Destiny 2 Shadowkeep: How To Claim Your Pre-Order Bonuses

Destiny 2‘s new DLC expansion, Shadowkeep, and free-to-play New Light version are out now. If you pre-ordered the expansion, you’re entitled to some freebies, but they won’t automatically appear in your inventory when you log in for the first time since patch 2.6.0.1 released. Instead, you’ll need to progress a short way into Shadowkeep’s campaign and then claim them. Here’s what to do.

You’ll need to complete the first mission of Shadowkeep’s new campaign in order to claim the bonuses. You can do that by bringing up the Director and selecting the new moon location. That will launch you directly into the mission. Play through it and you’ll unlock the moon as a new destination you can freely visit like any other location. That will also unlock a vendor and quest giver: Eris Morn.

Your next quest step is to visit Eris. Accept the next leg of your journey, and you’ll see she has bounties for the moon (though you’ll need to advance further in the story before you can claim them). In a separate row of her inventory, provided you qualified for the pre-order bonuses, you’ll see your rewards: the Exotic rocket launcher Two-Tailed Fox (which was originally added in Forsaken) and a weapon ornament called Chasing Kitsune that gives the weapon a new look.

To equip the ornament, you’ll need to inspect the rocket launcher in your inventory and then press Down to view the new Appearance window. From here, you can freely equip and unequip the ornament.

While Two-Tailed Fox isn’t new, it is a fun gun to use. As the name suggests, it fires two rockets: one is void (and suppresses enemies, preventing the use of abilities) and the other is solar (causing damage over time). If you’re looking for new items, be sure to check out our look at all of the weapons, armor, and Exotics you can earn in the new Season of the Undying battle pass.

from GameSpot – Game News https://www.gamespot.com/articles/destiny-2-shadowkeep-how-to-claim-your-pre-order-b/1100-6470248/

Pokemon Sword & Shield Dev On The National Dex Drama, Says Cut Pokemon Will Return In Future

Pokemon Sword and Shield producer Junichi Masuda sparked much controversy earlier this year at E3 2019, when he revealed that the upcoming Switch titles will not feature every Pokemon from the series. This marks a dramatic change from past installments, and now we’ve learned a bit more on why developer Game Freak came to that decision.

Speaking to Game Informer, Masuda revealed that the decision to scale back Sword and Shield’s Pokedex was made in part to free up the development team to work on other ideas for the games.

“Up until now, we’ve been proud we’ve been able to include so many Pokemon in the games, but as a result of that, there’s actually been quite a few features or gameplay ideas that we’ve had to abandon in the past,” Masuda said. “Going forward, thinking about the future of Pokemon, we want to prioritize all those new gameplay ideas, new ways to enjoy the game, and want to challenge ourselves at Game Freak to create new ways to enjoy the game. That’s really what drove the decision for this new direction.”

We recently got a glimpse at a couple of new features in the games, such as camping and curry cooking, and it appears that’s only the tip of the iceberg. “We have a lot of awesome new challenges that we haven’t even revealed in Sword and Shield,” Masuda said. “We want to continue to come up with these new features, so we figured this was the best path forward for the franchise”

While it’s disappointing that Sword and Shield won’t support every Pokemon in the series, Masuda reiterates that cut monsters will still return in future games, so they aren’t gone permanently. “You can look forward to seeing Pokemon that don’t appear in these games appearing in different regions in future games,” Masuda assures.

You’ll also still be able to store all of your old Pokemon in the upcoming Pokemon Home cloud service, which will launch for Switch and smartphones early next year. “We’re really designing it as the place for all of your Pokemon together, so it’s really important for the future of the franchise, and it’ll be more than even Pokemon Bank as a place to gather all your Pokemon together in one spot,” Masuda said.

Pokemon Sword and Shield launch for Nintendo Switch on November 15. We’ll learn a bit more about the games very soon, as The Pokemon Company will be broadcasting a 24-hour animal cam-style stream starting this Friday, October 4, which will showcase “live” footage from an in-game location. For more on the games, be sure to check out our Pokemon Sword and Shield pre-order guide.

from GameSpot – Game News https://www.gamespot.com/articles/pokemon-sword-and-shield-dev-on-the-national-dex-d/1100-6470242/

This PS4 Store Sale Discounts Red Dead Redemption 2 And A Slew Of Other Great Games

The PlayStation Store is almost never without a sale on games, and the latest one has quite a few great titles discounted to a decent price. The Games of a Generation sale seems to be celebrating many of the best games that were released this past generation, such as Red Dead Redemption 2, Dragon Ball FighterZ, and Monster Hunter: World, as well as this year’s Kingdom Hearts III.

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The sale also includes many PS4 exclusives–Horizon Zero Dawn, Bloodborne, and Days Gone to name a few–and if you haven’t dipped into Spider-Man’s DLC, you can grab all three packs at a reduced price.

Spider-Man’s Game of the Year edition, which includes both the game and the aforementioned DLC, is also on sale. Actually, several premium editions are discounted, including those for Red Dead Redemption 2, Battlefield V, and Grand Theft Auto V, as well as Titanfall 2, Overwatch, and Kingdom Hearts’ All-In-One Package, which includes Kingdom Hearts Collector’s Pack: HD 1.5 + 2.5 Remix, Kingdom Hearts HD 2.8 Final Chapter Prologue, and Kingdom Hearts III.

You can check out some of the best games and their sale prices in the list below or see them all at the PlayStation Store.

Discounted PS4 games

GamePrice (USD)Price (CAD)
Red Dead Redemption 2$36$48
Battlefield V$24$32
Jump Force$24$32
Burnout Paradise Remastered$5$6.50
The Elder Scrolls V: Skyrim Special Edition$16$20
Bloodborne$12$12
Monster Hunter World$20.10$26.80
No Man’s Sky$25$33.50
Dragon Ball FighterZ$15$20
Kingdom Hearts III$36$48
The Sims 4$16$20.80
Days Gone$42$56

from GameSpot – Game News https://www.gamespot.com/articles/this-ps4-store-sale-discounts-red-dead-redemption-/1100-6470245/

Mortal Kombat 11 Gameplay Trailer Shows Terminator In Action

NetherRealm has debuted the gameplay trailer for the Terminator in Mortal Kombat 11, and true to the character, he makes quite an entrance. The character is as he appears in the upcoming Terminator: Dark Fate, which means it resembles actor Arnold Schwarzenegger with greyed hair and a beard.

Arnold’s T-800 is no less deadly in the trailer, though. The gameplay shows him facing off against (who else) Jax, teleporting himself through time, using his metal exoskeleton to shrug off projectiles, and using lots and lots of guns. His fatality is grisly as you’d expect, but the very end gives it an extra movie homage twist.

The Terminator will be available starting on October 8 for Kombat Pack owners. That date will also bring alternate skins for the T-800, a new Cassie Cage skin based on the DC villain Harley Quinn, and a new skin pack with new looks for Sonya Blade (Cyborg Hunter), Kano (Cash Machine) and Johnny Cage (Red Carpet).

