r/DestinyTheGame 13d ago

Bungie Update on Previously Announced Portal Changes

1.4k Upvotes

We've been working through player feedback from the previous TWID and reassessing our announced rewards updates for the Portal. We will be reverting the following changes which were planned for Destiny 2 Update 9.1.0:

  • Planned reductions to Power earned for a given grade within Solo Ops will be reverted
  • Planned reductions of Engrams earned in Encore, Starcrossed, and Whisper will be reverted

We will have additional information in the TWID regarding next steps in improving rewards for Portal experiences.

r/DestinyTheGame Aug 08 '24

Bungie A quick note from the Destiny 2 Team

3.0k Upvotes

Hey all,

We know that recent changes at Bungie have created uncertainty surrounding the future of Destiny. Rest assured we remain committed to Destiny, to supporting our community with transparency, and to delivering regular updates about the game.

We'll be talking with you all about the future of Destiny and plans for our next multi-year journey soon. Once we plant a flag for the date, we'll let you all know.

Thank you for your patience, and we'll see you again soon.

r/DestinyTheGame Jul 31 '24

Bungie TWID Cancelled: August 1, 2024

2.8k Upvotes

Today is a difficult day for the Destiny team. Out of respect to our friends and colleagues, and to give our team time to take care of each other, we are cancelling this week's TWID. Our focus today is showing our support and respect to everyone who has worked on Destiny during this incredibly challenging time. We want to express our heartfelt thanks and gratitude to everyone who has been a part of Destiny.

While our team is taking this time to help support each other, we want you, our community, to know that we expect no disruption to all of our previously communicated content plans. Our content roadmap remains unchanged. This also includes our future plans for next year and beyond.

Whilst we look forward to sharing more of our future plans at a later time, this week is about supporting each other. We’ll talk again soon.

Destiny 2 Team

r/DestinyTheGame Oct 25 '24

Bungie Perk RNG Issue Update

2.8k Upvotes

Our team has been working through community-sourced data and internal simulations to reproduce reported issues regarding legendary weapon perk RNG.

After investigation, we can confirm an issue has been found in our code where some random perk combinations are harder to earn per legendary weapon perk set. In some cases, desirable perk combinations are a bit easier to earn as well. While we inspected our content and confirmed each perk is weighted equally, an issue in perk pool RNG is the culprit here.

Our team has quickly identified a potential solution to the issue, and we are rapidly working to validate the fix.

We are aiming to address this as soon as possible and will share a planned hotfix date when available.

r/DestinyTheGame Oct 24 '24

Bungie Regarding Further Reports of Perk Weighting

2.5k Upvotes

While we have confirmed that there is no intentional perk weighting on weapons within our content setup, we are now investigating a potential issue within our code for how RNG perks are generated.

Many thanks to all players who have been contributing to data collection across the community. This data has been monumentally helpful with our investigation, and we are currently working on internal simulations to confirm your findings.

We will provide more information as soon as it is available.

r/DestinyTheGame 18d ago

Bungie Passing the Torch

891 Upvotes

Source: https://www.bungie.net/7/en/News/Article/passing_the_torch


A Message from Pete Parsons

To the Bungie community, 

After more than two decades of helping build this incredible studio, establishing the Bungie Foundation, and growing inspiring communities around our work, I have decided to pass the torch. This journey has been the honor of a lifetime. I am deeply proud of the worlds we’ve built together and the millions of players who call them home – and most of all I am privileged by the opportunity to work alongside the incredible minds at Bungie.

When I was asked to lead Bungie in 2015, my goal was to grow us into a studio capable of creating and sustaining iconic, generation-spanning entertainment. We’ve been through so much together: we launched a bold new chapter for Destiny, built an enviable, independent live ops organization capable of creating and publishing its own games, and joined the incredible family at Sony Interactive Entertainment. 

Today marks the right time for a new beginning. The future of Bungie will be in the hands of a new generation of leaders, and I am thrilled to announce that Justin Truman will be stepping into leadership as Bungie's new Studio Head. 

I have worked alongside Justin for many years. His passion for our games, our team, and our players is unmatched. As a leader in engineering, production, and design - and most recently as the General Manager for Destiny 2 and our Chief Development Officer- he has been instrumental in bringing some of the most memorable moments in Bungie’s history to life. He lives and breathes this studio, and I have full confidence that he is the right person to lead Bungie forward. 

Thank you for being the best, most passionate community in gaming. It has been a privilege to serve you. As for me, I’ll be second star to the right and straight on till morning.

 

A Message from Justin Truman

In the 15 years I’ve been a developer at Bungie, I’ve worn a lot of different hats.

As an engineer, I wrote some code I’m really proud of for our original weapon, abilities, and networking in Destiny 1. As a designer, I helped craft many of our Destiny 2 systems (including some of the endgame systems I got terribly wrong at Destiny 2 launch). As a producer, I helped our team build and roll out Destiny’s first Seasons. More recently, I’ve helped with our overall talent strategy as Chief Development Officer, and have been helping the Marathon team as we build our next world. 

Across all of these different roles, Bungie’s purpose has stayed clear: “We create worlds that inspire friendship”. 

When we’re at our best – we create those worlds alongside you, our player community, and build something that matters. Something that’s worth your time, your passion, and your investment in us. Something that I’ve learned, hopefully, overdelivers

I’ve also been part of these efforts at Bungie when we’ve maybe not been at our best. When we’ve stumbled and realized through listening to our community that we had missed the mark. I know I’ve personally learned a lot over the years, as have all of us here, from those conversations. 

I am committed to supporting and working alongside every member of the team here as we continue pouring our hearts and souls into these worlds. Worlds that we love, and that we hope have been worth your time and your passion. Because ultimately those worlds only exist, and thrive, with you in them. 

We are hard at work right now doing that – both with Marathon and Destiny. We’re currently heads down, but we’ll have more to show you in both of these worlds later this year.

In closing – I know I can speak for all of Bungie when I say: 

I appreciate your passion, your perspective, and the time you spend with us.

Per Audacia Ad Astra, 

Justin Truman

Studio Head, Bungie

r/DestinyTheGame Jul 18 '25

Bungie Re: Portal and Worlds Tabs

1.3k Upvotes

We are going to revert the desaturation of the World tab in an upcoming update.

During development, we had feedback that players were confused between the Portal and World tabs for where to find core game activities. Many gravitated to the familiar Director UI, so we chose to visually adjust it, but it is clear now that we overreacted to that feedback.

Our intention going forward is for the Portal tab to serve as a quick access point to core game activities, and for the World tab to support exploration of the Destiny world. Both are important to us, and we will continue to upgrade both.

r/DestinyTheGame Jun 10 '24

Bungie Destiny 2 | The Journey Ahead

2.5k Upvotes

r/DestinyTheGame Feb 25 '21

Bungie Destiny 2021 Update: The Road to The Witch Queen

17.4k Upvotes

Source: https://www.bungie.net/en/News/Article/50124


Hey Guardians, 

As some of you know, I didn’t work on Destiny before it shipped in 2014. I started out as a Guardian. I got hooked on running the Vault of Glass, trying to get my Truth drop in a Nightfall, and, yes, sometimes trolling my fireteam with inopportune Ward of Dawn placements.  

After playing for just a few short weeks, I knew I wanted to do whatever it took to work on the game. Destiny changed my life. Back then, I knew Bungie had just begun the journey of what Destiny could be – and what it could mean – to so many Guardians like me. When I walked through the doors of Bungie for the first time, The Dark Below had just shipped and the team already had their eyes up, outlining ambitious plans for the future. It was clear that everyone at Bungie loved Destiny fiercely and believed in its future as much as I did. 

Flash forward to today. Season of the Chosen has launched, and it's incredible to see how far the game has come. Right now my Guardian is crushing Battlegrounds, perfecting a new build for Master Lost Sectors, gilding titles, progressing Seasonal Challenges, working on catalysts for some of the most unique Exotic weapons we’ve ever added to the game, and experiencing more Seasonal narrative progression in Destiny than ever before. It’s humbling to think how much of these systems and this content didn’t exist two years ago, last year, or even last month. 

Though going to work these days includes video calls, guest pets and kids, what continues to humble and motivate me since my first day is how this team still looks at Destiny with fresh eyes every day. We see possibility in Destiny at all levels on the team and working on this game has really become life-changing for many of us. Destiny, this friendship-maker-and-sometimes-temporary-friendship-breaker; this catalyst to make memories; this universe that we all love. We’re lucky to be here and share these moments with you. 

Destiny has so much to offer to so many different types of players, and even more than that, it means something different to each player. It’s complex, intricate, and demanding, and that makes it an awesome challenge to work on. As massive as Destiny is, we believe there is so much more potential to unlock in this amazing game, stories to finish and new stories to come, and that will keep driving us to make it better every week, every season, every year. 

The Witch Queen, Lightfall, and Beyond 

Last summer, we outlined our ambition for the next era in Destiny 2 by announcing the full arc, starting with Beyond Light, followed by the Witch Queen and Lightfall. As we began to scale production on the Witch Queen last year, we made the difficult but important decision to move its release to early 2022; we also realized we needed to add an additional unannounced chapter after Lightfall to fully complete our first saga of Destiny. 

We’ve long thought about moving Destiny’s annual release to the early half of the year primarily for the health of the team, but the Witch Queen and not being tied to legacy expectations allowed us to make this choice early for three important reasons: 

  • The Witch Queen represents an important evolution in the ongoing story of Destiny 2. Beyond Light built the foundation and allowed us to weave the world-building of Destiny and Destiny 2 together, but The Witch Queen will light the fire on a strongly interconnected narrative across Lightfall and beyond, unlike anything we’ve ever attempted before, with characters, arcs, heroes and villains that persist over multiple future releases. Even more importantly, the conclusion of these releases will also conclude the “Light and Darkness Saga,” the conflict we first introduced with the launch of Destiny many years ago. As we’ve been developing The Witch Queen, we realized that we needed this release to be the first of many moments crucial to the story of Destiny. With so much leading to and dependent on what happens in The Witch Queen, we wanted to make sure that we gave ourselves enough time to build out this journey in the right way, starting with an exceptional first chapter in The Witch Queen.  
  • With Destiny now committed to being an everlasting evolving world, we want to make sure we are still taking the time to upgrade the systemic foundation of Destiny 2 to support everything we want to do in the future. Our ultimate vision for Destiny 2 still stands – a definitive action-MMO, a unified global community where you can play Destiny anywhere with your friends. For 2021 this means upgrading our approach to keeping Destiny’s weapon and armor game fresh, refining our vision for PVP, implementing transmog, and adding Crossplay. More below. 
  • Finally, and the most important reason, we are proud to be uncompromising when it comes to our commitment to the health of our teams. With COVID-19 keeping us away from the office, and the large amount of work on our plates, we needed to move the date in order to make sure that both this year's updates and The Witch Queen were both delivered at the quality we strive for, and on a schedule that made sense for everyone involved. 

Making this choice is not one we took lightly. Believe me, as someone close to The Witch Queen’s progress, there's no one more than us that wants to get it out as soon as it’s ready. But at the end of the day, we know we’re making this call for The Witch Queen and future chapters in Destiny 2 for all the right reasons, ones that puts our team first and our game at the quality bar we strive for ourselves. 

