This Week At Bungie – 4/18/2018

This week at Bungie, we unleashed teams of six into Iron Banner.

We have a lot to cover. Iron Banner 6v6 is in full swing. Exotic weapon previews have been dropping like loot. We’re following that up with some important info on Power progression and reward changes coming in Season 3. On top of all this, we’re having special guests in the building to give us valuable feedback.

Let’s get to it.

Crucible Recap

Last week, we postponed Iron Banner while we worked out an issue. In its place, we rolled out a six-player version of Rumble based on player feedback. Here is PvP Design Lead Derek Carroll with more info on the state of combat between Guardians. 

Derek: How did six-player Rumble treat you? We heard your comments and took action when the eight-player version got too big for its cage, and we hope our work paid off. There are additional map-specific spawning fixes that will be present in the next update, so keep the feedback coming!

By the time you read this, Iron Banner will be well underway. As with everything we do in the Crucible, the true test is when players experience it out in the wild. Once you’ve felt how it plays, we’d love to hear your thoughts. Meet me here in a week or so?

As you may have read last week, we are changing the way Crucible playlists work when Season 3 launches alongside the new expansion, Warmind. Beginning on May 8, all Destiny 2 players will be able to compete on any of the Crucible maps we put in our match-made playlists. (Platform timed-exclusive content will still be limited to that platform, but everything else is fair game.) We believe this is a big win for everyone, since players will no longer need to choose between playing in a limited DLC playlist to see “the new stuff” and playing in a mainstream playlist to get the largest pool of opponents and maps. More fun for everyone!

Weapon Showcase

A few weeks ago, we gave you a preview of upcoming changes to Sturm and Drang. Telling you what changes are coming is important, but the old saying holds true: “A picture is worth a thousand words.” Back in February, we told you a few things we had planned for Graviton Lance. Earlier this week, we showed off those changes in action. 

[embedded content]

Those poor, poor Fallen. That wasn’t the only video we teased out this week. You also got a glimpse of what Skyburner’s Oath will be capable of in Season 3. Now that we have shown you, here is Senior Designer Jon Weisnewski to tell you more about what is changing about those weapons and another you haven’t seen yet.

Jon: Hello. For some bizarre reason Cozmo asked me to come back and waste some more space on the TWAB. So here I am bloating the internet tubes with more bits and gigawatts. What does that mean for you? Another update on the Exotic weapon tuning headed your way this May. 

Today, we’ll talk about two guns: Skyburner’s Oath and Rat King.

A while back, I talked about Graviton Lance and how one of the main areas to improve was the lack of utility within a pretty successful show of spectacle. Skyburner’s Oath almost has the opposite problem: It’s a comparatively strong weapon, effective at multiple ranges, strong in ADS and from hip, with varying fire rates. However, it lacks spectacle to give it that exotic feeling; it kind of plays just like any other gun. To address this, we started with giving the projectiles explosive rounds as their default impact response. In ADS, the weapon will perform the same. Full auto, slow firing, high impact. 

When firing from the hip, Skyburner’s Oath now lobs slower projectiles at a faster rate of fire that tracks targets and explodes. The tracking functionality tends to draw projectiles to center mass rather than to precision regions, so we reduced the precision scalar a bit and increased damage to the body (precision hits still do bonus damage; and overall DPS is increased). The end result is a dual utility weapon that fires hit-scan, high-damage projectiles while aiming down sights and rapid-fire, lobbed, exploding, tracking projectiles from the hip. It almost feels like a rapid-fire grenade launcher that can transition to a precision death dealer with the press of a button. Here it is in action.

[embedded content]

Next up is Rat King, which already has something of a fan base, but definitely has room to improve. Of the stats that improve with more fireteam members running Rat King, the strongest is probably the increased rate of fire. Unfortunately, the DPS potential is hard to realize because some people just can’t physically pull the trigger fast enough to cash in on this benefit (or don’t know to try). To make sure this is both felt and used, we made Rat King full auto to ensure the rate of fire increase can make a difference when running in a pack. 

Another pain point was that the restriction of having Rat Pack only activate when allies have Rat Kings equipped in-hand felt a bit too situational. Rat Pack perk now triggers when fireteam members have Rat King slotted as their kinetic weapon, stowed or in hand. We also front-loaded the stat benefits of Rat Pack so they increase a bit more drastically with one or two fireteam members—and upped the base invisibility timer of Vermin to seven seconds. Last but not least, and not to overly tease, but why not, I’m gonna tease: the Masterwork upgrade for Rat King is going to put a tasty garnish on this meal you won’t want to miss out on. 

[embedded content]

It’s never a waste of space to have Newsk stop by to share what weapon changes he’s currently working on. Maybe we can convince him to come back next week to tell us about some more Exotics we are buffing up for Season 3. 

Power Climb

We have received a lot of feedback on rewards, Power, and how you want your actions to be more meaningful in determining how your character performs in the world of Destiny 2. We’re planning some adjustments based on this feedback, and Senior Designer Daniel Auchenpaugh is here to give you the details. 

Daniel: Last time I was here, I talked about our adjustments to the Raid rewards. This time, I want to talk about some more broad changes we’re making to the reward structure of Destiny 2. One of the things we did when Destiny 2 launched was make the climb to the power cap fast and easy for everyone. It didn’t matter who you were or what your play style was; the road to the cap was quick and accessible for everyone. The result was that achieving the cap felt less satisfying: It was easy, and there weren’t any activities that dared to require it.

So, with the release of Destiny 2 Expansion II: Warmind, we’re making some changes to the size and frequency of upgrades. These changes will apply to all of Destiny 2—not just the Warmind endgame content. Our goals with this change are to bring back meaning and accomplishment to achieving the Power cap, to give players a sense of progression when they come back to play each week, and to reward players who engage in a broader scope of the Destiny 2 endgame content. We’ve made an effort to de-emphasize grinding public events for Exotics and to reduce the impact of clan engrams on endgame progression.

