At 9am Pacific, Bungie Revealed the September DLC, Forsaken. This DLC brings some of the most drastic changes the Destiny Universe has ever seen, much more drastic seemingly than Destiny 2 even. Much of that can be seen in this Vidoc below.
New Campaign
The Reef has fallen to lawlessness, and now the most-wanted criminals in the galaxy – the Barons & Uldren Sov – have organized a jailbreak at the Prison of Elders. You and Cayde-6 have been sent in to bring law and order back to the embattled facility, but things do not go to plan. The Tangled Shore, described as a lawless frontier, and a dangerous web of asteroids lashed together is a new Destination for Forsaken. It's home to Pirates and Outlaws seeking marooned treasures and a new enemy faction, The Skorn (according to GameInformer, The Scorn are the clearly a new Faction Gameplay wise, as they act/react vastly different than any previous Fallen enemies, they are the most aggressive Faction to date, and GI talks about the 6 brand new enemy types in their August issue). You will hunt these 8 Barons, Fugitives from the Prison of Elders, and track down Prince Uldren Sov. If you feel like watching the E3 Trailer, which includes some pretty heavy SPOILERS for Forsaken, it will give you a pretty good indication of why we will be tracking down Uldren Sov, with the intent to bring him to justice. Watch below at your own risk of SPOILERS. New screenshots have also surfaces, showing Petra Venj, who will also be returning in this DLC. Gambit is also said to have it's own Vendor, The Drifter (of whom we have reports that he isn't a Guardian at all). In the interview below, Scott Taylor confirms Variks involvement in Forsaken, saying it would "come in a form you might not expect". Both Scott and Chris refused to answer about whether or not The Queen would be involved in Forsaken, so assume that if she does, she plays a major role (according to the August issue of GameInformer, Uldren's modivation is directly related to finding Mara Sov).
Note: According to Scott Taylor and Christopher Barrett, The Skorn aren't exactly Fallen, but rather resurrected Fallen who have died and been reborn so many times they have turned into something else entirely. They hold no loyalty to any House, have brand new Abilities never before seen by Fallen, and brand new universe lore. Think of them as Fallen Zombies... and Outlaw Pirates...
Note 2:In that same interview linked above, Scott Taylor claims Forsaken is the largest expansion to the Destiny universe ever, even larger than The Taken King. Christopher Barrett goes on to say that a lot of what they are doing in Forsaken, won't even be directly Story related, and that they want to bring back the mysteries to uncover. He claims that while some of that was in Warmind (Escalation Protocol, two Hidden Quest chains after the Campaign, and now the Whisper hidden mission), they are doubling down on those efforts in order to bring back the hobby of Destiny to players.
Note 3: In an interview with Gamesradar, Steve Cotton emphasized the non-linear story as it relates to the hunt for the Barons. It seems that these 8 Baron Hunts can be taken on in any order players so choose, but will only be limited by Power Level and if players have obtained the proper PL to play a mission or not. As silly as it might seem, it will be interesting to see if the story plays out any differently with the various ways in which players are able to tackle the Baron "hit list". And according to GameInformer (beware, this article is very Spoiler heavy about the Baron's), each of these Hunts are extremely distinctive, with major Boss Encounters of the likes of a Strike.
Note 4: A big Fallen Captain, known as The Spider, is the new Tangled Shore Vendor. The Spider will send players on random Hunts of "invaders". He often also sends "Arrha Spider's Associates", Fallen helpers, along with you to help out in Missions (as seen in this 2nd Story Mission).
Details
Each player Class has new Supers (see below) and Abilities and a new Bow class of weapons. According to Scott Taylor, the new Level and Power Cap will be at Level 50 and 600 Power Level. Forsaken will also drop with 3 Strikes on all Platforms, and 1 PS4 exclusive Strike (all previous PS exclusive content will also drop on PC/XOne on September 4th, or the 2 Strikes and Borealis Exotic Sniper). Destiny 2's new Annual Pass guarantee's 3 premium DLC launches in Y2: Black Armory (Winter 2018), Joker's Wild (Spring 2019), and Penumbra (Summer 2019). According to Scott Taylor, all Y1 D2 items obtained will carry over into Forsaken. Deej and Scott confirmed there will be a Spark of Light type Power and Level Boosting Item with purchase that will instantly put new or returning players to the previous Max Power (likely it will send players straight to Level 30 at 380 Power at launch with a crappy Rare Gear set). Release date is September 4th, 2018.