We'll have more to share on The Witch Queen and beyond in the late summer of this year. 

But today we need to talk about what’s happening in 2021.  

Let’s get to it. 

Rewards That Matter  

With Season 11, we introduced infusion caps, an iteration on infusion designed to keep Destiny’s gear game fresh from release to release and to create a healthy ecosystem for our aspirational content. While we still believe in these goals, it's clear our execution was off the mark.  

Infusion caps helped us meaningfully shift the meta in Beyond Light and create a rewards ecosystem that was manageable to balance and monitor, but the system has also made our rewards feel like they have an expiration date and have frequently made playing our legacy content feel shallow. We want the rewards you’ve earned in Beyond Light and its subsequent seasons to feel like valuable tools you can use in the incredible challenges you’ll face in The Witch Queen. So, we’re making a change. 

We’ve made the decision that any weapon or armor that can currently be infused to max Power will continue to be able to reach max Power permanently. Starting in Season 14 we won’t be capping the infusion on any weapons or armor that have not already reached the cap as of the start of Season 13. This means you’ll be able to take your Trustee, your Falling Guillotine, and all the high-stat armor you’ve earned this year to take on the raid in The Witch Queen. 

While we still strongly believe that Destiny needs a method to shift our meta in the game’s most challenging activities, we don’t believe that infusion caps are the right answer. We’re taking time this year to research and validate a plan that creates a fresh and balanceable ecosystem for our most aspirational content, one that doesn’t make our rewards feel like they have an expiration date. We’ve learned a lot this year and don’t want to rush finding the best plan, so don’t expect to hear anything more about this until after The Witch Queen. 

Because we won’t be capping any more of our weapons, we must consider more variables in the game balance of our upcoming seasons and releases, so expect to see tuning when it comes to our biggest outliers in PVP and PVE. Yes, I’m looking at you, Felwinter’s and Warmind Cells.  

This is a big change for Destiny and one that we did not make lightly. However, we believe there’s nothing more important in Destiny than getting our rewards right. 

Power Play  

Now that we’ve talked about rewards, let's talk about Power. Last year we started a paradigm where we raised the overall Power cap by 50 each season. While this helped ensure that infusion caps shifted the meta, it also made each season feel like a significant reset to the Power you had accumulated.  

To combat this, we will be experimenting with a new Power level cap. Starting in Season 14, we will only be raising the Power cap by 10 for each non-expansion season. This means if you reach the maximum Power in Season 13, when next season rolls around you will be directly in the 10-point Pinnacle band of the Power pursuit. This Power increase should feel familiar to anyone who played Season of Dawn last year, and we’re excited to see how this progression feels alongside our new systems.  

We believe this change will make it even easier to pick up and enjoy Destiny each season, while still allowing us to have a deep RPG Power pursuit when we launch The Witch Queen.

Angels of Death 

Like many of you, I am passionate about PVP in Destiny 2 and it’s clear that we haven’t had a consistent message around these modes. So, I’d like to share our high-level vision for the Crucible: 

Direct player versus player competition is essential in Destiny as an option to express mastery of your Guardian and showcase the strength of your arsenal against other players. 

It’s a simple vision, but it's one that’s crucial to making the game feel like a real place for those players that crave that showcase, where the rewards you’ve earned, the skill you demonstrate, and how you’ve built your Guardian all matter. So, let’s talk about what we’re doing this year for PVP, starting with our two priorities: improving gameplay sandbox balance in the Crucible and upgrading the experiences of our most aspirational game modes. 

When it comes to balance updates, these can be divided into three major buckets. 

First, in Season 15 we will be addressing “three-peeking” in Trials and Competitive. In these modes, emotes will be disabled and players will be unable to pull out any third person weapon that doesn't have ammo. Third person experiences are part of what make Destiny’s gameplay feel so good, but it was clear in our most competitive arenas that these mechanics were being used in ways we did not intend. This is a tricky problem to solve in Destiny's complicated sandbox, but we think this is a good starting point. 

Second, over the next several seasons, we will be making changes to Stasis and Light subclasses in order to achieve a healthier balance of subclasses in the Crucible. Across Season 13 and 14 we will be adjusting Stasis in the Crucible in order to bring its overall effectiveness in line with our Light subclasses. Here are some of the changes you can expect coming to updates this Season and next: 

Behemoth Titan: 

  • Decrease Super damage reduction.
  • Increase Super energy cost when performing light attacks. 
  • Remove freeze AOE on Super cast. 

  • Reduce travelling efficacy of Shiver Strike when slowed.Revenant Hunter: 

  • Decrease Withering Blade damage and tracking. 

  • Decrease slow stacks applied to targets. 

  • Remove Shatterdive damage reduction. 

Shadebinder Warlock: 

  • Fix bug where Iceflare Bolts wouldn’t track towards targets immediately on creation. 

  • Fix bug where Shadebinder Super projectiles were not tracking until a certain distance travelled. 

General: 

  • Decrease crystal shatter damage. 

For Season 15 we are also looking at universal adjustments to Stasis by increasing damage reduction when frozen to provide more survivability for the victim. 

Following this Stasis tuning, in Season 15, we will also focus on Light subclasses and release a set of targeted buffs to our most underutilized specializations. The goal of all these changes is to keep Stasis feeling great in PVE and to bring its representation in PVP more in line with our Light-based abilities.  

Finally, we want to continue to adjust weapon archetype performance and introduce new perks that shift the meta in the Crucible. I think the team has done a great job in this area over the last several months, introducing balance changes both at the seasonal boundaries and at the mid-season, and we want to continue to drive down this path to diversify the types of loadouts you encounter from season to season. In addition, at Season 15 we will also be looking to adjust overall ability usage rates to make sure guns and gunplay are always key to success in the Crucible.

Of course, gameplay balance only matters when the underlying playing field is fair, and unfortunately cheating continues to be a significant issue, especially on PC. We’re always working to maintain security as new exploits emerge, and as always, we don't want to talk about a lot of those improvements for fear of empowering the bad guys. A few areas we can talk about are:

  • We’re aiming to nearly double the size of the Bungie game security team this year, reflecting our long-term commitment to fair play. 
  • We’ve begun regular surveys to better understand your experiences with cheating and to measure our progress. This new data enriches our existing streams from player reports (thank you for reporting!) and game instrumentation. If you receive one of these surveys, please share your experiences to help us fight cheating. 
  • We’ve begun a strategy of aggressive legal action against cheat developers. You may have seen news articles about some of our early actions here, and we will continue to pursue those who undermine fair play using every tool at our disposal, both in partnerships with other studios and under our own flag. 

We’ll share more security news when we can. 

Beyond gameplay balance and security, we also want to adjust the structures of our most aspirational PVP modes in order to make them a better experience for our players. 

First up, we’re targeting an overhaul of the Trials of Osiris rewards structure and matchmaking paradigms, to release before the end of this year. With this update we specifically want to target a few things: 

  • Improve the overall health of the Trials matchmaking pool, both by incentivizing a wider audience to engage, and better defining separation of skill tiers. 
  • Rebuild the Trials reward structure so that it encourages more players to stick to their active cards longer. Our current structure encourages a lot of recycling cards after a single loss, meaning the first games of your Trials card has a high chance of being incredibly challenging. We want to build a reward structure that continually pushes higher skill players to want to progress deeper into their card even after a loss, making 3-5 wins a more achievable goal for more players. 
  • Investigate opportunities for solo players to participate in Trials regularly. We believe this will not only make the matchmaking pools healthier, but also will also encourage more players to see what Trials is all about and hopefully form social connections with other PVP-loving Guardians.  

After Trials, we will be targeting a similar in scope refresh to Iron Banner. While there is a lot do when it comes to supporting the Crucible, we want to target our efforts around global PVP balance and our most aspirational modes first.  

Praedyth’s Revenge 

In Season 14, the Vault of Glass will return. The team will have a lot more to say about it before launch, but there are a few things I’d like to clarify now. Our philosophy behind bringing things out of the Destiny Content Vault is to keep them feeling like the content you remember while updating them to meet Destiny 2 difficulty and raid standards. So, while the high-level experience remains the same, you should expect the raid team to have a few tricks up their sleeves when you tackle the depths of Venus this summer. 

Vault of Glass will also launch with both a Contest mode in the first 24 hours and a World First race. Since this is a reprised raid, we’re going to do World First a bit different. Players looking to claim the belt will not only have to complete the raid, but also a curated list of challenging Triumphs. And while only one fireteam will walk away with a belt, there will be plenty of opportunities for players to earn the ability to purchase some sweet real-world loot through Bungie Rewards. 

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One last thing. Before the end of the year we are also looking to add a Master version of Vault of Glass. We’ve been really excited about how Master and Grandmaster difficulty have altered Nightfall strikes, increasing the potency of combat and the importance of executing mechanics. We’d like all our future RAD (raid and dungeon) content to offer Master difficulty versions, where players can earn Adept raid and dungeon gear, and while we aren’t able to commit to a Season 14 timeframe for Master VoG, we do want to take the time to develop a sustainable structure that allows us to ship these closer together in future releases.

Getting Reacquainted with Adelaide 

In Season 14, Ada-1 is returning to the Tower,  and with her comes the ability for players to take any armor they have in their collections and turn it into a universal ornament. In Destiny 2 we will call this transmog system “Armor Synthesis.” 

Every season Ada will offer players a set of bounties that highlight various activity types. Players can complete these quests and receive the materials they need to power up Ada’s Loom, which can turn any piece of armor in your collection into a permanent universal ornament. Players short on time will also be able to purchase Synthesis tokens for Silver.

Once you’ve acquired some new universal ornaments, you will want to head over to the new appearance screen in the character menu, where you can manage the ornaments on all your gear in one place. You’ll also find that you can apply shaders here individually or on all pieces of your equipped gear with one click. To make it even easier to try out a bunch of new looks in Season 14 we’ve also changed shaders to be permanent unlocks, meaning you no longer will need to hold onto stacks of shaders in your inventory.  

At the beginning of Season 14 we will be including a starting supply of Synthesis materials as reward for completing the Seasonal onboarding quest. We know many of you have been looking forward to Synthesis for a long time and want to frontload your ability to create some of the looks you’ve been looking forward to showing off.  

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Combined Fire 

We’ve still got a few quick things to cover, but I wanted to make sure we didn’t end without taking the time to recognize how incredible the team is here at Bungie. It's enormously difficult to make a game like this from home, but the team comes at it every day with unmatched enthusiasm and talent. One of the reasons why is that our team is full of Guardians: conquerors, Lighthouse frequent-flyers, lore masters, and people that just love to get in a strike or two with their family. All the work they do is because they believe that Destiny 2 can be the definitive action MMO on consoles and PC for years to come. So, without spoiling our plans for The Witch Queen and beyond, let's talk about a few more things the team is working on this year.