Before we get into specifics, I want to define a couple terms so we’re on common ground. Soft cap is the point you can climb to easily via drops from any source. The hard cap is the power level you can obtain from weekly reward sources. The soft cap for Warmind is 340, and the hard cap is 380. These numbers don’t consider any +5 mods. Remember that all drops are calculated using your Best Possible Power, regardless of if you have the gear equipped or not. It can even be in the vault or on another character!

Our target is that players who participate in all the weekly activities should take several weeks to reach the hard cap. Raids/Trials grant the largest increases, clan engrams provide very small increases, and the other weekly sources fall between those two. Players who don’t participate in any group weekly activities are unlikely to hit the hard cap before the next release; dedicated omnivore players will hit it before players that just play Raids or Trials exclusively. Additionally, the final 10 points from 370 to 380 will be significantly slower than 340 to 370; we expect it to take players roughly equal time to go from 340 to 370 as from 370 to 380. We decided to make this change because climbing to 370 allows you to tackle endgame content without suffering a severe under level penalty, but creates a significant accomplishment in achieving 380.

Clan engrams offer excellent upgrades while a player is climbing to the soft cap; they should grant awards an average of 15 Power higher than your current best possible while you’re on the way there. This will help players catch up with their clanmates who are completing weekly activities. Once you’ve achieved the soft cap, your progress is going to rely a lot more on your own achievements; clan engrams above the soft cap will grant gear only 0–2 points above your best possible. 

In an effort to combat exploits around creating new characters to take advantage of one-time quest rewards, we’ve decided to limit those rewards to the soft cap for the release they first appeared in. This means Destiny 2 launch quests cap at 260 (before mods), Curse of Osiris caps at 300, and Warmind caps at 340. To compensate for their new caps, they’ll give you a large boost (15 Power) when you earn them as long as you’re below that cap. Farming Exotics to increase your Power has been removed; if they drop from a non-weekly source, they’ll come out of the engram at the same Power as a Legendary would after you’ve gotten to the soft cap. We believe the changes to quest rewards and Exotic farming will ensure the most effective way to reach the Power cap is to play the most challenges and social weekly activities.

Thanks for hanging in there through this long explanation. Please let us know any feedback you have about this new way forward for Destiny 2 rewards. We’re going to carefully monitor feedback from this post and our early data after Warmind launches to guide any changes we might make to this in the future. So if you love it, let us know! If you hate it, let us know that too!

High Altitude

The guy who used to write these “weekly blog addresses” (those are his words—he apparently hates the term “TWAB”) wants to hog the mic for just a minute to share some final thoughts on the Community Summit that’s happening tomorrow and Friday at Bungie.

DeeJ: Thanks, Cozmo.

Thursday and Friday, we’ll be honored and humbled to host a small but insightful sampling of the community here in our studio. They’ll be here to give us their opinions on our goals and our plans. Some of them you know. Some of them we know. We want you to know that this is not the only way we’re gathering feedback about Destiny 2, and these are not the only people we’re listening to about the game. This summit will be about collaboration. Our best conversations will be about the future. This isn’t a marketing event. There will be no reveals this week. We’re not streaming while they’re here. They won’t have a wealth of news to report once our time together is over. They’ll be welcome to report on the mood from the gathering and to tell you what they told us. We’d ask you not to press them for promises on what the state of Destiny 2 will be in the months to come. That work will still fall to us, and there is still plenty of time for those things to find their final form. Next week, if they want to, they’ll share some of their own content from the next expansion. For this week, we wanted to give them a seat at our table.

Back to you, Cozmo.

Helpful Hands

Whether its plants, animals, or other oddly named error codes, the Destiny Player Support has the information you need to diagnose any issues you come across in the wild.  

This is their report.

Iron Banner Updated

This week marks the first arrival of 6v6 Iron Banner, and is the first Iron Banner post-Update 1.1.4. Listed below are changes that players can expect to see in this playlist, as outlined in the Update 1.1.4 Patch Notes:
  • Now features 6v6
  • Time limit is 12 minutes
  • Score limit is 125 points
  • Respawn time is 7 seconds
  • All Control Zones start off neutral
  • Additional Guardians (max of 3) in a zone increases capture speed
  • Emperor’s Respite has been removed from the Iron Banner Control playlist
  • Power ammo
    • Recurring side crate respawn times reduced from 90 seconds to 45 seconds
    • Initial side crate respawn times reduced from 90 seconds to 30 seconds
Additionally, all Season 2 Iron Banner weapons will be available from Lord Saladin through either Reward Packages, or direct purchase using Iron Banner Tokens. For more information regarding Iron Banner, players should visit our Iron Banner Guide.

Error Codes

We are still investigating an increase in reports of CABBAGE, COCONUT, CURRANT, LETTUCE, and RABBIT error codes.

We have implemented a fix that should resolve most instances of ZEBRA error codes. Players with a poor connection quality or below minimum spec PC hardware may continue to encounter this error code.

Players who encounter these errors should try relaunching into their activity. Players who repeatedly encounter these error codes should report them to the #Help forum.

Put the Bunny Back in the Box

Get ‘em while they’re hot. We got fresh new movies for you to consume. In case you don’t know how this works, we pick our favorite videos each week and send the creators a special emblem. If you want your shot, send your video to the Creations page. Make sure to put all player names who worked on the video in the description so we know who to send the rewards to.

Here are this week’s winners.

Movie of the Week: New World

[embedded content]

Honorable Mention: Yoga Flame!

[embedded content]

Before we go, here are last week’s Nightfall scores. 

You just read over 2,400 words of knowledge. How you feeling? We have more lined up for you next week during the stream. Join us April 24 at 10 a.m. PDT on Twitch to see Warmind and Season 3. 

In the meantime, I’ll be playing some Iron Banner 6v6 and finishing up some ornaments. I’ll see you out there. 