- Destiny 2 Forsaken - $40 (XB1)
- Destiny 2 Forsaken Annual Pass - $34.99 (PS4, $35 XB1)
- Destiny 2 Forsaken + Annual Pass - $70.00 (XB1)
- Destiny 2 Forsaken Digital Delux - $79.99 (PS4, XB1 $80) (According to Gamestop, includes Forsaken + AP, Bow Ornament, Emblem, Ghost; PSN shows Ace of Spades Ornament, Exotic Ship/Emote, Cayde-6 Shaders as well)
- The Forsaken Legendary Collection - It's $59.99 and includes immediate access to Destiny 2, Curse of Osiris, Warmind, and Forsaken upon release.
New Raid: The Dreaming City
Forsaken's new Raid will add what Bungie terms "an End Game Destination" rather than just a static Activity. This location is The Dreaming City (this is the Awoken Homeland), and was described by Bungie as a mix between the Vault of Glass and the Dradnaught, "gave them to Peter Jackson and let him raise them as his own, and that is The Dreaming City". The Raid will have more Bosses than any Destiny Raid has ever had before. Ton's of Puzzles, hidden corner's, and passageways that don't exist until another team in the Destiny Universe solves another Puzzle. It's described as "raiders effecting the destination and changing it for everyone" and "cyclical End Game place where there are Secrets and Activities that unveil over time" and "The Dreaming City at launch will not be the same Dreaming City 2, or even 3 weeks later". This destination will hold far more than just the Raid Activity, and will be the End Game locale for Solo players as well.
- Dreaming City confirmed to have Public Events and Patrols, so it's a full fledged Destination that you can load into.
- No more Leviathan content in Y2, so all Raid content likely happen on The Dreaming City. Raid Lairs confirmed for Y2.
- The Dreaming City will have two states, the Normal version and a Hive Ascendant Realm that changes the way the Dreaming City looks/feels.
- According to GameInformer, Forsaken will include a new Activity very similar to Escalation Protocol called The Blind Well that will feature 3-6 players. It will be it's own instanced playspace, so all players there will only be there to do Blind Well, but they have yet to say if it will be difficult or not to specifically load 6 friends into Blind Well, or if you have to go with 3 and 3 randoms.
Gambit
A new hybrid PvE and PvP mode called Gambit pits 4 players against another 4 players (this is confirmed to be the new Activity all of the Content Creators are extremely hyped about). Teams each start in their own Arena. You will be assaulted AI enemies who, when killed, drop Motes. Motes have multiple uses at the Mote Bank. You can Summon Blockers (Powerful AI Combatants, Small 5 Motes, Medium 10 Motes, and Large 15 Motes) to distract and "Block" the enemy team from putting Motes into their own Bank until he is killed. If a team deposits 25 Motes, they can Invade the other Team (ala Dark Souls) to kill and or distract them from killing AI and collection/depositing Motes. Any player vs player kill, will cause the dead player to drop all collected Motes. By filling your entire Team's Mote Bank (75 Motes), you will summon a Primevil Enemy. Primevil Enemies have a large health pool, but a damage modifier increases over time, allowing you to kill it easier the longer he has been active. Once a Primevil Enemy is summoned, the other team is free to have 1 player Invade at all times. If an Invading player gets a kill (and for every kill), a portion of the Primevil's health is restored. Be the first Team to kill your Primevil Enemy and win.
- 4 Maps at launch.
- Matchmade activity. - Twitter
- Gambit is not Crucible, or Strikes, will likely have it's own Playlist section of the Director.