  • Crossplay is coming to the masses in Season 15. We’ll be doing some internal rollouts and alpha tests in Season 14 to prepare for a widespread launch this fall. With Crossplay, you’ll be able to play with all your friends no matter what platform you call home. And don’t worry, we won’t be matching console and PC players together in the Crucible unless PC players specifically invite their console friends to play with them in the PC Crucible pools. 
  • Some of you have noticed that Ikora Rey has not been nearly as present recently in Destiny 2. We've missed her as well. Not only will you see Ikora again in Season 14, she will be playing a pivotal role in The Witch Queen. 
  • In Beyond Light, we introduced Stasis subclasses. Like Solar, Arc, and Void, Stasis will continue to evolve into a fully supported damage type. In Season 15, we will introduce our first round of Legendary Stasis Energy and Power weapons. There will be a lot more info here as we get closer to the fall.  
  • More recently in Season 13, we rolled out phase one of our new gilded title system, where players can gild our ritual titles like Conqueror, Unbroken, Dredgen, and Flawless each season. In Season 14, phase two of gilding titles will roll out. When players gild a title, it will now also display how many times that title has been gilded in the past.

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I can’t overstate how excited I am for what the team has planned for this year and beyond. What we're doing this year is about multiplying our potential for years to come, and while I promised not to spoil any of the things we will reveal for The Witch Queen later this year, I feel like I owe you a little treat for sticking with me after all this text. So, here’s an early concept at one of the wild armor sets you’ll be able to earn in our next annual release. 

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Thanks for reading, 

Joe “Joegoroth” Blackburn 

Assistant Game Director Destiny 2

r/DestinyTheGame Sep 09 '24

Bungie Paving the Way for New Frontiers

1.6k Upvotes

Source: https://www.bungie.net/7/en/News/Article/new_frontiers


Today marks the 10-year anniversary of Destiny. We set out in 2014 to do something new and different for our studio. We’ve conquered the Witness, looted Dungeons, ascended to the Lighthouse, and more. Now, we look to the future.

We’re plotting our course to the stars through Codename: Frontiers. We closed a door with The Final Shape, but we are opening a new one, a weird one, an exciting one, that takes Destiny to places it has never been before.  We're building this future now and are excited to share with you a first glimpse of it today.

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This roadmap lays out our plan for Year 11 and beyond, with some exciting changes to our annual model: 

  • Two Expansions per year 

  • Four Major Updates of FREE content every year 

Over the next few months, we will be sharing more info with you on Codename: Frontiers, which is how we are describing major innovations coming to Destiny over the next few years starting with our next expansion, Codename: Apollo. We have several Dev Insight deep dives going live today and will continue to add more to this list over the weeks and months to come. 

Today, we also have Tyson Green, the Game Director for Destiny 2 and Alison Lührs, the Destiny 2 Narrative Director, diving through some of our future plans for Destiny 2. Our goal is to be more transparent in our communications with you. This means sharing our work more frequently, even if you see our mistakes and false starts along the way. So, please remember that our roadmap and plans are subject to change as we get deeper into development.

Ultimately, this is your game too. We want you to see more of how it is made, and why.

If you take away nothing else, it should be this:

We’re excited for Destiny to change and improve in ways that allow it to keep evolving in the future. 


Dev Insight Deep Dives 

Below you will find a list of Dev Insight deep dives for various innovations coming with Codename: Frontiers. We’ll be building upon this section over the next few months with breakdowns of features and changes coming to Destiny.

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Tyson Green: My name is Tyson and I’m the Game Director for Destiny 2, and I'm excited to speak today about our team’s vision for Destiny.

First and foremost, we all still love Destiny. It is a unique and challenging game, both for you and for us. I’ve personally been working on Destiny for 15 years and it still excites me creatively. There are not many games I could say that about.

But at the same time, we recognize that it has become too rigid. Expansions have started to feel too formulaic and are over too quickly with little replay value. Seasons and Episodes keep getting bigger but can still feel like you are just going through the motions.

We believe it’s time for Destiny to change and evolve, and that our community wants this game to grow and innovate too. And to do that, we need to start breaking some of the molds. 

Annual Expansions 

So, we’re going to start with annual Expansions.

We’ve loved creating annual Expansions and are especially proud of The Final Shape. But the truth is that they dominate almost all our development effort. We need to free ourselves up to explore and innovate with how we deliver Destiny 2 content so we can invest in areas of the game that will feel more impactful to players.

Starting next year, instead of one big Expansion, we are going to deliver two medium-sized Expansions, one every six months. Each of these will depart from the one-shot campaign structure we’ve been using essentially unchanged since Shadowkeep, and each will be an opportunity to explore exciting new formats instead.

We are excited to try new things that challenge your idea of what a Destiny experience can be. We are actively prototyping non-linear campaigns, exploration experiences similar to the Dreaming City or Metroidvanias, and even more unusual formats like roguelikes or survival shooters. Each expansion will present a new opportunity to try something different.

Departing from one-shot campaigns doesn’t mean we are turning away from great story telling. Going forward, we want to return the mystery and wonder that was woven into the fabric of early Destiny, when the story felt ripe with possibilities and an epic sense of exploration and discovery. Great stories are as important as ever in our creative vision and Alison will touch more on that below.

Seasons 

With the change to two Expansions per year, our Seasonal model will be changing as well.

Instead of three Episodes, we will be building four Major Updates per year, one every three months. Each Expansion will launch alongside a Major Update at the start of a Season, and then a second Major Update will follow three months later to refresh the Core Game with new and reprised content including:

  • Activities: Strikes, Exotic missions, or entirely new modes like Onslaught

  • Rewards: weapons, armor, Artifact Mods, Exotics, and more

  • New weekly events

  • New features

  • Combat meta and balance updates 

The big Seasonal resets will still happen, but now twice a year, alongside the Expansions.

Each update will be a substantial refresh of the core game, bringing new activities and reward content. We are also excited to announce that, like Destiny 2: Into the Light, these updates and their content will be free to all players.

We want Destiny to be easier for anyone to play or recommend, so we want to remove that major barrier to the experience.

Which means we need to talk about the Core Game itself. 

Core Game 

The Core Game is Destiny’s always available, evergreen activity experience. And we need to fix two key things with it:

Approachability 

First, Destiny is too complex. With literally hundreds of activities, you practically need a PhD to decide what to play and how to get rewards you're looking for.

We’re going to start to fix this by modernizing our activity UI, the Director, to make it easier for everyone to find and launch into great activities. And we’re reworking our reward model to make sure that all of those activities offer meaningful rewards. Our Deep Dives on Activities and Rewards go into more detail on these changes in particular.

Gear and Challenge Should Matter 

Even great activities stop mattering if the challenge dries up and the rewards aren’t worth it. So, we’re investing in a greatly improved Challenge Customization system to let players of any skill range find the right challenge level for them, with rewards that improve based on the challenge level you take on.

These won’t just be simple incoming damage increases either—the team is cooking up some great gameplay modifiers that give enemies some exciting tools to mix things up on every run. We will have a deep dive coming soon to show off some of these new threats.

As for the rewards, there will be higher tiers of the Legendary gear—think Adept weapons and Artifice armor—that will be available from these higher challenge ranges in a much wider variety of activities, across both PVE and PVP. 

These two changes will help the core game experience be easier to drop into, and much deeper in terms of variety and pursuit of personal mastery. And they are a starting point for ongoing changes aimed to continuing to improve Destiny in these regards. 

The Next Multiyear Saga Starts with Codename: Apollo 

Alison Lührs: Hello! I’m Alison, and I’m the D2 Narrative Director. I’m a fresh face at Bungie; I started doing narrative direction for seasons in Fall 2022, and my first D2 expansion was The Final Shape. 

We’re proud of The Final Shape and the ending we created for the Light and Darkness Saga. And we knew that the episodes that follow would act as an epilogue, tying up Light and Dark’s hanging threads… but also setting us up for what’s next. The Episodes close doors and open new ones, purposeful ones, storylines that are set in place to prepare us for what comes next. 

And what is next is our new saga. 

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You’ll see teases of it in the later two Episodes, and then fully kick off with Codename: Apollo. This next saga is also based around a core theme, much like Light and Darkness did. It will introduce plenty of new characters, factions, twists, and more. There’s a lot more here we will say eventually, but we don’t want to spoil the journey for you. This will be a multiyear journey, one we can’t wait to take you on. 

Our first expansion, Codename: Apollo, is a nonlinear character-driven adventure.  

What Do We Mean by 'Codename: Apollo is Nonlinear’? 

Previously, in stories like The Final Shape, you experienced the story as A to B to C to D in a nice straight line. In Codename: Apollo, our story takes place over dozens of threads you’ll explore and discover. So, when you land on our brand new location, the story starts at A, and then you can choose if you want to explore C first, or try and get into B, or maybe investigate D.  

And the options you didn’t choose? Don’t worry, those other options are still open for you to go back and play through. You’ll need to! 

Because the more you play and discover, the more the story progresses, so experiencing a certain number of threads opens up the next part of the story. The order in which you explore will be something you choose, but we have built Codename: Apollo in a way the story always makes sense and flows from beginning to middle to end. There’s no time gating, no waiting for the next drop, Codename: Apollo’s story unfolds based on player progression.  

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Destiny is at its best when it's mysterious, weird, and not afraid to try new things. This shift to nonlinear stories isn’t something we’re locking ourselves into, but it is the structure that fits Codename: Apollo best. The narrative structure of the releases that follow will be quite different, a structure to suit that game’s experience, and we want to continue to innovate with each expansion across both gameplay and narrative. 

Into the Unknown 

This all sounds like a big change, and it is! Because when the rhythm of our story becomes predictable, or when characters and our world fail to change — that’s how we create a situation, not a story. So how can we innovate? By telling a story that keeps up with our innovation, not one that slows it down.

That means an evolving world; giving space for new characters, growing and evolving factions, making sure the story we tell is in a world we have nurtured, and with characters who grow in turn. We believe in rewarding the player for paying attention without punishing someone for not knowing something, that way everyone gets to come along for the ride no matter how deep in the lore they are. You’ll see that approach starting with Episodes and continuing into the new multiyear story.

So when we think about a multiyear arc, what does that look like? Think of it as a constellation of stories united by a single theme. We will show you what that theme is later but suffice to say; we believe in it. Think of this multiyear arc as a web, not a line. Each release fits into the larger saga. We can’t wait to take you on that journey.

Story is easy to spoil so I won’t ruin the details for what the theme in Codename: Apollo is or what it’s about, but I will give you something to look forward to:

Apollo ends with the narrative gasoline that will propel us into the next few years with a clear theme, goal, and a destination that won’t come at you as a straight line but will be well-worth the trip. It’ll reward you, it’ll surprise you, and it’ll take us places Destiny has never seen before.

See you when the time is right...


And with that, we come to a close. Well, a new beginning, really. Over the next few months, we’ll be dishing out more Deep Dives and engaging in more conversation. We have no doubts the above breakdown of Codename: Frontiers plans will spawn far more questions than we can answer, but we’ll be looking to keep you up to date as we take flight. Keep an eye on the Deep Dive section as we’ll be adding links to further topics.

Thank you again for joining us on the first ten-year journey in Destiny. We’ve been through so much, battling the Darkness and stopping the Witness. Now it’s time to look to the stars again. It’s time to imagine. To dream big and explore what our futures can be within this universe.

