This Week in Destiny, we have even more to share about the Monument of Triumph update coming on June 9. We started yesterday with a Dev Insights article focused on the return of the Director, and early this morning we published a Dev Insights article focusing on weapons, the Artifact, and vendors. In this TWID, we'll cover what's coming to the Crucible, Pantheon, and cosmetics.
Crucible tuning with the PvP Strike Team
Pantheon and Rewards updates in Raids and Dungeons
Ornaments, Bright Engrams, Bright Dust, and more cosmetics updates
Have you read yesterday's Dev Insights article about the Director?
Read this morning's Dev Insights article on weapons and more, too!
Dev Insights - Weapons, Artifacts, and Focusing Preview
We love a long TWID as much as anyone but this one was already getting very meaty halfway through it. That's why all you need to know about the update's changes to weapons, Artifacts (plural, yes), and vendor focusing lives on its own Dev Insights article which we published earlier today. It covers a lot of important topics like:
The new Weapon Tier Upgrading system.
Tier Upgrading for crafted weapons.
Buffs to many Exotics, like Anarchy, Lament, or Vex Mythoclast.
Including new Catalysts and improvements for previous ones.
Balance update to most Legendary weapon types, including:
An overall buff to Primary Weapon damage in PvE.
Targeted buffs to most Special Weapons for PvE.
Many Legendary perk fixes and buffs.
A preview of the very customizable Artifact 2.0, including:
New ways to counter Champions.
Saving your choices in Loadouts.
Updates to vendors, weapon focusing and gear attunement.
While we're at it, did you read yesterday's Dev Insights article all about the return of the Director? This one was published yesterday and covers the following:
The Director: Layout, additions, and updated Destination loot
Distortions: Adding some spice to select Patrol modes
The Portal: Breaking down barriers and overhauling the experience
Gambit Ops: Bringing our old friend into the fold
Heavy Metal: Vehicular mayhem
Sparrow Racing League: Returning tracks, new loot, and some twists along the track
First, let's review some of the previously discussed sandbox tuning for weapons and armor that will directly impact Crucible (we will have more to talk about with abilities next week, but as a sneak peek check out some of the changes we will be discussing, including some big ones to Invisibility).
Abilities
Global
All multicharge abilities will now start Crucible matches with one charge full instead of all charges full.
Void
Invisibility: Greatly increased opacity to make players more visible in Crucible.
Scatter Grenades: Reduced chase distance vs. players by 50%. Reduced the amount of grenade energy this ability gains from perks by 12.5%.
Hunter
Solar
Deadshot Super: Reduced energy refund for kills on enemy players by 40%.
Warlock
Void
Pocket Singularity: Reduced tracking shape against players by 60%.
Titan
Arc
Knockout: Removed lunge range bonus versus enemy players. Corrected an issue where the bonus damage could be applied too early, increasing the damage of the melee that activated it and causing unexpected one hit kills in Crucible.
Stasis
Diamond Lance: Reduced freeze AoE versus enemy players. Players can no longer quickfall after throwing the Diamond Lance.
Artifacts
Artifacts are now disabled in the Trials and Competitive playlists.
Exotic Armor
Warlock
Deimosuffusion: Increased the time between damage ticks against players.
Nothing Manacles: Reduced the extra seekers created from four to three and reduced the range and lifetime of the extra seekers.
Titan
ACD/0 Feedback Fence: No longer provides any damage resistance versus other players.
Ammo System
Reduced the point gains from Special ammo and Heavy ammo kills and assists and Super kills by 33%.
Reduced Glaive melee point gains by 20%.
Reduced Adaptive Burst LFR ammo from crates from five to three.
Reduced Bitter End's ammo from crates from 75 to 62.
Weapons
Auto Rifles
High Impacts
Increased RPM from 360 to 400.
To compensate for the faster time-to-kill:
Reduced ADS Damage Falloff scalar from 1.7 to 1.6.
