2.0.0
https://www.bungie.net/en/Explore/Detail/News/47127Service Announcements:
- Destiny 2 Update 2.0 will bring many changes to the Destiny 2 experience in preparation for Forsaken. Some features may not be fully operational until September 4.
- This is the final week of Season 3. Season 4, "Season of the Outlaw," begins on September 4.
Player Character
General
- Subclass screen updated in preparation for Forsaken
Weapons and Armor
Exotic Armor
Hunter
- Orpheus Rig
- No longer grants Super energy on bloom and damage sharing
- Raised base Super amount that you receive from tethers to create a more consistent and less exponential experience
- Super energy given is scaled up when more powerful enemies are tethered
- When used with Moebius Quiver, grants additional tether shots
- Does not grant ability energy on tethering targets
- Celestial Nighthawk
- Now grants 33% of your Super energy back if the target is killed by the shot
- Wormhusk Crown
- No longer starts regeneration of health and shields
- Instead grants a larger health and shield bump at the beginning of dodge instead of at the end
- Knucklehead Radar
- Enhanced radar resolution while crouching
- Lucky Pants
- Extended duration of Illegally Modded Holster
- Shinobu's Vow
- Skip grenade returns some energy when it damages an enemy
Warlock
- The Stag
- Rift dropped from death now has standard rift duration
- Eye of Another World
- Ability recharge bonus increased
- Nezarac's Sin
- Increased duration of Abyssal Extractors
- Rapid kills extend the duration up to 20 seconds
- Skull of Dire Ahamkara
- Increased Super energy gained from Nova Bomb kills
- Killing higher-ranked enemies now rewards more Super energy
- Transversive Steps
- Enhanced mobility
- After sprinting for a short time, your currently equipped weapon is automatically reloaded
- Winter's Guile
- Tuned damage and duration per stack to be more consistent
Titan
- Mk. 44 Stand Asides
- Overshield granted by sprinting appears faster
- Hallowfire Heart
- Base cooldown reduction when Super is uncharged in addition to CDR when charged
- Helm of Saint-14
- Grants allies an overshield for a short duration when passing through Ward of Dawn
- Mask of the Quiet One
- Increased energy gain from incoming damage
- While critically wounded, health is granted from kills
- Crest of Alpha Lupi
- Healing pulse is more effective
- Peacekeepers
- Increased movement speed when wielding an SMG
- Wormgod's Caress
- Tuned damage and duration per stack to be more consistent
Weapons
Developer Insight: With Forsaken, we've made a major change to the systemsthe freedom to slot powerful weapons in either the Kinetic slot or Energy slot. This fundamental change necessitated a fresh look at a player's damage output in both PvE and PvP.
- Primary ammo weapons and Special ammo weapons may exist in either the Kinetic or Energy slot.
- Heavy ammo weapons can exist only in the Power slot.
- Ammo type and damage type are now fixed attributes of a specific weapon.
- Ammo distribution models updated entirely to support weapon slot changes.
- Energy weapons no longer deal bonus damage to active enemy Supers.
Ammo Economy
- Primary Ammo Weapons
- Hand Cannons
- Scout Rifles
- Auto Rifles
- Sidearms
- Submachine Guns
- Special Ammo Weapons
- Fusion Rifles
- Shotguns, Sniper Rifles
- Trace Rifles
- Single Shot Grenade Launchers
- Heavy Ammo Weapons
- Drum-Loaded Grenade Launchers
- Rocket launchers
- Linear Fusion Rifles
- Swords
The following Year 1 weapons have moved to the Kinetic slot
- Baligant
- Shepherd's Watch
- Hawthorne's Field-Forged Shotgun
- Alone as a God
- Perfect Paradox
- The Frigid Jackal
- Silicon Neuroma
The following Year 1 weapons are now locked to Solar damage
- IKELOS_SR_v1.0.1
- IKELOS_SG_V1.0.1
The following Exotic weapons did not change slot and still use Heavy ammo
- Tractor Cannon
- The Legend of Acrius
- D.A.R.C.I.
- Whisper of the Worm
Developer Insight: The tuning of Destiny weapons and abilities is inexorably tied to the systems that we build upon. Ultimately our goal is to still provide gameplay challenge despite a global increase in player damage output due to the new systems introduced. To properly support the higher uptime of Shotguns, Snipers, and Fusions, the following changes were made to all weapons in the game.
Primary Ammo Weapons
- Increased precision damage output of Primary ammo weapons
- Increased in-air accuracy
- Decreased body shot damage in PvE
- Decreased Auto Rifle damage required to stagger enemies to compensate for reduced body damage
Special Ammo Weapons
- Reduced damage output of Special ammo weapons
- Increased damage of Trace Rifles
- Trace Rifles now disintegrate defeated enemies
Heavy Ammo Weapons
- Grenade Launchers:
- Increased damage and blast radius
- Linear Fusion Rifle
- Increased damage
- Reduced time to charge and fire
- Reduced aim assist
- Swords
- Increased ammo
- Increased damage mitigation when guarding
Exotics
- Sleeper Simulant
- Fixed issue where charge time was not displayed properly on weapon
- Magazine size increased
- Reduced base damage
- Borealis
- Bonus damage after breaking a shield increased on precision hit
- Still grants bonus damage on body shots
- Prometheus Lens
- No longer generates Special ammo on kill
- Tractor Cannon
- Repulsor Force's Weaken effect now also increases non void damage by 33%, but no longer stacks with other weaken effects. (Shadowshot,Hammer Strike, etc).