In case you haven’t tried out MK11 yet, NetherRealm also announced a free trial coming October 11-14 for PS4 and Xbox One. It will include the full suite of multiplayer modes, a portion of the story mode, and all of the base game roster. It will also let you sample the Kombat Pack fighters who have been added so far: T-800, Nightwolf, and Shang Tsung.

The Terminator was one of several new fighters announced for the full DLC roster. The others will be Sindel, Joker, and Spawn. Those will be coming in November, January, and March, respectively.

from GameSpot – Game News https://www.gamespot.com/articles/mortal-kombat-11-gameplay-trailer-shows-terminator/1100-6470243/

Get Spotify Premium Free With Game Pass Ultimate For A Limited Time

There’s no question that Xbox Game Pass is one of the best game subscription services around, and Game Pass Ultimate just got another perk to make that $15/month even more worth it. For a limited time, new subscribers to Game Pass Ultimate will get six months of Spotify Premium at no cost. Spotify Premium, which normally costs $10 a month, is the music streaming platform’s paid subscription that includes ad-free and offline listening with unlimited skips. Note that you must also be new to Spotify Premium to redeem the code. This deal is available until April 1, 2020, and you must redeem the Spotify Premium code by October 1, 2020.

Sign up for Game Pass Ultimate

On top of the limited-time Spotify offer, Xbox Game Pass Ultimate also includes Xbox Live Gold and Game Pass for both console and PC, getting you access to free monthly games, exclusive discounts, and online multiplayer. The biggest perk, of course, is Game Pass’ ever-growing library of Xbox One games that you can play at any time, which includes day-one access to first-party Microsoft games like Gears 5, Halo Infinite, The Outer Worlds, and more. New Game Pass titles were just announced for October, including Dishonored 2, Yooka-Laylee, and World War Z.

If you’re not eligible for the Spotify offer or don’t feel like signing up for Game Pass, there are plenty of other deals worth checking out in the Xbox Store this week, including a big sale on some of Xbox Game Studios’ best titles and a Devil May Cry franchise sale. You can check out some of the best game deals below and browse all the current discounts at the Xbox Store.

Best Xbox One deals

from GameSpot – Game News https://www.gamespot.com/articles/get-spotify-premium-free-with-game-pass-ultimate-f/1100-6470237/

PUBG Has PS4 And Xbox One Cross-Play Now

PUBG Corp. has announced that Update 4.3 is now live on the test servers of the console versions of PlayerUnknown’s Battlegrounds. The most notable change implemented with the update is cross-play support, allowing people on both Xbox One and PS4 to play together.

It’s worth noting that all the traditional bells and whistles that come with cross-play aren’t live just yet. Though Xbox One and PS4 players can now battle it out on the same server, there currently is no feature to support friends on the two different consoles to play with one another. If you’re on PS4, for example, you can only party up with your friends on PS4. However, PUBG Corp does say in the patch notes for Update 4.3 that the cross-party feature is scheduled to be developed, with further details about a release window scheduled to be shared at a later date.

To test out cross-play, you’ll need to download your console’s respective test server. On Xbox One, search for and download “PUBG – Public Test Server” from the Microsoft Store. For PS4, “PUBG – Public Test Server” should be located in the Purchased section of your games library. Once in, you can toggle cross-play on and off in your in-game settings under gameplay. When on, markers will let you know whether a player is on Xbox One or PS4.

Update 4.3 implements a few changes in the game as well. The DBS is a new pump-action bullpup shotgun that will drop in care packages, offering a powerful new option for close encounters. More season rewards have also been added, as has Survival Mastery–a new progression system that rewards you for looting, using items in combat, and reviving teammates. Update 4.3 also adds player IDs, allowing you to create a custom emblem for yourself that players see when they look at your profile. There are quite a few minor gameplay and quality-of-life changes implemented in the update as well, which are listed below.

Console PUBG Update 4.3 Patch Notes

Gameplay

  • Improved shotgun consistency
    • Hit probability increased, especially in medium shotgun range
    • Damage drop-off over distance increased
    • Minimum per pellet damage within effective range of each shotgun increased to 4
      • Except the Sawed-Off, which is 3
      • All shotguns fire 9 pellets total per round
  • Adjusted shotgun balance
    • All shotgun pellets now use more realistic ballistic curves (speed decrease over time).
    • All shotguns had their recoil effects updated.
    • Damage multiplier changes
      • Headshot: From 1.5 to 1.2
      • Torso: From 1.0 to 0.9
  • S686
    • Maximum effective range set to 80 m
    • Increased reload speed by 20%
  • S1897
    • Maximum effective range set to 80 m
    • Pump action speed increased by 20%.
    • Pump action will no longer temporarily un-ADS the player
  • Sawed-Off
    • Maximum effective range set to 80 m
    • Maximum increased probability range set to 50 m
    • Increased number of pellets fired to 9
    • Decreased damage per pellet from 22 to 20
  • Duckbill attachment: Pellet spread multiplier increased from 0.8 to 1.0
  • Updated weapon impact effects
    • Both decals and particle effects are now more directional allowing players to better understand the direction shots are coming from
      • Size and characteristics of the effect depend on both the surface being hit and the class of the weapon being fired
  • QoL improvement for healing items while walking
    • Healing items can now be activated while moving and your player will be reduced to walking speed and continue using the item while you move at walking pace
      • Previously, you could move at walking pace while healing, although had to come to a complete stop to start the action
  • Canted Sight reticle type can now be adjusted, along with brightness, similar to the Red Dot

Featured Map

  • The featured map has been changed from Erangel to Sanhok.
  • The game mode select UI has changed.
  • Custom Match (Xbox Only)
    • Added Erangel Visual Update option to custom matches
    • Erangel Visual Update will be called “Erangel” and the previous version will be called Erangel Classic.
    • All game modes will be playable on both Erangel variants.
  • Vehicle auto-acceleration key binding change
    • Vehicle auto-acceleration key binding will change from (Double Tap) RT(Xbox)/R2(PS4) to (Hold) RT(Xbox)/R2(PS4) + (Tap) R-Stick(Xbox)/R3(PS4) due to the community request.

from GameSpot – Game News https://www.gamespot.com/articles/pubg-has-ps4-and-xbox-one-cross-play-now/1100-6470244/

Nintendo Switch’s New Mario & Sonic Game Features A Ton Of Mini-Games

The Mario & Sonic Olympic crossover games have been a staple of Nintendo consoles ever since the series made its debut on Wii and DS back in 2007, so it came as no surprise to see a new installment announced for Switch during Nintendo’s E3 2019 presentation. This year’s entry, Mario & Sonic at the Olympic Games Tokyo 2020, introduces a handful of new features such as a story mode and 2D events, but by and large, the game offers the usual brand of simple-to-play sports mini-games.

Like previous installments, Mario & Sonic at the Olympic Games Tokyo 2020 features nearly two dozen Olympic events to compete it. Horse racing, soccer, the 100m dash, volleyball, and other classic events make their return in this year’s entry, and this time they’re joined by a handful of new competitions such as skateboarding, karate, surfing, and rock climbing.