Reduced base damage from 24 to 22 and critical hit damage from 43.2 to 39.6.
This includes Vex Mythoclast and SUROS Regime with Dual Speed Receiver but excludes Cerberus+1 and Sweet Business in its non-spun up state.
Adaptives
Increased base damage from 15 to 15.5, and critical hit damage from 26.25 to 27.1.
Pulse Rifles
Lightweights
Reduced base damage from 19.7 to 18.8, and critical hit damage from 31.5 to 30.1.
Legacy Frames
Since these weapons inherit the damage change from Lightweight Pulse Rifles, we are reverting the nerf to their ADS damage falloff scalar.
Increased ADS Damage Falloff Scalar from 1.6 back to 1.7.
High Impacts
Increased ADS Damage Falloff Scalar from 1.6 back to 1.7.
Scout Rifles
Rapid Fires
Reduced base damage from 28 to 27.3, and critical hit damage from 54.6 to 53.25.
Hand Cannons
Aggressives
Reduced base damage from 49 to 48.7, and critical hit damage from 90.65 to 90.1.
The Last Word
Increased stability on mouse and keyboard by 10%.
Increased aim assist when hip firing on mouse and keyboard by 10%.
Perks
Adagio
Reduced the damage bonus on Hand Cannons from 30% to 27%.
Full Choke
Pellet spread is now reduced by 5% instead of 3.25%.
Shot Package intrinsic
Now reduces pellet spread by 2.5% when ADS.
Unified Crucible Ops
We have moved all the playlists into the Crucible Ops screen and deprecated the Legacy Crucible node. This will allow us to better focus the population and reduce instances of duplicate or overlapping playlists. As a note, for Control and Iron Banner Control (the only playlists in which skill is utilized for matchmaking), Outlier Protection has been set to automatically revert to Open Skill if queue times are taking too long.
Control: Outlier Protection Matchmaking
Replaced by Iron Banner Control when active.
Competitive: Rank-Based Matchmaking
Rumble: Open Skill Matchmaking
Quickplay: Open Skill Matchmaking, rotates game modes weekly
Trials of Osiris: Passage Based Matchmaking. Available every Friday through reset on weeks when Iron Banner is not active.
Replaces Small Team Quickplay
Iron Banner Control: Outlier Protection Matchmaking. Available for one week, every four weeks.
Replaces Control
Iron Banner Quickplay: Open Skill Matchmaking. Available for one week, every four weeks.
Rotates between Tribute, Fortress, and Eruption
Replaces Quickplay
Sparrow Racing League
Private Matches
Updated Rewards
Armor Set: Triumphal Anthem
2-Piece: Scoot to Loot
Sliding collects nearby ammo and temporarily grants enhanced reload speed and handling to your weapons.
4-Piece: Shoot to Scoot
Dealing damage with your weapons temporarily grants an enhanced slide. Gain damage resistance while sliding.
Weapons
New
The Helmsman: Arc, High Impact (Bolt Action) Sniper
Reprised: Back fully tiered with new perk options!
Joxer's Longsword, Better Devils, Unending Tempest, Randy's Throwing Knife, Autumn Wind, Out of Bounds, Sorrow's Verse, Survivor's Epitaph, The Keening, Frozen Orbit
Returning: Weapons from Edge of Fate through Renegades that will still be earnable.
Riptide, Mos Athanor IV, MIDA Macro-Tool, Pure Recollection, Returned Memory, Stars in Shadow, Qua Vinctus IV
Newly Tiered: Weapons from pre-The Edge of Fate which are coming back as tiered versions, with the same perks they had last time they were released.
Retrofuturist, Anonymous Autumn, Last Perdition
New ship, Sparrow, and Ghost as post-game drops.
New Emblem and Shader on Shaxx's reward track.
New Modifier: Arena Collision
Arena Collision is a 4v4 game mode that hearkens back to the original arena style of sandbox with more methodical gameplay focused on weapons, map knowledge, and movement. Fight over the Heavy ammo crates to help you control the objective and enjoy greatly reduced penalties for hip firing and airborne gameplay.