- Unique Loot Table, including Unique Exotics. - Twitter
- Power Levels inactive for PvE aspects, active for PvP aspects.
- Loadouts aren't locked. - Twitter
- Gambit has it's own Rank System called Infamy. Completing matches gains you points, but winning gains more. Winstreaks return and increase Infamy gains, up to 5. Each Infamy Rank has 3 tiers, with rewards granted at each point, so it always feels rewarding. In addition, The Drifter has a set of Daily Bounties and a Weekly Bounty unlocks once you reach Level 50. These Bounties are worth extra Infamy Rank and contain gear. The Weekly Bounty contains more Infamy gains and a Powerful Reward, so you will want to finish it each week.
- Gambit Private Matches won't be available at launch, but they will consider adding it in the future. - Twitter
- 36 Unique possible Gambit scenarios. 4 Maps, 3 Races per map, and 3 variations per Race. Multipe Unique Primevil's as well. - Twitter
New Subclass Perk Tree/Supers
According to GameInformer, only 3/9 will be available when you start Forsaken, but the other 6 (2 for each class) will open up once you've completed the Campaign. It is unclear whether or not you get to choose which of the 3 per Class of the new Super you obtain first.
- Sentinel (Code of The Commander) - This Super sounds similar to a normal Sentinel, only rather than a small front side shield, you walk with a Defender Bubble around you, that allows Teammates to shoot out of it. Also, melee's cause explosions, and all Void Ability damage attached Void bombs to enemies, that if further damage happens, they explode spraying Void Shrapnel around (think Voidwalker Cataclysm/Bloom).
- Sunbreaker (Code of The Devestator) - Sounds like your charged melee will throw your Hammer (like a Throwing Knife), but it stays in the world until you retrieve it. Picking it back up refills your Melee, trigger health regen, and for each Solar Ability kill, you are given a damage multiplier, that stacks up to 3x. The new Super (Siege Hammer), creates a Giant flaming Hammer that hit's like an Earthquake, and leaves Flaming Tornadoes in it's wake.
- Striker (Code of The Missle) - A melee in Mid Air activates the D1 Death From Above Smash which generates extra Super Energy. Sliding into Ammo pickups reloads your weapons and gives you a bonus damage modifier. Thundercrash turns you into a player controlled missile, able to devastate wherever you land.
- Nightstalker (Way of The Wraith) - Smoke Bombs now deal heavy damage and slow enemies. Precision kills grant invisibility. And Spectral Blades look eerily similar to D1's Bladedancer with Vanish.
- Gunslinger (Way of a Thousand Cuts) - Your melee throws out a fan of Burning Blades. Killing burning enemies recharges your melee, and applying burn recharges your Dodge ability. Blade Barrage sounds similar to how Grenades worked on Sunsinger, it just allows near instant cooldown of your Knife Trick melee ability.
- Arcstrider (Way of The Current) - Sliding before melee allows a Staff Uppercut, and hits increase reload speed. All Arc abilities electrify enemies and subsequent melee's refill your abilities. Whirlwind Guard works the same as normal Arcstider only now you can block all incoming projectiles and upon doing so all outgoing damage will be tripled.
- Voidwalker (Attunement of Fission) - A charged Grenade turns into a short range Supernova, and a charged melee (Atomic Breach) creates a Void Explosion at range (I don't understand this at all)? Nova Warp allows you to short range teleport multiple times until you want to Erupt in a burst of energy.
- Stormcaller (Attunement of Control) - The melee throws a Arc Ball that Explodes, sending a Lightning Bolt directly beneath it. Arc kills create Ionic Traces, that if collected recharges abilities. Chaos Reach allows you to fire a long range beam of Arc, with extreme power, that can be stopped early to recover the remaining amount of Super energy.
- Dawnblade (Attunement of Grace) - Melee attacks burn enemies, but empower allies. Charging Grenades turn them into healing Grenades that can be used on the player or allies. Any ability that buffs or heals yourself or an ally, regen's your non-Super abilities. Well of Radiance grants both a Healing Aura and Empowering Aura in a wide range around the player for both the player and allies.
