side quests that you unlock after completing it. Matterball banes. A three-player activity that uses the abilities you unlock in Kepler. The new destination is filled with many secrets and Guardians are tasked with uncovering all of them and choosing how hard a challenge they want to face. Also, what's going on with all the fungi?

Next we talked in depth about The Portal. We have a lot of activities available in our new hub, from Onslaught to some favorite seasonal activities like The Coil. You can choose from a big pool of modifiers to tune the experience and up the challenge in order to get bonus rewards. The goal is to make activities not only more rewarding and personalized, but also to make them easier to understand. There are tons of new ways to enjoy your favorite game with Solo Ops, Fireteam Ops and Crucible Ops, and also Pinnacle Ops, plus a section dedicated to activities like Exotic Missions that will get their unique rewards. To make it easier to understand and follow, we have reworked Guardian Ranks to focus on The Portal and its activities.

We also have the new Seasonal Hub, with weekly ranks, daily and weekly challenges, and tons more gear to earn, and that resets every week. If you complete the Conquests also available at this hub and progress through the different difficulty settings, you will also earn the renewed Conqueror Title. Don't worry, if you already have gilded it a few times, you will keep your marks.

And we didn't forget about Power in The Edge of Fate! We have a whole section in this TWID about it with many more details, so we'll skip it here. Just keep scrolling and you'll get there. For now, just don't get too worried when you are Power level 10 when you start playing our next expansion.

Hope this recap of the livestream helped everyone get an understanding of the most relevant topics we covered. If you want to get the whole picture, though, why not watch the whole stream by yourself? It's right below.

Rite of the Nine Final Update

As we move into the final two weeks of Rite of the Nine, we wanted to share some updates coming next week to close with a bang.

Do you remember Daybreak? Yeah, the old school modifier where you abilities recharge like crazy. How fun would it be to turn it on for the Explorer Mode version of the Rite of the Nine dungeons for this week? Because it's happening right now. Fetch your friends, put on some destructive Supers and go farm like mad. Remember that on top of weapons, you can also use your Nonary Manifold to earn Nonary Engrams that contain some fan favorite cosmetics.

Additionally, in preparation for The Edge of Fate, two servants of the Nine are bringing gifts to Guardians. Both Xûr and the Emissary will have desirable Exotics that will be part of the featured gear on day one of the new expansion. Bring your Strange Coins and Nonary Manifolds and snag some loot.

As a final reminder, here's the picture for the next two weeks:

  • Current Week: Prophecy is featured, with increased rewards.
  • Until July 15, players can earn Nonary Engrams.
    • Starting July 1, players may purchase Nonary Engrams using 350 Nonary Manifolds at The Emissary (up to 20 during Rite of the Nine).
    • Starting July 8, players will be awarded one additional Nonary Engram each day, just for signing in. Just be sure to claim it from The Emissary.
  • From July 8 until July 15, "lootapalooza" will begin.
    • Increased currency rewards and weapon drops from enemies in all dungeons.
    • Even more increased loot from the final boss chest when completing all encounters.

A New Challenge Appears

We also have one last Rite of the Nine dungeon hurrah before we dive into our new expansion. The team at Destiny Tracker are running two weekends of challenges around Prophecy and Spire of the Watcher to wrap up Rite of the Nine!

From July 4 - 6 PT, complete Prophecy on Eternity mode as fast as you can, and from July 11 - 13 PT, complete Spire of the Watcher as fast as you can - solo, duo, or with a full fireteam. You can win prizes such as Silver, one of nine exclusive Starhorse-inspired headphone holders fabricated by Hench and Scrap, and a premium Rite of the Nine-themed PC unit created by Overkill.

Images of prizing above are digital renders so final product may vary.

Finally, all participants who sign up will receive the Nine-Crowned emblem; Destiny Tracker will provide more details on how to redeem.

For more information around the two weekends of challenges, you can refer to Destiny Tracker's page here: https://destinytracker.com/destiny-2/challenges/prophecy-dungeon-race.

World First Raid Race is Back

Guardians, we have a new raid ready for July 19, and you know what that means: there will be a new World First Race where the most capable teams around the globe will conquer Contest Mode difficulty and fight to be the first team to complete the raid.

We're excited to confirm we have partnered once again with the wonderful CBGray and evanf1997 to bring you the Raid Race action, live from Bungie HQ this time! Stay tuned to next week's TWID for more information on what channels to follow, the schedules, the international hosts we will support, and how you can earn the beautiful Power Hues emblem you can see below.

Bungie at GCX

Guardians, we're excited to share something special coming your way at GCX 2025! On July 25th from 3-4:30pm EST, we're hosting an exclusive developer panel that'll take you deep into the heart of Destiny 2's storytelling process.

Threads of Fate: Exploring Destiny 2's Narrative Craft will give you an unprecedented look at how one expansion story goes from initial pitch deck all the way through development to launch, with a special focus on The Edge of Fate. You'll get to see behind the curtain of our creative process and discover what it takes to craft the narratives that drive your Guardian's journey.

We're thrilled to have D2 Narrative Team members Alison Luhrs and Hannah Filipski joining us for this deep dive. These are the talented minds behind some of your favorite story moments, and they'll be sharing insights you won't find anywhere else. Our very own Dmg04, will be moderating the discussion, and we've got a special guest lined up that we think you'll love.