Rules:
Primary Weapons: Damage unchanged. Hip fire accuracy and aim assist penalties are decreased.
Special Weapons: Disabled.
Heavy Weapons: Damage decreased. The game starts with three Heavy ammo crates active (one for each side and one neutral). Crates respawn as a wave on a 120s cooldown. Crates are not shared.
General Weapons: All weapons are granted +60 Airborne Effectiveness.
Radar: Heavily modified. Base radar range has been decreased and no longer expands dynamically. Players will only show up on radar if they are shooting, sliding, sprinting, jumping, or have heavy ammo. Within the center circle, players will show up as dots, instead of illuminated wedges.
Grenades: Grenade base recharge has been disabled. Getting a final blow will refund grenade energy, the amount of which is based on the base cooldown and your Grenade stat.
Melees: Powered melees are disabled. Melee damage has been decreased. Glaive melee damage has been further reduced.
Class Abilities: Class Ability base recharge has been disabled. Getting a final blow will refund class ability energy, the amount of which is based on the type of ability you have selected, its base cooldown, and your Class Ability stat.
Supers: Disabled.
Camera: "Three-peeking" is disabled.
Respawns: 7 seconds, revives enabled.
New Additions to Private Matches
Heavy Metal and Sparrow Racing League (SRL) have been added - more on them in this Dev Insights article. We have also created a couple of new Private Match exclusive modifiers:
Glass Cannons
When everyone is super, no one is... This modifier is filled with "30 seconds of fun" style loops and power spikes, but players are much less resilient. Plays most similarly to the D1 style of Crucible.
Primary Weapons: Body shot damage is significantly increased.
Special Weapons: Damage is significantly increased. Special ammo meter progresses significantly faster. You can retain twice as much ammo after death. The game starts with Special ammo crates active, and crates are shared.
Heavy Weapons: Damage is significantly increased. A single Heavy ammo crate will spawn at a neutral location on a 240-second cooldown, and the crate is shared.
General Weapons: Aim assist is slightly reduced.
Radar: Unchanged.
Grenades: Cooldowns are doubled but damage is greatly increased.
Melees: Cooldowns are doubled but damage is greatly increased.
Class Abilities: Cooldowns are doubled.
Supers: Cooldown are halved but damage taken from weapons, grenades, or melees while in Super is greatly increased.
Camera: Unchanged.
Respawns: 5 seconds, no revives.
Software
The opposite of Hardware. Throw more grenades (and melees, and Supers) and look good while doing it!
Primary Weapons: Disabled.
Special Weapons: Disabled.
Heavy Weapons: Disabled.
General Weapons: Disabled.
Radar: Unchanged.
Grenades: Cooldowns greatly decreased.
Melees: Cooldowns greatly decreased.
Class Abilities: Cooldowns greatly decreased.
Supers: Cooldowns greatly decreased.
Camera: Fixed in third person.
Respawns: 5 seconds, no revives.
We've also added a new ruleset for Rift to Private Matches!
Single Round Rift allows the game to play continuously from start to finish with no resets after a Spark is dunked.
Renewed Competitive Rewards
While we are doing a rewards refresh, we have decided not to reset rank alongside the release.
Check out the new Competitive armor set and weapons offering:
Armor Set: Per Audacia
2-Piece: Primary Chain
Primary ammo weapon final blows grant a stacking bonus to mobility and Primary weapon range and handling until you are defeated.
4-Piece: Sublime Transit
Increases mobility and grants enhanced sprint speed and slide distance.
Note: These benefits do not stack with the enhanced sprint or slide provided by exotics or abilities. They do stack with things that increase movement speed via a scalar, like Lightweight or Killing Wind.
