Destiny 2’s Season of the Splicer is almost over and as the season ends, developers Bungie have started hyping up their huge Destiny 2 Showcase on the Witch Queen along with the new Season of the Lost which will presumably lead up to the big expansion with the return of Queen Mara Sov with Osiris on her side. This has huge story implications as from the information we have currently, Osiris is most likely Savathun, the Witch Queen, or at least is being controlled by her. It will be interesting to see how everything will play out over the course of the season.
Along with the story implications, Season of the Lost is set to add many features and tweak the game in many ways. And Bungie have been revealing the changes in their weekly TWABs leading up to the showcase.
Reputation Reward Structure
Over the seasons, Bungie have have been phasing out the old Token systems which were present in Destiny for vendor rewards. And moving towards a reputation based rewards structure. Over the last few Seasons, Crucible and Gambit have been updated to this new reputation system and reward tracks.
With Season of the Lost, the Vanguard Ranks will be introduced in Destiny 2. Along with them, there are changes coming to this reward track for all core playlist activities.
In Season 15, ritual reputation systems on Lord Shaxx, The Drifter, and Commander Zavala will be known as Crucible, Gambit, and Vanguard Ranks. And with that, Infamy and Valor ranks will be retired for Gambit and Crucible respectively.
Vanguard, Crucible, and Gambit Ranks to have a faster and streamlined progression system without any ritual-specific rules that impede progress.
Removal of win streak bonuses, in exchange for activity streak bonuses. The longer you stay in a activities playlist the larger the streak bonus is going to be. (Quitting activities or going AFK will invalidate the streak)
Reputation bonus weeks have been standardized to 2x multipliers when active.
Bounties will no longer provide reputation as rewards, but primarily focus will be on XP.
The seasonal ritual weapon and ornaments are being moved to the reputation reward tracks of Vanguard, Crucible, and Gambit.
New Nightfall Weapons and Weapon Rotation
Starting in Season of the Lost, the Nightfall weapon rotation will be changing. Instead of six weapons in a 1/1/1/3 rotation there will be eight weapons, in pairs consisting of one newer and one older weapon. So for Season of the Lost, the following weapons are being reprised to be earned in Nightfalls and their Adept versions in Grandmasters.
The Grandmaster Nightfalls are the hardest content in Destiny 2 and as of now they have been changed over the season in order to grant more materials and Adept weapons for players willing to grind for them. The gilding of the Conqueror Title allows the players who have managed to complete all the Grandmasters in a season to show off their achievements.
For any players who have not managed to get to guild their title during the middle of the season there was an addition of a catch-up node, which currently appears during the final three weeks of a given season. This has led to people waiting for the last three weeks in order to grind the easiest perceived strike for the rewards. Due to this the following changes are coming tot the catch up Node.
The Grandmaster catch-up node will become available at the same time that Grandmaster difficulty is available, so long as the players have the Conqueror title but have not yet gilded it this season.
Each Grandmaster Nightfall will be available if the fireteam leader has not completed the gilding Triumph for that strike during the Season.
Destiny 2 rotates the champion mods which are to be used for champion enemies. And for Season of the Lost, Destiny 2’s Twitter account has revealed the upcoming mods for the season.
Here it can be seen that there is an Anti-barrier auto rifle, unstoppable linear fusion rifle, fusion rifle, pulse rifle & sidearm and overload bows. The Destiny 2 twitter account has also teased an overload sword as there is usually a special/Heavy weapon in the seasonal artifact.
Cross-play Across all Platforms
Cross-play was something Bungie have teased from the start of the season, they’ve even ran a Beta test in May. Now with Season of the Lost, it will be fully implemented into Destiny 2 with a few changes coming to the naming system.
Every player in Destiny 2 will be presented with a “Bungie name” along with their Display name and this is to account for all players across all the platforms. Along with the name a symbol appearing to show each of the platforms of the players. Also, any PC players’ names which cannot be registered due to profanity or names which have symbols that cannot be typed on console will be assigned a basic name of “Guardian[Random Number]”. So PC players will need to tweak their names to fit with what Bungie desires, as the ability to change one’s name won’t be available till winter of this year.