The Bow and Other New Weapons
The new Bow is a Primary Weapon that comes in two different flavors, Recurve and Compound. Compound Bows are described as "brute force damage" with longer charge times and more predictable full charge then release pattern. Recurve Bows however, allow more expressiveness as they have a steady draw that increase velocity and damage the longer the draw. The one known Exotic Bow is the Trinity Ghoul Energy Bow. Shots from this bow split on release (Spread Shot), and grant Chain Lightning on Precision Kills.
- Full Draw is hitscan. Damage is based on Draw Time. - Twitter
- A new Exotic Auto Rifle, Cerberus 1, was shown to GameInformer. It was designed after the Contra's Spread Shot weapon. This Auto shoots like a fast firing Shotgun, with more range, but a bit less impact.
- A new promo, New Weapons and Gear, by Bungie shows off a whole suite of new Exotics.
- Weapons
- Two Tailed Fox Rocket Launcher
- Trinity Ghoul Bow
- Malfeasance Hand Cannon
- Black Talon Sword
- One Thousand Voice Trace Rifle
- Wish Ender Bow
- Ace of Spades
- Armors
- Anteus Wards Titan Boots
- The Sixth Coyote Hunter Gauntlets
- Chromatic Fire Warlock Chest
- Weapons
Development Updates
A slew of new improvements have been announced along with a new Development Roadmap (*updated 7/25/18) that extends into September.
Bungie recently revealed they are dropping two updates, one the week before Forsaken on August 28th, and the main update at launch on September 4th.
Aug. 28th Update 2.0.0
- Class Balance Changes - All of the classes are being tweaked in some ways, and several of the existing Perk tree's for Subclasses.
- Hunter - Marksmans Dodge is now a reload, and thus will interact with Kill Clip, Rat King, etc.
- Nightstalker Tether attaches quicker to enemies (should be pretty much instant now).
- Gunslinger is getting an extra 2s added to both Golden Gun Supers and increased Throwing Knife damage output.
- Warlock - Increased Healing Rift effectiveness. Empowering Rift now increases Precision Damage output.
- Stormtrance damage output is being increased.
- Titan - Rallying barricade no longer requires taking cover to reload, but will feed ammo to the magazine over time (like Lunafaction Exotic, maybe?). All Subclass Shoulder Charges are getting a buff to damage output by about 50%, as they are being increased back to an outright kill in PvP.
- Ward of Dawn on Sentinel will have more health, and all Allies within it will do more damage via melee attacks.
- Hunter - Marksmans Dodge is now a reload, and thus will interact with Kill Clip, Rat King, etc.
- Another round of Exotic Armor balances is dropping as well that will effect Class Balance.
- Celestial Nighthawk will gain back 33% of it's Super Energy if you kill the target.
- Wormhusk Crown will no longer start regen on both health/shield, but rather just give a large boost to health at the start rather than the end (similar to the Bladedancer nerf in Y3, which is fine, this Exotic is running rampant and basically ruining the Crucible currently).
- Skull of the Dire Ahamkara will generate more Super Energy based on kills, and generate more the more powerful of opponents you defeat.
- Transversive Steps will enhance mobility and automatically reload weapons while sprinting.
- Helm of Saint 14 will grant Allies an overshield for a short period of time while passing through Ward of Dawn (this one is very confusing because it already does this, unless this means they get a sort of Blessing of Light for outside the Ward).
- Mask of the Quiet One will grant more Energy Gain from incoming damage and kills will heal when critically wounded.
- Multiple Base Abilities are also being tuned.
- Rifts and Barricades are getting a visual timer to display how long they have left before expiring.
- Melee damage is being increased by at least 12%, but we don't know the exact figure. We do know they are going from 3 to 2 hit melee's in Crucible.
- Axion Bolt is getting increased damage and tracking strength duration.
- Flashbang, Storm, and Incendiary Grenades are all getting increased damage.
- Scatter Grenades are getting range and falloff range reductions for more reliable damage output.