We have our heading and hope to see you join us along the way.

-Destiny 2 Dev Team 

 

For all mentions of free content, some content on PS4/PS5 requires an active PlayStation Plus subscription to access.

r/DestinyTheGame Feb 23 '23

Bungie Lightfall Launch Trailer

4.6k Upvotes

r/DestinyTheGame Jul 29 '25

Bungie Raid and Dungeons Difficulty Update

811 Upvotes

We've been watching feedback the past few weeks focused on Raid and Dungeon difficulty. The following changes are being planned for future updates:

  1. We will be updating the difficulty for Legacy Raid and Dungeon activities to address player feedback.

    1. The Combat Difficulty for normal and master modes will be reduced by 10 Power.
  2. We will also be updating difficulty and the "Combined Mastery" Triumph in the Desert Perpetual Raid to address player feedback.

    1. Base Combat Difficulty will be lowered by 10 Power: Enemies will deal less damage and players will be able to deal more damage.
    2. We will be lowering the Cutthroat Combat Raid Feat, specifically the Combat Difficulty, by 10
      1. Was +40 combatant power, will be +30 combatant power.
    3. We will be lowering the "Combined Mastery" Triumph to only require a single completion at base difficulty, which will upgrade Gear rewards by one tier depending on number of feats active.
      1. Example: Instead of getting a T1 reward, you'll get a T2 reward. Layering on additional feats will increase difficulty but also help you get to T3 rewards and beyond.

We're currently testing these changes and aiming to release them in Update 9.0.0.5 and will update you if anything changes.

r/DestinyTheGame Jul 21 '25

Bungie Armor Stats Update

792 Upvotes

We've been investigating reports that ability regen was not recharging at the rates communicated in a previous TWID following the 9.0.0.1 update. Many thanks to our community sleuths who discovered this issue and brought it to our attention.

Right now, the ability stats (Grenade, Melee, Class, and Super) are returning less ability energy than stated in our previous communications.

We had previously stated that hitting 70 in an ability stat in the Edge of Fate was equivalent to pre-Edge of Fate values (for Discipline, Strength, each class's ability regen stat, and Intellect), and that going above 70 stat would result in faster recharging than before. This isn't currently true for the 70 stat mark but the 85 stat mark, and we intend to make it true for 70 stat in an upcoming patch.

Our design goal for the Edge of Fate stats is to let players be able to reach higher heights than previously possible in the game by investing heavier into specific stats, but also have interesting tradeoffs when making build crafting choices. Making 70 stat one of the big tradeoff points is important for our design goals and for meeting player expectations for buildcrafting in the Edge of Fate.

A full breakdown of how the stats are being corrected will be shared in the accompanying patch notes (above is the simplified version). Suffice it to say, mistakes were made and we're sorry for the accidental confusion here. We intend to make it right quickly. Once again, we appreciate the members of the community who noticed this discrepancy and pushed it forward for our attention.

r/DestinyTheGame Jan 12 '23

Bungie D2 Feedback Roundup

3.5k Upvotes

Hey everyone,

I wanted to stop by and say hi and that I hope everyone had a great time over the holidays and happy start to the new year.

Now that we are kicking off 2023 we’d like to put out a call to action for some good old community feedback. Earlier today, we put out a couple of QOL changes that we hope will improve the player experience for everyone. We also have some changes to focusing coming next week as well. You can read the details here.

We wanted to see what other kinds of changes you all would like to see in both the short and long term.

Please post below with what is at the top of your list of improvements that you think need to be done to improve Destiny 2. We’d also like you to share one smaller QOL change too. I’m hoping to utilize Reddit’s voting here to get some additional feedback on what ideas are popular but we will try to read through as many of these as possible so please keep them concise. I know you could write 5000 words on a number of topics, but just hit the high points. Don’t get caught up on “What counts as a small change” as we know not everyone is a dev and knows how complicated a seemingly easy fix is, just go with your gut. As always, don’t take the top voted items here as a list of promises for changes but a reflection of the trending asks from the community.

We also have a ton of great new features and changes coming with Lightfall, some you already know about, and some we will share more about before launch.

r/DestinyTheGame Feb 13 '23

Bungie Lightfall and the Year Ahead

3.5k Upvotes

Source: https://www.bungie.net/7/en/News/Article/lightfall-year-ahead


Welcome to February, Guardians.  

My name’s Joe. You may know me as the Exo in your Grandmaster using whichever Exotic Bow matches the Nightfall singe, or the Awoken on your friends list with their fireteam set to closed as they put another hour of attempts into soloing the latest dungeon, or maybe even the human with three different red border weapons equipped trying to complete ten separate bounties in a single match, but when I’m not logged into Destiny or on socials trying to convince people my Guardian fashion game is strong, I’m also the Game Director for Destiny 2.  

In a couple of weeks, Lightfall will be in your hands. It’s the penultimate expansion in the Light and Darkness Saga and it’s a radical acceleration toward The Final Shape. But as excited as we all are about Lightfall, it's not the only thing coming to Destiny 2 this year. Destiny is a massive, living, breathing organism and what it requires to thrive is an incredible development team with a constantly updated list of priorities that can regularly inject high-value changes. So today, we’re going to pull back the curtain and talk about how we see the game right now and what changes we need to make to allow Destiny to continue to evolve and thrive the way we all want.  

First, the good: we have gotten to a place where Guardians can expect consistency in the quality of content coming to Destiny 2 all year long. From The Witch Queen to Season of the Seraph, we are incredibly proud of all the high-quality shooter content and storytelling that has been added to the game over the last twelve months.  

But amid this quality and consistency, Destiny 2 can sometimes feel too predictable. While some consistency is necessary for us to be able to regularly update the game and prevent players from having to relearn Destiny every three months, as well as to maintain our team health and sustainability, it is clear that too much predictability has created a lack of surprise and delight by the time some of our major game updates get into your hands.  

Aside from predictability, we sometimes still hear a refrain that has been sung since the beginning of our journey: “There’s just not enough to do.” While there is plenty happening at the start of an expansion or seasonal drop, by the end of a season we often see our most engaged players lamenting that they have run out of things to sink their teeth into.  

This is not a problem that one more strike or an additional map can solve. Destiny 2 has an incredible amount of content. But sometimes not all our content is as rewarding or engaging as we’d like, and sometimes you just can’t find anyone to play it with.  

So, with the issues laid out in front of us, we created four big goals for Destiny 2 leading up to The Final Shape: 

  • Expand players’ imaginations  
  • Bring challenge back to Destiny 
  • Enrich our content 
  • Connect our Guardians 

Now, none of these goals will be achieved with one change and they all are going to require consistent maintenance to remain true, but for the rest of our time together today, I would like to walk you through how we plan to address these four big goals in 2023.  

Expand Players’ Imaginations  

In Destiny 2, we want each major update to get the gears inside our players' heads turning on what's new and what it means for the way they interact with the game. This wasn’t true for all of our releases last year, and it's going to take changes across multiple releases to get us where we want to be. We can’t break all the design bones we want to right away, so instead let’s unpack how we will take on this big challenge over the course of the next year. 

Season of Defiance 

Lightfall will launch alongside Season of Defiance, and while most of this content was wrapped up before this new goal was put into place, we still have numerous seasonal quality-of-life changes along with substantial iterations to our current model coming to shake things up, starting with reducing complexity with our progression systems. This means fewer competing currencies to earn.  

We’re doing away with Umbrals and Umbral Energies, so after you’ve unlocked seasonal focusing, if you want to focus an engram into a particular seasonal weapon or armor, all you’ll need is glimmer and a seasonal engram. Additionally, seasonal engrams will be stored and tracked on seasonal vendors, so managing the engram bucket in your character’s inventory will be much easier than it is today. 

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We also won’t be asking you to hold large stacks of seasonal currency to unlock a chest at the end of every seasonal activity. Instead, we will be dropping singular keys throughout your playtime that allow you to extract better rewards from the chest at the end of a seasonal activity. This will create a simpler relationship where you know that if you have even one key, you’re getting even better rewards.  

It also represents the repositioning of these chests as true bonuses, not requirements. Unlike today’s seasonal currencies, keys won't drop every time you complete an activity. To compensate for this change, we've made the base rewards for each seasonal activity completion better, so when you earn and spend a key it is a meaningful bonus, not a requirement to engage in the seasonal playlist. Finally, by default, keys can drop from seasonal activities, which means you are no longer required to play content outside of the seasonal playlist to chase seasonal rewards.

On top of these changes in Season of Defiance, players can expect fewer total vendor upgrades, with each individual upgrade being more potent and some upgrades even offering a variance on the way you interact with the seasonal activity. In Season of Defiance, we’ve also taken a big stab at the way we name our various progression systems and currencies. We want any player to read the name of something and immediately understand what it does; in short, to spend more time playing and less time trying to understand what they are supposed to do.   

In Seasons to Come 

After Season of Defiance, we will head into Season of the Deep. With some time under our belt to react to recent player feedback, Season of the Deep will not feature a vendor upgrade paradigm. The same will be true for the following Season. This doesn’t mean players will never see a vendor upgrade system again, but instead means we want to create more varied experimental frameworks and slowly create a wide array of different systems for players to show their investment into seasonal content.  

This variety will also extend into the types of content players experience in the moment-to-moment gameplay of our later seasons. In both Season of the Deep and Season 22, the team is pushing the envelope to create more fresh activity experiences, like when we first unveiled the Shattered Realm in Season of the Lost or debuted Battlegrounds in Season of the Chosen.  

One thing we want to continue from last year is casting a wide net when it comes to the themes and fantasies our players can expect with each release. Lightfall already has a very different tone and setting from The Witch Queen, and we want to continue this tonal variety in our seasonal content. From reapers to pirates to cowboys, last year’s seasons proved that Destiny 2 can encompass experiences that contain wildly varied inspirations, and we are committed to the adventures in Lightfall’s collection of seasons feeling just as thematically fresh from one another as they did last year.  

These stories, progressions, and themes aren’t the only way we think we can stretch the player imagination space. Some of this is going to come from putting new systems into Destiny 2 or revisiting systems that aren’t quite hitting the mark. 

In Lightfall, we will be adding Guardian Ranks to the game alongside rethinking Destiny 2 buildcrafting with Loadouts. While we aren’t going to go deep into either of those systems here, they both represent new lenses that we want to continue to apply to Destiny 2. For example, Guardian Ranks aim to be the effortless way Guardians share their place in their journey with one another. No longer will the number next to your nameplate be a representation of how much you’ve grinded the Season Pass; instead, it's a representation of your experience as a Guardian and the challenges you’ve faced and overcame.

Weapon Crafting

You’re going to want a killer set of weapons for those challenges, and this year we’re going to change how you think about obtaining those weapons with some major updates to weapon crafting. While we love having some sources of deterministic perks, we’ve found that the route to getting the weapons you want to craft can be too random. At the same time, we also believe that weapon crafting being a part of so many of our weapon chases has diminished the joy of simply getting a great perk roll as a drop. So, here’s what you can expect to change with weapon crafting in the year of Lightfall. 