Find out more about GCX and how you can also score the exclusive Fightstick emblem through GCX's channels and website here: https://gcxevent.com.

Brief 001

VANGUARD - KEPLER RESTRICTED BRIEF - ALL POINTS BULLETIN

GUARDIAN OPERATIVE,

Dispatch contains restricted information for select fireteams and will purge its data upon closure.

THE HOUSE OF EXILE

CLASSIFICATION

  • Eliksni House
  • Uknown Fungal Symbiosis

HAZARDS

  • Standard Eliksni armaments, mines, and traps
  • Modified armament**
    • Strand Spear
    • Stasis Screen
  • Heightened reactions and subdued pain response
  • Telepathically receptive

INTEL

  • House of Exile is a lower House made predominantly from the remains of other Houses defeated at Twilight Gap. However, according to the Cryptarchy, the Exile banner pre-dates Twilight Gap, albeit without an official title. It was simply a collection of malcontents, outcasts and, well, exiles during the 'Long Drift' to Earth from Riis.
  • While many of the Exiles reconstituted into a House on the Moon, Luna, a subsect of the House broke away prior to the battle of Twilight Gap, refusing to invade Earth. They retreated to the edge of the Sol system to live in peace. The Exiles on Kepler are believed to be those defectors.
  • Paracausal weaponry has been encountered. Guardians should take maximum precautions during engagements on Kepler. Select House of Exile armaments have been noted to contain Stasis crux cores or compressed Strand tangles suspended in a mixture of Eliksni technology reminiscent of House Salvation forces under the Witness, and an unknown energetic charge.

**[HIDDEN LOG TRANSCRIPT CHA-KEP-1024]

The following transcript documents the House's acquisition of Strand and Stasis technology.

"Do you see now, the gifts of which I spoke? Here they are set before you, as I foretold. The Deathless comes for us, and so the Giver arms our people in defiance. Through time and space I have claimed--at the Giver's behest--lost and side-cast technology of our broken siblings on Light-conquered worlds. Where they fell, we stand, by the will of the Giver.

OF NOTE

  • Exiles on Kepler seem to have undergone a sort of fungal symbiosis with local fauna. It is unknown why or how this happened, but the fungus appears to feed from the dark matter of the singularity the Exiles rever at the heart of Kepler.
  • There appears to be a sort of stylistic hierarchy among the Exiles. While it affords no actual authority, the size, shape, and unique features of fungal growths sported on their armor or hosted on their chitin impact relationships, respect, and clout within the House.
  • Initial reports suggest the House of Exile was not always hostile and, at one time, even worked alongside the 'Aionian' population of Kepler.

[We hope you are enjoying these short lore pieces. More in the coming weeks]

Weapons Tuning for The Edge of Fate

Hello again from the Destiny 2 Sandbox Team! Like most other areas of the game, weapons have gotten many changes in The Edge of Fate so let's get right into it. Before that, though, a reminder that yesterday we published a Dev Insight article focused on weapons and gear tiering. We hope it helped you understand the new system a bit better and that you can use it as a source of truth moving forward. In case you have not read it yet, here is a link to it. Now, let's jump right into the weapon tuning content.

Weapon Archetypes

Machine Guns

We're trying out something new for Destiny on Machine Guns:staged reloads! Machine Guns generally have very long reload animation times that can be very punishing when cancelled. We have added several checkpoints from which the animation can now be resumed if it is interrupted mid reload. This is a feature we are rolling out on Machine Guns first, but we plan to expand this to other weapon types in the future.

  • Now have a staged reload
    • Staged reload places checkpoints in the reload animation.
    • When a player cancels a reload animation and starts it again, it will resume from the latest checkpoint.

Glaives

The projectile changes for Glaives in Heresy have been generally very positive for the archetype but ended up opening up a small window where it was actually a nerf to the weapons projectile performance, particularly at short range in PvP. We've made some adjustments to account for this issue.

  • Reduced projectile tracking strength at very close range to avoid a behavior that made the projectiles less accurate.

Perks

Reconstruction

Reconstruction has been underperforming on non-Rocket Launcher weapons since the nerf that increased the time it needs to start filling a weapon's mag, so we're greatly increasing the amount of ammo transferred on each activation.

  • Increased the amount of ammo transferred per activation from 10% to 25%.

Paracausal Affinity

We generally think it's pretty important for players to be able to anticipate when a damage buff is going to expire, since having one active or not is something players are often making heat-of-the-moment gameplay decisions about.

  • Added a visible timer to the buff.

Kinetic Tremors

Kinetic Tremors feels good to use on faster-firing weapon frames, but it can underperform a bit on slower-firing ones.

  • Decreased shots to activate on certain weapons and subfamilies.
  • High-Impact Auto Rifles require nine hits down from 12.
  • Aggressive and High-Impact Scout Rifles require five hits down from six.
  • Hand Cannon subfamilies have received specific tuning,
  • Aggressive Hand Cannons require four hits down from six.
  • Adaptive Hand Cannons require five hits down from six.
  • Precision Hand Cannons are unchanged and still require six shots to activate.