- Magnetic, Fusion, and Flux Grenades are all getting increased damage, damage is the same for anyone near the explosion (stuck or not), 2nd detonations only occur to players hit by initial damage, and Magnetic will only get a 2nd detonation if stuck to an opponent.
- Skip Grenades have an increased damage per drone impact.
- Void Wall will have an increased initial burst from it's first wave.
- Weapon Power Level Adjustments are being made. This will bring TTK in PvP back down to D1 levels at around 0.8s to 1.0s rather than the 1.0s to 1.3s we currently have.
- Hand Cannons have seen about a 29% increase in damage across the board.
- Scouts seems to be rather close to that as well, around 30%.
- Pulse Rifles are also getting a 29% increase in damage.
- Auto Rifles are getting about a 25% increase in damage.
- Swords will now both accept Shaders, block more incoming damage, and hold more Ammo.
- Weapon Slot Changes - Weapon Slots are seeing major changes... According to Josh Hamrick, all existing weapons are moving around slots but once moved, their Slot will be static (they will never drop in any other Slot), and we also now know a few of the Power weapons moving to the Kinetic Weapons slot (Hawthorne's, Alone As A God, Perfect Paradox, Baligant, Frigid Jackal, Shepherds Watch, Silica Neumera). Also, Hand Cannons, Scout Rifles, Pulse Rifles, Auto Rifles, SMG's, Sidearms, and the new Bows are now Primary Weapons, and while they can be assigned to either the Kinetic or Energy Slot, they will pull White Ammo boxes from either Slot and show a white I next to them. Sniper Rifles, Fusion Rifles, Shotguns, Trace Rifles, and Breach Grenade Launchers (1 shot) are Special Weapons but can be assigned to either the Kinetic or Energy Slots, but always pull Green Ammo and show the Green II next to them in inventory. Power Weapons consist of Drum Grenade Launchers, Rocket Launchers, Swords, and Linear Fusion Rifles that will pull III Purple Ammo and only be available in the Power Slot. In addition, a few existing Exotics that fall into the Power Slot currently will be sticking to the Power Slot. Those are Legend of Acrius, D.A.R.C.I., Tractor Cannon, and the new Whisper of the Worm. For PvP, players will spawn in with full Kinetic Ammo, 2 rounds of Special Ammo (if you are running two Specials that ammo is split, or 1 bullet to each), and player may pick up Green Special Ammo from any killed players, friend or foe alike. Special Ammo gained above 2 rounds is retained through death.
- Milestones & Challenges - The Milestones Tab is changing, and is more of a focus on the Campaign. The Milestone Tray is now the Quest Tray, and sends you towards non-repeatable Quests. Planetary World Quest Activities will now be sent exclusively to the Quest Tab in the inventory. The Milestones themselves have been converted to Activity Challenges. There are now Activity Challenges for Nightfall, Flashpoint, Vanguard Strikes, Call to Arms, and Gambit. Flashpoint, Vanguard Strike, Call to Arms, and Gambit Milestones now reset every 4 days rather than weekly. Challenges themselves have seemingly been replaced by Bounties, which exist for Crucible, Strikes, and hints have been made that each planet will have a set of Weekly Bounties as well. We know the new Vendor, The Spider, will also likely have Bounty Hunts to send players on each week after Skorn Targets.
- Director Updates & Heroic Story - The Nightfall is being changed again. Prestige Nightfall is being removed, and now players will be able to complete their weekly Nightfall on their choice of 1 out of 3 electable Nightfalls for the week. While it's assumed, we do not know whether or not Modifiers will exist on these new Nightfalls. Heroic Strikes are being adjusted as well. Forsaken players will be dropped into 1 of 3 playlists based on Power Level (300/400/500). If you go more than 40 Power over the 300 or 400 playlists, they will no longer be able to be chosen. A PL 200 Legacy Strike playlist will exist for players who do not own Forsaken. Meditations are being replaced with the Heroic Story Playlist, which will be set at 500 PL for Forsaken Story missions. Legacy Missions will be set to a PL relative to their launch. Heroic Adventures are being added to all Destinations, and 1 will be featured every day for the Flashpoint. Activity Modifiers for all Heroic Activities will be identical for all PvE content each day (1 Weekly Burn, 1 Daily Buff, 1 Daily Debuff).