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  • To create independent chases for both crafted and non-crafted weapons starting with Lightfall, fewer of our total weapons will be craftable and more of our weapons with long term sources will get value from random perk rolls. 
  • To allow these non-crafted weapons to stand toe-to-toe with crafted weapons in Lightfall, in the year of Lightfall more and more of our non-crafted weapons (starting with new raid Adepts this year) will have the ability to be enhanced.
  • Enhancing allows your dropped weapon to start leveling up, use mementos, and gain access to both enhanced perks and enhanced intrinsic properties, but only the enhanced versions of the perks and Masterwork that are already on the version of the weapon you are enhancing.
  • Simply said, with some time and resources, enhancing allows you to take the random rolled weapon you’ve obtained and enhance its existing roll to match the full power of a crafted weapon.
  • We are targeting to roll this out initially with Lightfall raid Adepts at the launch of Season of the Deep. Long term, we want to expand this functionality to most of our new non-crafted weapon drops, but there are some technical hurdles we need to solve first.
  • For crafted weapons, we will have some additional changes planned: 
  • You will never see Deepsight on a weapon unless it is something you need to make pattern progress on. When you see a red border in-game, you will know it's valuable.
  • Targeting Season of the Deep, we will also be adding a mechanism to activate Deepsight on any craftable weapon they do not have the pattern for.

Finally, we want to tackle one more thing out-of-game to help with our goal of expanding the player imagination, and that’s giving our players a little more of a sneak peek into releases before they hit the servers. So, while some of our releases this year will still be kept secret until they hit players’ machines, others, like Season of the Deep, we’ll preview and share key details ahead of time.

Bring Challenge Back to Destiny 

We could have all the variety in the world, and that wouldn’t matter much if we weren’t also making sure that the content our players spend the most time with is engaging and interesting. There’s a lot that goes into making a piece of Destiny content engaging, but at the chewy center, it's challenge.  

Last year, we spent a lot of time bringing all our subclasses up to the Stasis 3.0 standard. During that time, not only did our abilities become more powerful, but their synergy with weapons and gear raised the total Power tide for all boats. 

The result of these changes is a game with a more compelling RPG, but at times lower levels of challenge in our core content. With a player base as large as Destiny’s, the right level of difficulty is going to be different for everyone. While we are still committed to offering multiple difficulty levels in content such as our campaigns, Nightfalls, secret missions, dungeons, and raids, we feel like the baseline challenge in most of our content is just too low.  

Tuning Abilities 

Bringing challenge back to Destiny requires a two-pronged approach. If we just tuned up our enemies across the game, we would start to encounter issues where combatants frequently one-shot players and would feel super spongy. As a result, even more relaxing content would require players to conform to the most meta Guardian loadouts. On the other hand, if we were only to tune the player’s efficiency, the RPG elements would start to feel like they matter less, and Destiny might start to lose its essential fantasy of being this powerful battle wizard in space. So instead of focusing just on one vector, we’re going to take measured approaches in both the player’s toolkit and the strength of our monsters. 

Let's start with the player’s toolkit. Across both PvE and PvP, we believe that abilities dominate too many engagements due to potency (which we don’t want to nerf) and uptime, which we do want to tackle. Destiny is a game about guns and powers; we want both to shine. So, starting with Lightfall, we are moderately increasing ability recharge time across a wide selection of our abilities as mentioned in the ability tuning preview last week. We’ve also noticed that enemy combatants just aren’t hitting as hard as we want them to, especially against max resilience Guardians, so we’re adjusting the amount of damage resistance granted by resilience and increasing the energy cost of resilience mods from 1 to 2 for minor mods and 3 to 4 for major mods. 

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With the buildcrafting updates in Lightfall, we believe great builds will be much more accessible to the community, and while we still want your gear and your mods to be critical, some of the buffs to Guardians’ damage and survivability were just a bit too strong in the old system, and so we’ve taken this opportunity for a balancing patch to gear-driven buffs.  

Now, I know those last paragraphs might have been scary to read, but we don’t think these changes are going to be a big swing of the balance pendulum. More than anything, this is about reining in some unintentional Power creep that we saw over the last year. We’re committed as always to making your Guardian feel like the ultimate monster-killing machine, and I’m confident that with Strand, our new buildcrafting updates, and a suite of new weapons coming in Lightfall, you will all be making Zavala and Shaxx very proud.  

Enemy Mine 

But I promised a two-sided approach to challenge, so let’s talk about how things will be shaking up with enemy difficulty. Recently, we’ve been happy with the level of challenge present in the base Heist Battlegrounds playlist. To achieve this, we used a difficulty knob that enforces just how over-leveled we will let players be compared to the enemies they are fighting. This knob has always been present across our activities, and it’s adjusted based on how evergreen we want the challenge to be in those missions.  

We were pretty aggressive with this adjustment in Season of the Seraph and it produced great results, so the base Battlegrounds playlist in Season of Defiance will use the same settings. Carrying this approach over, we are also going to be adjusting this same difficulty tweak on the Vanguard Ops playlist. We aren’t going to set this playlist knob to a level quite as intense as the Battlegrounds playlist, but we do want to use this setting to make Vanguard Ops a lot more engaging to the average Guardian starting in Lightfall. This approach to Power and difficulty is also going to be present when players are roaming around Neomuna, and while we don’t want the entire game to feel like it's turned up to 11, we think these changes will help the enemy forces patrolling Neomuna feel dangerous and worth your attention. 

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You may have noticed that we have been experimenting a lot with our Power settings over the last few seasons, and we are planning on taking on even more experiments this year. We think that there are some major issues with Power in Destiny 2 and how it prevents players from seeing some of our best content, so we’d like to make a big change to the system in The Final Shape. However, to understand more about how our changes could be improved, we want to keep tweaking our Power settings over the year of Lightfall.  

Some of these tweaks might be found in our back end with little transparency to the average Guardian, while others will be front and center. For example, when Lightfall launches, we will have a Power climb that is very similar to that in The Witch Queen, but later in Season of the Deep, we don’t plan to raise the Power or pinnacle cap at all. 

Enrich Our Content 

With all these changes to Power and pursuits, we also want to make sure there is plenty for players to sink their teeth into over the next year. For the last few years, we’ve been trying to attack this problem by trying to squeeze one more morsel of new content in each release. But I think we can get better results with a different strategy: making the existing depth of incredible content in Destiny 2 more valuable to new and returning Guardians. 

Fiery Crucible

Let's start with one of our most evergreen rituals, the Crucible. Player-versus-player combat is here to stay in Destiny 2, as we think it’s one of the most inherently replayable parts of the Destiny experience. Last year, we injected several new modes into PvP, from Rift to Eruption to Fortress. We’re excited for some of these game modes to get more facetime in the core ritual experience, but we’re not done adding variety to the ways you engage with PvP. 

In Season of Defiance, we’re looking at getting Countdown back into the game along with a respawn variant of the game mode we call Countdown Rush, where players must detonate/defuse both bombs on the map before the round ends. We also aim to run a series of Crucible Labs, including a mode where the player sandbox is dramatically changed. Weapon damage, ability uptime, and even ammo are all adjusted in a new mode tentatively titled "Checkmate Control." This mode will reward players who use their smarts and their skills. So, if the only way the enemy has been able to shut you down in the past is a solo Blade Barrage, they might be in trouble. This isn’t all we have planned for modes, so keep your eyes on Labs for more classic and all-new modes later this year. 

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Now, we think that a steady stream of novel game modes, and a reining in of player Power is going to do a lot for the health of our PvP ecosystem, but we’re still committed to keeping true to our Crucible maps plan, which means the arrival of Meltdown in Season of the Deep, a brand new Vex Network map in Season 22, and the return of Citadel in our last Season before The Final Shape. We will also be looking at our existing maps and doing a spawn retuning pass on many of them this year to improve how our various modes flow. 

In matchmaking, we still don't feel we have nailed the trade-off between fair matches and good connections. We still need to get features like Dynamic Skill Ranges in-game to allow for players across all skill levels to get consistently high-quality connections in their matches. As we continue to adjust algorithms to improve connection qualities, we are also turning our eyes toward lobby balancing, where we aim to construct matches with a more consistent skill spread amongst players on both teams.  

We also want to continue to zoom out and make sure that we’re upgrading the meta systems that encourage folks to play PvP. Think of this like the Iron Banner revamp, our recent increases to Iron Banner Reputation, and our commitment to having three Iron Banners per season this year. While we haven’t settled on all the final details, we are currently looking at the rewards and matchmaking structures of Trials of Osiris and would like to push more updates to that mode this year in order to more consistently keep the population at healthier levels. Finally, in Competitive we want to improve the speed at which players climb to the rank that most matches their Crucible skill and ensure it’s clear why you won or lost the specific number of ranked points shown after a match.  

Exotic Mission Rotator

Trials won’t be the only thing getting love as far as rituals go, so let's start talking about the PvE side of the game. Over the years, we’ve added a ton of great Exotic missions like Presage and Operation: Seraph’s Shield to Destiny 2. This year, not only will we continue to create new Exotic missions, but starting in Season 22, we will be adding an Exotic mission rotator.  

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Like our legacy raid and dungeon rotators, the Exotic mission rotator will feature Exotic missions from the past that rotate on a weekly cadence and offer great rewards for players willing to dive into some classic content. In Season 22, this rotator will contain the Exotic missions from Seasons 13, 16, and 19: Presage, Vox Obscura, and Operation: Seraph’s Shield. With this framework implemented, we hope to use this rotator in the future to continue to bring some of Destiny 2’s most classic missions back into the fold.  

Refreshing Our Strikes 

Another area of PvE we think we can have a big effect on is the Vanguard rituals. We have already talked about how we are going to be making the Vanguard Ops playlist more engaging by raising the challenge level, but with Lightfall, we are also shaking up some of the activities inside the playlist. 

This effort will begin with refreshing the Lake of Shadows and Arms Dealer strikes. Both activities have had their objectives and encounters re-imagined and upgraded to match the combat engagement levels of some of our more recent strike entries, such as Lightblade and Proving Grounds. In addition, we are also taking strikes that have not been updated recently, such as Exodus Crash and The Inverted Spire, and dramatically reducing their presence in the Vanguard Ops playlist while eliminating them from Nightfall rotations. These strikes will still be available for direct launch, but until they get brought up to the engagement parity with some of our more recent Vanguard content, they will not show up as frequently as part of ritual gameplay.  

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Aside from strikes, we are also going to be upgrading how Battlegrounds integrate with Vanguard Ops. Alongside Lightfall, the Season 16 and Season 19 Battlegrounds will be added to the Vanguard Ops playlist. We really like the fast, enemy-filled chaos of Battlegrounds, so this year we will also be adding a selection of Battlegrounds as Nightfalls. This process will begin with the Mars Heist Battleground being part of the Nightfall rotation in Season of Defiance, and we expect more Battlegrounds to be following suit each season.  

We’re excited to see how players tackle Season of Defiance’s first Nightfall rotation where four out of the six Nightfalls will be new or refreshed content coming to the Grandmaster rotation for the first time. We expect even the older Nightfalls to feel rekindled by new loadout options, since the match game modifier is also being retired from Nightfalls with the launch of Lightfall.  