Here’s how Bungie Names will work and look:
“Bungie Name”: PlayerName#1234
“Display Name”: PlayerName
“Numeric ID”: 1234
Alongside that, there will be various methods to add friends to the roster across the platforms in game:
Log into Destiny 2 on a device where you want to turn platform friends into Bungie Friends, and then issue requests via our Roster screen.
Search for your friends using player search on the Invite screen.
Use Bungie.net friends finder, where you can link all of your platforms, and then issue Bungie friend requests to all your platform friends.
Cross-play will matchmake players all across the PvE content but in terms of PvP namely in Crucible, Iron Banner, Trials, Gambit, matchmaking has been disabled to have a level playing field. The matchmaking in PvP will have the following restrictions:
PC players will match with other PC players.
Console players will match with other console players. Stadia will be in the Console pool.
Fireteams with any combination of PC players and console players will match in the PC player pool.
Controller Sensitivity changes
From Season of the Lost, Destiny 2 will be removing the traction mod as it is not helpful on mouse and keyboard even though it felt necessary on a controller. So they are implementing some changes to bring controller input closer to parity with keyboard and mouse.
Added a sprint turn speed scalar option (allowed values 0.3 to 0.8).
Added additional controller sensitivity options (1-10 sensitivity is the same as before, 11-20 increases over that).
Added an ADS sensitivity modifier (allowed values 0.5 to 1.5).
Warmind Cells Nerfs
Warmind Cells have been overpowered in PvE for a long time in Destiny 2 and Bungie have acknowledged that the mods have been overpowered at clearing hoards of enemies. For them to not trivialize future content, they are being nerfed in Season of the Lost .
The nerfs are as follows:
Base Warmind Cells
Reduced radius of the explosion/effect range of Warmind Cells (10 → 6 meters).
Reduced damage of the explosion of Warmind Cells (previously 200-400 → now 50-250).
Increase the mod cost of Global Reach to 3.
Reduce the amount of radius increase (20 → 10 meters).
Reduce the duration of the suppressing effect when using Cellular Suppression (3 seconds → 2 seconds).
Wrath of Rasputin
Reduce bonus Solar damage (previously 100-200 → now 25-100).
Elemental Well Mods Buff
Elemental Well mods have been introduced to Destiny 2 from the Beyond light expansion but till now they have been underwhelming in usage rates and effectiveness. Two Elemental Well mods are getting improvements in order to make them a more competitive choice when compared to other combat style mods.
Elemental Armaments now has an increased chance to spawn an Elemental Well based on the tier of the enemy defeated.
Font of Might’s base duration has been increased to 10 seconds and increased the damage bonus provided from 10% to 25%.
Finder, Scavenger and Holster Mods
Season of the Lost is bringing tweaks to scavenger mods in order to balance their overuse in PvP while adjusting the ammo finder mods to not feel those effects in PvE. Along with these new leg mods called holster mods. All these mods will now function as the following:
Ammo Finder: Now have an increased chance to spawn ammo on kills with primary weapons, and a further increased chance with Exotic Primaries.
Scavenger: Multiple copies of Scavenger mods of the same type no longer stack.
Holster: This is a new type of leg armor mod that will gradually reload stowed weapons of the matching type over time.
Multiple copies of holster mods of the same type will increase the rate ammo is reloaded.
The following weapon types will have holster mods: auto rifle, fusion rifle, grenade launcher (Power), hand cannon, linear fusion rifle, machine gun, pulse rifle, scout rifle, shotgun, sidearm, submachine gun, sniper rifle, and trace rifle.
Hand cannon excludes Eriana’s Vow.
Rocket launchers, breech-loaded grenade launchers, and bows will not have holster mods, as we didn’t want to affect any weapon that has a magazine size of 1.
Trails Rework, Iron Banner and PvP
In the latest yearly update on Destiny 2, the issues of 3-peaking were said to be addressed in competitive playlists along with a revamp of Trials of Osiris. This was elaborated more by Assistant Game Director Joe Blackburn, with a twitter thread addressing the issues of PvP along with other concerns. Bungie have been keeping the details about the Trials rework close to their chest and the changes are going to be revealed on the showcase on August 24th. One thing we know for sure is that target farming Trials weapons will be much more efficient in Season of the Lost.