Weapons
New
Solemn Lie: Arc, Lightweight (140 RPM) Hand Cannon
Reprised
Rose, Redrix's Estoc, Mercurial Overreach, Deadlock, Belisarius-D, The Riposte
Returning
Solemn Remembrance, Peculiar Charm
Alongside the new Competitive / Glory Armor Set and the returning weapons, we're also adding two new emblems to be earned.
New Competitive Emblem: I Am the Crucible
Win 77 games in the Competitive playlist to unlock this emblem.
New Ascendant 0 Emblem: Last Guardian Standing
Works the same way as the original Ascendant 0 emblem, where you earn points for wins in Ascendant 0, with more points for wins at higher ranks. The number of points you have determines the emblem's drop chance after a win. Earning 1000 points guarantees the emblem on your next win.
Progress towards earning this emblem only begins after you have acquired Umbral Echelon, which is still able to be earned.
We've also taken a pass over the map weighting for the playlist, with the goal to remove some of the more frustrating map and mode combinations from the playlist and reduce the likelihood of some others from occurring.
Map weighting changes
Reduced
Solitude Clash: High to Normal
Dissonance Clash: High to Very Low
Rusted Lands Clash: Normal to Low
Widow's Court Clash: Low to Very Low
Anomaly Collision: Low to Very Low
Removed
Multiplex Collision: Low to 0
Exodus Blue Clash: Very Low to 0
Twilight Gap Clash: Very Low to 0
Vostok (both modes): Very Low to 0
Trials of Osiris and Map Rotations
We are going to be changing the way map selection works for Trials moving forward. Each weekend will have up to three maps on rotation, chosen using the below process:
One map is randomly selected from each of the three pools below.
Pool 1: Burnout, Javelin-4, Endless Vale (33.33% chance, repeating of course, per map)
Pool 2: All Pool 1 maps, Altar of Flame, Pacifica, Cirrus Plaza, Eventide Labs, The Dead Cliffs, Meltdown, Solitude, Radiant Cliffs, Wormhaven (8.33% chance per map)
Pool 3: All Pool 1 and Pool 2 maps, all remaining maps except Convergence, Rusted Lands, Multiplex, Citadel, and Exodus Blue (3.23% chance per map)
So, while most weekends we would expect to end up with three different maps on rotations, the system makes it possible to have the more popular maps double and triple weighted. For example, we could end up with double Javelin-4 (selected in Pools 1 and 2) + The Dead Cliffs (selected in Pool 3) for a weekend. It's even possible, though unlikely, to end up with all Endless Vale, Burnout, or Javelin-4 for a weekend if that map gets selected in each pool. We feel this change will help to keep the Trials experience feeling less repetitive week over week.
We've also got a whole new set of rewards for Trials of Osiris. We will be resetting Trials engrams at launch, so spend them now. New Trials engrams and the score-based rewards at the end of matches will be able to drop all the new gear, while our focused gear system is changing to have a pool of weapons instead of a single focused item.
Armor Set: Cruel Electrum
2-Piece: Primary Survivor
When an ally is defeated, Primary ammo weapons gain increased handling, reload speed, target acquisition, and reduced flinch. Bonus increases when multiple allies are dead at the same time or when running solo.
4-Piece: Primary Phantom
Final blows with Primary ammo weapons remove you from radar for a short time. Drawing a weapon that does not use Primary ammo will immediately end this effect.
Weapons
New
Willful Hamartia: Arc, Adaptive Burst Linear Fusion Rifle
Reprised
The Messenger, The Summoner, The Scholar, Sola's Scar, Aisha's Care, Exalted Truth, Keen Thistle, The Inquisitor, Igneous Hammer, Shayura's Wrath, Eye of Sol, Exile's Curse, Tomorrow's Answer
Returning
The Martlet, Corundum Hammer, The Immortal, Cataphracy GL3, Astral Horizon, Everburning Glitz, Burden of Guilt, Aureus Neutralizer, Auric Disabler, Aisha's Embrace, Unwavering Duty, Forgiveness
Newly Tiered
Reed's Regret, Yesterday's Question
Bonus Focus Pools are replacing the old single weapon as a weekly focus. Now, a "focused pool" of weapons that drop in addition to the base rewards. The Lighthouse will have its own focus pool as well, home to some of the best weapons Trials has had to offer.