<3 Cozmo


Community Focus – WTFGameNation

The community focus is our celebration of the player. When you do great things, we put you in the spotlight. We’ve had artists, musicians, guides, badasses, and a long list of others share their stories in the past. Our goal is to introduce you to a new face. This week, we have two faces that are part of a streaming duo. They’re not just good friends that stream together. They are a father-son duo that offers up their raid expertise to help others. 

Let’s meet the gentleman of WTFGameNation.

Tell us a little bit about yourself and how you fit into the Destiny 2 Community.

P and T: Our names are Peanut and Toast, and we are a partnered Father/Son stream that focuses mainly on “raiducation,” specifically for the Prestige raid. “Raiducation” is the term we use to describe our method of teaching: We teach the raid the way it’s meant to be played with integrity (all the best positions, strats, weapons, subclasses and everything to help for a successful raid).

We have been raiding consistently since Destiny first launched, and have made it our focus to teach the raid and all of its mechanics to those who have not had the opportunity to attempt/complete it. Or for those who just need a team to play with. Our community is filled with people whose desire is to help others learn and grow as players.

We appreciate you taking the time to pass your knowledge to others. Where can we find you on the internet?

You can learn a lot about a Guardian by their preferred weapons and abilities. What is your favorite Subclass and weapon?

P and T: Sunbreaker Titans all the way! For Toast, Better Devils is by far the weapon that he has the most fun with. For Peanut, it’s The Doubt from FWC.

At least you didn’t say Warlock. What kind of content can we find on your Twitch Channel?

P and T: We play many different games, but Destiny raid help is what we spend the majority of our time streaming. You’ll find us helping people through the hardest PVE content to date on a regular basis.

For us, video games are an experience that are best when shared with friends, so everything that we stream has a cooperative focus. 

How many Raid completions do you have?

P and T: At the time of writing this, we have over 600 raid clears. Over 200 of those are Prestige clears.

That’s a lot of raiding! What Destiny 2 changes or additions are you most looking forward to?

P and T: The Return of the Shoulder Charge! The potential behind mods 2.0 is something we are really looking forward to. And of course, we are extremely excited for the next raid lair. 

Anything else you would like to add before we wrap up? 

P and T: Our community is one of integrity, kindness and support. We are a family first and foremost. We welcome new members and teach all the mechanics with patience and respect. As sherpas, we take great pride in teaching how the raid works to all people of all ages. 

If you’re looking for help with the raid, or want to meet some of the best people we have had the pleasure of knowing, we invite you to check out our community. Stop by and raid with us!

If you have been hesitant to dip your feet into the deep end of the raid pool, WTFGameNation is ready to help you dive right in. Check out their stream at and find out the best way to join up in their fireteam sometime in the near future. 
We’re already on the hunt for who our next focus will be. If you would like to suggest someone or a group of someone’s, post their name on Community forum with the #CommunityFocus tag and why you think we should shine our spotlight on them. 

This Week at Bungie – 4/12/2018

This week at Bungie, we mapped more of the road ahead.

We have a new version of the Destiny 2 Development Roadmap. Take a look at what’s coming in Season 3 through the summer, all way up to the beginning of Season 4. You can read more developer commentary in the full Roadmap post.

We hope this gives you a good idea of what we have on our plate for the months ahead. These delivery times are goals. Some of these features could move around as we get closer to releases.

Our next expansion, Warmind, arrives on May 8. We know you have a lot of questions about it. Your answers will arrive in our next reveal stream on April 24. Developers from Bungie will be on the hot seats along with some representatives from our new partners at Vicarious Visions to talk about this new adventure that we created together. 

In the meantime, if you want to decorate your desktop.

Ultimate Power

One thing we’re changing up at the beginning of Season 3 is how your Power level will affect the enemies you face. As you tackle a new campaign and start taking on activities above your current Power level, you may find that the villains you face put up more of a fight. Here is Combatants Design Lead Tomonori Kinoshita to give you some details on the changes we’re making. 

Tomo: Hey, folks!

I’d like to let you know of an upcoming PvE difficulty tuning pass that should be hitting your consoles and PCs along with the beginning of Season 3.

The main goals from this tuning pass are to provide a more challenging experience for players when they take on higher-leveled activities. This should make Power progression and acquisition more meaningful, reinforce and reward the energy type matching gameplay, and provide opportunities for our master PvE-ers to demonstrate their prowess at the highest levels. 

So, how are we going to tackle this?

  • Change our outgoing player damage scaling vs. higher-leveled combatants to be steeper (make them more difficult), similar to Destiny. As a result, higher-leveled combatants will take longer to kill than they currently do—but if you’re at or above their level, you can still melt them (like you’ve come to love) with Update 1.1.4.
  • Extend our outgoing and incoming damage scaling from capping at a 40 power level delta to a 50 power level delta. Currently, in Destiny 2, our scaling only affects the difficulty of combatants up to 40 Power levels  above the player before plateauing. Increasing this to 50 Power levels adds a little more room for players to show off how badass they really are.
  • When combatants are 50 Power levels or higher above the player, they will be immune and display a “??” icon on their nameplate. OG Guardians probably remember the first time they stumbled across the Hive in the depths of Cosmodrome. We wanted to bring back that feeling of mystery and provide challenges for the player to come back to later in their journey.
  • Change combatant energy shields to fulfill the following: Matching energy element damage to shields is most effective (roughly 3x damage plus the current shield detonation), followed by non-matching energy (roughly 2x damage), and Kinetic damage won’t have any bonus damage multiplier. To further incentivize the matching game, the 3x multiplier for matching damage types is not affected by the damage scaling of higher-leveled combatants until the combatants display the “??” nameplates.
  • The previous change also allows us to bring back Match Game as an additional Prestige Nightfall modifier for extra points and bragging rights. When this modifier is enabled, all non-matching damage to energy shields is reduced to 10%, so make sure your fireteam is coordinating appropriately. The current plan is for Match Game to launch along with the rest of these difficulty changes.
  • We look forward to watching the community show off their PvE skills after these new settings go live. Show us what you’re made of, Guardians.