One thing we know is that Destiny 2 is getting anti-cheat added with Season of the Lost .
In Season of the Lost, they will be introducing the first round of Legendary stasis energy and power weapons as mentioned in the Destiny yearly update. This is to bring bring stasis on par with solar, arc, and void in terms of the functioning of the subclasses. In the most recent TWAB more details were revealed.
Stasis power weapons are in the power slot, but all other stasis weapons are in the kinetic slot. Stasis weapons don’t intrinsically do anything differently from weapons of other damage types, but they are the only weapons that can roll with stasis perks. Stasis perks will have a slowing or freezing effects with a kill trigger, and will be easy enough to trigger in PvE and fun to use, but not obnoxious to play against in PvP.
Decreasing the grind for Stasis
The grind for unlocking aspects and fragments from the Destiny 2:Beyond light campaign has only increased with the addition made with each season. So Bungie are trying to reduce the grind across the board on this aspect.
Starting in Season of the Lost, the Exo Stranger, will now reveal more information on how to complete the tasks required for earning more stasis power. Guardians who have finished the Destiny 2: Beyond Light campaign and visit the Exo Stranger on Europa will see the entire path for unlocking aspects and fragments. Additionally, many of the pre-requirements for obtaining and completing the “Born in Darkness” quest chain will be reduced or removed.
Guardians who have completed the Destiny 2: Beyond Light campaign will have immediate access to the Born in Darkness quest chain from the Exo Stranger on Europa. The Exo Stranger also reveals every unowned fragment, regardless of progression through the “Born in Darkness” questline, giving a preview of the many powers to unlock.
Changes to Primary Ammo and Perks
All primary ammo weapons now have infinite ammo. Inertia Override has been adjusted to account for there being no primary bricks to activate the perk.
Drop Mag: Drop Mag’s downside of reducing reserve ammo is now almost meaningless so it has been reworked to be +reload speed, -magazine size.
Compact Arrow Shaft: Compact Arrow Shaft’s upside of increasing reserve ammo likewise has been reworked to be +reload, +handling.
Firing Line: Now does reduced damage bonus to +20% precision damage for all supported weapon archetypes (was highly variable depending on weapon type) and it will roll on some sniper rifles, linear fusion rifles and machine guns, and maybe some other stuff in the future.
Changes to Subclasses and Abilities
Season of the Lost is also bringing a lot of changes to Guardian Abilities in Destiny along with a lot of buffs to the light sub classes, as promised.
Separate Melee Actions
Starting next season in Destiny, players will be able to bind the charged melee attack and the uncharged melee attack to separate inputs, giving you greater control of when you use your abilities. This is an opt-in feature, and these new actions will be unbound by default. When guardians go to customize your controls, they will see the following new entries in the action list:
Auto-melee is the new name for the melee action that players used to.
Charged melee is a new action that will always activate the players charged melee ability upon button press, regardless of whether an enemy is in lunge range.
Uncharged melee is a new action that will always activate the uncharged melee, even when the player’s charged melee ability is fully charged.
In order to make the stasis freeze abilities less frustrating in PvP when a player is frozen. The following changes have been made to them:
Frozen players can now initiate breakout while airborne.
Shortened breakout animation and camera transition. This means that once the player decides to break out, they will be able to fight back sooner.
Differentiated long freeze and short freeze visual treatment to make each status easier to identify.
Sliding in Destiny 2 has always been the most efficient way to close distances in PvP. So due to this, there are a few nerfs coming is to slightly reduce the effectiveness of sliding into engagements to gain the upper hand. While sliding, players now incur the following weapon penalties:
+15% shotgun pellet spread
Titan Abilities and Subclasses
Titan Barricades across all sub-classes are getting buffed with changes for more usage than that exist now.
Players moving at high velocity now take more damage when moving through hostile Titan Barricades.
Barricades now slightly protrude into the ground to better protect the Titan’s feet on uneven ground.
Along with these changes there have been more specific buffs to rally barricades to increase usage. Standing behind the Rally Barricade now also provide the following weapon buffs:
Along with these changes, there have have been a ton of subclass specific changes. and even more subtle changes on top of that.