- Bulk Shader Deletion - More importantly, the change being implemented allows Bungie to fix reward streams that grant the player multiple rewards simultaneously, which isn't possible until this update. This change may have more far reaching consequences than just being able to mass delete shaders. Apparently, Mass Shader Deletion will be available at the Cryptarch and will allow you to delete 5 Shaders at a time.
- 200 Additional Vault Spaces (Total of 500 now)
The rest of the changes will launch with Forsaken on September 4th...
- Gear Collections - A new tab on the main menu, Collections, will be dedicated to showcasing what items you own as a player. Exotics, Weapons (Common through Legendary), Armor (Common through Legendary), Ghosts, Vehicles, and Vanity are the categories. Gear under Collection may be obtained from Collections. This includes Exotics, Legendary gear, Shaders, etc. Pulling items out of Collections will have a cost (likely slightly more or double that of their dismantle), but the cost to apply Shaders has been removed entirely.
- In Game Triumphs - Triumphs are now tracked on their own main menu tab, Triumphs. This will track your ability to complete all of the Challenges within Destiny, similar to how Record Books did in Destiny 1 at the end of each year.
- Weapon Randomization - Destiny 1's Random Weapon rolls are coming back. It is very likely that Vendor sales will increase static Weapon for sale per week and Raid Weapons will be static, just like Destiny 1. From what we saw at the Combat Reveal, this allows for some very potent new weapons, as we now have 2 full Perks (which include some new and returning Perks like Rangefinder for Hand Cannons), an optic and a mag type perk. Add to that the new Mod system with both new Mods and that extra perk, and we will have a more powerful arsenal than in D1. One thing now missing though is the ability to swap Elemental Types on Energy/Power Weapons. Going forward, all weapons will drop with a static Elemental type (X Sniper Rifle will always be Void and X Shotgun will always be Arc, etc) so they won't be subject to Randomization.
- Armor Randomization - Though not on the Development Roadmap, I think Armor changes are just as important as what is being done to Weapons. Armor is no longer just cosmetic. Each Armor will again (like D1), contain a perk tree path. The options here contain the current Mobility, Resiliance, and Recovery options, but now include two more options. The first Perk will be able to be a random assortment of perks like Momentum Transfer, Unflinching Kinetic Aim, or Kinetic Targeting that improves target acquisition, accuracy, and targeting ADS speed. There are others, but we currently do not know what they do. In that second slot, you have increased reserve ammo perks for Weapon Types like Hand Cannons, Linear Fusion Rifles, etc.
- Mod System Update - The Combat Reveal finally gave us a keen look at how the new Mod system will work. Each Weapon and Armor will have 1 Mod Slot. Armor Mods will consist of Ability related Cooldowns (Bungie hinted that Super Cooldown Mods are available) and can be stacked up to 5x for each Armor for a 60% decrease in Cooldown, or 12.5% for each Mod (Ex: 5x Grenade Mods result in a likely Cooldown of 33s from 83s). Dismantling a Weapons grants the player that weapon's equipped Mod. Year 2 Mods can be gained in the following ways: Exotic Weapons/Armor have a chance to include a Mod, Y2 Legendary Weapons/Armor (drops not purchases) have a chance to include a Mod, direct purchases from the Gunsmith for Mod Components/Glimmer (Daily rotation of a Weapon and Armor Mod), or dismantling Weapons/Armor that contains a desired Mod. All Y1 Legendary Mods will cease to function on September 4th, but will always drop a Mod Component. Y1 Rare Mods have a chance to drop a Mod Component when dismantled. All Y2 Mods will generate Mod Components when dismantled as well. Existing Y1 Mods can be removed from Y1 gear for Components, which clears the Mod Slot to be used for Y2 Mods. Below is a list of the known Weapon Mods. You can only hold up to 5 of any single Mod.
