Most of this information is SPOILER Heavy. So Read on at your own risk.
There are exactly 16 Campaign Mission in Destiny 2 (likely all roughly the same length as Homecoming from the Betas), 4 World Quests each with 4 Missions for another total of 16 Missions, 29 Adventures, 58 Lost Sectors, and 5 Strikes (at launch, there is mention that we will get free updated Strikes in the release window, Deej has already talked about this, claiming up to 10 Strikes in the launch window). (Story Spoiler ahead)There are two separate Social spaces, one we already knew about, The Farm, and another one just referred to as The Tower. It appears that we will overtake a part of the Last City again, but keep in mind, this is not our Tower, more like an old Tower not used anymore like Bannerfall. Xur will return and rotate between locations on the 4 planets. Strange Coins are gone though, as he now only accepts Legendary Shards.
7th, 8th, and 9th Subclasses
Nightstalker, Sunbreaker, and Stormcaller have returned, but after looking over their perk tree's, they are much weaken than they are currently in Destiny 1, especially the Nightstalker. The better PvE team oriented tree is the Way of the Pathfinder, which basically has a Vanish in Smoke, Lockdown (which was only good with Envenom Smokes in D1), Light of the Pack, and a weird Bloodbound/Quiver mixture. Sadly Deadfall (which is Predator mixed with Black Hole) is on the Way of the Trapper tree. As any good Nightstalker will tell you, Light of the Pack, Black Hole, and Predator are what made Nightstalker strong in PvE when in combination with each other. Now that each of those perks are split between two perk tree's, Nightstalker is a shadow of it's former self. Other perks of note are that Thunderstrike (already the most OP melee in D1) just got better as now it gives you faster Super/Grenade/Melee recharge when you land it. Especially when you consider the entire Attunment of Elements tree is PvP oriented unlike any other Subclass, this is not good news. Sunbreaker also go Suncharge baked into it's perk tree as Hammer Strike. It will also likely be always on during Super Activation similar to the other two Titans.
Exotics
Returning Exotic Weapons
- Mida Multi Tool (Kinetic Scout) - Increased movement speed, HCR, ADS Radar; Improved when Legendary SMG Mida Mini Tool is in use
- Hard Light (Energy Void/Arc/Solar Auto) - Richocet Bullets that bounce off surfaces (same as D1)
New Exotic Weapons
- Sturm (Kinetic Sidearm) - Kills completely fill your Energy Weapons mag from reserves; has bonuses tied to Legendary Energy Sidearm Drang (likely both refill each other upon kills allowing you to always keep firing)
- Rat King (Kinetic Sidearm) - Grant invisibility by reloading after a kill, becomes stronger the more players nearby that are using it (up to 6x)
- Sweet Business (Kinetic Auto) - Holding down fire increases rate of fire significantly
- Vigilance Wing (Kinetic Pulse) - Increases Health Regen when a nearby teammate dies, 5 round burst, improved performace when last alive
- Coldheart (Energy Arc Trace *Pre-order Bonus Weapon) - More damage the longer it is held on target
- Fighting Lion (Energy Void Grenade) - *Grenade Launcher that fires quick projectiles that bounce on surfaces, quick successive kills regen magazine
- Riskrunner (Energy Arc Auto) - Taking Arc Damage increases weapon power
- Graviton Lance (Energy Void Pulse) - 3rd shots in each burst does High damage, kills cause enemies to detonate (also has max stability)
- Skyburner's Oath (Energy Solar Scout) - Full Auto Scout withe extra ADS damage, bonus Cabal damage, and Phalanx Shield penetration
- Sunshot (Energy Solar Hand Cannon) - Explosive Rounds, targets highlight and if killed explode in Solar energy
- D.A.R.C.I. (Power Arc Sniper) - Extra target aquisition, bonus Precision damage, and extra details of enemies on ADS
- Merciless (Power Solar Fusion) - Reactive Reload Fusion where nonlethal hits increase reload speed
- Legend of Acrius (Power Arc Shotgun) - Overpenetrating long range Shotgun
- The Prospector (Power Arc Grenade) - Full-Ato Grenade Launcher that is hold to release explosives
- Tractor Cannon (Power Void Rocket) - Fires a Pulse that pushes enemies away (seems weird, no idea what it does)
