Destiny2Team

Destiny2Team



15 Feb

Post

Earlier this week, we made a change that lowers the requirements for all of Riven's Wishes weekly quests.

When the quests originally launched, the tuning was higher than we wanted. This week's change makes earning your rewards significantly faster.

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14 Feb

Post

We have a meaty TWID for you this week. Expect 6,600+ words tomorrow covering upcoming weapon and ability tuning in Update 7.3.5 coming on March 5, as well as Crucible-specific sandbox changes.

Here is a preview of a few PvE buffs we'll have details on:

  • 🚀 Precision & High Impact Rocket Launchers
  • 💣 Heavy Grenade Launchers (including Wave Frames)
  • ⚔️ Caster Swords
  • 🔪 Edge of Action
  • 💥 Ex Diris
  • 🔫 Vex Mythoclast

For PvP, we're addressing current pain points:

  • 🏹 Reduced Bow Aim Assist and damage vs. players
  • 🎯 Reduced Wish-Ender Truesight uptime
  • 👥 Reduced Threaded Specter uptime
  • 🥐 Reduced Threadling damage and maked them easier to destroy
  • 🔒 Make Target Lock less effective on SMGs

All of this AND MORE in the TWID tomorrow.

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08 Feb

Comment

A couple of quick corrections with today's TWID:

On March 5, we will reset the Armor Synthesis bounties cap to 10, not 8 as originally posted.

We also fixed a typo where Warden's Law was listed as Strand instead of Kinetic. The Warden was not happy about that typo.


06 Feb

Comment

All of the Riven's Wish weekly quests will carry over and remain active up until The Final Shape launches. You can do them each week or wait until they are all active and knock them all out at once if you like. Just finish them before June 4!


26 Jan

Post

The Seasonal challenge, A Wish Fulfilled, currently requires 66 weekly challenges to complete. We are fixing the required challenges to the intended number of 63 when Update 7.3.4 arrives on January 30.

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09 Jan

Comment

For anyone worried that these changes to Checkmate will permanently change a fun mode you enjoy, we wanted to clarify our intentions for the current round of Checkmate tuning:

While it is not our intention to make the original Checkmate into the core PvP experience, we are experimenting with the current iteration of Checkmate to gather data, lessons, and feedback we can use to eventually tune the base PvP sandbox.

Things like primary weapon balance, special ammo economy, and ability uptime are easier to alter in a single modifier, which gives us freedom to iterate quickly. The goal of all these changes is to make a more skilled, more deliberate sandbox that retains the Destiny magic.

Later in the season, once we have tuned the base PvP sandbox, we will continue developing Checkmate as a standalone modifier. We plan to lean further into its identity as a more tactical, gunplay focused mode going back to no starting special and higher reduction of abilitie...

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Post

Based on player feedback, we’re making some changes to Checkmate in tomorrow’s update. Due to the amount of tuning, Checkmate will be moved back to Labs.

Next week will feature 3v3 Clash which has been modified to reflect a fan favorite mode from the original Destiny, Skirmish.

We'll also be adjusting all Primary weapons to join Hand Cannons in having the same optimal Time-to-Kill (TTK) as they do in the base sandbox. In modes like Clash and Control, you will now start the game with two kills worth of special ammo (ex. 2 shots for shotguns).

We’re increasing the amount of special ammo credit you get for assists and deaths, so you will get special ammo pulls more frequently, but are reducing the amount of special ammo you get from approximately three kills worth to two kills, to reduce snowballing.

We want the reduced uptime of abilities in the PvP sandbox, but the current level of ability cooldown tuning made some abilities feel impractical to u...

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21 Dec

Post

Hey there, Guardians.

We have an update on the issue affecting Restoration. This is a complex bug that required some core restructuring of the way Restoration stores its timer data and heal strength logic, so we’d initially built the fix to ship alongside The Final Shape to make sure we had enough time to verify the fix and confirm it didn’t cause any additional problems.

Given the shift in our release date, we’re working on moving this fix up to one of our mid-season updates. We can’t promise any specific timelines just yet until we verify the fix in the new release branch, but we’ll keep you posted as we get closer to it going live.