- Major Spec
- Minor Spec
- Boss Spec
- Radar Tuner
- Target Adjuster
- Icarus Grip
- Freehand Grip
- Backup Mag
- Counterbalance Stock
- New Masterwork Weapons - Weapons are undergoing some major changes for Masterwork. There are now 10 Tiers to Masterwork, with each Tier increasing the Bonus Stat by 1 for up to a 10% increase (an increase of 5% compared to current Masterworks) to that stat (like Range). The expense in materials to fully Masterwork a Weapon to Tier 10 is significantly higher than before at 17 Masterwork Cores, 27 Legendary Shards, and 10k Glimmer. According to DMG on Reddit, the Masterwork economy is going to see some changes to accommodate this. You are no longer able to re-roll a Masterwork's Passive Stat, it will be RNG based and part of the roll of the gun.
- 3 New Crucible Maps + 1 PS4 Exclusive
- There will be another new PvP Mode called Breakthrough.
- Breakthrough will be a Competitive Game Mode.
- New Breakthrough Mode won't be initially available, as well as the 4 new PvP maps.
- In game Lore
- New Bounties (in addition to them being added back this Summer)
- Return to Power mattering in Iron Banner (Trials not returning in Season 4).
There have been some announcements that don't directly correlate to the Development Roadmap, at least not yet. But I will list those announced changes below.
- Premiums DLC's will likely include more Escalation Protocol type experiences. - Gamesradar
- Enemies show Power Level next to their name. - Building the Bow
- All Y1 Weapons will be infusable up to Forsaken Max Power, albeit at a more significant economy cost. However, those Weapons/Armor will not gain the benefits the upgraded Forsaken Arsenal has received like Random Rolls, Mod Slots, etc. They likely will no longer be viable after the first week of Forsaken. - Gamesradar
- Bungie already has post September Crucible centric changes in mind, but they want to drop Weapons Slot Changes first. - Gamesradar
- TTK for Primary archetype weapons has been shown off. It seems like bodyshot damage is remaining similar but increases have been made across the board to Precision damage. This is being done to increase the perceived low skill ceiling in the current version of Destiny 2 and speed up the pace of the game.
- Melee's strength is being increased across the board. For PvP, melee's are now 2 rather than 3 hit kills, Shoulder Charges OHK, and Throwing Knives are increasing in damage output.
- Grenade damage is increased across the board, but will not OHK, but remain as encounter opener moves.
- 10-15 new Exotic Weapons will come with Forsaken, and some "cool" Armor. - GameInformer
- There will be badges for collecting full Armor sets. - GameInformer
- The end of Strikes/Crucible will no longer automatically separate you from random matched teammates. Sounds like they are putting in a option to stick with those players. This was mentioned while dodging a question about updating Guided Games, so likely no changes to that. - GameInformer
- Glory Rank earned and lost per match have been re-tuned to make it easier to climb the ranks. Bug breaking Weekly Award has been fixed and it's award has been doubled. Players who played Comp in Season 3 will get Bonus Rank on their first match (sounds like win or lose). Loss streaks have been removed all together. Activity re-connection is being worked on, and while it won't be available at launch, they are looking to add it post launch sometime.
- Radar is returning to Comp playlists.
- Clash and Control have been added to the Comp rotation.
- While Redrix Claymore is being retired after Season 3, it's similar cousin, the Redrix Broadsword is replacing it. The Broadsword also has the Outlaw/Desperado perk set and matches all other Y2 Weapons as far as slots and Mods go (therefor it's better than Claymore). Going forward, all pinnacle rewards for Competitive, will be Quest based, rather than Rank achieved. Once earned, the Broadsword will drop random roll versions of itself (but still contain Outlaw/Desperado), but players who earned Redrix Claymore in Season 3 will be able to get random versions of Broadsword immediately at launch. Also, their Crucible Quest will contain a new Crucible Reward (doesn't sound like it will be obtainable for others).