One-Two Punch

This was covered in our 6/19 TWID on melee changes, but we're copying it here for posterity.

  • Now works with all melee abilities. Perk active time increased from 1.22 seconds to 3 seconds.

Attrition Orbs

Attrition Orbs is currently too powerful on Area Denial Grenade Launchers, but it is somewhat underwhelming on other weapon types.

  • Increased perk progress by 20% across the board.
  • Reduced perk progress by 80% with Area Denial Grenade Launchers
    • This is surprisingly not as noticeable as it sounds.
  • Increased perk progress by an additional 30% on Swords.

Eager Edge & Valiant Charge

Eager Edge's aggressive target tracking presents two problems: it makes it more frustrating to use this perk for mobility in PvE, and it makes it somewhat oppressive in PvP. Valiant Charge has some similar issues - it can track to unintended targets relatively often, which undercuts some of the "riposte" fantasy that the perk functionality suggests.

  • While active, melee search angle is now reduced by 50% at the start of lunge range and by 88% at the edge of lunge range.
  • This requires the player look more at their target to strike it, improving specific target acquisition in PvE and requiring a more direct look in PvP.

Chain Reaction

As fun as the Chain Reaction + Hatchling interaction is, it is inconsistent with other perk combinations, which are generally not allowed to chain explosions together. It's important to be as consistent as possible when we handle these interactions - we don't want our players' ability to tell if a weapon roll is good or not to be dependent on knowing which perks chain with each other and which don't when it is not listed in-game.

  • Threadlings created by weapon perks will no longer activate the detonation from Chain Reaction.

Chain Reaction, Dragonfly, Firefly

These perks currently deal different amounts of damage to different targets based on the type of weapon that activates the perk. In many cases, this makes these perks even worse on weapons that do not use them well in the first place - it's harder to get a precision kill with a Submachine Gun than it is a Hand Cannon, but Dragonfly also deals less damage when a Submachine Gun activates it. We want perks to feel stronger on different weapon types for obvious reasons (such as how often a weapon gets precision kills) rather than unintuitive ones.

  • Chain Reaction, Dragonfly, and Firefly no longer use weapon archetype scaling against combatants and instead use a new perk damage scaling that is more normalized between different weapon types.
    • This buffs many weapons with these perks against most targets.
  • Here's some of the biggest winners from this change:
    • Fusion Rifles deal 41% more Chain Reaction damage to minor combatants.
    • Submachine Guns deal 43% more Dragonfly and Firefly damage to minor combatants.
    • Auto Rifles deal 47% more Dragonfly damage to minor combatants.
    • Linear Fusion Rifles deal 165% more Chain Reaction damage to minor combatants and at least 124% more Chain Reaction to all other combatants (varies slightly based on combatant type).
    • Swords deal 123% more Chain Reaction damage to minor combatants and at least 193% more Chain Reaction damage to all other combatants (varies slightly based on combatant type).

In the interest of transparency, we want to call out the three instances where this change results in a nerf of at least five percent decreased damage. We do not expect any of these to have serious impacts on balance or perk desirability.

  • Hand Cannons deal 20% less Dragonfly and Firefly damage to major combatants.
  • Sniper Rifles deal eight percent less Firefly and Dragonfly damage to minor combatants.
  • Special Ammo Wave Frame Grenade Launchers deal six percent less Chain Reaction damage to major, champion, and miniboss combatants, and 14% less Chain Reaction damage to ultra and vehicle combatants.

Champion Interaction Changes

In Season 20, we added the ability for subclass verbs (Ignition, Jolt, Suppression, etc.) to stun Champions and have since added these verbs to weapon traits and various Exotic weapons through rebalances. We quickly realized these weapons had issues when paired with anti-Champion effects from sources like the Artifact or radiant.

To prevent erratic behavior, we barred certain Exotics from gaining external anti-Champion capabilities. It has become unclear to the player which Exotic weapons are excluded, so we decided to address this issue formally.

We have now made certain Exotic weapons (most of which applied a subclass verb through gameplay) intrinsically anti-Champ and will adhere to the following soft rule from now on:

Weapons that intrinsically have the anti-Champion symbol in the weapon tray cannot receive anti-Champion capabilities from the Artifact or from radiant-like effects. Otherwise, they can receive external anti-Champion capabilities and be able to continue their subclass verb anti-Champ capabilities.

Exotic Weapons

Vigilance Wing

Vigilance Wing's Exotic trait Last Stand felt left behind by things like the Alacrity origin trait, so we have made a change that will allow it to be active when running solo in PvE activities.

  • Last Stand bonus is now active when running solo in PvE activities.

Hierarchy of Needs

Hierarchy of Needs is a cool weapon that currently restricts the player's actions too much. We wanted to increase flexibility with the weapon while keeping its fantasy intact, and while we were at it, we let it interact with other bows wielded by your allies or yourself.

  • Players now gain charges of Guidance Ring with any hit from Hierarchy of Needs, and now only need three charges to deploy the ring.
  • Hierarchy's spawned Guidance Ring duration increased from 13s to 20s.
  • Hierarchy's spawned Guidance Ring now rotates to face its owner.
  • Players are now limited to one Guidance Ring in the world per player. Spawning a second one will remove your previous ring.
  • All Bows now spawn missiles when fired through an allied player's Guidance Ring.
    • Yes, all Bows.
  • Fixed an issue where Hierarchy's seeker missiles would not play detonation visual effects when colliding with world geometry.