Back in Plaid

We’ve seen the Destiny community do some pretty amazing things to have a positive impact on the real world. Guardians never shy away from lending a helping hand. We’re rallying the banners again for a couple of great causes. Over the next month, Bungie will go head-to-head against other local businesses to raise money for two great organizations.

To prove that men don’t have exclusive rights to kilts, Bungie Foundation Manager Christine Edwards has your call to action.

Christine: Bungie is celebrating its 7th anniversary of supporting families at the Seattle Ronald McDonald House through their annual Men in Kilts fundraiser! As you all know, 7 is a big deal for us, so we’re planning on going all out this year with a giant goal of raising $77,000. Help us achieve our goal and cast your vote for Team Bungie by donating $10 or more. Every $30 donated will pay for a family to stay at the House for one night. Head to the RMHC Donation Page to cast your votes by Friday, April 27!

Need a sweeter incentive? Check out these backer rewards for donating to Men in Kilts!

  • $50—Exclusive high-resolution digital Destiny 2 teaser concept art.
    • Art will be prepped at a 3:2 aspect ratio at a high resolution for easy printing and framing.
    • Art will be delivered via email attachment to donors in early–mid June.
  • $100—The prize above, plus a postcard shipped to you signed by our MiK team.
  • $250—All prizes above, plus a digital print of exclusive art made by Mark Flieg.
  • $500—All prizes above, plus a physical print shipped to you of Mark’s exclusive art.
  • $1000—All prizes above, plus participation in a Bungie studio visit with you and a guest, dates scheduled quarterly in 2018/2019 and announced separately to donors after the event concludes.
  • Note: All travel and hotel accommodations are the sole responsibility of the donor.
  • $2000—All prizes above, plus your own piece of custom concept art, featuring you, created by Mark Flieg 
This year marks our 5th anniversary of the Gauntlet Tabletop Fundraiser. On Sunday, May 20, Team Bungie will compete in a tournament against 20 other local gaming studios and tabletop aficionados to raise funds for Wellspring Family Services. They’re a local organization that has been working to build emotionally healthy, self-sufficient families and a nonviolent community for over 120 years. Your donations help them reach that goal and embolden our team with Power-Ups that will help us win the tournament. Head to our team’s Donation Page to commit your support on or before May 20! 

Debating between donating to Men in Kilts or the Gauntlet? Once you see these backer rewards, you’ll want to donate to both!

  • $10—Vote on a local charity where the Gauntlet Tabletop team can volunteer. 
  • $50—Receive an unannounced new exclusive emblem at the beginning of Season 4.
    • Exact distribution date to be announced to all donors via email in the future.
  • $100—The prize above, plus a “programmer art” caricature of you—we can’t guarantee it’ll be good, but it will be funny!
  • An email containing a deadline for photo submissions will be sent to donors at the end of the event. No photos will be accepted after the deadline has passed.
  • $500—All prizes above, plus a 1 ½-hour Destiny gameplay session with one of our developers. 
  • $1000—All prizes above, plus participation in an exclusive virtual Pentathlon Puzzle Hunt.
    • Every year during the Bungie Pentathlon, teams at Bungie compete to solve a series of puzzles the fastest to win honor and glory. This year we are putting together an exclusive virtual puzzle-hunt for donors.
    • You and up to 12 of your friends will be invited to participate against other donors who’ve contributed over $1000. Date and time subject to Bungie and donor availability.
  • Whatever clan donates the most will be featured on
    • A survey will be sent to all donors at the end of the event requesting clan names. The winning clan will be contacted regarding their feature upon final determination.
  • If we reach $77k as a team, we will create a video of employees performing an emote of your choice.
    • An email will be sent to all donors at the end of the event with a survey of emotes.

This is your chance to be a hero in real life—and maybe even score some sweet loot.

Rain Delay

Last week, we discovered a late-breaking bug that was going to cause issues with the upcoming 6v6 Iron Banner. We decided to postpone the event and replace it with Rumble. We have resolved the issue with 6v6 Iron Banner, and it will be going live at 10 AM  PDT on April 17. The details posted in last week’s TWAB are still true for the upcoming Iron Banner. Sorry for the last-minute schedule changes. We look forward to watching players participate in 6v6 action for the first time in Destiny 2. We will be on hand to gather your feedback. Make Lord Saladin proud. 

Scan and Repair

Whatever the issue, the Destiny Player Support team is always there to make sure you have the information you need. 

This is their report.

Tower Vendor Issues

This week, Destiny 2 Hotfix addressed issues where players were unable to spawn into the Tower. Since release, we have been closely monitoring the #Help forum for reports of issues and have found that vendors sometimes take up to 30 seconds to spawn. We have forwarded these reports to the appropriate party for investigation.

If you load into a Tower that does not have vendors present, please post a report to the #Help forum noting how long it took for the vendors to appear.

Destiny 2 PC Crash Troubleshooting

In Destiny 2 on PC, players who encounter issues with installed game files should try running the Scan and Repair tool in the app. In some cases, players may repeatedly receive an error directing them to use the Scan and Repair tool, but the tool reports “no problems found.” For more information, players should see: Scan and Repair in the App.

Additionally, we recommend that players delete their existing CVARS.xml file if they are experiencing issues. This file can be found in: \Users\USER_NAME\Appdata\Roaming\Bungie\DestinyPC\prefs\

PLEASE NOTE: When relaunched, Destiny 2 will generate a fresh CVARS.xml file. This will revert all custom player settings in Destiny 2 to their defaults. For more information, please see our CVARS knowledge base article.

We’ll Always Have Paris

It’s time for the movies. Grab your popcorn and candy of choice, and please take a seat. Before we get to the main attraction, I’m going to give a quick explanation of how this works. Players send in their submissions via the creations page. We pick our favorites. Anyone showcased here gets an emblem. Just please make sure you include your player name in the description of the video so we know who to give them to.

All right, on to the winners.

Movie of the Week: Destiny 2 Sound Swap

[embedded content]

Honorable Mention: Darkness

[embedded content]

Here are last week’s top scores for the Nightfall. This one was close, with only a 281 point difference between first and second place.