Looking Further

As we get further away from Lightfall in our seasonal schedule, we are going to make some targeted changes to ritual content based on what we’ve observed about why players engage in this content. While we don’t expect these changes to make it in for Season of Defiance, over time we want to start pushing both more rewards to ritual content and more options to engage with our ritual content. This will include changes such as moving the initial source of obtaining Exotic armor away from Lost Sectors and back into the core rituals, no longer asking players to earn all three of the ritual pursuit ornaments in seasonal challenges, and allowing players to earn more new rewards and complete more of their weekly challenges by playing content of their choice, not just in the newest seasonal activity playlist.  

This rebalancing of objectives and rewards is going to be a slow burn over the year of Lightfall, and we are going to take a more direct approach in our last Season of the year, dedicating a significant amount of development time toward a more core ritual-focused season. While this Season will have plenty of new activity and story content, we want to take this time right before The Final Shape to crisp up our core rituals and pursuits as we head into our final expansion of the Light and Darkness Saga. This last seasonal effort is just now getting underway, so expect more details as we get further into the year.  

Connect Our Guardians 

A lot of what we have planned for this year is right around the corner, including big features like Commendations and Guardian Ranks with the launch of Lightfall. The Commendations system is the first step in creating stronger connections between Guardians this year.  

It can be hard to reach out to someone you don’t know. Commendations are an icebreaker – a simple way of saying thanks to players that you appreciated playing with. Over time, players will accumulate a ton of different commendations that help build a story for how others in Destiny 2 perceive you.  

Certain commendations like “Pacesetter” and “Saint’s Favorite” are only available to be given in Trials of Osiris, while others like “Perceptive” and “Knowledgeable” are given out in raid and dungeon content. Eventually, the commendations you earn will become a history for where you’ve been and what you’ve done.  

With the Commendations system, those at the highest levels of Guardian Ranks will have proven to be folks that are consistently appreciated by others in the community. Sometimes it will be because they are the kinds of people willing to do the heavy lifting when organizing a large group of players. Sometimes it will be because, even if they aren’t the kinds of people comfortable speaking up, they are always doing what needs to be done to help the group overcome the obstacle in front of them. 

Over the last few weeks, I’ve been playing a bunch of Heist Battlegrounds, and every so often I’ll get matched with a pair of folks that I have a lot of synergy with, and we will end up absolutely crushing the Hive infestation. This joy has come with this tiny sense of regret that I’m not living just a few weeks in the future and able to pass along a couple of commendations to show my thanks. I can’t wait for Lightfall to be in everyone’s hands so we can all have the opportunity to show gratitude to our fellow Guardians. 

Nice Chat 

Commendations represent just the first step of reaching out to one another. If players want to generate a deeper relationship, they need the opportunity to communicate. Over the last few years, Destiny 2 has often felt too lonely for those who aren’t playing with folks they know. In order to improve this, we’d like to invest in the overall chattiness of Destiny 2. This is not something that’s going to happen right away with Lightfall, but we want to start opening up more lines of communication between our players this year.  

To start, we want to change our game-wide text chat channels from opt-in to opt-out. What this means is that more players will naturally be put into our text channels, so you have more frequent opportunities to reach out to a fellow Guardian. Over time, we’d like to continue to invest in deeper chat moderation, better filtering, and bigger features like speech-to-text.  

We think that text chat is a great way for players to communicate with one another at their own pace while still retaining some anonymity. This does not mean that text chat is going to become required for Destiny 2! We still plan on allowing anyone inside Destiny 2 the ability to opt out of text chat entirely, meaning they will never automatically be added to a social text chat. We also plan to allow anyone the option to quickly leave channels on a case-by-case basis if the chat is trending in a way that makes their game experience worse.  

This is all going to be very new for Destiny, so I expect that we will be learning a lot from these first few steps and tweaking our plans with chat and how open various channels are as we go forward and get feedback from all of you.  

Fireteam Finder 

The last piece of our social puzzle for the year is our biggest: Fireteam Finder. Initially, we hoped to get our take on a first-class in-game Looking for Group tool in players’ hands this summer with Season 22, alongside our next reprised raid, making a perfect pairing for new raiders. But as our plans became more solidified, we realized that the features needed to create a truly top-notch LFG experience were going to require a bit more time. So, while that reprised raid is still coming out this summer, we’re pushing Fireteam Finder out to our final Season of the year alongside a brand-new dungeon.  

We think that a truly first-class LFG system won’t be perfect until we can see how our players use it, but we want to make sure that the initial launch still has a ton of features that will allow players to find a fireteam inside of Destiny. This means a Fireteam Finder that you can queue up for from anywhere in the game. The ability to tag your posts with keywords to describe the kind of group you’re running and the kind of people you’re looking to recruit. The option to create groups where folks can join automatically, allowing you to get right into the action. And the power to create groups where you as a leader can approve or deny each person trying to join up, giving you tight control over the kind of group you’re putting together.  

I can’t wait for Fireteam Finder to make its way into players’ hands later in Lightfall’s year and to see how many more of our Guardians will be able to enjoy some of the best content in gaming alongside all of you. 

So, those are the big four for the year: expand players’ imaginations, bring challenge back to Destiny, enrich our content, and connect our Guardians. It’s not going to happen all at once, and we most certainly will try some things that aren’t going to land right on the first attempt. But we are going to continue to take risks with Destiny 2, because we think taking risks is essential to surprising and delighting our players. 

It’s possible that we get into this year and discover a new set of opportunities and challenges for us to pursue. If that happens and our roadmap for the year changes, you’ll hear it from us. We’ll keep you posted on our web site and our socials. As we talked about at the start, Destiny 2 is a big, living, breathing organism, and what it needs to thrive is always changing, but one thing you can count on is that just as so many of you are choosing to spend your precious time in this game world, we are proud and grateful to be there dreaming about, creating, and experiencing this game we all love. 

Thanks for reading and see you on Neomuna, 

Joe Blackburn 

Game Director Destiny 2

r/DestinyTheGame Feb 16 '23

Bungie Destiny 2 ViDoc: As Light Falls

3.3k Upvotes

r/DestinyTheGame Jul 18 '25

Bungie Re: Missed Patch Notes

580 Upvotes

For the last few days, teams have been reviewing player reports and auditing changes to identify gaps in our patch notes article.

We're looking to get details out ASAP on the missed notes, and seriously - many apologies here.

I've said it before, but we never intend to ship "stealth nerfs" in Destiny 2. I understand this has happened a few times before, too - and it stands to show that a few of our processes need improvement. We would be completely out of our minds if we thought we could slip something under the rug without players noticing. We're committed to clear and honest comms, and never wish to deviate from that.

This was one of (if not THE) longest patch notes submissions we've had, and while we hoped we had every bullet buttoned up, we fully acknowledge we missed on some big ones here.

I don't have a specific timeline yet on when we'll get the exacts out. Warlock changes are a big one, but there's more we'll be getting straightened out too. Some exotic ammo backpack changes were also not detailed enough - we had notes on how ammo was changing all up with a broad rebalancing line, but no specific bullets for things like Queenbreaker.

Thank you to all who've been posting their findings and listing what was missed. It's helped speed up our investigations, and even helped us identify some bugs or spaces for improvement.

Much love.

r/DestinyTheGame May 06 '25

Bungie The Edge of Fate and Year of Prophecy Reveal Recap

647 Upvotes

Source: https://www.bungie.net/7/en/News/Article/year_of_prophecy_reveal_recap


Today, we announced that The Year of Prophecy begins on July 15 with the launch of its first expansion, The Edge of Fate. Our reveal stream covered many, many other topics, so let's go over them once more for those who might need it. If you prefer getting your information on video, you can always watch the stream, it's just below. If you’d rather read about it, keep scrolling.

Video Link

The Year of Prophecy Roadmap

The Edge of Fate Reveal Stream covered our plans for the future, including several core updates to game systems you have known for years with the goal of refreshing how Destiny 2 feels to both newer and veteran players.

Starting with the Year of Prophecy, each year will now feature four major content beats: two paid expansions and two major updates available to all. These major updates will include new activities, Exotic Missions, new gear and rewards, including Exotic weapons, and more. The best part is that this new structure doesn’t require paid access to seasonal activities. This way we ensure all players can experience the evolving game world together. Check all of what's coming our Year of Prophecy Roadmap below.

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Additionally, here's a list of the key dates for our next year of content.

Release

|Release Date

|Availability

The Edge of Fate Arrives July 15

The next chapter of the ever-evolving Destiny 2 universe is The Edge of Fate, launching on July 15. Guardians will explore a new destination, Kepler, while using abilities never seen before and with the help of new allies. The Edge of Fate also sets the stage for our next saga, the Fate Saga.

Video Link

The Nine will play a key role in this new era of Destiny. These powerful beings existed long before the Traveler showed up in the Sol System, and their existence, we’ll learn, enables the world we know today. After years on the sideline, it's time to face this forgotten pantheon of unknowable gods head on.

The Edge of Fate is the start of a long journey, and we are taking our time to tell a new story that for now will leave you with many unanswered questions. Each expansion will help answer some, so having two a year will allow us to deliver those beats at a faster pace than before.

A New Destination: Kepler

The Edge of Fate will take place on Kepler, a new destination inspired by the puzzle-solving and pathfinding challenges of Destiny 2’s dungeons and destination design which encourages deep exploration, mystery, and player-driven discovery. New enemies, weapons, gear, and destination-specific abilities await those brave enough to dive into its secrets.

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A key feature of Kepler is the abundant dark matter energy, which powers the destination’s abilities. The new Matterspark ability allows Guardians to bind to dark matter to change forms, enabling them to squeeze through tight spaces, jump and dash across terrain, and become a rolling force of destruction.

Additional abilities include the new Relocator Cannon, which uses Fallen dark matter tech to teleport players across the environment, and Mattermorph, which lets Guardians manipulate their surroundings using the combined forces of dark matter and Strand.

Welcome to the Portal

In addition to The Edge of Fate expansion on July 15, major core game innovations will be introduced to Destiny 2, available to all players. One of the main ones will be the Portal, a new activity selection screen that will offer instant access to a range of activities tailored to different playstyles to make it easier than ever for players to find their next adventure.

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Players will be able to easily choose between Fireteam Ops, Pinnacle Ops, Crucible Ops, and the newly introduced Solo Ops. Fireteam Ops and Pinnacle Ops reinforce quick fireteam action and longer-form cooperative content, while the new Solo Ops activities are specifically designed for solo players who want short, quick 10-minute adventures, in and out, without the need for a fireteam.

Image Linkimgur

Additionally, players can tailor activities to match their desired gameplay and the specific rewards they are chasing. Fifty all-new modifiers will allow deeper gameplay customization and offer greater challenges for players, while curated activity rotations will ensure there is always something new to chase.

Armor 3.0 and Tiering System

Armor and gear systems are also evolving to create richer opportunities for buildcrafting. Players will experience set bonuses, a rework of character stats, and armor that starts with full energy.