Dead Man's Tale

Dead Man's Tale has developed a reputation in the Crucible over its years in game but has always struggled a bit in PvE. We've made some adjustments to help it cancel out its long reload time and reward players more for landing their headshots.

  • Each stack of cranial spike now grants:
    • +3.4% damage vs combatants (max 17% at 5 stacks)
    • +1 rounds reloaded

Duality

The previous set of changes to Duality were good but didn't do quite as much as we were hoping. We've relaxed the trigger on its trait perk to allow it to ramp into good single target damage more consistently.

  • Added a secondary activator for On Black Wings, now gives the buff when landing most of your pellets on a target

The Navigator

The Navigator is an interesting Exotic but has felt a bit one-trick for its woven mail and tangle creation. We've added a bonus to the weapon while the wielder has woven mail to let it excel while you are using it for its original purpose.

  • When the user has Woven Mail:
    • Increased damage
      • 25% in PVE
      • 5% in PVP
    • Increased ammo generation stat

Wicked Implement

We've shifted Wicked Implement to a faster fire rate to better align with its gameplay fantasy. With our recent changes to how Stasis interacts with Champions, we've also made Wicked Implement to be anti-overload intrinsically to align with Stasis's role in the sandbox.

  • Now is Rapid Fire RPM.
  • Now takes one additional hit to start slowing and to freeze to account for the faster rate of fire.
  • Increased magazine size to 20,
  • Is now intrinsically anti-Overload.

Heartshadow

A big constrictor for a lot of Heavy Swords is just how fast they chew through ammo. It makes it hard to choose when and where to use them, especially for a weapon like Heartshadow that very much wants you to use it to clear out chaff by peeking in and out of invisibility, so with these changes we've leaned harder into that fantasy.

  • Increased ammo reserves.
  • Reduced cost of heavy attack to three (from four).
  • Added: "Defeats while Shot in the Dark is active make you invisible once more."

Worldline Zero

Worldline has always been a fun Sword to play with but has largely fallen out of favor ever since it lost its ability to let you skate, alongside the introduction of Eager Edge. To give it a more defined niche, we are leaning into its Tesseract ability, emphasizing add clear via rapid nimble teleports.

  • Increased lunge distance of the heavy Tesseract attack by 3m.
  • Removed the ability to chain two blink attacks back to back.
  • Added a new effect: "Defeating a target with Tesseract allows you to Tesseract again for a short duration."
    • These extra blink attacks cost less ammo and consumes less guard energy.

Devil's Ruin

Devil's Ruin is another Exotic that has felt a bit one-trick for a long time now. We have reworked the weapon to remove its fire-on-release behavior as well as making the beam mode more of a reward, once it has been enabled.

  • Removed fire on release behavior.
  • Beam is now behind special reload.
  • Kills with the weapon make firesprites and picking up a firesprite enables the special reload.
  • Beam now scorches on hit and ignites on kills.
  • Increased magazine size to 20.
  • Is now intrinsically anti-unstoppable.

Tommy's Matchbook

Tommy's Matchbook runs into issues with survivability and overall useability. These changes focus on improving that experience, allowing players to maintain Ignition Trigger even if they stop shooting for a moment, and providing intrinsic avenues to heal back lost health without completely removing buildcrafting potential. We also wanted to provide a higher incentive for players to hip-fire this weapon and improve how self-damage is communicated to the user and to other players.

  • General
    • Added a burning screen effect while the player takes self-damage from Ignition Trigger. Other players who are taking self-damage from Ignition Trigger will now have a burning effect surrounding their model.
  • Ignition Trigger
    • The HUD buff now appears as a bar. While Ignition Trigger is active, the bar charges as you fire the weapon and drains when you don't. So long as the bar has some charge, Ignition Trigger will remain active.
  • Heat Sink
    • Hip-fire self-damage decreased to 50% less damage than ADS self-damage, previously 33% less damage.
    • Catalyst
      • Removed improved health regen. Now final blows while Ignition Trigger is active grant Cure x1 to the user.
    • Scorch on hit is unchanged.

Winterbite

With the massive update to how melee damage works, this always-on effect on Winterbite ended up being a bit too much free damage, especially in comparison to Swords. Like Wicked Implement, Winterbite will now be intriniscally anti-Overload to align with the changes made to Stasis Shatter's Cchampion stunning.

  • Reduced enhanced melee damage with ammo to +20% vs bosses, down from +50%
    • This is to account for this now being able to recieve melee damage bonuses from a variety of sources.
  • Is now intrinsically anti-Overload.

Anti-Champion Changes

The following weapons have not been rebalanced but have been given anti-Champion capabilities intrinsically:

  • Anti-Unstoppable
    • Queensbreaker
    • Salvation's Grip
    • Dragon's Breath
  • Anti-Overload
    • Tractor Cannon
    • DARCI
    • Two-Tailed Fox
  • Conditional Finality can be anti-Overload or anti-Unstoppable depending on which element is active.