Our next update is only a month away. We’ll have more info to share with you before then. Keep an eye on this blog as well as our upcoming stream on April 24. 

See you in Iron Banner next week.

<3 Cozmo


Destiny 2 Development Roadmap – 04/11/2018

Since the beginning of this year, we’ve been setting more specific expectations for the work we’re doing to support Destiny 2. With some Season 2 updates in our rear view mirror, it’s time to look further into the future. Before we take a look at our development priorities, Game Director Christopher Barrett has some commentary on our goals for this summer, and beyond.

Barrett: The team is very excited to extend the roadmap and share with you some of the big stakes we’re putting in the ground. Recent updates have focused on immediate issues to the live game, but in the coming months our vision for the future is converging with critical player feedback to deliver transformative changes to Destiny 2. 

We’ll be diving deeper into each one of the listed items soon, and there’s even more we can’t quite talk about yet, but for now it’s all hands on deck to make sure we deliver on our promise to restore Destiny 2 to the hobby we all love.

Here’s the new roadmap, spanning the entire summer:

The community has been talking a lot about some of the things we’re developing for Season Four. Our goals for these features are to give you more control over how you configure your loadouts in Destiny 2 and give you more reasons to play the game over time. We also want to bring back those exciting moments when you acquire the perfect weapon. To make this happen, updates like Weapon Randomization, Weapon Slot Changes, Gear Collections, and Records will be delivered to all players.

We now have a plan for Raid Prestige changes (including Raid Lairs) and will update where it will land in the next Development Roadmap. Mod Changes are being incorporated into our new plan for Weapon Randomization.

On May 8, with the beginning of Season Three, we’re also launching the second expansion to Destiny 2. It’s called Warmind, and it will send you to new places to meet new heroes and battle new enemies. You’ll earn new loot and master new activities. Today, we’re naming it and dating it. You’ll learn more in a reveal stream on April 24. Mark your calendars and follow us on Twitch.

Season Three marks the beginning of a new plan for how we deliver Crucible content. For every player of Destiny 2, we’ll be releasing all of the new Crucible Maps being developed for Warmind into matchmaking. The same goes for the maps we released with Curse of Osiris. To keep the community in the Crucible unified, everyone will see new arenas in matchmade playlists like Quickplay, Competitive, Trials of the Nine, Iron Banner, as well as the new weekly rotators that include Rumble and Mayhem. That means more opponents for everyone. With the arrival of Private Matches, players will need to purchase each Expansion to have exclusive access to play those Crucible maps with other players in a private match. This plan goes into effect on May 8 with the beginning of Season Three.

The usual conversation about our creative process will continue. Expect to learn more about the new features on the roadmap as we delve deeper into developer commentary. If these plans change – and plans have a way of doing that – we’ll keep refreshing this roadmap on a monthly basis.

Thanks for coming along with us on this journey, thanks for your feedback, and thanks for playing.


Destiny 2 Hotfix

No items found

{{item.iconCoin.text}} {{item.iconCoin.iconName}}


No items found

{{item.iconCoin.text}} {{item.iconCoin.iconName}}


No items found

{{item.iconCoin.text}} {{item.iconCoin.iconName}}


No items found

{{item.iconCoin.text}} {{item.iconCoin.iconName}}


No items found

{{item.iconCoin.text}} {{item.iconCoin.iconName}}


No items found

{{item.iconCoin.text}} {{item.iconCoin.iconName}}


No items found

{{item.iconCoin.text}} {{item.iconCoin.iconName}}



Dusting off the bounty book

This week at Bungie, there was a bit of Mayhem in our studio.

In a ritual as old as the Crucible, a bounty was placed on the heads of a Bungie Fireteam – this time, in the Mayhem playlist. If the community managed to defeat us, they would earn the Sign of Mutual Combat emblem. Somehow, we didn’t do that bad!

Bungie Wins: 9

Losses: 5

The air was supercharged for the duration of our two-hour stream. I learned how to play a Warlock and Cozmo did his Hunter thing. Twenty of you earned your prize. As for the rest, better luck next time.

Throughout the carnage, Sandbox Design Lead Josh Hamrick and Senior Crucible Designer Kevin Yanes answered questions sourced directly from the community. If you missed the stream (or want to revisit the developer commentary on the hot-button issues), read on for details.

Queue and Answer

Josh: We know this is one of the big items the community would like to see. We’re already coming at it from a few different angles. With Update 1.1.4, we wanted Guardians to feel more powerful and to get more chances to showcase that power. These changes included making weapons more lethal. The next big Sandbox update comes with Season 3 as we buff a good chunk of the Exotic weapons. These changes will be a direct response to “Exotics don’t feel Exotic enough.” Some of these weapons are getting damage buffs that can have a direct impact on the average TTK of an encounter.

Josh: While we will continue to adjust the Sandbox, we are not planning an outright nerf to Vigilance Wing at this time. We don’t believe slowing Vigilance Wing’s TTK in a world where our players are asking for a faster TTK is the right call. Instead, we should be adjusting more weapons up to a level where they can compete. I believe you’ll find a few retuned Exotics that can do that in the Season 3 Exotic update.

DeeJ: We will be back on stream later this month to talk about the next content updates for Destiny 2. We’ll show you where you’re going next, who you’ll meet when you get there, how you’ll share new activities with your friends, and what you’ll be able to chase in the Crucible to prove your prowess.

Kevin: With Seasonal Crucible Ranks, we’re looking to serve many goals. Most important to players like me, something to chase or something to set goals for every season. There is a reason to play, and there is a reason to perform in the Crucible. You’ll earn unique rewards for things like time commitment or performance. I’ll be back on a future stream to talk more about the ranking system, Valor, and Glory.

Josh: We know that you want more control over your loadouts. You can expect weapon slot changes in the future of Destiny 2. We are actively working on a new system right now and we will have more to show and tell this summer.