While equipped with Cryoclasm, base slide now shatters crystals and frozen enemies.
Increased duration of screen FX notifying players that Cryoclasm long slide is ready from 1 second to ~4.5 seconds.
Increased movement speed of Shiver Strike by 25%.
A bug was fixed where the overshield provided by Whisper of Rime was not scaling precision damage correctly.
Increased time before hammer explodes after hitting the ground from 6.5s to 10s.
Throwing the hammer now has increased damage vs. powerful PvE combatants by ~50%
Top and Bottom Tree Sticker
Increased slam detonation radius of Fists of Havoc by 14%.
Reduced slam damage falloff.
Reduced slam attack activation cost from 21% to 18%.
Inertia Override has increased duration from 4 seconds to 6 seconds.
Sliding over an ammo brick now grants 20% melee energy.
Warden of Dawn has increased damage taken from bosses from 0.25x -> 7x (at 0 Resilience).
Damage taken on Warden of Dawn can scale down to 0.25x based on the owner’s Resilience stat.
Hunter Abilities and Subclasses
Increased Squall movement speed by 20%.
Squall storm now stops when it touches a boss
Withering Blade will have increased projectile speed and tracking by 10%
Knife Trick has increased burning duration from 3s to 4s.
Six Shooter Damage falloff now starts at 25m instead of 20m.
Extended passive Super duration from 16 seconds to 20 seconds.
Increased heavy-slam detonation radius from 5m to 6m.
Increased damage vs PvE combatants by 33%.
Deadly Reach duration increased from 8 seconds to 10 seconds
Dealing damage with Tempest Strike now triggers Lightning Weave.
Timer for Lightning Weave can now be extended by dealing damage with any weapon.
Reduced damage reduction during spectral blade Super from 52% to 47%.
Reduced additional DR when invisible from +5% to +3%.
Warlock Abilities and Subclasses
Reduced Shatterpulse damage vs. close-range Supers.
Warlock must now freeze and shatter twice to defeat players in Burning Maul, Fists of Havoc, Sentinel Shield, Nova Warp, Arc Staff or Spectral Blades
Celestial Fire now has reduced cone angle and Arming Shape (proximity detonation) now shrinks over time, Reduced detonation size by 1m and the damage falloff increased at short distances.
Icarus Dash now provides only one air dodge every 4 seconds. While under the effects of Heat Rises, increased to 2 dodges every 5 seconds.
Duration of Heat rises increased from 10 seconds to 15 seconds. Also the time extension awarded for air kills while Heat Rises is active has been increased (The extension duration differs based on the type of enemy killed. The players location now appear on enemy radar when using Heat Rises.
Well of Radiance now takes increased damage taken from bosses from 0.25x → 1.5x (at 0 Resilience). Damage taken can scale down to 0.25x based on the owner’s Resilience stat. This refers to the Well of Radiance itself and not players inside the well.
Well now takes increased damage resistance from enemy players from 20% to 40%. Players inside Well of Radiance are now immune to stasis freeze and slow. Well Sword can now be frozen and shattered by stasis.
Duration of Guiding Flame increased from 7 seconds to 10 seconds and its damage buff increased from 20% to 25%.
Phoenix Dive now has a reduced delay before dive starts and now the players can now input a direction to dive in that direction.
Solar ability kills and burning targets now activate Igniting Touch on death, causing targets to explode and burn other nearby enemies.
Chaos Reach now has increased beam environment-collision size to better match collision size with damage size.
Reduced beam damage radius in PvP by 20%.
Reduced beam end-point-sphere radius in PvP by 33%.
Arc Soul now has increased duration from 12 seconds to 13 seconds and Increased fire rate by 10%.
Electrostatic Surge now increases sprint speed when allies are near.
Landfall now fires five arc ground projectiles on cast.
Nova Warp now does increased damage vs. PvE combatants by 73%. It no longer slows movement speed while charging/charged and now detonates on cast.
Handheld Supernova now does increased damage vs. PvE combatants by 100% and the hold time is being increased from 2.5 seconds to 3.2 seconds.