Regarding PvP

For those of you looking for PvP tuning numbers, we're aware of the math in terms of balancing around fixed health values and the new weapon stat damage bonuses. We have our finger on the trigger, and are aimed at a number of targets, but we want to make sure the weapons and perks we choose to tune actually become balance issues, instead of preemptively nerfing a bunch of builds or playstyles before you are even able to try them out.

Once it is known how realistic it is to achieve certain stat combos, and what tradeoffs those stat splits enforce, we'll have a more complete picture to determine how problematic these builds actually are in the Crucible. We'll be watching and gathering your feedback, and we are standing by ready to adjust as necessary in near future updates.

Power in The Edge of Fate

With the reimagining of Destiny 2's core game experience comes a refreshed version of player Power. We've overhauled how you earn Power and what it means to your journey across the season to be a more meaningful experience; we've also removed weekly barriers and are giving you more agency in choosing how you want to level up.

Earning Power will be more intuitive than ever before, with most activities even offering a reward forecast that enables you to plan your rewards. Increase your Power by overcoming greater challenges and earn higher tiers of both armor and weapons that come with additional stats and benefits!

Refreshing Power

The first thing you'll notice when you log in to The Edge of Fate is the Power refresh. Power inflation over the years has created huge numbers that can be confusing and unintuitive, particularly for new and returning players.

When The Edge of Fate releases on July 15th, Power will be refreshed to start at 10 for a much cleaner and more intuitive experience. Legacy Power will still be visible on the Power tooltip (shown when you hover over your Power number on the Character screen) if you want to know what your Power would be in the old system.

The Power Band

In the updated "Power Band" (from 10 to 200), Power will work as it traditionally did when playing up to the previous "Soft Cap." You'll see progress just by finding gear across whatever you want to play, from the new Edge of Fate Expansion, to PvP, to patrolling your favorite classic destination. Playing activities on the Portal will offer increased progression, while completing missions and finding secret chests in Fate Saga expansions will offer the fastest progression.

Lots of activity content will exist in the Power Band, including the entire The Edge of Fate Expansion Pack, Event activities, all legacy content, and even the new [REDACTED] raid. While these activities won't ask you to earn more than 200 Power to play at max effectiveness, they may offer rewards above 200 when played at harder difficulties (more on that later).

During the climb to the Power Cap of 200, you will be able to earn Tier 1, Tier 2, and even the occasional Tier 3 drops. This gear is as strong as Legendary or even Adept weapons from before The Edge of Fate. Your progress up to the Power Cap will also stick around into the new season when Destiny 2: Renegades releases in December, giving you consistent access to gear as strong as (or even better than) what you're used to, as well as tons of activities to play.

Seasonal Bonus Power

Since Shadowkeep, the Seasonal Artifact has offered a way to increase your Power above the Power Cap through Artifact Bonus Power. While this was a great way to get an advantage in high Power activities, it wasn't consistent with finding new, better gear. Driven instead by XP, it incentivized behaviors like bounty farming that didn't quite focus on overcoming new and greater challenges.

In The Edge of Fate, Seasonal Bonus Power will now live right on your weapons and armor instead of on the Seasonal Artifact. By overcoming harder challenges in PvE (as customized by you) or challenging yourself in Competitive and Trials for PvP, you can earn gear with greater amounts of Seasonal Bonus Power that will increase your level beyond the Power Cap.

There are no longer weekly limits on how much progress you can earn either, so your Power can climb for as long as you want to play. Just like Artifact Bonus Power before it, these Seasonal Bonus Power levels are limited to the current season, and any weapons or armor above the Power Cap will be back to 200 at the start of the next season.

Bonus Power and Rewards

As with the climb to the Power Cap of 200, by increasing your Power level further with Seasonal Bonus Power, you will be able to earn even higher tiers of armor and weapons with even greater benefits. When The Edge of Fate first launches, you will be able to increase your Power as much as a total of 450. Earning high enough grades from Portal activities can give consistent growth all the way to 400.

Total Power 400 to 450 rewards will at first come from newly upgraded Prime Engrams which drop with both higher Power and higher Gear Tier than your regular rewards. Achieving higher grades in portal activities improves your chances of finding Prime Engrams, which are also no longer limited by week.

With the Ash & Iron major update later this season, you will be able to earn total Power all the way to 550. Regular rewards from Portal activities will be able to drop up to 500 total Power, and Prime Engrams will again award gear up to the Hard Cap of 550. Those who reach 500 Power will be rewarded with regular drops of the highest tier of weapons and armor: Tier 5. This gear comes with both unique aesthetic qualities and the highest stats, so being able to consistently farm them will be an aspirational journey for the most ambitious Guardians.

And make sure to regularly check what's going on in the Portal! Challenges on the Seasonal Hub page and Events will both be a great way to get some bonus Power progression.

Infusion

Infusion is a great way to increase the Power of your favorite items, but needing a constant supply of Upgrade Modules to do it was a hassle. We're simplifying infusion to instead use Enhancement Cores directly, so you no longer need to make constant trips to Banshee. Any Upgrade Modules you may have in your inventory at the start of The Edge of Fate can be safely dismantled to reclaim 5000 Glimmer and one Enhancement Core (the same price that Banshee-44 and Ada-1 sold them for).