Josh: At any given moment, we are working on numerous Sandbox updates that follow the same pipeline. First, we set goals for what we want to accomplish with any given update. For example, the purpose of 1.1.4 was to directly affect the pace of combat and to allow for more powerful and heroic moments. In Season 3, we’ll be delivering a round of Exotic weapon tuning intended to make them feel more exotic. With our goals defined, we make the changes, playtest, and iterate for as long as we can. Destiny is a huge game with tons of different areas that may be affected in different ways (positive or negative) from any given change we may make. Our test team also plays them with us and helps us hunt for anything that we may have broken. Finally, those changes have to get packaged up into an update and certify those builds with each of our platforms before they finally roll out to you. 

Kevin: It’s all priority. We have many releases, but we have a finite number of people on the team. For us, it’s all about prioritizing what we can get done and when we can get it done. So, in some cases (like weapon slots) – that’s going to take a long time. The bigger the change, the more focus and people are required to get it shipped.

DeeJ: On the community team, we are always looking for new ways to get designers socializing with players. Moments like the Bungie Bounty are a good chance to swap some chatter. You can expect to see them quoted on the blog whenever their work is in a place where they can go on record. Last week, we sat Josh down to talk to us about his motivations for Update 1.1.4. We also help you find them online so you can follow their dialogue about their day to day.
Josh: You’ve been seeing a hearing from me a good bit lately. I hope that my candor helps show that we are serious about our commitment to communicate more clearly and more often with you. If you need EVEN more, look for me on Twitter @Josh_Hamrick or Kevin at @Tocom11.

Kevin: We’ve heard the feedback that the community wants more involvement, or at least more of a conversation. We’re actively looking at ways to do that, with this stream, and even in game. We know there is a big desire for testing builds early, and that’s something we’re thinking more about.

Josh: I’m no Investment Designer but I can tell you that we, as a team, know that you want more reasons to play. We know you want to be excited about the possibility of any given drop again. We know you want to look forward to hopping on night after night for a shot at something you want to get your hands on and that you look forward to the adrenaline rush when it finally happens. We are actively working to get there, together. We’ll talk more about our plans when they are in a playable state that we think is stable.

Josh: Yes, to some of these. From my desk, right now, I can look around and see new hotness on several people’s screens. We’ll be showing off a lot of this stuff in the months to come.

Kevin: The biggest driver of that conversation was trying to improve matchmaking times and connection quality. Additionally, it allows us to better supply certain moods. As you’ve seen with 1.1.4, we’ve reinforced those moods. Quickplay is now delivering the 4v4 low intensity that we intended for that playlist. Competitive is now driving further the 4v4 high intensity. The biggest driver is connection quality and connection times. More people in the pool means more good connections.

In May, Private Matches are coming. At any point when you want to get a game of Control together, you can do that. In terms of players asking to “make Rumble permanent,” we’ve absolutely heard that feedback. To be more specific, we’ve heard that, we understand that, and we’ve been having conversations every day since the launch of 1.1.4 about that. Hopefully we’ll have more to say soon.

Josh: Destiny 1 and Destiny 2 are two unique and helpful data points. Neither game is perfect. Both have plenty of room for improvement. It’s hugely helpful to be able to directly compare and contrast the two and see what worked and what didn’t. Ultimately the goal is just to make Destiny 2 be the best Destiny we’ve ever made.

Josh: Our goal with 1.1.4 was to get back to more of the Destiny 1 style of movement, especially the movement you’re working with mid combat. Sprint speeds weren’t changed for D2 and therefore it wasn’t crazy high priority to hit those. That being said, we called it the “Go Fast” update for a reason and it was absolutely one of the potential changes to test with on our list. As we dug into making changes to it we ran into some technical challenges that kept it from being possible to get up in time to test with. It’s something we will continue to consider in the future though. What I can tell you is we buffed standard movement quite a bit.  

Fun Fact: Any Mobility value over 5, after 1.1.4, is faster than max Mobility base speed values in D1.

We also returned (increased) Air Acceleration back to its D1 values, as well.

We thank all who took the time to send questions in. This won’t be the last Bungie Bounty, not by a long shot. Cozmo and I are putting our heads together to figure out a time, place, and topic for our next bout. We’ll be in touch. Catch us if you can.

Oh, and we did have some emblems to pass out. If you bested us, check your Emblem Collection for your reward. Thanks to all who faced us in battle. If you’d like to watch the bounty stream, it has been archived at

1.1.4 Retrospective: Weekly Crucible Playlists

Last week, Update 1.1.4 introduced the Weekly Crucible Playlist. For the first game type, Rumble served up some 8-player free-for-all combat where players had to watch their own backs, because no one else would. Monitoring feedback throughout the week, we noted quite a few players reporting that the mode felt a bit crowded. We tracked down PvP Design Lead Derek Carroll to give us some details on the goals of the Weekly Crucible Playlist, and what we can expect moving forward.

Derek: With a week’s worth of Update 1.1.4 in the wild, the PvP team can take a step back and see how we did.

One thing we like about the new rotating weekly playlist is that it gives us the ability to add things and make changes without shaking up the core of the Crucible. We’ll be using that playlist to try out new modes and events in the future.

Rumble came to Destiny 2 in a big way, and depending on your tastes, you may have found it too big. We tend to agree, so the next time Rumble rolls around, you’ll find a bit more room to breathe. We’re lowering the player-count to 6, and altering the spawning policy behind the scenes in an attempt to keep players more evenly spaced out. These changes are the first steps towards an even better player experience that we expect to drop when Season 3 begins.

Iron Banner’s next appearance is an exciting one for us. In conjunction with the Sandbox tweaks, we made changes to the version of Control you’ve been playing in Destiny 2 to increase intensity and give players more choices during gameplay. Right off the bat, you’ll see that there are no zones held by either team at match-start. With six players on each team, you’ll have more flexibility to decide your opening moves. Once you’re capturing, you’ll notice that the more players you have (up to 3) in a zone, the faster it switches sides. There’s risk/reward here, as Supers are more prevalent in version 1.1.4, and you don’t want to be caught with all your eggs in one basket. If you participate in a capture, you’ll get more Super energy yourself, so grabbing zones is a great way to power up for your next big play.