Like the returning events, these new mini-games are all designed around easy-to-grasp controls, offering a simplified take on their respective sports, but they’re more than mere button-mashers. Rock climbing in particular is quite tricky because you need to time your button presses correctly to scale the wall, but this trickiness made it one of the most intense competitive games we sampled.

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In addition to the standard sports, the Mario & Sonic games feature a handful of “Dream Events.” These are more exaggerated takes on Olympic competitions, and Sega has introduced a handful of new ones in this year’s installment. One of the highlights is hoverboarding, which has players racing around neon-colored tracks much like the Sonic Riders games. There’s also Dream Karate; unlike the standard sport, this version has you launching your opponents around the ring to light up colored titles, and the player with the most tiles lit up by the end of the round wins.

That’s just scratching the surface of the mini-games included in Mario & Sonic at the Olympic Games Tokyo 2020. You can take a look at some of the aforementioned 3D events, as well as other like rugby, badminton, and more in the video above.

Mario & Sonic at the Olympic Games Tokyo 2020 arrives on Nintendo Switch in the US on November 5 and in Europe on November 8. As previously mentioned, this entry features a brand-new story mode, which takes Mario, Sonic, and friends back in time to the 1964 Olympics for some retro-style 2D events–and they’re the clear highlight of the package. You can check out some gameplay of Mario & Sonic’s 2D events here.

from GameSpot – Game News https://www.gamespot.com/articles/nintendo-switchs-new-mario-and-sonic-game-features/1100-6470238/

Call of Duty: Mobile Not Starting For Several Players, Activision Working On Fix

The freshly launched Call of Duty: Mobile is not starting for several players, with many finding themselves stuck on the loading screen and receiving an “update download failed” error message, which you can see below.

GameSpot can verify the issue is still ongoing.

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Activision addressed the issue earlier this morning on Twitter and just recently posted an update, indicating high levels of traffic as it continues to investigate the problem:

Call of Duty: Mobile launched earlier today on iOS and Android. The free-to-play shooter from Tencent Games and Timi Studios features several classic game modes from the popular franchise as well as a Battle Royale mode.

from GameSpot – Game News https://www.gamespot.com/articles/call-of-duty-mobile-not-starting-for-several-playe/1100-6470240/

Destiny 2 Shadowkeep Patch Notes: Super Nerfs, Weapon Buffs, Finisher System, And More

It’s finally here. Destiny 2‘s big new Shadowkeep expansion has arrived, and with it comes the massive slate of changes Bungie is making to many of the game’s systems, activities, and loot. The highly anticipated expansion is causing a few problems, though–players logging in are currently getting “servers at capacity” messages. If you’ve got time while you wait for a chance to get into Shadowkeep, you can check out Bungie’s extensive patch notes for the expansion, covering everything from the new Armor 2.0 system to nerfs to several Exotics, to changes in how certain weapon perks work.

Bungie posted the patch notes on its blog, but if you’ve been following the changes the studio has detailed in the run-up to Shadowkeep, there won’t be many surprises. Some of the biggest highlights are the changes to some of the best weapons and armor in Destiny 2. Several Exotics that have been essential to the game up until now, like Lunafaction Boots, are being altered in the update to be less effective.

The update also changes things like how fast Supers recharge, which Bungie previously said was happening too quickly. Those times have been reduced fairly significantly, and gear that boosted Super recharge has also been altered somewhat. We also learned last week that damage-related perks on a bunch of weapons were getting downgraded.

But along with all the nerfs are lots of boosts to the general effectiveness of a lot of weapons. There’s also the new armor and finisher systems that are now part of the game, and a host of other changes big and small. Check out the full patch notes below.

Destiny 2 Shadowkeep Patch Notes

COMBAT SYSTEMS

Finishers

  • Finisher System added. Press the finisher button to finish critically wounded combatants.

PvE Damage Numbers Display

Goal: To provide players with useful and legible feedback for damage dealt to enemy combatants across many years of Power progression.

  • Displayed damage numbers for damage dealt to non-Guardian enemy combatants are crunched
  • Damage dealt is displayed using fewer digits to enhance readability of damage output
  • Occurrences of displayed damage getting capped at 999,999 should be significantly reduced or eliminated
  • The exponential curve used to calculate damage numbers for display is replaced with a new linear curve that is built to last for many years
  • As players grow in Power, displayed damage numbers increase at a much more measured pace than previously
  • This is a UI update only; player damage output, whether measured as hits to kill, time to kill, or DPS, remains unchanged by this update

PvE Difficulty Tuning

Goals: Widen the sweet spot where fighting higher-level combatants provides a fun, challenging, and rewarding combat experience for a more enjoyable Power climb. Also, allow players looking for even greater challenges to confront much higher-level enemies.

  • Combatants that are 10–40 levels higher take less time to kill and deal less damage
  • Higher-level combatants continue to increase in difficulty up to 100 Power levels above the player
  • When enemies are 100 Power levels or higher above the player, they are immune to damage
  • Nameplate icons on higher-level combatants have been updated to reflect these changes
  • These changes affect only higher-level combatants; the at-level or over-level experience remains unchanged

SANDBOX

ABILITIES

Buffs

Nightstalker Way of the Pathfinder (Bottom)

Goal: We want to lean into the fantasy of a speedy disruptor. Pathfinders need more tools to scout the battlefield and a skill based way to engage with that gameplay more often. We should reward this scouting and battlefield control gameplay, executed well, with more opportunities to do the same. At the same time shadow shot needed some quality of life improvements for long standing frustrations.

Vanish: Smoke bomb grants invisibility to allies

  • Gives 1 stack of Heart of the Pack (newly revamped) to all allies hit
  • Grants +34 to armor, recovery, and agility
  • Gives weapon reload speed and handling
    • Max 3 stacks
  • Increased invisibility duration from 7 > 8 seconds

Provision: Killing tethered enemies creates super orbs and increases agility, armor, and recovery for allies

  • New Perk (old perk benefits moved to be part of Mobius Quiver)
    • Damaging enemies with your grenades reduces the cooldown of your smoke bomb (6% per damage tick)
    • Making allies invis gives you grenade energy (17.5% per ally)

Moebius Quiver: Fire super multiple times and deals massive damage to tethered targets

  • Added the old Provision perk to naturally be part of Mobius Quiver
    • Killing tethered enemies creates super orbs and grants stacks of Heart of the Pack for allies
    • Expanded the range of Heart of the Pack from 20 > 30 meters.

Shadowshot Super (Top and Bottom path)

  • Damage increased from 150 > 250
    • One shot kill in PvP
  • Improved tether accuracy near obstacles
  • Suppress on hit is more consistent

Sentinel Code of the Protector (Top)

Goal: This path is the main support role for Titans and focuses heavily on melee kills while staying near allies. We want to focus more heavily on buffing allies so that players care about the timing of their buff usage. With a loop which allows players to get their melee energy back more quickly this will be a more engaging path to play. Additionally, Ward of Dawn is currently not up to snuff, and needs a buff that ties in to the fantasy of buffing allies.