Week 2: Aisha's Care, Keenn Thistle, Willful Hamartia, The Immortal, Burden of Guilt, Unwavering Duty, Cataphract GL3
Week 3: Exalted Truth, Eye of Sol, Tomorrow's Answer, Everburning Glitz, Auric Disabler, Aureus Neutralizer, The Martlet
Lighthouse: Igneous Hammer, The Messenger, Shayura's Wrath, The Summoner, The Inquisitor
We also have two new sets of Ships, Sparrows, Ghosts for you to collect, as well as a new Emblem and Shader on Saint-14's reward track.
Iron Banner Renewed Rewards
With the Monument of Triumph release Iron Banner is returning with a new four-week cycle, and that's not all: you can also earn a new Armor set and a slew of reprised and returning weapons.
Armor Set: Iron Battalion
2-Piece: Primary Honing
Increases handling and reload speed for Primary ammo weapons. Primary ammo weapons gain increased damage against non-boss combatants based on your Weapons stat.
4-Piece: Supercyclical
Final blows while your Super is active refund Super energy when it ends.
Weapons
Reprised
Felwinter's Lie, Multimach CCX, Lethal Abundance, The Forward Path, Point of the Stag, The Wizened Rebuke, Pressurized Precision, Crimil's Dagger, The Time-Worn Spire, Roar of the Bear, Gunnora's Axe, Occluded Finality
Returning
Reghusk's Pledge, Finite Impactor
Newly Tiered
Tusk of the Boar, Frontier's Cry, Archon's Thunder, Riiswalker, Tinasha's Mastery, Peacebond, Allied Demand, The Hero's Burden, Claws of the Wolf, Jorum's Claw, Bite of the Fox
Bonus Focus Pools: These pools will alternate each time Iron Banner is active. Winning gives you a higher chance of earning a bonus drop.
First Iron Banner: The Forward Path, The Time Worn Spire, The Wizened Rebuke, Crimil's Dagger, Gunnora's Axe, Felwinter's Lie, Reghusk's Pledge
Second Iron Banner: Multimach CCX, Finite Impactor, Occluded Finality, Lethal Abundance, Pressurized Precision, Point of the Stag, Roar of the Bear
Enter the Pantheon
Pantheon
Monuments of Triumph will include a new set of Pantheon raid activities, shaped in the image of the original format but with upgrades and surprises featuring new bosses, new rewards, and new ways to play. We wanted to celebrate Destiny 2's bosses that veterans may remember and give returning Guardians an opportunity to experience them.
At launch, two activities will be available, each with a unique lineup of bosses. The first Saturday after launch, a third activity will unlock which challenges players to take on the full gauntlet of bosses. The following Tuesday at reset weekly rotators begin featuring individual bosses.
Guardians can earn a new amor set for each class, a suite of weapons reprised from the original activities with a unique origin trait and holofoil variants. Each multi-boss activity concludes with a vendor offering purchase of re-rolls for acquired items with Spoils of Conquest.
Reprise Pantheon encounters have a chance to reward ornaments for their original armor sets. For example, Calus may drop the armor ornaments related to the original base Leviathan Raid for Guardians who have not unlocked them.
Completing a new set of Triumphs rewards emblems, exotic cosmetic items, and a new Title.
All activities offer a new Adventure difficulty aimed at players looking for a lower stakes opportunity to learn, teach, and practice for success. This lifts the Power cap, allows infinite revives, and adds slack to the timing requirements for some mechanics - with the tradeoff of a limited pool of lower Tier rewards.