The new Armor 3.0 system will see the arrival of new systems to empower your playstyle. There are new stats, like one that can increase weapon damage, as well as stronger effects to those you already know. You only have to crank them up to 200 points to get them. If you also wear two or more pieces of a given set, you can push your favorite builds even further with special set bonuses.

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Then we have the new tier system for both weapons and armor. Each of the five new tiers offers better stats split, perks, and more bonus mechanics. To earn the best gear with the highest tier, you will have to take on the most challenging activities. The better higher tiered equipment you acquire, the more challenging content you can handle.

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And what better place to test your new gear than a shooting range? It's coming three weeks after The Edge of Fate is live; a permanent area and you can load in with your whole raid group to test damage to all kinds of enemies, from red bars to bosses. Ammo is on us.

Image Linkimgur

We will share more information about how the new systems work and how your current gear will live in this new system in the coming weeks. Stay tuned!

Renegades Arrives December 2

During the Destiny 2: Edge of Fate reveal event, we also announced Destiny 2: Renegades, the second expansion in the Year of Prophecy, slated for release on December 2, 2025. Inspired by the legendary Star Wars universe, Renegades merges Destiny’s distinctive storytelling and gameplay with themes and elements drawn from the iconic sci-fi franchise.

The reveal featured a brief cinematic teaser showcasing Renegades, a definitive Destiny expansion with a narrative integral to the Fate Saga, while also suffused with inspiration from and homage to Star Wars. Renegades will introduce new Destiny characters, innovative activities, and evolved mechanics designed to surprise and delight players.

Video Link

Pre-Order Information

The Edge of Fate Pre-Orders are now available on all supported platforms: PS4, PS5, Xbox One, Xbox Series X, Steam, Epic Games Store, and Microsoft Store.

The Edge of Fate Pre-Order

  • The Edge of Fate Campaign
  • New Raid
  • 1x Active Rewards Pass
  • Pre-Order Exclusive Exotic Ghost (instant unlock)
  • Pre-Order Exclusive Legendary Emblem (instant unlock)

    Year of Prophecy Edition Pre-Order

  • The Edge of Fate and Renegades Campaigns

  • New Raid and Dungeon

  • 1x Active Rewards Pass

  • 3x Rewards Passes

  • The Edge of Fate Pre-Order Exclusive Exotic Ghost (instant unlock)

  • The Edge of Fate Pre-Order Exclusive Legendary Emblem (instant unlock)

  • Renegades Pre-Order Exclusive Exotic Ship (available September 9, 2025)

  • Renegades Pre-Order Exclusive Legendary Emblem (available September 9, 2025)

    Year of Prophecy Ultimate Edition Pre-Order includes

  • The Edge of Fate and Renegades Campaigns

  • New Raid and Dungeon

  • 1x Active Rewards Pass

  • 3x Rewards Passes

  • Instant Unlock Exotic Sniper Rifle: New Land Beyond

  • New Land Beyond Ornament and Catalyst (available at launch of Destiny 2: The Edge of Fate)

  • The Edge of Fate Pre-Order Exclusive Exotic Ghost (instant unlock)

  • The Edge of Fate Pre-Order Exclusive Legendary Emblem (instant unlock)

  • Renegades Pre-Order Exclusive Exotic Ship (available September 9, 2025)

  • Renegades Pre-Order Exclusive Legendary Emblem (available September 9, 2025)

  • Year of Prophecy Exotic Emote (instant unlock)

  • Year of Prophecy Exotic Sparrow (available July 15, 2025)

  • Dark Side Legends Bundle (3 full armor ornament sets, 1 for each class, instant unlock)

  • Secret Stash (1x Exotic Cosmetic, 1x Exotic Cipher, 2x Ascendant Alloys, 3x Ascendant Shards, delivered with each seasonal update)

    Year of Prophecy Collector's Edition

Additionally, the Destiny 2: Year of Prophecy Collector’s Edition is also available for pre-order on the Bungie Store. Players can choose to purchase the physical Collector’s Edition or bundle their purchase with a game code and receive Destiny 2: Year of Prophecy Ultimate Edition, as well as all the pre-order exclusive bonuses.

Image Linkimgur

Unlock New Land Beyond Today

Pre-Ordering the Ultimate or Collector’s Edition of The Edge of Fate includes an instant unlock of New Land Beyond, a classic Exotic Sniper Rifle renewed for Destiny 2. Pre-order now to start using it today.

Video Link

Rite of the Nine is Live

Today, just after our reveal stream ended, we launched Destiny 2 Update 8.2.6, which includes changes to the abilities and weapons sandbox along with a new activity available to all players: Rite of the Nine.

During the months until The Edge of Fate, Rite of the Nine offers a fresh take on dungeon diving for both veterans and those stepping into them for the first time. Featuring the Prophecy, Spire of the Watcher, and Ghosts of the Deep dungeons, the event introduces unique twists to familiar encounters, including refreshed dungeon weapons with a striking Nine-inspired look. Guardians will reconnect with Orin, the mysterious Emissary of the Nine, closing the narrative gap until The Edge of Fate arrives.

Video Link

With the launch of the new activity, dungeoneers can earn new Bungie Rewards. Complete Titles and Triumphs to earn rewards from the new product assortment including a uniquely created Displate by Community Artist, Gabriel Flauzino.


The day we announce new content is always intense and long, but also exciting and hopeful. Rite of the Nine is the first step into the new Fate Saga that officially begins with The Edge of Fate on July 15 and will continue in the Year of Prophecy.

Ready to face the unknown?

r/DestinyTheGame Jan 31 '22

Bungie Destiny 2: Our Shared Vision

5.0k Upvotes

Source: https://www.bungie.net/en/News/Article/50989


Bungie’s bright future is only possible with you - our amazing community of Guardians.​

If you share our vision for Destiny - a single global community, that you can play anywhere, on any device, join us!  We are just getting started.​

See you Starside,​

Joe Blackburn + Justin Truman

Image Linkimgur

FAQ: ​

Q. As a Destiny 2 player, does Bungie becoming part of PlayStation have any immediate impact on how I play and experience Destiny 2? ​

No. Our commitment to Destiny 2 as a multi-platform game with full Cross Play remains unchanged.   ​

We want you to play The Witch Queen on February 22, 2022, on the platform of YOUR choice. ​

Q. Will the Destiny 2 experience on non-PlayStation platforms be impacted by Bungie becoming part of PlayStation? ​

No. We want to maintain the same great experience you already have on your platform of choice. ​

Q. Will any announced seasons, events, packs, or expansions be changed or impacted by Bungie becoming part of PlayStation? ​

No. Bungie retains full creative independence for our games and our community. Our plans for the Light and Dark Saga are unchanged, all the way through The Final Shape in 2024. ​

Q. Will Destiny 2: The Witch Queen include any platform exclusives? ​

No. The Witch Queen will not contain any platform exclusives. Every player should have an amazing Destiny experience, no matter where you choose to play ​

Q. Will cross platform features, like Cross Save, Cross Play, the Destiny 2 Companion App, or third-party apps like Destiny Item Manager (DIM) be changed or removed? ​

No. Bungie’s commitment to cross-platform play and social features remains unchanged. We believe games are best shared with friends, wherever they choose to play, and will continue to invest in new features and platforms. ​

Q. Bungie has future games in development, will they now become PlayStation exclusives? ​

No. We want the worlds we are creating to extend to anywhere people play games. We will continue to be self-published, creatively independent, and we will continue to drive one, unified Bungie community. ​

Q. I play Destiny on Steam, Xbox, or Stadia – will my platform still be supported? ​

Yes.

r/DestinyTheGame May 24 '22

Bungie New Season Trailer just launched Spoiler

5.0k Upvotes

r/DestinyTheGame Jul 19 '25

Bungie The Desert Perpetual Raid Race Megathread Spoiler

295 Upvotes

Hello Guardians,

Another raid race is upon us! We ask that you keep all hype, reactionary comments/thoughts, news bits, etc., within this thread while it is active.

Information

Where to Watch

Drops

Currently only available via Twitch

  • Power Hues, earned by watching any streamer playing Destiny 2 for 1 hour
  • Golden Relief, earned by gifting a sub to any streamer playing Destiny 2 from July 20 01:00 UTC to July 29 17:00 UTC

Disabled Items

Please note that players will not be prevented from equipping disabled Fragments or items with disabled perks, but the effects will not work when in the raid during the disabled time frames listed above.


Warning, spoilers inbound!

r/DestinyTheGame Nov 29 '17

Bungie The State of Destiny 2

15.6k Upvotes

Source: https://www.bungie.net/en/News/Article/46504


Hey everyone,

With Destiny 2’s console and PC launches behind us, we want to take some time to talk with you about Destiny 2 – specifically where it’s at today, and where it’s going. Our team has been reading feedback and working on updates to improve the game. We’ve also been reading some tough criticism about our lack of communication, and we agree we need to be more open. 

Going forward, Destiny 2’s post-launch game systems, features, and updates are being designed specifically to focus on and support players who want Destiny to be their hobby – the game they return to, and a game where friendships are made. We want Destiny to be a game that fits into your life, providing you with reasons to log in and play with your friends, clans, and families. We want Destiny to be a world you want to be a part of.

A month ago, we published a list of improvements on the blog. Today, we’re going to revisit that list and update its status, and share some of the work the team is readying for December, January, and beyond.

We know it’s frustrating when there isn’t enough of a dialog with the development team. You have our commitment that we’re going to do a better job going forward.

  • Luke Smith & Chris Barrett

Upcoming Updates Overview

We previously published a list of upcoming Destiny 2 improvements we want to deliver. Some of these updates will be introduced on December 5 and December 12. Others will land in the New Year.

  • New systems and rewards to give our most engaged players additional, optional pursuits, including:

    • A new Weapon Tier: Masterworks, which will feature stat trackers, random, re-rollable stat bonuses, unique item tooltips, and item details screens (see the December Update Details section below for more info)
    • Improved vendor rewards, adding ways for people to purchase items directly with their Legendary Shards and Tokens (see the December Update Details section below for more info)
    • Adding Armor Ornaments that grant visual permutations of armor as players complete specific Challenges (see the December Update Details section below for more info)
  • Better incentives for players who complete challenging Prestige activities

    • We’re targeting a January update to provide better incentives to complete Prestige activities
  • Better rewards and replay value for Strikes, Adventures, and Lost Sectors

    • In December, we will be introducing a Heroic Strikes playlist and more generous Strike rewards
    • Rewards for Adventures and Lost Sectors are still on our radar, but will not be delivered for our December updates
  • Private matches for the Crucible

    • Still targeting early 2018 and expect to have better insight into exact timing in the New Year
    • We are also moving Ranked PVP to the top of our priority list for next year to support the competitive community
  • Crucible tuning like adjusted Supremacy scoring and better spawning rules

    • In December, we will introduce additional updates and bug-fixes intended to improve these areas of the Crucible
  • Better incentives for completing Crucible matches (and penalties for quitting competitive games)

    • A "Quitter Penalty" system is currently in development, and you can expect an update on the deployment of this system in the New Year
  • Continued improvements to Iron Banner and Faction Rallies, including uniqueness of rewards

    • The next Iron Banner and Faction Rally will introduce improvements in both these areas (see the December Update Details section below for more info)
  • Changes to make the mod economy more interesting and impactful

    • The Gunsmith will have some updates to how Mods are acquired (see the December Update Details section below for more info)
    • We are exploring more updates to this system in the New Year
  • Ongoing improvements to Exotics, including adjustments to reduce instances of duplication

    • We plan to tune under-performing Exotics and will continue to make targeted updates and improvements
    • Duplication protection will be added for Exotics in the New Year
  • New ways to spend surplus currency and materials (looking at you Legendary Shards)

    • Players will be able to spend Tokens and Legendary Shards on Vendor inventory (see the December Update Details section below for more info)
    • Xur will have new items, as well (see the December Update Details section below for more info)
  • An emote interface that allows players to equip Salty, Spicy Ramen, Six Shooter, and Flip Out all at the same time

    • Emote interface improvements are still on the list, and you can expect an update on the development of this system in the New Year

We will continue to revisit and update this list in the weeks and months ahead to keep you up to speed on what we’re working on. Below, you’ll find more specific detail about each of the features and updates you can expect to land in December.