Defensive Strike: Melee ability that creates an overshield for nearby allies

  • All kills while the overshield is active grant melee energy for the player with the shield (works for all allies you grant a shield to)
    • This is based upon enemy threat level from 5% (minors) to 25% (players and bosses)

Rallying Force: Melee kills heal nearby allies

  • Heal buffed from 10 health and 10 shields to 10 health and 20 shields (50% increase)

Ward of Dawn: Alternate super that creates a shield bubble

  • Increase ward health versus supers
  • Most supers will require the whole thing to be dumped on the ward to destroy it but will (usually) not kill the players inside
  • Ward grants weapons of light buff when passing through it (35% weapon damage for 15 seconds)
  • Grants an additional super orb (3)
  • Auto-generated orbs now grant the same amount of super energy as regular super orbs (previously the orbs gave less super energy on par with masterwork orbs)

Sentinel Code of the Aggressor (Bottom)Shield Bash: Shoulder charge that disorients nearby enemies

  • Now suppresses the target hit and any enemy within 2 meters (have to be basically right next to them)

Voidwalker Attunement of Hunger (Bottom)Vortex: Nova Bomb leaves behind a damaging AoE pool

  • Initial explosion damage increased 15%
  • Lingering damage increased 15%

Dawnblade Attunement of Grace

Well of Radiance: Alternate super that creates a healing/buffing field for allies

  • Grants an additional super orb (3)
    • Auto-generated orbs now grant the same amount of super energy as regular super orbs (previously the orbs gave less super energy on par with masterwork orbs)

Nerfs

Nightstalker Way of the Trapper (Top)

Shadowshot: Fires an arrow that damages enemies and debuffs enemies nearby

  • Damage sharing for the Nightstalker player specifically reduced from 100% to 50%
    • Now all allied players have 50% damage sharing on tether

Nightstalker Way of the Wraith (Middle)

Flawless Execution: Headshot kills while crouched grant invisibility and truesight

  • Truesight now lasts 3 seconds (down from 9)

Shattering Strike: After performing a Flawless Execution, your melee attacks have a longer lunge range and weaken enemies

  • Advanced warning: When we made the change to Flawless Execution this also unintentionally nerfed this ability to only last 3 seconds (it was directly tied to the truesight). We have prepared a fix for the 4.6.1 patch to restore the weaken and lunge range increase to last the entire 9 seconds regardless of truesight and invisibility status.

Instant Reloading

Goal: In the beginning, Lunafactions and Rally Barricade did exist, but they were clunky to use. They still had dramatic impact on gameplay even in that state, but eventually we decided to make their effects easier to handle. The problems they introduced always existed in the game, but over time these have become magnified due to new abilities, perks, and weapons introduced into the Destiny 2 sandbox. The impact of something that takes all reloading out of the equation means that other perks or effects like the Hunter’s Marksman Dodge or the Sealed Ahamkara’s Grasps can simply fall to the wayside – Even swords take a hit in comparison, being one of the few weapons that naturally never needs to reload.Reloading is one of those mechanics that are simple, but have wide ranging consequences. Because the effect on gameplay of removing reloading is inversely proportional to the size of your weapon’s magazine and how slow your general reload animations are, weapons like Rocket Launchers and Shotguns can benefit greatly compared to other weapons. This, alongside the increase in general access to damage bonus effects like Well of Radiance left us with the decision to remove this effect from these two sources, as they were causing things to quickly snowball out of control.

Titan Rally Barricade

  • This ability now provides a large increase to reload speed for the duration of the effect
  • This ability no longer automatically reloads your weapons from reserves

Warlock Rift/Well of Radiance

  • Lunafaction Boots now provides a large increase to reload speed for the duration of Well of Radiance
  • This exotic no longer automatically reloads your weapons from reserves

Super Energy Regeneration

Goal: These changes will reduce the speed with which players are able to earn their super which supports difficulty and reduces the current ability to trivialize certain content through excessively chaining supers. Systemically, we want to reduce base sources of supers on a large macro scale without diminishing the feeling that your actions are gaining you a worthwhile energy boost. By reducing the speed at which you gain super we can make mods and perks feel more worthwhile. We still want it to feel like you can make meaningful progress not only through normal play but by augmenting super energy through teamwork, class choices, gear, and skillful play.

New Energy Granted by Super Orbs:

  • Super Orb: 7.143% (50% reduction)
  • Masterwork Orb: 2.5% (50% reduction)
  • Kills: (25% reduction)
    • Minor: 0.6%
    • Elite: 0.96%
    • Mini-boss: 1.8%
    • Boss: 3%
    • Player: 3%
  • Assists: (25% reduction)
    • Minor: 0.3%
    • Elite: 0.48%
    • Mini-boss: 0.9%
    • Boss: 1.5%
    • Player: 1.5%

Damage Multipliers

Goal: At Destiny 2 launch, damage buffs were fairly sparse – There was Empowering Rift for a small increase, and you could combine it with a weakening effect such as Hammer Strike, but very little else. As time has gone on, we introduced Well of Radiance, Weapons of Light, Guiding Flame, Frontal Assault, etc, and combining these effects has resulted in player damage output far beyond what was previously available. Even with just a small amount of them, a player can go from 1x damage to 3x and beyond, causing there to be an extremely large gap between standard player output and theoretical output.By preventing the larger effects from stacking, we are able to keep each of them around without having to do something in response like raise boss health to compensate for these tactics, as well as create more of them. As an example, Lumina would not have been created in world where the damage bonus effect of Noble Rounds stacked with other damage effects, and these changes are simply an extension along those same lines.While the weakening effects never stacked, we also took a look at them and adjusted their values as many of our more powerful units would simply evaporate when touched by one of them, but we compensated for that in other ways, such as either extending the duration of the effect or in the case of Shadowshot, making it affect power weapons.

Player Damage Buffs

  • Player Bonuses
    • Bonus damage effects that apply to all of a player’s weapons simultaneously no longer stack multiplicatively. The highest applicable bonus will be used instead
      • This does not affect single weapon buffs such as Rampage, Kill Clip, or exotic weapons that increase their own damage. These will still stack multiplicatively.
      • Buffs that provide bonus damage will still exist simultaneously on the player, so in the event that the one with the highest multiplier wears off the next highest will be used instead.
      • This change affects the following weapons/abilities (Empowering Rift, Frontal Assault, Guiding Flame, Sun Warrior, Inertia Override, Well of Radiance, Lumina/Noble Rounds, Weapons of Light)
  • Notable exceptions: Vengeance (One Eyed Mask)
  • Frontal Assault
    • Bonus damage is now +20% (Previously +25%)
  • Sun Warrior
    • Bonus damage is now +20% (Previously +25%)
  • Well of Radiance
    • Bonus damage is now +25% (Previously +35%)
  • Weapons of Light
    • Bonus damage is now +35% (Previously +25%)

Enemy Debuffs (Weakened)