Feats
Since their introduction in The Edge of Fate, we've been listening to feedback that in already challenging activities the Feat system has made it too difficult to earn the highest quality gear. In Monument of Triumph, those activities now have a Standard difficulty option without Feats that will continue to offer weekly Tier 5 drops per encounter. Feats are still accessible in a new Custom difficulty mode where we have overhauled the quantity and quality of rewards granted by completing encounters with Feats active. The additional drops and Tier upgrades are per-encounter and guaranteed. In addition, we've increased the reward value of some Feats to better represent their degree of challenge.
The table below shows the total gear rewards for each Feat reward grade. These rewards are farmable and can be claimed repeatedly.
Cutthroat Combatants: +4 Reward Grade
Challenges: +3 Reward Grade
Shocktroopers: +2 Reward Grade
Token Limit, Phase Limit: +1 Reward Grade
Grade
Rewards
0
1
2
3
4
5
Raids & Dungeons (RAD) Rewards
We want to provide a compelling reason for Guardians to revisit their favorites RAD activities in Monument of Triumph. To that end, we've updated all weapons and armor from pre-The Edge of Fate RAD activities to now provide Tiered rewards. This means all raids and dungeons will drop Tiered armor, all dungeons will drop tiered weapons, and craftable raid weapons will have Tier bonuses accessible from the Relic. For weapons, this unlocks all the features of gear tiering including enhanced perks: barrels/mags, origin traits, cosmetics, and mods. For armor, this unlocks all the features of gear tiering plus unique set bonuses for each raid and dungeon.
In addition, all raid weapons will gain updated perk pools while all dungeon weapons also gain new origin traits. Craftable raid weapons now have an option to upgrade into Tiered gear, check out today's Dev Insights article for details. New Tiered raid armor will no longer drop with a slot for activity specific mods. However, once acquired those legacy armor pieces can now be purchased from Hawthorne with Spoils.
Below is an example from the Shattered Throne dungeon (that launched without its own unique armor set in 2018) which now rewards an armor set featuring art from Season of the Defiant and includes a new set bonus:
2-Piece: Queensfoil Rush
Gain a powerful overshield while performing your finisher. When you finish a target, release a slowing burst around you.
4-Piece: Truth to Power
Gain increasing damage resistance when you deal damage or land final blows. Finishers grant accelerated progress. At max stacks, the recharge rate of your abilities is also increased.
RAD Rotator
The raid and dungeon weekly featured rotators are returning with changes to incorporate Tiered rewards. Two raid and two dungeon activities will be promoted to featured status each week. Challenge icons will lead you to the featured activities on their original destinations in addition to being sorted to the top of the new Raid and Dungeon category on the Director. While they previously offered a power upgrade, featured raid and dungeon activities now reward the highest quality gear as outlined below. The listed rewards are farmable unless noted with a weekly lockout.
Featured Raid
Standard: Deepsight weapons or Tier 5 armor from encounters and challenges.
Master: Same as Standard plus Adept weapons from challenges.
Director Challenge: Deepsight weapon or Tier 5 armor, weekly lockout.
Hidden Chests: Tier 5 armor, weekly lockout.
Deepsight Chest: Deepsight weapon or Tier 5 armor if all patterns complete.
Vendor: Weekly Deepsight purchase, Master offers Adepts for 25 Spoils.
Non-Featured Raid
Standard: Chance for Deepsight weapons and Tier 3 armor.
Director Challenge: Tier 5 weapons and armor, weekly lockout.
Hidden Chests: Tier 5 weapons and armor, weekly lockout.
Non-Featured Dungeon
Standard: Tier 3 weapons and armor.
Master: Tier 5 weapons and armor.
As you can tell, this release is a look back at our RAD content over the years. We have marveled at how our extraordinary community has overcome every challenge we could dream up; your dedication and limitless capability have been a source of inspiration. With Pantheon and Monuments of Triumph we endeavored to again create an opportunity for your fireteam to walk into the unknown and achieve the impossible.