You can infuse levels of Seasonal Bonus Power into your favorite gear using a new currency called Unstable Cores. While you'll find Unstable Cores from a variety of sources, the primary way to acquire them is by dismantling unneeded gear that has Seasonal Bonus Power levels. The higher the Bonus Power of the item you dismantle, the greater the number of Unstable Cores you'll receive. Likewise, infusing items with a larger difference in Bonus Power levels will take more Unstable Cores. Unstable Cores will have a large inventory cap and will be refreshed at the start of the next season alongside Seasonal Bonus Power.

Quality of Life

With The Edge of Fate, the Power climb should be more intuitive than ever before. Seasonal Bonus Power offers a refreshed player journey for the highest tiers of gear every season while keeping numbers understandable and meaningful.

The reward forecast for many activities will preview exactly what Power your reward will be when you reach the target score. With the new core game modifier system, you can even curate what kind of challenge you're in for, allowing everyone's Power journey to be uniquely tailored to how they want to play. Portal content will also feature new daily Bonus Focus rewards across both PvE and PvP, which allow you to target earning Power on gear for a specific slot that you might be missing to round out your average.

Both account-wide Power progression and Fireteam Power (introduced in The Final Shape) will be sticking around as well, so your progress will carry over to all your characters and you can always play with your friends.

Economy Updates in The Edge of Fate

In The Edge of Fate, we're taking a deep look at our core game activities in-game economies and rebuilding them along with the rest of the game. Core game activities (Solo Ops, Fireteam Ops, Pinnacle Ops, Crucible, and Trials of Osiris) will be your primary sources of Glimmer, Strange Coins, and Masterwork materials. These rewards will scale alongside your gear, with better rewards coming from higher difficulty content.

As you can see below, a lot is changing with this release and will continue to evolve over the coming seasons based on your feedback and analytics. Please, keep it coming!

Armor Masterworking

Along with Armor 3.0, Masterworking new pieces of armor will have their costs changed depending on the tier of the armor piece. In our Edge of Fate Reveal Stream, we mentioned that armor now drops with energy completely filled in, so players can begin to buildcraft immediately with armor mods. Masterworking armor is now focused on increasing stats. If you want to reach your full stat potential, you'll want to fully Masterwork your armor!

The higher the tier, the more it costs. We want players to be able to engage with the Masterwork system without them worrying about "wasting" materials on lower tier gear. Additionally, armor now has five Masterwork levels rather than ten.

If you notice the costs for Tier 5 in the table below, don't worry just yet. We're rebalancing the distribution of Masterwork materials pretty dramatically when The Edge of Fate arrives. Enhancement Prisms will become a bit more common than they were previously to better fit their role between Enhancement Cores and Ascendant Shards. In core game activities, you'll also have a chance for major enemies to drop materials such as Masterwork materials. Maybe even some other goodies.

Here's a table with the costs of Masterworking every tier of Armor.

Gear TierMasterwork LevelGlimmerEnhancement CoreEnhancement PrismAscendant Shard
1 1300
2500
31200
435001
545002
211200
228001
340001
450002
5700021
3115001
230002
350003
4700041
58500521
412002
2330031
3650041
48200521
510000731
51240031
2350052
3750062
49100731
512500952


Exotic ArmorMasterwork LevelGlimmerEnhancement CoreEnhancement PrismAscendant Shard
115001
230002
3500031
47000411
58500522

Note that these changes apply only to new armor. Weapon Masterworking is unchanged from how it worked previously, even if it may be revisited in a future release.

Destination Materials

Destination materials, which stopped dropping from resource nodes starting in The Witch Queen, and later only granted Glimmer and/or reputation, will be fully deprecated when The Edge of Fate arrives. Master Rahool will no longer accept Destination Materials, and they will no longer have any value.

This is the list of materials that can be safely deleted after July 15:

  • Finest Matterweave
  • Dusklight Shard
  • Microphasic Datalattice
  • Baryon Bough
  • Helium Filament
  • Glacial Starwort
  • Spinmetal Leaves

Activity Rewards Changes

Vanguard Ops Onslaught

Onslaught has been rebuilt to be a part of the core game activity engine and will drop new tiered rewards. That means the older gear, the Brave Arsenal, needs to be moved to a different place so the loot pool only offers the new gear.

  • Brave Arsenal weapons will be moved to be part of Xûr's wares
    • Only the Standard (non-foil) versions of these weapons will be available.
  • Zavala will no longer offer Onslaught attunement.

Nightfalls

While Nightfalls will remain accessible from World tab in The Edge of Fate, they will no longer work on a weekly rotator, but on a daily one, and will include all current Nightfall Strikes and Battlegrounds. This required some changes to how the loot pool was delivered.

  • Nightfall Weapons are now legacy gear.
  • Nightfall loot pool will be updated to include all previous Nightfall weapons that have Origin Traits.
  • Nightfall rewards are on a knockout list until all Nightfall weapons have been unlocked.
    • From then on, all Nightfall weapons have a flat drop chance.
  • Grandmaster Nightfalls no longer exists, as their purpose and function have been transferred to the Portal screen and Conquests.
    • You will still experience Grandmaster difficulty, just in other activities.