  • Shadowshot
    • Incoming PvE damage is now +30% (Previously +35%)
    • Incoming PvP damage is now +50% (Previously +55%)
    • This effect no longer excludes power weapons
  • Tractor Cannon (Repulsor Force)
    • Incoming PvE damage is now +30% for all elements (Previously +33%/50% for Non-Void/Void damage respectively)
    • Incoming PvP damage is now +50% for all elements (Previously +33%/50% for Non-Void/Void damage respectively)
  • Hammer Strike
    • Incoming PvE damage is now +30% (Previously +50%)
    • Duration increased from 6 to 10 seconds in PvE
  • Shattering Strike
    • Incoming PvE damage is now +30% (Previously +50%)
    • Duration increased from 6 to 10 seconds in PvE

Reduced Super Damage Resistance

Goal: Since the launch of Destiny 2 we have slowly introduced buffs to supers, especially roaming supers. While we believe supers should be powerful they should not be mindless. We want supers to be more risky in both PvE and PvP. We want players to think about positioning and timing more. Not so long ago we experimented with Spectral Blades by lowering the damage resistance substantially. These changes were generally well received and improved the experience of the super for both the person running it and the person who was running from it. In PvE players shouldn’t feel like their super makes them invulnerable and casting one should call for situational strategic thinking. In PvP players need to feel like they can challenge a super and that with skillful play there’s a chance they can beat it.

  • Super Damage Resistance removed from masterwork armor
  • Inherent Super Damage Resistance lowered by category (see below)

Low- 54% → 49%

  • Nova Warp
  • Thunder Crash
  • Blade Barrage
  • Nova Bomb
  • Well of Radiance

Medium – 56% → 51%

  • Hammer of Sol
  • Daybreak

High – 60% → 53%

  • Fist of Havok
  • Burning Maul
  • Sentinel Shield
  • Arc Staff
  • Arc Lightning
  • Shadowshot

Other (unchanged)

  • Spectral Blades – 52% / 54.4%
  • Golden Gun – 0%
  • Chaos Reach – 40%

ABILITY AND ARMOR GENERAL FIXES

  • Fixed an issue where abilities that dealt lingering damage were dealing higher damage than intended at higher framerates
  • This includes abilities such as Nova Bomb, Vortex Grenades, Solar Grenades, Smoke Bombs, Fan of Knives, and Sun Spots
  • Fixed an issue where the Hunter’s Tempest Strike melee ability couldn’t be performed if the Sprint button/key was set to Hold
  • Fixed an issue where the increased sustain damage perk of the Stormtrance super would break if a player swapped their sub-class to Chaos Reach and then back to Stormtrance within an activity
  • Fixed an issue where the Liar’s Handshake perk Cross Counter was intermittently failing to activate and trigger healing
  • Sealed Ahamkara Grasps perk Nightmare Fuel will now correctly reload weapons when used in tandem with Knife Trick and the Tractor Cannon
  • A Titan’s Burning Maul line attack will no longer be blocked and detonate early if they have Telesto projectiles attached to them
  • Borealis and Hardlight now match the Prism modifier when changing elements on reload, rotating through Void > Arc > Solar
  • The Hunter’s Combination Blow ability buff will now correctly be removed when switching sub-classes while the buff is active
  • The Phoenix Protocol Hearth perk will no longer award bonus super energy on kills and assists to Warlocks inside a Well of Radiance who do not also have the Well of Radiance (Attunement of Grace) sub-class equipped
  • The Enhanced Momentum Transfer perk now displays the correct icon
  • The Mad Warden will no longer get frozen in time when destroyed by a Hunter’s Golden Gun
  • Fixed an issue where Warlocks couldn’t perform their Well of Radiance super during the reload animation for breach loaded Grenade Launchers
    • If interrupted, the reload animation will complete after the super is cast
  • Fixed an issue where allied Golden Gun projectiles weren’t going through Banner Shields
  • Fixed an issue where the Queen’s Wrath perk for the exotic Wish-Ender bow wasn’t correctly highlighting players if their shield was depleted
  • The Warlock’s Arc subclass ability ‘Pulsewave’ buff will no longer clear the Quickdraw perk bonus granted from a weapon upon its expiration
  • The Warlock’s ‘Alchemical Etchings’ perk buffs from Lunafaction Boots will now correctly be removed if/when their Well of Radiance is destroyed
  • Khepri’s Sting will no longer consume the owner’s melee ability energy charge when hit by a friendly Hunter’s smoke bomb

WEAPON CHANGES

  • Weapon mods are now treated as reusable unlocks instead of consumables. Any mods you have in your inventory will be converted to unlocks
    • This gives players the opportunity to play with different mods more frequently
    • If the only copy of a mod you have is already in a gun, you will need to reacquire one to unlock it
  • Minor enemies (Rank-and-File) no longer take more precision damage than other enemies
    • These enemies previously took twice as much damage to their precision hit locations than enemies of higher ranks
    • You will still deal precision damage, but this is now entirely dependent on the weapon, as it is for higher ranked enemies
  • The amount of time allowed between kills to generate a masterwork orb has been reworked per archetype:
    • 2.5 seconds for shotguns, hand cannons, scout rifles, machine guns, and pulse rifles
    • 3 seconds for auto rifles and trace rifles
    • 4 seconds for bows, fusion rifles, rocket launchers, and grenade launchers
    • 5 seconds for sniper rifles, linear fusion rifles, sidearms, submachine guns, and swords
  • Auto Rifles
    • PvE damage increased between +30% and +25% depending on combatant rank
  • Bows
    • PvE damage increased by +31% against minor enemies, and +26% against major enemies
    • Fixed an issue where bow draw times were displayed incorrectly in the inspection screen
  • Hand Cannons
    • PvE damage against minor enemies increased by 30%
    • Lightweight and Adaptive hand cannons use a new firing animation while aiming down sights
      • This change was made to increase weapon accuracy when firing these weapons as fast as possible
      • Ex: Currently, players can shoot faster than the recoil animation of 140/150 archetypes – so while the Hand Cannon looks to have fully reset from recoil, the following projectile will be shot as if the weapon was still in a recoiled state
    • Reduced the effect the range stat has on damage range falloff (effective range) for this weapon archetype
  • Machine Guns
    • PvE damage against minor enemies increased by 25%
    • Increased the effects of damage range falloff on this weapon archetype
  • Pulse Rifles
    • PvE damage against minor enemies increased by 28%
    • Increased the effects of damage range falloff on this weapon archetype
    • Archetype specific damage changes (impacts both PvE and PvP gameplay)
      • Rapid-Fire Pulse Rifles now deal 14/23.8 base/precision damage (Previously 13/21.4)
      • High Impact Pulse Rifles now deal 21/33.6 base/precision damage (Previously 20/32)
  • Scout Rifles
    • PvE damage increased between +36% and +18% depending on combatant rank
  • Sidearms
    • PvE damage increased to minor and major combatants by 16%
  • Sniper Rifles
    • PvE damage increased by +47% against minor enemies, +20% for others
      • Exotic sniper rifle perk damage bonuses have been modified to compensate for this change and they will not receive the full benefits as a result
  • Submachineguns
    • PvE damage increased by 22.5% against minor/major combatants
    • Aggressive Frame
      • Removed the intrinsic effect of “Deals bonus damage at close range.”
      • This bonus was 10%, but was unintentionally always active
      • The bonus damage has been moved to the base damage for 750 RPM Submachineguns, resulting in no damage change
      • As a result, Tarrabah and The Huckleberry gain 10% damage in both PvE and PvP