- The Wardcliff Coil (Power Arc Rocket, Dubious Volley) - Fires a Volley of Rockets, auto reloads picked up Heavy
Returning Exotic Titan Armor
- Insurmountable Skullfort (Helmet) - Kills with Arc melee regenerate Arc melee and trigger health regen
- ACD/O Feedback Fence (Gauntlets) - Melee kills build up explosive force, being attacked by a melee releases this explosive force
- Crest of Alpha Lupi (Chest Armor) - Creates 1 additional Orb on Super kill and creates a healing pulse around Barricade
- Dunmarchers (Leg Armor) - Increased Sprint Speed, melee's let off a discharge built up by sprinting
New Exotic Titan Armor
- Mask of the Quiet One (Helmet) - Grants ability energy when damage, and health regen when dealing Void damage
- Doom Fang Pauldron (Gauntlets, Story Titan Exotic) - Melee kills regen Sentinel Super, Shield Bash kills regen Shield Throw during Super
- Synthocepts (Gauntlets) - Increased Melee Range, Improved damage when surrounded
- Actium War Rig (Chest Armor) - Steadily reloads a portion of Auto Rifle from reserve ammo
- Hallowfire Heart (Chest Armor) - Increased ability recharges when Hammer of Sol is available
- Lion Rampant (Leg Armor) - Provides additional aerial maneuverability (Sounds similar to Garrison, or could this be activating Titan Skating?)
- Peacekeepers (Leg Armor) - Reloads stowed SMG's and ready's them instantly
Returning Exotic Hunter Armor
- Celestial Nighthawk (Helmet) - Fires a single high powed shot that explodes killed enemies
- Knucklehead Radar (Helmet) - Radar while aiming, no longer only your Primary
- Young Ahamkara's Spine (Gauntlets) - Extra Tripmine duration, marks targets damaged by tripmines
- Lucky Raspberry (Chest Armor) - Increased Arcbolt chaining and a chance to reset it's cooldown on hits
- Stomp EE5 (Leg Armor, Bones/Frosty's) - Increased Sprint/Slide, Improved Jump ability
New Exotic Hunter Armor
- Foetracer (Helmet) - Visually marks targeted enemies
- Machaneer's Tricksleeves (Gauntlets) - Increases Sidearm equip and ready speed
- The Dragon's Shadow (Chest Armor) - Increased Movement speed/handling after Dodging for a short time
- Raiden Flux (Chest Armor) - Quick successive Arc Staff hits extends its duration and increases its power
- Lucky Pants (Leg Armor) - Increased Hand Cannon ready speed and initial accuracy
- Orpheus Rig (Leg Armor) - Extra ability energy for each tethered enemy by Shadowshot
Returning Exotic Warlock Armor
- Skull of the Dire Ahamkara (Helmet) - Extra Nova Bomb resistance and extra Super energy on Nova kill
- Sunbracers (Gauntlets, Sunbreakers) - Increased Solar Grenade duration and grenade energy on melee hits
- Starfire Protocol (Chest Armor) - Extra Fusion Grenade Charge and Fusion kills grant Rift energy
- Transversive Steps (Leg Armor, Ugh so much worse) - Increased Sprint speed, reloads any Energy Weapon upon Sprint
New Exotic Warlock Armor
- Crown of Tempests (Helmet) - Increased Arc Subclass ability recharges on Arc ability kills
- Eye of another World (Helmet) - Highlights targets and increase regen rate of non super abilities
- Nezarec's Sin (Helmet) - Void damage kills grant ability recharge
- Karstein Armlets (Gauntlets) - Melee attacks grant health recovery and ability energy
- Winter's Guile (Gauntlets) - Melee kills increase Melee damage
- Wings of Sacred Dawn (Chest Armor, Story Warlock Exotic) - Angel of Light on Dawnblade, kills extend duration
- Lunafaction Boots (Leg Armor, possibly the worst Exotic) - Rift deployment Reloads equiped gun and that of all Allies within
Progression
On the road to Level 20, each level up will grant you 1 Upgrade Point, and you will keep obtaining 1 for every level past 20 (though since there are only 24 Upgrades, I assume this stops at Level Up 25, though you may be forced to unlock Grenades, Jump, and Special abilities which would up that cap significantly to max possible of 48 if no nodes were unlocked from the start). This is how you upgrade your Subclasses. Each level up past 20 also yields what is called a Bright Engram. These Engrams contain Eververse cosmetic items (though we don't know for sure what, likely Weapon/Armor Mods, Shaders, and Energy Weapon damage nodes Arc/Void/Solar).