Legacy Rituals (Crucible, Gambit, Vanguard Ops)

Activities that don't offer tiered gear required some adjustments in the new system.

  • Ritual Reputation Reward Tracks have been removed.
  • Ritual Engrams have been removed.
  • Legacy Focusing Remains but costs have been updated with the removal of Ritual Engrams.
    • Legacy Armor and Legacy Weapons will cost:
      • 15000 Glimmer
      • Three Enhancement Cores

Vendors and Reputation Rank Tracks

When you start playing The Edge of Fate, you'll notice the vendor reputation system has been removed from vendors in the Tower, with the exception of Hawthorne. This new approach comes hand in hand with a rebalance of rewards throughout the game. Without going into too much detail, we can say that removing these reputation tracks allows us to be more rewarding with currencies and gear that drop from activities.

With that in mind, here's a list of additional changes coming to a fistful of vendors with the new expansion. We hope it helps you understand their new duties.

Xûr

  • Xûr will not sell Legendary armor in The Edge of Fate.
    • All of Xûr's Legendary armors will move to Ada-1 where she will sell them for cosmetic purposes.
  • Xûr will now sell two Exotic armor pieces, per class, per week
    • One will be from the existing pool of Exotics that XVr has always sold.
    • One will be from the Beyond Light, Witch Queen, Lightfall, The Final Shape pools.
      • Players must own the expansion these Exotics are associated with in order to purchase them from Xûr.
    • Xûr will continue to sell catalysts but they have been moved to the Strange Gear Offers submenu.
    • Xûr will sell Exotic Class Items every week.
      • Players still need to acquire the Exotic Class item from Dual Destiny (or FOTL) before Xûr will allow players to purchase Exotic Class Items.
    • Xûr will sell 9 Legendary Weapons per week
      • Three weapons per slot
      • Class-specific Swords (which aren't class specific anymore) are still in Xûr's inventory but will not be available every week.
    • Xûr has had Brave Arsenal weapons added to his inventory.
    • Xûr has had Legacy Nightfall and Trials Weapons added to his inventory.
      • Rare Chance at Adept Weapons showing up.
        • Standard weapons will cost 17 Strange Coins.
        • Adept weapons will cost 41 Strange Coins.
      • Xûr has had weapons from Echoes, Revenant, and Heresy added to his inventory.
        • Rare Chance at Adept Heresy weapons.
          • Standard weapons will cost 17 Strange Coins.
          • Adept weapons will cost 41 Strange Coins.
        • Xûr has had Legacy Comp Crucible Weapons added to his inventory.
        • Xûr will no longer sell:
          • Nightfall Ciphers
          • Gambit Engrams
          • Crucible Engrams
          • Vanguard Engrams
          • Upgrade Modules

Ada-1

We have already covered Ada-1's new duties in previous TWIDs, but let's have a reminder.

  • Ada will be offering up to 20 Threader Bounties per season, per class.
  • Ada's inventory of legacy armors has been expanded to include armors previously distributed via Xûr.
    • Legacy armor will cost:
      • 15000 Glimmer
      • Three Enhancement Cores
    • Ada will offer players who have made it to the Tower for the first time before The Edge of Fate a bundle of Exotic armor tokens to be used to roll for Exotic armors with new stat packages.
      • Players must have unlocked an item in collections before it is eligible for rerolls on Ada-1.
      • These tokens are a one-time offer.
      • These offers will disappear from Ada when all tokens have been spent.
      • No new armors will be added to this in the future, so there is no benefit to hording tokens.
    • Transmog Bounties have been overhauled.
      • PvE - Bounties that can be completed anywhere in PvE activities, no longer sends players to specific destinations (ie: Blind Well, Altars of Sorrow).
      • PvP - Bounties that can be completed in any PvP mode (Crucible, Trials, etc.)
      • Raids & dungeons - Unchanged from previous version.

Banshee-44, the Gunsmith

  • Reputation Rank Reward Track has been removed.
    • Bounties no longer provide Gunsmith Reputation.
    • Dismantling gear no longer provides Gunsmith Reputation.
  • Banshee will no longer sell Upgrade Modules.
  • Gunsmith Engrams have been removed from the game.
  • Legacy weapons will cost:
    • 15000 Glimmer
    • Three Enhancement Cores

Rahool, the Cryptarch

  • Cryptarch Reputation Ranks have been removed.
  • New Exotic Armors in The Edge of Fate will be unlocked via completing the Legendary Campaign and NOT through Rahool.
    • Unlocked Per Class
  • Novel Focusing for Exotic Armors from past expansions will be available to players immediately, with no need to decrypt engrams to unlock it; costs remain the same for Novel Focusing.
  • Focusing sub-menu has been reordered to put the most used screens up front.

Ghost Mods

As we enter the world of Armor 3.0, where new stats have replaced some old ones, we need to make adjustments to Ghost mods, as some stats are no longer available and new ones have taken their spot. Similar situation with Nightfalls and other activities that have become Legacy content. Having mods for not up to date gear doesn't feel that rewarding, so we are removing those mods.