Exotic Retunes and Reworks
Super Regenerating Exotics
A few Super generating exotics outshine most exotics and have the most usage in high end content. So to balance them out, Bungie is standardizing the Super required across these exotics in various ways.
Shards of Galanor: Increased the amount of Super granted for hits, but total Super regain is now capped at 50%.
Ursa Furiosa: Capped the amount of Super energy th player can regain once your Super ends at 50%.
Skull of Dire Ahamkara: Increased the amount of Super refunded per kill, but total Super gain is capped at 50%.
Phoenix Protocol: Capped the amount of Super energy the player can regain once your Super ends at 50%.
Stormdancer’s Brace: Now also refunds up to 50% of your Super energy after the player’s Super ends, based on the number of kills.
The Bombardiers: The bomb now has a secondary effect based on your subclass type. Like Blind for Arc, Burn for Solar, Slow for Stasis and Suppress for Void (The suppression will not affect a Guardian in Super).
Graviton Forfeit: Now has Increased bonus invisibility duration. The melee regeneration speed now increases based on the number of enemies near the player. While the player is invisible, their recovery is greatly increased, and the weapons reload more quickly.
Lucky Pants: Now has Added intrinsic hand cannon holster mod, replaced previous functionality with the following: “When you ready a fully-loaded Hand Cannon that deals kinetic damage or damage matching your subclass energy type, for a short time each hit against a combatant from that hand cannon increases the damage of the next shot.” (Hawkmoon won’t be able to one-shot a raid boss using these legs.)
Precious Scars: Now they will now also create a burst of healing and bonus recovery around you whenever you kill an enemy with a weapon whose damage type matches your subclass type.
Verity’s Brow: Changed to trigger when you get a weapon kill that matches your subclass energy type. Increased grenade damage bonus to 20% per stack (up from 10%).
The Stag: Grants damage reduction to allied Guardians standing in your Rifts (25% against combatants, 15% against players).
Promethium Spur: Now will have an additional functionality. Now while a player is standing in a Rift, solar weapon kills give you class ability energy. When the player’s class ability energy is full, solar weapon kills consume that energy and spawn a combination healing/empowering Rift at the target’s location.
Breech Grenade Launchers
Reduced blast radius by 0.4m, e.g. max blast radius decreased from 4.55m to 4.15m, min blast radius decreased from 3.80m to 3.40m.
Reduced splash damage by 20, which reduces total damage for a direct hit from 220 to 200 (before taking spike or proximity grenades into account).
Increased damage in PvE by 12% (because of the above splash damage change this results in a small overall buff to combined damage).
Witherhoard is unaffected.
Now machine guns do Increased damage in PvE by 20%
Scout Rifles and Hand Cannons
Now the weapons do increased damage vs. minors by 15%.
Fusion rifles are having the biggest changes coming to them with a lot of differences coming to the various archetypes. Fusion rifles have always have been an identity crisis in Destiny 2. So the following changes are to address those aspects along with the champion mods coming to them next season.
Increased PvE damage bonus such that all subfamilies have a 15% PvE bonus (previously high impact was 0%, precision and adaptive were 10% and rapid-fire was 12.5%).
Pushed subfamilies further apart, adjusting charge time, shots fired per burst (was seven for all subfamilies) and damage (note that the “base” below means without battery perks, a charge time masterwork or the Adept Charge Time mod):
High Impacts charge slower, and while still strong require more planning to use effectively.
Base charge time increased from 0.86s to 1.0s.
Shots per burst reduced from seven to five.
Reduced total damage per burst.
In playtesting, we’ve found that charging these in the open is super risky, but pre-charging around corners or otherwise in safety is very effective.
With the reduced shots per burst, these are now less reliant on stability, so can stack a bit more range.
Precisions and Adaptives are nearly unchanged.
Base charge time is unchanged.
Shots per burst is unchanged at seven.
Very slightly increased total damage per burst.
In playtesting, we feel that these are very effective all-around, without stepping on the niches of High Impacts and Rapid Fires.
Rapid Fires charge faster, allowing them to be used reactively against charging enemies, or aggressively when pushing forward.
Base charge time decreased from 0.54s to 0.46s.