More Vault and Loadouts Slots
Before we close out this section about so many new and renewed weapons and armor to earn, you may be wondering where you're going to fit all of it. Well, good news: your vault is getting more space! It's increasing from its current 1000 slots to 1300. That should be enough to fit everything, we hope.
On top of that, how about also getting some extra loadout slots, too? We are adding eight more slots, so you'll go from the current 12 slots up to 20.
Cosmetics, Bright Engrams, Bright Dust, and Expanded Exotic Armor Ornaments
When Renegades launched, we introduced Universal Exotic Ornaments and the Destiny Fashion community got to work making many exciting new fits for their Guardians. However, one question rose to the top of the feedback: "When can we put Legendary Ornaments on our Exotic Armor?!"
The answer is: in Monument of Triumph! We didn't stop at just Legendary Ornaments, however -- all qualities of Armor Ornament from Common to Legendary can now be applied to the currently equipped Exotic armor alongside Universal Exotic Ornaments. The same caveats that applied for Universal Exotic Ornaments will still apply for Expanded Ornaments:
If the ornament is not specifically parented to the equipped Exotic armor, its visuals will be temporarily disabled in PvP content but will return upon exiting that content.
Special visual cues or effects applied by ornaments that are not specifically parented to the equipped Exotic armor may not be visible.
Additionally, note that the equipped armor's icon will update to show the visual of the equipped ornament, but will still retain the Exotic quality color. This will ensure that players in PvP can always know that their rivals have an Exotic equipped, even if they're wearing an ornament of a different quality.
Exotic Ornaments in Collections
In addition to expanding the range of Ornaments that can be equipped on Exotic armor, the full collection of Exotic Armor Ornaments for each class can now be viewed in Collections in the Exotics Section.
Destiny Announcements
This will allow you to refer to announcements that you may want or need to re-read, may have missed, or had accidentally dismissed for up to thirty days after receipt, after which they will naturally expire and be removed. Additionally, the system will now support automatic delivery of messages to the Announcement screen, resulting in fewer pop-up messages overall.
The Announcements screen also includes a Featured item carousel. In addition to standing messages, this section will include information about relevant content.
Bright Engram Focusing
The upcoming release will change the way that Bright Engrams work with the addition of Bright Engram Focusing, housed in a new tab in the Eververse. A Focused Engram will award an unowned item of the Engram's category. For example, a Focused Ship Engram will provide an unowned Ship.
The categories for Focusing include:
For one (1) Eververse Engram + 0/300/600/900 Bright Dust (BD):
0 BD
Standard Decryption with no focusing.
300 BD
Legendary Accessories: Ghosts, Ships, and Vehicles together
Legendary Shaders
Legendary Flair: Holochips, Ghost Holograms, and Transmat Effects together.
600 BD
Exotic Accessories: Ghosts, Ships, Vehicles individually, with Skimmers included in Vehicles.
Legendary Emotes: Single-Player & Multiplayer together
Legendary Finishers
900 BD
Exotic Weapon Ornaments
Exotic Emotes: Single-Player & Multiplayer together
Legendary & Exotic Armor Ornaments: Individual engrams per class and slot combination.
Focused Engrams will contain Eververse sourced items in a category that are drawn from across Destiny 2's history. Even items newly introduced in Monument of Triumph and items that have never been offered in Engrams or for Bright Dust will be available through Focused Engrams.
Note that Focused Engrams will offer items only - Bright Dust will not be a reward option. However, you can still get offers of Gifts of Bright Dust from the original standard decryption with no focusing.
While several Focused Engrams have more items in them than we can show in the preview of its contents (seriously, there are a lot of items!), they will not drop duplicates and their contents are finite. This means that they will gradually deplete as their contents are acquired. As an Engram depletes, the preview of its contents will update, and eventually, all remaining items will be visible in preview at once. When a Focused Engram has been completely emptied, its preview will be empty and additional purchases of that Engram will be blocked, as there will be nothing left to earn.