  • Previous Armorer Ghost Mods (ie: Resistance Armorer) will be deprecated, as they no longer match the stats on Armors post v900.
    • They will replaced with a new set of Armorer Ghost Mods.
  • Some Activity Ghost mods have been deprecated.
    • We plan to Add new Activity Ghost mods in a future release.

Osirian Ciphers and Nightfall Ciphers

Osirian Ciphers and Nightfall Ciphers will not have a use in The Edge of Fate, but they will remain in your inventory, and we are not deleting them. We have plans for them in Destiny 2: Renegades and we will tell you all about it when our plans are more advanced.

Destiny 2 Expansion Open Access

Do you have a few friends interested in Destiny, but that hesitate to make the jump? Good news: let them know about the Destiny 2 Open Access weeks!

Starting July 8 (that's next Tuesday) and until July 22, all currently available Destiny 2 Expansions, as well as all three available Episodes, will be available for free on all supported platforms (PlayStation, Xbox, Steam, Microsoft Store, Epic Games Store). And the cherry on top: all the currencies, gear, Title, Triumphs, and cosmetics earned during the Open Access period are yours to keep.

It's Almost Bungie Day

We draw closer to that lucky seven! Last week, we covered some of our Bungie Day plans in partnership with the Bungie Foundation. As part of their continuing mission to help reduce distress and suffering in children through entertainment and to partner with humanitarian aid organizations in times of natural disaster and crisis, the team is here to talk about Seventh Column Chaos. More info here.

We're also partnering with Twitch's Summer of Rewards campaign to bring you some fresh new emblems on the road to launch. From 12AM PT on July 7 (Bungie Day, yay) until 12AM PT on July 15, gift a sub in the Destiny 2 category to receive a Pixel Perfect emblem.

Last but not least, be on the lookout for the Bungie Day Sale starting 7/7 at 10am PST on the Bungie Store where we'll have all new exciting savings, retired rewards, and much more. Follow @BungieStore on X/IG so you don't miss out on the latest updates.

Player Support Report

Known Issues List | Help Forums | Destiny 2 Team Bluesky

Destiny Content Vault Updates

With the start of Year 8 of Destiny 2, certain items will be deprecated from player inventories that correspond with vaulted activities and seasonal campaigns. They will then be moved into the Destiny Content Vault. We have updated the Destiny Content Vault article to reflect these changes and created a new article fully outlining Items Being Deprecated at the Start of Year 8 for players to reference.

Claim Your Seasonal Rewards

Both Episode: Heresy and Rite of the Nine end on July 15. Make sure to claim any expiring rewards before they're gone, including:

  • Episode: Heresy Seals and rewards
  • Season Pass items
  • Vendor rewards
  • Ritual vendor engrams
  • Bungie Rewards

Astral Drake Helmet Update

We had previously shipped a fix to the Astral Stasis Drake Hunter Cowl that removed the hood due to clipping issues. This was later reverted so that players who liked the visuals of the original hood could continue to enjoy it that way; however we acknowledge that there were fans of both styles of the helmet. As mentioned in a previous TWID we are finally giving players both options.

When The Edge of Fate launches, players who own the Astral Stasis Drake Hunter armor set will be able to claim the new "hoodless" variant of the helmet from the Special Deliveries Kiosk. This bonus option will also be available to anyone who purchases the armor set going forward.

Known Issues List

  • The Eternal Title doesn't count towards an account's total Titles.
  • The Ascension Aspect isn't working with certain armor mods and Exotic armors.
  • The Champ Title has lost its gilded status.
  • Steps 6 and 9 of the Drowning Labyrinth quest aren't able to be completed by some players.
  • Due to this quest being a fix between character-scoped and account-scoped, if you have an alternate character and make progress on the quest, you need to play on that character to get back into the correct research paper level for your main character.
  • Sometimes in the Derealize Exotic mission, the Taken relic can drop below the surface during the Vhriisk encounter.
  • When tracking Ikora's Drowning Labyrinth quest, completion of certain steps may stop progress on the next steps.
  • Memento shaders can be previewed on armor in the Armor Management screen. This is not intended, and Mementos aren't being considered for use on armor.
  • Secant Filaments and Spirit of the Filaments can't grant Devour while Facet of Protection is equipped.

Power Couple

It's been a while since we've had one of our favorite couples around here, so let's fix that real quick with this lovely piece.

By Charl, via Twitter/X

Sorry :(

We usually choose videos that are funny, inspiring, or that feature an amazing feat. But every now and then we must issue them as a reward for something awful the game has done to a fellow Guardian. That was nasty... Okay, and maybe also quite fun to watch.


That was a long TWID, but also a great one. Tons of information to digest, so take it slow, try to understand what it means, maybe rely on your favorite content creators to get some different points of view, or just wait to play the game to get a more hands-on idea. You do you, alright?

The Edge of Fate, and the Year of Prophecy as a whole, will bring a lot of system changes to your favorite videogame. Yes, we've said that a few times already, but it's still true. So, let's just add something more this time: to better understand everything, you are going to need to play and test it.Words and videos only get us so far. The good thing is that we are almost there! Only twelve more days before you set foot on Kepler and discover all its secrets.

Bring your best fashion, Guardians!

Destiny 2 Community Team