Exotics

  • Sweet Business
    • Increased magazine size from 100 to 150.
    • Increased PvE damage by 15%.
    • High Caliber rounds have been replaced with Armor Piercing rounds.
    • Damage changed to 15/21.2 base/precision (Previously 13.21/21.14)
    • This weapon no longer requires you to be firing when you pick up ammo to have it automatically reload.
  • Graviton Lance
    • PvE damage increased by 30%
  • Sunshot
    • Increased magazine size to 12
  • Vigilance Wing
    • PvE damage increased by 25%
  • Crimson
    • Damage changed to 19/30.5 base/precision (Previously 13.76/24.75)
    • Fixed an issue that was causing this weapon to deal higher flinch than intended
  • Merciless
    • Fixed the missing aim assist stat for this weapon
  • Ace of Spades
    • Memento Mori’s damage bonus is now affected by range falloff
  • Lumina
    • Noble Rounds should apply their buff to allies more reliably now
  • The Colony
    • “Serve the Colony” now functions as Auto Loading Holster does

Perks

  • Subsistence
    • Reduced the impact of this perk on total reserves
  • Ricochet Rounds
    • Removed the hidden bonus to damage falloff
  • Swashbuckler
    • Perk now activates when getting a kill with Ball Lightning
  • Grave Robber
    • Perk now activates when getting a kill with ranged melee abilities (ie: Ball Lightning, Explosive Knife)
  • One-Two Punch
    • Reduced the effectiveness of stacking One-Two Punch and Cross Counter (Liar’s Handshake)
    • Ex: Players won’t be able to defeat Riven in less than three seconds after Shadowkeep launches using the combo of One-Two Punch and Liar’s Handshake, but we know many of you will try other builds… and potentially even succeed.

Weapon General Fixes

  • Fixed an issue where AI combatants in Gambit based activities were using PvP values instead of PvE values
  • Fixed an issue on Jade Rabbit where parts of the ornament were appearing on the original weapon art
  • Fixed an issue where masterworked weapons would sometimes spawn a large amount of orbs off a single kill
  • Fixed an issue where killing Vex Harpies with precision damage from Outbreak Perfected wasn’t spawning Nanites as expected
  • Added missing Thunderlord Killfeed and Obituary icons
  • Infusing Thunderlord now correctly requires a destination material (EDZ Dusklight Shards)

PLAYER IDENTITY SYSTEMS

TRIUMPH STEPS

  • Triumphs can now be broken into steps with each step granting Triumph score
    • Some Triumphs have been extended with additional steps that grant additional Triumph Score
    • Some Triumphs have had their existing requirements broken into steps and the original Triumph Score has been split between those steps

SEASONAL ARTIFACT

  • Each season there will a new pursuit, the seasonal artifact
    • For Season of the Undying it is The Gate Lords Eye
  • At the end of the season the artifact will go away, and be replaced by a new artifact
  • The seasonal artifact has two progressions:
    • Artifact Power:
      • Gain an uncapped bonus to your power by earning XP. Each point of power takes more XP to earn than the last
    • Artifact Mods
      • Earn up to 12 points by gaining XP
      • Spend points to unlock seasonal mods for Armor 2.0

ARMOR CHANGES

Character Stats

  • Discipline, Intellect, and Strength stats return from the original Destiny game
  • Your Discipline determines your grenade recharge rate
  • Your Intellect determines you super recharge rate
  • Your Strength determines your melee ability recharge rate
  • All stats now go from 0 to 100
  • For Discipline, Intellect, and Strength, a stat of 30 is the equivalent recharge rate to the pre-Shadowkeep recharge rate with no mods affecting that recharge rate applied
  • A stat of 100 is the equivalent of having 5 of the appropriate recharge rate-affecting mod applied
  • Each piece of armor now provides you with contributions to each of your six stats
  • Armor that drops in the world, from engrams, and activity rewards have randomized stats

Armor 2.0

  • All exotic and legendary armor will drop to use the new armor system
  • Armor 2.0 versions of exotic armor pieces can be pulled from your Collection provided you have collected that exotic
  • All Armor 2.0 armor pieces have an energy type (Arc, Solar, Void) and an energy capacity
    • Energy capacity can be upgraded by spending currencies and materials, to a maximum of 10
    • Armor with 10 energy is considered to be masterworked and provides a +2 bonus to all six character stats
  • All armor mods have an energy cost and an energy type (Arc, Solar, Void, or Any)
    • Arc, Solar, and Void mods can only be socketed into armor of the matching energy type; mods with an Any energy cost can be socketed into any armor
  • Each piece of armor comes with multiple armor mod sockets, into which your mods can be applied
  • A socketed armor mod occupies an amount of the armor’s energy capacity equal to the mod’s energy cost; you must have enough armor energy available to be able to socket a mod
  • Armor mods are no longer consumable, and are instead unlocked and resuable across all applicable armor pieces once acquired
  • Armor mods can be acquired from gunsmith packages, direct purchase from the gunsmith, world engrams, and pinnacle activity engrams
  • Armor 2.0 mods and pre-Armor 2.0 armor perks do not stack

Masterworks

  • Fully masterworked armor no longer provide bonus damage reduction when using your super

Exotics

  • Titan
    • Actium War Rig
      • Now works with heavy machine guns
  • Warlock
    • Lunafaction Boots
      • Removed the effect of automatically reloading allies’ weapons while they occupy your rift
      • This exotic armor piece now grants a reload speed bonus for allies occupying your rifts

ECONOMY

ARMOR MASTERWORKING COSTS

  • Masterworking Armor costs and levels have been updated to include two new materials: Enhancement Prisms and Ascendant Shards
  • Both these materials can be obtained via the following sources:
    • Nightfall: The Ordeal rewards
    • Purchased from the Gunsmith for a rotating variety of currency and resources
    • Other special reward sources such as the Season Pass
  • Enhancement Prisms and Ascendant Shards are capped at 50 and 10 respectively to limit hoarding, and to keep players unfamiliar with this system from sinking all their resources into a single item

INFUSION MATERIAL COSTS

  • Infusion between two items of any rarity now requires only a single material to complete: Upgrade Modules
  • Upgrade Modules can be obtained via the following sources:
    • Each of the Gunsmith Weekly Bounties award one Upgrade Module per week
    • Purchased from the Gunsmith for a rotating variety of currency and resources
    • Season of Undying free track Season Pass rank rewards
  • Upgrade Modules are capped at 25 to limit hoarding, and to keep players unfamiliar with this system from sinking all their resources into a single item
  • Discarding an Enhancement Core no longer deletes the entire stack