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15 Dec

Post

We’ve been tracking reports of players being removed from The Coil for inactivity while spectating when out of revive tokens.

A change to help with this is planned for early January.

In the meantime, you can open a menu or regularly press buttons to avoid being kicked.

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13 Dec

Comment

Hey there. Thanks for the report. We are currently working on a fix for this audio issue that we have planned to go out with our next update in January.


12 Dec

Post

Based on player feedback, we are enabling Control as a selectable activity while Checkmate Control is active.
Control will be selected similar to how Nightfall difficulty tiers are selected. This change will take effect tomorrow with Update 7.3.0.3.

Checkmate Control will remain at the forefront as the primary 6v6 Unranked activity while we continue to gather data and feedback on this modifier. In the meantime, we want to allow players to opt out of this experience as desired.

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11 Dec

Comment

Thanks for your feedback. We recognize that players chatting in their native dialects is important and will continue working to improve our filters and accommodate more players. In the initial rollout, we focused primarily on the 13 languages and dialects officially supported by Destiny 2. For more information, please visit our text-based language filtering FAQ. We'll update it as we develop the filters and notify players of key changes in the weekly article This Week In Destiny, found on our News page.


07 Dec

Post

We are reducing the focusing costs for ritual vendors in next week’s update.

All Crucible, Gambit, and Vanguard Ops Legacy focusing will cost 3 engrams.

The only exception is unobtained Legacy Nightfall Weapons will still cost 5 engrams. Previously obtained Legacy Nightfall Weapon focusing will cost 3 engrams.

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Post

Based on early player responses, we are replacing Iron Banner Tribute with Iron Banner Control for the rest of the week.

This change will take effect at today at 5:00PM PT.

We created Tribute as a spinoff of Supremacy with a twist on crest collection. Feedback so far is clear that the new mechanic could use more time for tuning. With just a couple of days of data, we’re seeing far more matches end in mercies and shutouts than expected.

We will be addressing issues related to scoring and pacing for the next time Tribute comes to IB. This includes adjusting the score threshold for winning, the crest thresholds for triggering the Hunt phase, dunk times, and overall clarity of objectives.

Iron Banner is intended to be a celebration of PvP and we want to make sure everyone is having a positive experience when playing it. Look for an improved Iron Banner Tribute experience when we bring it back in the future.

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05 Dec

Post

We’ve been monitoring feedback around orb creation cooldowns and have a change going out with our next update currently targeting next week.

Equipping multiple copies of the armor mods Heavy Handed, Firepower, or Reaper will now decrease their Orb creation cooldown.

Here is how stacking these mods will affect Orb creation cooldowns after the update: * 1 copy: 10 second cooldown. * 2 copies: 5 second cooldown. * 3 copies: 1 second cooldown.

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Comment

Thanks for the post. Prior to Season of the Wish, the glaive bubble actually did not have the same resilience-based damage reduction that Ward of Dawn has, and the only change we made to its survivability was the reduction in health. We will pass along feedback to the rest of the team on looking into increasing the survivability of the Edge of Action bubble in PvE.

It was not our goal to make the glaive bubble just as effective as Ward of Dawn, given how much more often it is available compared to the Super version, but we do believe it could have some more survivability in endgame PvE content.


04 Dec

Post

Tomorrow, we have a fix deploying for a bug allowing players to vault from an activity without the proper UI or full fireteam support.

However, based on the positive reception for this bug, we’re planning on reverting tomorrow's fix in a January update.

We’re going to let this bug remain a feature (in its currently janky implementation) so you can retain the current level of vault access and give us feedback on your experience to inform the full polished version we are planning to build in the future.

Our goal is to allow your full fireteam to be able to vault from anywhere in an update after The Final Shape.

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01 Dec

Comment

Appreciate the feedback on this. We're sharing yours and other's thoughts on the current focusing costs with the rest of the team.

Comment

Really glad to see you are enjoying it!

Comment

Originally posted by Ireallytired93

Wait so do I have to wait 5 weeks for normal control?

Starting next week, normal Control will be an option whenever the Control node is active, even when Checkmate or Sparrow Control is on.