- Placing in the top 3 in Rumble now counts as a win.
- Powerful Rewards in Y2 will grant higher Power the further below you are of content, so if you complete a Raid 20-30 levels underleveled, you will get more Power out of it than your teammates who do it at Level. Powerful Rewards will also now never not grant an increase in Power over your overall Power Level (even if that slot isn't more powerful than another item you own). And Exotics will always be considered Powerful Gear upgrades anytime players obtain them.
- Brawler and Grenadier Modifiers are seeing increased recharge rates.
- Destination Materials are replacing Tokens as the primary source of Reputation for Destination Vendors. Rare Destination Materials are also leaving. Anything that previously rewarded Tokens will reward Destination Materials. Unused Tokens will still grant Rep until they are used, but once gone will never be able to be acquired again. Gunsmith Rep is increased from 40 to 100 Weapons Parts to obtain a Reputation Package. Adventures are no longer able to be reacquired from Destination Vendors. Iron Banner, Vanguard, Crucible, and Calus Tokens will all still function the same, but Trials and Faction Rally Tokens will not be addressed until those Activities return.
- Infusion happens on a slot basis now, rather than Weapon Type. Infusion will also now require Destination Materials.
- Trials of the Nine and Faction Rallies are being retired for Season 4 (Forsaken launch until the release of Black Armory in Winter 2018) so Bungie can make changes to both of these Activities. On Reddit, Bungie made it clear Trials of the Nine will be returning Post Season 4, though no word on Faction Rallies. Also no word on how they will address the fact that a Trophy for Destiny 2 requires Trials of the Nine to be active. They have said updates in regards to these Activities will happen in Season 4.
- Changes are coming to Eververse. Prismatic Matrix is returning, but the free Facet no longer just appears in players inventory, but must players must purchase a 250 Glimmer Bounty and complete it to gain the Facet. Players will still be able to keep up to 3 Facets at a time in Inventory. Bright Dust will now drop from items at a fixed rate. In Season 4, every obtained Bright Engram grants players a Bounty Note. Eververse is also getting it's own list of Bounties that range in 3 tiers, with Tier 3 being the most expensive to obtain at 6 Bounty Notes. These Bounties, once completed, grant players Bright Dust based on Tier (20/70/150). Eververse Bounties last 7 days, unlike other Bounties.
- The Strike Exotus Crash will return to the Strike Playlist and it's Destination on September 4th, very likely with adjustments made since it was pulled.
- Clans are receiving an update, passive play will no longer grant Clan XP. Hawthorne will now have 3 Daily Bounties for each player that grant Clan XP. Once you reach Level 50, you will gain 3 additional Bounties that grant larger Clan XP, but have to be done as a group with Clanmates. 3 new perks were shown off for Season 4: Rank 3 - Increased resilience when you’re in a fireteam with clanmates, Rank 5 - Grants a chance to receive additional Etheric and Baryon resources when collecting them in the Reef, and Rank 6 - The weekly clan milestone also grants a Masterwork Core.
- Xur will no longer display his location and it will be random and not tied to the Flashpoint. His Fated Engrams will also not drop Forsaken Exotics, but only Y1 missing Exotics.
- Base Lost Sector difficulty is increasing based on required Power Level (example given is that EDZ LS's will jump to 240 Power).
- Note: Since Weapons are changing slots on Aug. 28th, make sure each character has room in the Energy/Kinetic slots. Since some Power Weapons are moving to those slots, if they are full Weapons should go to the Postmaster, but you don't want to lose your favorite weapons because you had too many Power Weapons on one character. Weapons Elemenatal Damage type from Y1 will lock permanently on Aug. 28th as well, so lock those in before then. Ikelos SG and SR will lock in as Solar to prevent stacking with Tractor Cannon. Since the Mod System is changing so drastically, keep all Mods until Sept. 4th, because there will be a trading system for existing Mods to the new ones once Forsaken launches.
I will continue to update this as information comes out. Last updated 8/24/18 with 2.0.0 patch preview from TWAB.
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