BRIGHT DUST

  • Bright Dust is now earned by completing Crucible, Gambit, and Vanguard weekly and repeatable bounties
    • We chose to grant all of Bright Dust from ritual weekly bounties rather than spreading it out across the weekly and daily bounties so players could more easily earn Bright Dust without having to make sure they complete every single daily
    • Players will be able to do the repeatable bounties as many times as they like
    • Any Crucible, Gambit, or Vanguard completed bounties need to be turned in before maintenance begins on 9/30 as these changes will reset them; other bounties—Gunsmith, clan, Eververse, etc.—can still be claimed after Oct 1
  • Eververse items no longer dismantle into Bright Dust, and instead grant legendary shards and glimmer
  • New Eververse items for Season of the Undying will become available for Bright Dust two weeks into the Season
  • Eververse items no longer require Bright Dust to reacquire them(or re-roll perks) from Collections; instead, they cost the same materials that reward items of the same type/rarity use
  • Fireteam Medallions have been removed from the store, deprecated into Fizzled Fireteam Medallions, and can now be dismantled into Bright Dust to recover their purchase price (50 Bright Dust)
  • Gleaming Boon of the Vanguard price has been lowered to 150 Bright Dust
  • Gleaming Boon of the Crucible price has been lowered to 500 Bright Dust

EVERVERSE

  • The Season 7 Best of Year One Engram has been retired, and in its place, players can now obtain the new Season 8 Nostalgic Engram
  • The Seasonal Milestone no longer grants a bounty; instead, it directly grants a Bright Engram
  • The Season 8 Nostalgic Engram is no longer earned at level up
    • Instead, the Bright Engram is now included in the free rewards of the Season Pass that are visible before level 100; it’s also awarded every 5 levels after level 100
  • The Eververse storefront is now available via the Director
  • Eververse bounties (standard and IGR versions) have been deprecated; any remaining bounty notes can be broken down into Bright Dust
    • You can still complete and turn in any outstanding Eververse bounties until they expire

GLIMMER

  • Players can now store up to 250,000 Glimmer
  • Glimmer rewards from the majority of sources in the game have been rebalanced
    • Most open world sources (public events, Lost Sectors, chests) have been significantly increased
    • Passive Glimmer gain on kill has been reduced
    • In addition to directly awarding Glimmer on kill, combatants will sometimes drop additional Glimmer chunks
  • Weekly bounties award a large amount of Glimmer in addition to their other rewards

SPIDER’S EXCHANGE

  • The Spider welcomes new opportunities with four arms open and now deals in materials from all planets
  • However, the Spider has noted changes in market value, and has adjusted his exchange rates accordingly:
    • Glimmer exchange now costs 10 Legendary Shards or 20 materials, and yields 10,000 Glimmer
    • Tangled Shore daily bounties no longer award Glimmer, providing instead Etheric Spirals (in keeping with his competition)
    • Weekly wanted bounties no longer award gear, but now provide between 3,000 and 15,000 Glimmer in addition to the Enhancement Cores currently offered

XÛR

  • Xûr’s inventory pool and Fated Engram now include world-drop Exotics from Year 2

UNIVERSAL ORNAMENTS

Select armor sets now function as Universal Ornaments. Once unlocked, these ornaments can be used to change the appearance of any Legendary Armor 2.0 item. Note armor items that correspond to converted Universal Ornaments have not been removed from player inventories; already owned armor items still exist in their current state.

  • All previously purchased Eververse armor pieces will unlock a corresponding Universal Ornament of the same appearance and slot on all Armor 2.0 items
  • Past Eververse sets have been converted to Universal Ornaments, and will be available in Silver bundles via the Eververse archive
  • Pricing for these bundles will be reduced for each piece in the bundled set already owned on the account
  • Seasons 1 and 3 sets will be available when Shadowkeep launches – additional seasonal sets will be added at later dates

GUNSMITH

  • Weekly bounties now award an Upgrade Module instead of an Enhancement Core
  • Banshee-44’s mod inventory has been refreshed
  • Banshee-44 is now selling Upgrade Modules for infusion, as well as Enhancement Prisms and Ascendant Shards for armor Masterworking
  • Players who obtained a Legendary set of Solstice armor in Season of Opulence will find a bundle available on Banshee containing an Armor 2.0 version of the set
    • You must be logged in on the relevant class to see its bundle on Banshee (if you obtained that class’s Legendary Solstice set)

REWARDS POWER AND PROGRESSION

  • All non-powerful rewards now drop 3 to 0 points below your highest equippable Power level, up from 15 to 20 below
  • Year 2 powerful reward sources have changed to Legendary rewards
    • These sources no longer have a chance to drop a random Exotic instead of the Legendary gear
  • Bonus Exotics that drop from Nightfall: The Ordeal will drop at the character’s highest equippable Power level
  • Under- and over-leveling activities no longer adjust how much Power is received from the rewards
  • Experience no longer fuels a player’s character level, which has been changed to be level 50 for all characters
    • Experience instead progresses the Season Pass, Seasonal Artifact mod, and Power progressions, as well as the unlocking of destinations for new characters
    • Experience rewards have been rebalanced with the introduction of the Season Pass and Seasonal Artifact progressions
  • The Power granted from the Seasonal Artifact is additive with the Power of the player’s equippable gear, but does not increase the Power of gear drops
  • All existing gear has had its Power increased to a minimum of 750; new characters will begin Destiny 2 at Power 750 as well
  • The Power bands for Season 8 are as follows
    • Floor: 750
    • Soft Cap: 900
      • All drops up to this point will be upgrades to the most powerful item in your inventory or vault
      • Beyond this point, only powerful and pinnacle rewards will increase a player’s Power
    • Powerful Cap: 950
      • All non-powerful/pinnacle rewards are capped at 950
      • Pinnacle rewards are the only way to raise Power above this point
      • Powerful rewards are equivalent to the character’s highest-equippable Power beyond this point
    • Pinnacle Cap: 960
      • This is the highest Power at which gear drops; also known as the “hard cap”
      • The Seasonal Artifact bonus Power allows characters to attain values above this level
  • Prime Engrams
    • Prime Engrams now gain charges more quickly, drop more frequently, and have a higher maximum charge cap (nine charges, up from six during Year 2)
    • The Power gains have been rebalanced for the increased frequency, providing +3 Power, down from a range of +4 to +7
    • Players who have completed the “Prime Example” quest prior to Shadowkeep’s release will earn charges, but those charges won’t drop until the character has reached 900 Power
    • This will help players avoid spending charges early for gains that are most beneficial during the Soft Cap to Powerful Cap range

BOUNTIES

  • Reworked Tower bounty pools, and added a new ‘Repeatable Daily Bounty’ which can be purchased by players for a significant amount of glimmer as many times as they like

ACTIVITIES

VANGUARD

  • Added new activity on the Vanguard screen – Nightfall: The Ordeal
  • Renamed Nightfall to Weekly Nightfall and adjusted base power level to 820
  • Added Rally Banner consumables to Hawthorne’s inventory
  • Updated Nightfall scheduling to reduce long streaks without certain Strikes or duplicate Strikes.