Shots per burst increased from seven to nine.
Increased total damage per burst.
With the increased shots per burst, these are now more reliant on stability, but with the increased damage they’re less reliant on range.
Parts of this work required adjusting several fusion rifle perks and mods:
Backup Plan’s implementation was incompatible with the Fusion Rifle changes, and we felt like the perk could use a rework anyway.
Removed +100 to charge time stat, adjusted charge time multiplier from 0.85 to 0.7, now scales damage by 0.8.
Liquid coils and accelerated coils and both converted to scale charge time and damage instead of modifying the charge time stat.
The adept charge time mod now has changed functionality to scale charge time directly instead of changing the charge time stat, without adjusting the damage.
Adjusted the fusion rifle stat order so it matches other weapons.
Anarchy has been the most dominant weapon in Destiny PvE for years as it excelled at ad clear and boss damage. So the following were seemingly made to tone down its dominance.
Reduced total reserve + magazine ammunition from 26 to 16.
Reduced damage by 30% vs bosses (Champions are not bosses).
Reduced rate of fire from 120 to 90 RPM.
Receives less of the overall machine gun PvE damage buff.
Due to Fighting Lion being a primary grenade launcher, it will have infinite ammo. So to stop it from being spammed in PvP, the following changes have been made.
Receives the same changes as other breech grenade launchers.
Reduced base reload stat to 0 (breech grenade launchers with 0 reload stat reload very, very slowly).
Now increases reload speed to its previous level on damaging multiple enemies with one grenade.
We’ll be keeping an eye on this, but believe it’s in a good place with this change.
The Vault of Glass exotic Vex Mythoclast has been underwhelming as admitted in the TWAB. So to make it more useful, and on par with its Exotic status, the following changes were made.
PVE damage bonus increased by ~40%.
Range stat increased to be near-best in class for high impact auto rifles.
Increased stability stat.
Reworked catalyst to grant stability and damage after a kill.
Increased rate of fire from 360 to 390.
Reduced linear fusion rifle mode charge time from 820 to 533 (same as standard Linear Fusion Rifles).
No longer loses overcharge stacks on stow except when in Linear Fusion Rifle mode.
Updated perk to account for fewer shots per burst (should build up charge rate at the same amount per burst as before).
Reduced the damage penalty for increasing charge rate by 40%.
Reduced charge time from 0.82s to 0.78s (i.e. charges 0.04s faster).
Slightly reduced damage per shot.
Reduced damage by 15% (can now not quite kill a Guardian with one shot in the three-shot burst it fires).
Increased spread angle by 10%.
Increased PvE damage by 25% (so overall around a 10% increase in PvE).
Sweet Business’s perk refilling the magazine when picking up primary no longer works in a world without primary ammo, so it’s been adjusted to refill magazine on picking up Special/Heavy ammo instead of primary.
The Arbalest Exotic Linear Fusion Rifle will not work with anti-Champion mods in Season of the Lost. This is because in a future update, anti-barrier will be added as an intrinsic perk for the weapon.
Some Guns being added to the Season
A lot of weapons coming to Destiny 2 in Season of the Lost have not been revealed yet as Bungie have been keep those changes close to their chest. In most recent TWAB they have shown off some guns coming to the game in the next Season.
Next Season’s ritual quest weapons is a rocket launcher with the Explosive Light perk. As usual, players can then collect Gambit, Crucible and Vanguard-themed weapon ornaments by upgrading your rank at the vendors.
Three new weapons are being added as post-game rewards for completing Vanguard Strikes, Gambit, and Crucible matches along with the older guns. These will drop randomly after completing these activities with random rolls.
The old Trails of the Nine weapons have been upgraded with random rolls and certain ones will drop from specific encounters of the Prophecy Dungeon. If the older dungeon weapons will be phased out, it was not specified.
Alongside all this six weapons are being added to the world loot pool across the whole game.
With all these changes, Season of the Lost is going to be Destiny 2’s biggest ever seasonal update ever. Maybe even bigger than that of Beyond Light. Even after all this news, there is still a lot that we do not know about the season and with the upcoming event on August 24th, I am excited to play though these changes and guns when the season drops.