Bright Engram Focusing will also provide a one-to-one exchange for Legacy Engrams that were available before the Eververse Engram was introduced in Season 12. The exchange for a given Legacy Engram will only be visible if that Engram is present in your Engram inventory. Eligible legacy engrams are as follows:
S1: Bright Engram
S2: Illuminated Engram
S2: Dawning Engram
S2: Crimson Engram
S3: Prototype Engram
S3: Solstice Engram
S4: Steadfast Engram
S4: Ephemeral Engram
S5: Etched Engram
S5: Winterdrift Engram
S5: Crimson Engram
S6: Notorious Engram
S6: Jubilant Engram
S7: Best of Year 1 Engram
S8: Nostalgic Engram
S9: Fond Memories Engram
S10: Luminous Engram
S11: Mnemonic Engram
Evergreening
With the end of Destiny 2's regular release schedule in Monument of Triumph, we have made major changes to the ways we distribute Bright Dust and Chronologs or offer access to content from the Eververse, the Rewards Pass, the Monument to Seasons Past, or Bright Engrams. Each of these changes are from the perspective of supporting the weekly resets that will continue and on improving access to the many cosmetics that have been offered in Destiny 2 through the years. Some highlights of the changes, which we'll cover in greater detail in our patch notes, include:
Bright Dust and Chronologs
Chronologs will now be one of the four featured currencies shown across the UI, listed after Glimmer and before Silver. They will no longer take a spot in the Inventory as a result.
Bright Dust and Chronologs will shift their focus to be predominantly earned through the Seasonal Hub, with the weekly earnable amounts going up as the Hub absorbs other sources.
Rewards Pass
In addition to the shift to the Hub, Bright Dust and Chronologs will also still be available on the Triumphant Rewards Pass, in part to compensate for the long delay. All Bright Dust on the Triumphant Rewards Pass is on the Free Track.
The Score Boost has been replaced with an additional set of XP Boosts, with up to +15% Personal and Fireteam XP available. The five stages of XP Boost will be automatically unlocked based on progress earned on the Lawless Rewards Pass.
The Triumphant Rewards Pass has received additional cosmetic rewards, including two additional Armor Ornament Sets, six shaders, two Accessory Sets, two emotes, a Finisher, a Holochip, a Ghost Hologram, and a Skimmer.
Monument to Seasons Past
The Ash & Iron Rewards Pass and the Lawless Rewards Pass have been added to the Monument to Seasons Past. Because it will be permanently available in the Rewards Pass screen, the Triumphant Rewards Pass will not be available on the Monument to Seasons Past.
The seasonal armor bundles for the Year of The Final Shape have been added to their relevant seasons in the Monument to Seasons Past. This will allow Guardians to acquire samples of these armors to unlock them as ornaments.
Eververse
The Eververse will be shifting to a more evergreen state. Some changes will be noticeable immediately, including a new Daily Offers tab, while others will occur starting June 23. More details will be provided in our Patch Notes on June 9.
Double Feature Today
We're crowning two AOTW (and MOTW) recipients! They'll get their choice of the current or upcoming emblem of their category.
Closest Clutch We've Ever Had as a Clan - The Moment That Made Us Change Our Name to "Skin of Our Teeth" by Asunib
We all know what type of Guardian is the most fearsome out there. It's not the Godslayers, the Conquerors, or the Unbrokens. It's the Reckoners.
Gambit Warlord by mackol (strong language warning)
That's everything for this rare Friday TWID, hopefully it was plenty! There's a lot of great changes coming with Monument of Triumph and our goal with this week's three articles was to lay it all out. Well, almost all of it...
We'll be there with you all on June 9: trying out some old Exotics with some new Catalysts, taking down old raid bosses one more time, fighting friends in the most ridiculous private Crucible matches (dropping an idea here: Javelin-4, New Land Beyond only), getting some renewed versions of fan favorite returning weapons, and blasting the most annoying horn during some late night SRL races.
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