CRUCIBLE

Director

  • Playlists Removed:
    • Quickplay
    • Competitive
  • Playlists Added:
    • Control 6v6
    • 6v6 Rotator
    • 4v4 Rotator
    • Survival 3v3
    • Survival 3v3 Freelancer (solo queue)
    • Crucible Labs: Elimination 3v3
    • Classic Mix 6v6 (connection-based matchmaking)

Maps

  • Removed:
    • Dead Cliffs
    • Retribution
    • Solitude
    • Legion’s Gulch
  • Added
    • Widow’s Court
    • Twilight Gap
    • Fragment

Ranks

  • Players cannot lose Glory ranks below Fabled I
  • Losing a match reduces Glory streak by 2 instead of resetting
  • Losing a match reduces Valor or Infamy streak by 1 instead of resetting
  • Glory adjusts more quickly to match player skill

Matchmaking:

  • Skill-matching algorithm adjusted to allow for greater variance of matches

General

  • Power Ammo crates are now shared in all 6v6 modes
  • Added physics to the Pacifica Crucible map to prevent players from being able to navigate into an unfairly advantageous position in the environment

CHALLENGES

  • Moved Nightfall challenges from Weekly Nightfall activity to Nightfall: The Ordeal, and retuned completions
  • Removed Daily Heroic Story Mission, Strike, Gambit, and Crucible challenges
  • Removed Ikora Weekly Bounty Completion challenge
  • Removed Petra’s weekly challenge
  • Added Weekly Bounty Completion challenges to Shaxx, Banshee, Zavala, and Drifter

RAIDS AND DUNGEONS

  • Added rally banners to Leviathan, Eater of Worlds, and Spire of Stars
  • “The Shattered Throne” Dungeon is now available at all times instead of on a three-week cycle
  • It can also be launched and reset from the Director

DESTINATIONS

  • Black Armory forges are now accessible through a director launched playlist on EDZ

NEW LIGHT

GENERAL

  • The Power level of all players’ current gear will be set to 750 at launch. All new characters will start at Power 750
  • Black Armory Forges, Gambit, Gambit Prime, the Reckoning, and the Menagerie are available for all players
  • Leviathan raid lairs Eater of Worlds and Spire of Stars are available for all players
  • All players can enter Free Roam on all destinations, including the Moon (once the destination has been unlocked)
  • Many previously quests can now be picked up on various vendors

NEW GUARDIANS

  • New characters are no longer required to play through Red War, Curse of Osiris or Warmind (a.k.a. Classic) campaigns before accessing various activities and quests
  • New characters can acquire the classic campaign pursuits from Amanda Holliday
    • If the player acquires a campaign pursuit for a mission on a planet they have not yet unlocked by earning XP, that planet will become unlocked
      • For example, if the player has only unlocked the EDZ and Titan, and then they acquire the Curse of Osiris campaign pursuit, the Mercury destination will become unlocked
  • New characters have immediate access to all playlist activities (but they still might not meet the Power requirements for higher tiers of Player Elected Difficulty, or they might need a special item like a Mote Synthesizer to play the Reckoning)
  • New character will be granted the New Light main quest. This quest will lead them through most ritual activities, Year 1 seasonal content, and Year 1 destinations
  • For new characters, Zavala, Shaxx, and Drifter will initially have simplified inventories. Players must complete a short intro quest for Strikes, Crucible, and Gambit to unlock the full inventory of bounties and pursuits on these vendors

BLACK ARMORY

  • Quests
    • The Black Armory area of the Tower Annex is now accessible to all players
    • Simplified the Black Armory intro quest
    • Removed the quests needed to Unlock the Izanami and Gofannon forges
  • Exotics
    • Le Monarque and Jotunn are now first unlocked via pursuits found on Ada-1
    • The quest for Izanagi’s Burden can now also be acquired from Ada-1
  • Forges
    • Introducing the Forge Rotator
      • Found on the EDZ Director Screen
      • Launch directly into a forge by selecting the node
      • Which Forge is playable rotates daily
    • Forges are no longer launched from EDZ or Nessus
  • Rewards
    • Weapon frames no longer require specific forges in order to be completed

WARMIND

  • Escalation Protocol access is no longer gated on any campaign completion requirements

GENERAL

  • Fixed an issue where the “Cross Save Enabled” messaging was displayed for players who did not have Cross Save enabled.
  • Players can now use the Right-Stick and/or Mouse Wheel to scroll up and down on the Lore Tab without having the cursor focused on the scroll bar
  • Removed the Seasons Node on the Director (all seasonal information can be seen via the Seasons tab)
  • Added Key Mapping options for the Store, Quests and Seasons tabs
  • Added a small “You are here” indicator around a destination node (and a string in the tooltip) when the player is in that destination
  • The character level on the character nameplate has been replaced with the character’s Class Icon
  • Fallen Spider Tanks are no longer utilizing stealth technology on their front mini-guns
  • Players who’ve obtained the Salute emote in the past can now correctly select it in their collection and assign it to their Emote wheel
  • The EDZ Region Chest Triumph now has a requirement of 20 chests for completion
  • Activating the Fist Bump and Handshake multiplayer emotes will now correctly announce to the Battlefeed
  • Removed a duplicate “Iron Truage Suit” armor set entry found in Hunter Collections
  • Runefinder buff will now only award Runes to the player with the buff and not have a chance to grant Runes for other fireteam members

REWARD SYSTEMS

  • Apply actions will work on the first attempt
  • Huginn will no longer sell Tinctures to players who have full inventories (no free space)
  • Fixed an issue where some items would not appear in the loot stream if multiple items were awarded at the same time
  • Multiplayer (Buddy) emotes will now have a visible indication of where a player can stand to be able to interact and initiate the emote
  • Players who complete Gambit Prime Civic Duty bounties (which don’t require playing Gambit) will now correctly retain their Infamy points when returning to Orbit from destinations/activities
  • The last shipments of the Vestian Dynasty sidearm have been recalled from all sources and vendors and sent to Spider for disposal
  • The Queen of Hearts exotic ship now dismantles in 4 seconds, like other exotics, and now correctly uses the exotic acquired SFX
  • Fixed an issue where Gambit Prime envoys didn’t count towards the Envoy While It Lasts bount
  • Failing the first encounter for any Black Armory Forge will no longer award planetary destination materials
  • Fixed an issue where players would lose rewards if they claimed a bounty in private matches
  • The timer for Timed Activities (such as the Heroic Whisper of the Worm mission) will now activate after 5 minutes if at least one player has loaded into the activity
  • Fixed an issue where the “Bank This!” Gambit medal was not being correctly awarded when Invaders killed opposing Guardians holding motes near their Bank, which was preventing the associated “Bank This!” Triumph from progressing

from GameSpot – Game News https://www.gamespot.com/articles/destiny-2-shadowkeep-patch-notes-super-nerfs-weapo/1100-6470239/

Kadokawa Games reveals Metal Max Xeno Reborn for PlayStation 4 and Nintendo Switch

Kadokawa Games reveals Metal Max Xeno Reborn for PlayStation 4 and Nintendo Switch

A sequel and a brand-new project are also announced at the same time.

source /news/9047-kadokawa-games-reveals-metal-max-xeno-reborn-for-playstation-4-and-nintendo-switch