Until the Banner is lit next week, please enjoy the utter chaos of Mayhem, now with 25% more Super-powered insanity.

Feedback collection doesn’t stop here. As you play your way through Mayhem, continue to give us your thoughts! Cozmo and I are on the front lines, translating your feedback to the development team as it comes in. We’ll be at the ready to collect more of your thoughts and feedback next week, when Iron Banner 6v6 goes live.

Speaking Of…

With Update 1.1.4, Iron Banner now features 6v6 action. All Season 2 Iron Banner weapons will be available from Lord Saladin through either Reward Packages, or direct purchase using Iron Banner Tokens.

Begins: Tuesday, April 10

Ends: Tuesday, April 17

The game is Control!

With 6 enemies to choose from, you may find more opportunities to earn progress towards your Season 2 ornaments. Good luck out there.

Rare Air

If you follow the conversation that ricochets between the leaders of the Destiny community (and why wouldn’t you?) you may have heard that we invited some of them to visit our studio. Later on this month, we’re hosting a Community Summit, right here at Bungie. Now that our guests have had a chance to break the story, we want to let you know what this moment means to us.

DeeJ: Our goals for this gathering are to get people from the community more involved in the way we make games, and to do that sooner in the creative process. We’ll be previewing some of the things we’re working on to gather feedback before they’re locked. Our guests will also play some things that you’ll get your hands on in the coming weeks. We’ve hosted community ambassadors before to see and capture new content, but this ain’t DRE (the Destiny Reveal Event). This gathering is more intimate and more tactical.

It must be said that it would be absolutely impossible to invite every single person in our community who is insightful or influential. The guest list is not a measure of who is important or who is relevant. For this gathering, we tried to select a good cross-section to represent all kinds of Guardians. Some of them are familiar faces. Others are new voices that we want to know better. Some of them are leaders with large constituencies. Others are solo players we have come to know with strong opinions. We’ve targeted the hardcore elite who have mastered every challenge and the average players with a deep love for the game. We’ve invited cooperative raiders, competitive warriors, lore lovers, and a high-school principal to make sure they all get along.

This is a new step we’re taking to be more collaborative, more transparent, and a little less worried about keeping secrets. This is not the first time we’ve welcomed players to see where we work and meet the people who make our games. It won’t be the last.

We’ll Do it Live

With Update 1.1.4 safely landed, Destiny Player Support has been on watch to identify trending issues reported by the community. Here’s a roundup of what’s surfaced in the last week and a half:

1.1.4 Known Issues

  • At the release of Destiny Update 1.1.4, we encountered reports from players stating that Mercury Challenges were not appearing properly when players were loading into the destination. We are continuing to investigate these reports, but some players have noted that Challenges began to appear after the daily reset.
  • Similar to Destiny Update 1.1.3, we also encountered reports that modifiers were not appearing correctly for Heroic Mercury adventures. This seems to have been resolved after the daily reset as well, but we are still investigating the root cause of this issue.
  • We are monitoring player reports of an issue impacting some players where the Emissary does not grant a reward package upon winning games in Trials of the Nine. Please post in #Help if you experience this issue, as we are attempting to identify more accounts that have entered this state for investigation purposes.

Hotfix Maintenance and Downtime

On Tuesday, April 10, Destiny 2 Hotfix will be deployed to address Tower and Raid blackscreen issues. Additionally, Rumble player count will be reduced to 6 total players.

  • 9 AM PDT (1600 UTC)
    • Destiny 2 server maintenance is scheduled to begin
    • Players may no longer sign in to Destiny 2 services
  • 10 AM PDT (1700 UTC)
    • Players still in Destiny 2 activities will be returned to the title screen
  • 11 AM PDT (1800 UTC)
    • Destiny 2 server maintenance is scheduled to conclude
    • Destiny 2 Hotfix will be available to download and install
    • Iron Banner will begin as soon as maintenance concludes

If you encounter any issues once the maintenance period has completed, please post a report to the #Help forum detailing your experience.

The Perfect Shot(s)

This week, we’re putting the spotlight on someone who’s taken it upon themselves to not only apply a massive handicap during a Prestige Nightfall, but also opted to take the whole thing on by themselves. If you’ve been wondering “how does the Arcstrider feel after Update 1.1.4?” – tune in to find out:

Winner: Solo Brakion

[embedded content]

Honorable Mention: Boop

[embedded content]

Honorable Mention: Hellfire

[embedded content]

If you’d like a chance to earn the Lens of Fate emblem, make sure to submit your video to the Creations page on and include #MOTW in your title.

Next week, we’ll be updating the Developer Roadmap to address some of the topics discussed during the bounty stream. Our forecast will be extended into the summer (and beyond) to give an idea of what is to be expected as we continue to evolve the Destiny 2 experience.

Before we go, a quick shout out to the top-scoring players from last week’s Nightfall. We’re watching the scores climb higher and higher while players hit Lost Sectors during their activity – but this strategy will only last until 1.2.0. Ge those points while they’re hot!

As always, thanks for playing, and we’ll see you next week.




This Week At Bungie –3/29/2018

This week at Bungie, we deployed Update 1.1.4.

If you haven’t heard, Destiny 2 just got a pretty substantial update. There are changes to your abilities, your weapons, gameplay in the Crucible, rewards in the Nightfall, and more. To give us a taste of the human element behind game development, Design Lead Josh Hamrick sat down in front of a camera to represent the team that worked on this new update.

[embedded content]

Want to see these changes in action? We also put out a video showing off the hero moments you can expect in the new state of Destiny 2.