Max Light Level -In Destiny 2, Max Light Level will be 300. At LL 260 there is a softcap. This is the point at which you can obtain meaningful progress from any location and gear. After that, progress can only come from what Destiny 2 calls Weekly Milestones that drop what Destiny 2 call Powerful Gear (260+). Upon launch there are only 2 such activities; Flashpoints (Weekly Patrol Questline) and Call to Arms (Weekly Crucible Questline). Nightfall's will likely be the 3rd Weekly Milestone activity in Destiny 2, but will not likely launch until September 12th at the Weekly Reset. The 4th Weekly Milestone activity will be the Leviathan Raid that launches on September 13th at 10am Pacific. The 5th Weekly Milestone activity will be Trials of the Nine that will launch on September 15th at 10am Pacific. As far as we know, these 5 activities are the only known Weekly Milestone activities, though it is highly likely that Iron Banner will return sometime before the end of September, and will also likely be a Monthly Milestone activity that will also drop Powerful Gear. It is also an almost certainty that any Exotics obtained will also be considered Powerful Gear (260+), so no matter where they drop from, they will also increase your Light Level past 260 as well.
Legendary Shards - Legendary Shards are the new main currency in Destiny 2. They are seemingly replacing Legendary Marks, Strange Coins, and Exotic Shards. Legendary Shards are now the currency that Xur takes in exchange for Strange Coins. They can be obtained in several ways. By dismantling a Legendary you obtain 2 LS and an Exotic dismantle grants 10 LS. They also have a chance to drop from Nightfalls, Weekly Flashpoints, Planetary Chests, Lost Sector Chests, Raid Chests, and Raid Encounters. No word yet on a Legendary Shard cap if there is one, but to avoid the cap like we had at 200 on Legendary Marks, just store junk Legendaries/Exotics in your Vault for when needed to dismantle.
Note: Keep in mind how my below post effects all of the LL progression. Secondary and tertiary characters will benefit from hitting the soft level cap before switching and leveling them. As when they hit Level 20, their next gear drops will be at the softcap from any source. You can then use any gear obtained higher than the softcap to infuse into your main character, but note, it may not infuse at 100%.
Note 2: Competitive PvP has a higher reward rate than Casual, so likely double the rewards to encourage playing in the Competitive Playlist that has SBMM turned up. This is a very positive thing. Causual Modes include Clash, Control, and Supremacy. The Competitive Modes are Countdown and Survival (apparently no Elimination like Bungie had said previously). There also appears to only be 8 Crucible Maps in Destiny 2. Trials of the Nine is said to be on rotation between Countdown and Survival.
Note 3: According to the Bestiary, there are only 5 Enemy Races in Destiny 2. The Cabal Red Legion, The Fallen, The Hive, The Vex, and The Taken. Each Race has added enemy types though and several enemy types have changed since D1 as seen during the Betas.
Note 4: Not all of the Destiny 2 Exotics were in the Strategy Guide. Any Trials, Raid, Iron Banner, FWC, Dead Orbit, New Monarchy, or Hidden Exotics were left out of the Guide. This could potentially include 5-10+ other Destiny 2 Exotics. In other words, those above are just the generic Xur and anywhere Exotic drops.
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