December Update Details

There are four key areas we’re targeting for improvements in December. Some of these updates will arrive with the December 5 update, and some additional updates will be included in a patch that will be deployed the following week on December 12.

Both updates combined include improvements set against the following goals:

  • Deepen Rewards for advanced players

  • Provide More Player Control over obtaining rewards

  • Make Shards Useful by adding things to use them for

  • Provide General Quality fixes wherever possible

The following changes are the first steps towards achieving these goals, with more planned for our next release in January. Here is a preview of impending changes to Destiny 2. Each category is marked with a forecast delivery date.

Masterworks Image Link

Image Link

  • [DEC 12] Legendary Weapons will drop as or be upgraded to become Masterworks versions

    • Masterworks will have a few advantages over the baseline Legendary weapon:
    • Track and display the number of kills with that weapon (with choice between total count or Crucible-only count)
    • Generate orbs for you and your allies on multi-kills
    • Add weapon stat bonuses that are selected randomly from a small pool and are re-rollable
    • Masterworks drop from any source of Legendary weapons for characters above 250 Power
    • Unwanted Masterworks can be dismantled into materials that can upgrade an existing Legendary Weapon into a Masterwork
    • Raid and Trials of the Nine Weapons will have a very high chance to be Masterworks
    • We have future plans to extend Masterworks to other gear and expose your kill counts in more places (e.g. Crucible kill screen)

Armor Ornaments Image Link

  • [DEC 5] Armor Ornaments will be added to some existing Armor sets for more visual customization without losing your Shaders or Mods

    • These ornaments will be unlocked by completing objectives specific to each set, and are permanently unlocked account-wide, just like Exotic Weapon ornaments
    • They will be applied to the base pieces that you may already have collected, and can now unlock on Vendors if not
    • In Season 2, the following sets have ornaments unlocked in their respective activities:
    • Vanguard Faction Armor
    • Crucible Faction Armor
    • Trials of the Nine Armor
    • Iron Banner Armor
    • Dead Orbit Armor
    • Future War Cult Armor
    • New Monarchy Armor
    • Eater of Worlds Raid Lair Armor

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  • [DEC 12] Faction Armor and Weapons will be unlocked for purchase for Legendary Shards and Faction Tokens on most Faction Vendors

    • All five Armor Slots will always be present, and Weapons will rotate weekly on Factions that have them
    • Slots will be unlocked by claiming Reward Engrams from the respective Faction
    • You will get credit for engrams you may have already claimed since launch

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  • [DEC 12] Xur has some new offerings for players collecting Exotics:

    • Every week, you’ll be able to acquire one of the new Fated Engrams using Legendary Shards that will decrypt as Exotics that aren’t already in your collection
    • A simpler Three of Coins that boosts Exotic drop rates from any source for 4 hours
    • No obscure stacking mechanics or need to re-apply before every boss
    • These cost Legendary Shards and you can have as many as you like

General Investment Image Link

  • [DEC 5] Banshee has some updates on the Weapon and Armor Mod front:

    • For players wanting to clear some Mod inventory space, Rare quality Mods will dismantle into Gunsmith Materials and have a chance to produce Legendary quality Mod Components
    • For players chasing specific Legendary Mods (including Legendary Kinetic Mods), Banshee will offer a selection of specific Legendary Mods for direct purchase, with a selection that will rotate daily and cost Legendary Shards and Mod Components
  • [DEC 5] For players chasing a world Legendary or looking for Masterworks, Master Rahool will sell some of his rumored hoard of Legendary Engrams for Legendary Shards

  • [DEC 12] Commander Zavala and Lord Shaxx will sell Gift consumables for Legendary Shards that can be used during a Strike or Crucible Match that will serve the following functions:

    • Grant bonus rewards to everyone in that activity upon completion, friend or foe alike
    • Award anything from Faction Tokens to a round of Exotics for everyone in the match
  • [DEC 12] Exploit safeguards on Chests and Resource Nodes are greatly relaxed and players should encounter them less frequently

    • Even if they do, drop rates for Tokens is only reduced to 30% instead of 0%, and Glimmer will be unaffected
    • We want to associate a visual indicator with this in a future update, but we weren’t able to pull that off in this update (but we hear you!)
  • [DEC 12] Vendors will now beckon you to hand in your Reputation Tokens only when you’re carrying enough to earn a Reward Engram

  • [DEC 5] Changes affecting Reputation Tokens:

    • Daily Challenges will have Reputation Token awards increased across the board
    • Cayde’s Treasure Chests still offer variable rewards, but now guarantee (at minimum) a payout of destination appropriate Reputation Tokens
    • Strikes will drop a larger number of Vanguard Reputation Tokens
    • Common quality Destination Resource Tokens will have their drop rates increased to 100%, and values per Token increased as well (by 50% for common quality Tokens and 250% for rare quality Tokens)
    • On the balance, Reputation required per Reward Engram will increase for Destination Factions (+37%) and Gunsmith (+50%)
    • Leviathan Raid Tokens will be redeemed at Benedict immediately upon obtaining a Token, instead of requiring a full clear before unlocking

With the launch of Curse of Osiris, and the beginning of Season 2, you can expect to see a full suite of patch notes that will document all of the changes outlined above, as well as additional gameplay and sandbox tuning changes the team is making to improve Destiny 2. We’ll also soon be providing pre-load and launch day details, as well as a roadmap for our Season 2 content, which includes The Dawning in mid-December.


XP Mechanics

Last weekend, we disabled a scaling mechanism that adjusted XP gains up and down without reflecting those adjustments in the UI. Our intention was to keep slower-paced activities as rewarding as high intensity grinding without confusing variations in displayed XP values, but the silent nature of the mechanic betrayed the expectation of transparency that you have for Destiny 2.

We were able to disable the system with a server-side change, but a new solution is now needed to rebalance XP in Destiny 2. We have begun that work, and will continue to provide updates to you about timelines and specifics. The values coded into our website API are being updated today (and may already have been as you read this post) to reflect the removal of this scaling mechanism. In a future update, we intend to link these internal and display-only values together for greater consistency, and to ensure that when changes are made they are accurately reflected everywhere we report them.

We already see that the newly adjusted 160K XP per level value means that leveling is too slow for some activities, and we have begun the process of collecting data and recalibrating XP earn rates to improve them as quickly as possible.

XP boosts, including both consumable items and passive bonuses like the Well Rested 300% bonus, were always applied after this system and never resulted in early slowing of XP. They should be unchanged by the disabling of this system and will continue to provide their stated increase in XP gain.

Expect to see a lot of conversation from our team on this front, as XP rewards are updated and brought back in-line with player expectations.


The Future

Going forward, we plan to continue this dialog as openly and frequently as possible. This will be an ongoing process, but one that we are committed to.

This week we’ll be publishing a new episode of the Bungie Podcast where we will sound off on the current state of Destiny 2, how we think about our communication challenges, and what it takes to update the game in the wild. You’ll be able to listen on both Apple and Android devices. 

Thank you for playing, for being passionate about the Destiny 2 experience, and for working with us as we look to continuously improve our game and studio communication.

r/DestinyTheGame Apr 17 '24

Bungie Onslaught Reward Updates

2.4k Upvotes

We've been following feedback that there should be better incentives to stay in Onslaught for the full 50 waves, so teammates don't dip out after wave 10. We're adding two additional weapon rewards to Onslaught and buffing Trophies of Bravery drops to help address this.

Change 1: A chance for one additional weapon to drop when you complete a wave. The drop chance will increase per wave until you get your weapon, and the drop will be guaranteed on wave 50.

Change 2: A bonus weapon will also drop after you complete wave 50 in either difficulty. This change along with the first means that completing 50 waves will guarantee two additional weapons.

We will also be increasing the number of Trophies of Bravery you receive from completing waves 40 and 50 of Onslaught and waves 30, 40, and 50 on Legend Difficulty. Our goal with these changes is to make sticking it out into the later waves feel more rewarding.

We've also seen people ask if Shaxx's vendor reputation will be able to be reset. Lord Shaxx's vendor in the Hall of Champions was not meant to be reset and any text stating a reset is available is a bug. We investigated adding resets, but it wasn't feasible at this time. One of our goals with adding the additional chance for a weapon to drop when completing an Onslaught wave (as detailed above) is to increase the total rewards earned, as you can no longer earn BRAVE engrams from Shaxx after you hit his reputation cap.

We are targeting an update next week to get these changes live in the game.

r/DestinyTheGame 5d ago

Bungie Ash & Iron Major Update Trailer

360 Upvotes

Didn't see the bot post yet, so throwing this here. New event announced, previews Exotic Mission and an activity. Weapon teasers.

https://www.youtube.com/watch?v=lmEo0y5ZnOU

r/DestinyTheGame Aug 10 '23

Bungie Thank You, Commander: The Future of Zavala's Journey

3.2k Upvotes

Source: https://www.bungie.net/7/en/News/Article/zvaa


Earlier this year, we lost Lance Reddick, the English language voice actor of Commander Zavala. The passion and professionalism Lance brought to the role over the last decade was unmistakable and loved by all. Lance’s iconic voice led us through the most intense moments in Destiny’s history and his impact on our Guardians, our community, and Bungie as a whole will never be forgotten. 

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Commander Zavala has been central to the story we have been telling since the original Destiny, and we have plans to continue his journey. 

Keith David, a prolific actor on the stage and in television, film, and games, will assume the English language voice of Zavala in The Final Shape and beyond. Separately, Lance’s existing lines in-game will remain untouched for the upcoming release. 

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(c) Jonny Marlow CPi syndication 

On becoming the new Vanguard leader, Keith said, “I am honored to continue the great work of Lance Reddick as Zavala. Lance captured the character's sense of integrity so wonderfully. It is my intention to continue that work.” 

Bungie is honored to continue the relationship that began with Keith during the days of Halo, and the team is excited for what he brings to the role of the Commander. We will always remain respectful to the role Zavala has played thus far, and look forward to the journey ahead.