Perks
- Explosive Payload
- Reduced bonus damage output
- Ambitious Assassin
- Increased time allotted between kills to earn bonus ammunition
- Backup Plan
- Decreased amount of time weapon must be stowed for perk to become available
- Box Breathing
- Reduced time required for perk to activate
- Reduced precision bonus
- Perk now resets after firing
- High-Impact Reserves
- Damage bonus granted earlier in magazine
- Grave Robber
- Now reloads your entire magazine
- Primary ammo is granted directly to magazine
- Heavy and Special ammo is transferred from reserves to magazine
- Field Prep
- Increased inventory reserves
- Increased stow, ready, and reload speed when crouched
- Auto-Loading Holster
- Reduced time required for perk to activate when weapon is stowed.
- Opening Shot
- Increased falloff range (weapon does more damage at longer ranges)
- Triple Tap
- Grants ammo directly to the magazine; no longer pulls from reserves.
Mods
- Starting with 2.0.0.1 (9/4/2018), Year 1 mods can no longer be inserted into gear or weapons. You will no longer be able to insert any mods into Year 1 gear or change the elemental damage type come next week.
Misc
- Fixed an issue where Rocket Launcher stability stat was not working as intended
- Fixed an issue where the Impact Casing perk on Grenade Launchers did not function
- Swords now have the ability to accept shaders
Abilities
General
- Visual layout of perks has changed in subclass paths
- Increased base Guardian melee damage
- It now takes two melee hits to defeat an enemy Guardian in PvP
- Increased the base damage of Seismic Strike, Hammer Strike, and Shield Bash
- Adjusted active Super bonus damage resistance values
- Added a timer to the status effect for Healing Rift, Empowering Rift, and Rally Barricade to communicate the time remaining before they expire
Grenades
- Axion Bolt
- Increased base damage
- Increased the amount of time it takes for the tracking strength to lower
- Flashbang
- Incendiary Grenade
- Storm Grenade
- Scatter Grenade
- Re-tuned range and falloff ranges for the detonations for more reliable damage
- Magnetic, Fusion, and Flux Grenade
- Increased base damage
- Damage is now the same whether a target has been stuck or simply walked over grenade when detonating
- Magnetic Grenade now detonates a second time only if it's attached to a target
- The second detonation no longer only occurs on the grenade itself and will now be applied to each individual target hit by the initial detonation
- Skip Grenade
- Increased impact damage of each Skip Drone impact for a higher total potential damage
- Voidwall
- Increased the damage of initial Void Wall wave
Hunter
- General
- Marksman's Dodge is now considered a reload; it can interact with Kill Clip, Rat King, etc.
- Gunslinger
- Practice Makes Perfect perk now grants Super energy on throwing knife kills
- Increased the duration of all versions of Golden Gun
- Nightstalker
- Once activated, the Shadowshot tether will find enemy targets more reliably within its search radius
Titan
- General
- Rally Barricade no longer requires players to take cover to reloadit now feeds ammo to your magazine over time
- Striker
- With Terminal Velocity enabled, the opening Fists of Havoc slam no longer leaves a lingering damage area
- Lowered the health threshold for triggering Knockout so that it triggers sooner, to keep up with the PvP lethality changes
- Increased the lunge range of the Fists of Havoc melee attack
- Sunbreaker
- Sol Invictus will now trigger on burn kills
- Sentinel
- Increased Ward of Dawn health significantly
- Increased the amount of health provided by the Ward of Dawn overshield
- Sentinel Shield Super
- Increased Shield Throw projectile speed
- Shield Throw no longer loses damage after bouncing or ricocheting off targets
- Faster attack animations for grounded melee attacks
- Increased Sentinel Super damage in PvE
Warlock
- General
- Increased Healing Rift effectiveness
- Empowering Rift now increases precision damage (previously, bonus damage was capped at the weapon's precision damage in PvP)
- Stormcaller
- Increased the PvP damage of Stormtrance
- Increased Arc Soul's projectile speed
- Dawnblade
- Increased Dawnblade projectile speed and base tracking strength
- Voidwalker
- Significantly reduced the length of time that Blink disables your radar and HUD
- Chaos Accelerant no longer costs Super energy to use
- Increased the damage bonus granted by Chaos Accelerant for each Voidwalker grenade
PvE
Daily Heroic Story Playlist
- Year 1 meditations have been retired and replaced with a Heroic Story playlist
- These will share modifiers with Heroic adventures and strikes
- Forsaken campaign missions will be featured at 500 Power, while Year 1 campaign missions will be featured at 200 Power
Destinations
- Wanted escapees from the Prison of Elders now roam the open world
- They will not drop rewards until September 4, 2018
- Increased the difficulty of Lost Sectors
- Example: EDZ Lost Sectors are now 240 Power
Adventures
- Replayable adventures have been removed from destination vendors
- Heroic adventures have been added to all destinations
- Destinations without Heroic adventures before Forsaken will have them available during their Flashpoint weeks
- A random Heroic adventure will be available each day
- Mercury and Mars Heroic adventures are unchanged
- Heroic adventures will share similar modifiers with daily Heroics and strikes
Strikes
- Vanguard Strikes
- Heroic Strike playlists have been retired for all players and replaced with a single content-appropriate playlist:
- Legacy
- Strikes playlist matches the legacy playlist that is currently available in Year 1
- Recommended Power 200
- Will have modifiers
- Forsaken
- Strike playlist has three difficulties to select from:
- Recommended Power 300 (not available when your level is 40 Power higher)
- Recommended Power 400 (not available when your level is 40 Power higher)
- Recommended Power 500 (always available)
- Will have modifiers
- Nightfall
- Retired Prestige difficulty
- Increased base difficulty for Nightfall activities
- Players can choose one of three Nightfall strikes each week
- Players may select only the strikes for which they own the appropriate expansions
- Legacy players will still be able to enable modifiers via the Challenge Card, but scoring will be disabled in the 270 Power Nightfall
General
- Escapees from the Prison of Elders now appear in strikes, Lost Sectors, and public areas
Crucible
General
- New ammo model for maps to accommodate weapon slots
Items & Economy
General
- Collections (emblems and Exotics) that are found in the vault will be unavailable during the week of August 28September 4, but they will return with 2.0.0.1 in the upcoming Collections tab
- Exotics will now always drop at or above your Guardian's Power level
- Year 1 challenges will no longer grant destination materials or tokens
- Destination materials can be earned via bounties, available from their respective destination vendors
- Anything that previously granted destination tokens or Rare materials will grant Common destination materials moving forward
- Destination tokens and Rare destination materials are no longer granted, but they can still be redeemed for reputation if you have them in your inventory
Xr
- His will is not his own
- No longer displays a vendor icon on destination maps
- No longer tied to Flashpoints
- He has a clear purpose but cannot explain itforgive him
- Fated Engrams grant only pre-Forsaken Exotics
Tower
- Increased vault size to 500 slots
- Players can now dismantle shaders in stacks of five in Master Rahool's vendor screen
Cayde-6
- Cayde-6 has left the Tower to investigate disturbances in the Reef
- Removed Treasure Maps and Scout Reports
Technical
Localization
- Added Korean language support to consoles
User Interface
- Updated title screen to reflect Forsaken launch
Director
The Director screen has been updated to reconfigure the way challenges, milestones, Flashpoints, and quests are presented:
- Challenges
- The Year 1 challenge system has been removed and converted into bounties, which will be available through their respective destination and activity vendors on September 4
- Bounties are displayed in the Pursuits bucket of the inventory screen
- In Year 2 (Forsaken), "challenges" now refer to the bonuses that grant rewards on a daily or weekly basis
- These can be seen in the Director via new indicators on a playlist or destination when available
- Milestones
- The milestone tray will now be limited to showing specific quests and quest steps
- One-time completion objectives, such as campaign missions, subclass missions, and strikes introductions will remain as milestones
- Players who do not have any active milestones will not see a milestones blade being displayed
- Many Year 1 milestones have been converted into challenges
- These challenges will continue to grant powerful rewards
- Weekly and daily milestones
- Previous weekly and daily milestones, such as strike completion and Crucible, will now appear as weekly or daily challenges on their associated playlists
- Flashpoints
- The Flashpoint milestone will now appear as a challenge visible on its respective destination vendor
- Flashpoint progress has been expanded to include Lost Sectors and Heroic adventures
- Exotic quests
- Exotic quests are now displayed in the Inventory tab under the Pursuits bucket
- They can be recovered at the quests' associated vendor if abandoned
- Exotic quests now correctly use Exotic coloring in the UI
- Icons for Exotic quests are now appropriately represented with Exotic rarity
- World quests
- World quests are now displayed in the Inventory tab under the Pursuits bucket
- Updated the Director with a new theme and layout to better represent destinations for Year 2
- Presell is in the Reef location
- The "Leviathan" raid and raid lairs have been moved to Nessus
Character Screen
- Weapon slots
- Weapon tooltips now display ammo types
- White ammo icon "Primary"
- Green ammo icon "Special"
- Purple ammo icon "Heavy"
- The HUD will show a color based on the associated ammo type next to each weapon on the weapon tray
- Subclass screen
- The path name is now being displayed along the bottom of the character art
- Collections
- Collections are not available until September 4
- Triumphs
- Triumphs are not available until September 4
- Gear tooltips
- Perks are displayed by name only on tooltips for Ghost Shells, weapons, and armor
- Exotic perks will display a short description