[embedded content]

If those videos have you asking questions, all the juicy details can be found in our full 1.1.4 Patch Notes. We’ve already got a lot of feedback about this update and will continue to monitor the conversation. We know this hasn’t addressed all of the concerns brought up by the community. There are other hot topics we haven’t discussed, like Random Rolls, Weapon Slots, and Progression Systems. Our team has been exploring each of these concerns behind the scenes. You’ll see them front and center discussing their solutions in due time. This game update was another step in the direction of our mission to improve Destiny 2.

Drang-o Unchained

With 1.1.4 out the door, we now turn our attention to 1.2.0.

If you have been paying attention to our Development Roadmap, you may have noticed that Exotic Weapon changes will be a part of the next evolution of Destiny 2. We felt like now was a good opportunity for a little show and tell. First off, Senior Designer Jon Weisnewski is here to tell you a little about the changes we have for two of the less celebrated Exotic Weapons in the arsenal. 

Jon: Hello everyone. I’m dropping by for another tease of the Exotic Weapon tuning work being done for 1.2.0. Today we’re going to talk about Sturm & Drang.
For those who don’t know the core loop of Sturm and Drang, kills with one weapon reload the other while it’s stowed. Consecutive kills with Drang will overload rounds into Sturm, capping out at a 20 round mag for a Hand Cannon. Currently, the gameplay is focused on fast swapping, and while fun, this lacks that exotic flare we’re hoping to add. Sturm is also a bit unwieldy to use, so we’re addressing that, too.

As standalone weapons, both Sturm and Drang have had their base stats improved for ease of gameplay. Drang now has Rampage and a maxed out magazine to help rack up sidearm kills quickly. The true payoff comes in the overloaded Sturm magazine: overflow rounds in Sturm now have a damage boost of 1.8x. This allows for a significant damage increase in PVE and crispy precision 2-taps in PVP (just don’t miss).

Now that we’ve told you how these guns are changing let’s show you how they’re behaving with the current changes applied.

[embedded content]

We’ll talk more about the changes to Exotic weapons in the weeks to come. All of these upgrades to weapon performance will land in the inventory of players when Season 3 begins. We’ll have a lot more to talk about before then.

Companion Update

As the game changes, so does its Companion. The team is working on some upgrades to both the website and mobile apps. These changes will deploy next week. Team: The companion has a new update coming on 4/4, and we’re excited to share some of the details with you.  The team is working on bringing back one of our more frequently requested features from the original Destiny companion — viewing your full 3D guardian in all their glory and sharing their awesomeness with your friends. Here is what you can expect when this releases:

  • View the individual models for all your weapons, ships, sparrows, ghosts, etc., now available on Android as well as iOS
  • Render your guardian and gear with all shader and ornament combinations you’ve chosen
  • We’ve also provided a means to disable the rendering, should you choose, if the impact on your device is too much

Additionally (coming soon!) the team has been working on the evolution of our existing recruitment feature and will be releasing a beta for the revised experience on iOS and web. Here is an overview of what you can expect with this update:

  • Create fireteams in your clan and keep them private to your clan or open them to the public
  • As the fireteam creator, you can issue Sony and Xbox platform invites directly from within the app
  • Schedule and set a native mobile calendar reminder for your fireteams for the future or set them to start immediately
We expect that this version will replace the existing Find Fireteam feature in the near future, but both will be available when the beta releases.  We’re anxious to have you all try the revised version, then head over to the feedback forums and let us know what you think!  While the beta is missing a few important things (an Android version, chat, and locale support), we will be adding to this beta over time, and your feedback is key to making sure is the best it can be.

And last, but certainly not least, the team has made some quality of life improvements to the website and mobile applications:

  • We’ve updated the homepage layout and navigation to better share some of the most relevant articles and information at a glance 
  • Our Vendors details on iOS and Android now show all available destination and tower vendors, with their available inventories in addition to all their possible rewards
  • Updated the iOS mobile navigation to include your account information which hosts your profile, communications, and app settings information

Long Live the King

New Monarchy cannot be stopped. They claimed their fourth Faction Rallies victory in a row this week. We’re starting to wonder if anyone can challenge the dominance of their growing dynasty. Here are the results of the final Faction Rallies of Season 2:

The other two factions will have some time to regroup and plot their comebacks. Faction Rallies is taking some time off while we work on some improvements to the event. Keep an eye on our Development Roadmap for more info on when you can pledge to your favorite faction again. 

Most Dangerous Game

With a new state of combat live in the Crucible, you’re invited to hunt us down and beat us at our own game. Next week, we are putting a target on our back. We’ve decided to fire up the stream machine and conduct a Bungie Bounty on PC. Here are the full details:

4/4/18 10 AM – 12 PM Pacific

Platform: PC

Playlist: Mayhem

That’s right, we are going to let the Supers fly and chaos reign as Mayhem will be the gametype. Here is the fireteam of brave Bungie volunteers you will be hunting for.





If you are able to match against us and win the game, you will be rewarded with this special emblem. 

Between matches, DeeJ will be talking to Design Lead Josh Hamrick and Senior Designer Kevin Yanes on the present and future states of the Sandbox and Crucible. Come and hang out in chat, make fun of our performance in the arena, try to stream snipe us from your command posts, or ask some questions of the creators on the couch.

Alpha Dogs

With the introduction of scoring in Nightfall strikes in Update 1.1.3 we decided to start showing off the highest scores each week. Right now it’s more a contest of who can most efficiently clear Lost Sectors during a Strike, but we are working on some changes to that. As it stands, here are the top scores for last week.

Even with the current methods available to run up the scores, most of the community is putting up scores within our expected thresholds, well below the outliers at the top. Only the top 1% are breaking 100K each week. We will continue to track these scores and evaluate if we should change up the thresholds for earning the emblems.  

This is Bat Country

The members of Destiny Player Support are the watchful protectors always working diligently behind the scenes. They are making sure you have the info you need to have the best Destiny 2 experience.

This is their report.

BAT Errors

At the release of Destiny Update 1.1.4, we began to receive reports that players were encountering BAT errors after completing matches. When encountering these errors, players would be returned to orbit and have to manually enter Strike or Crucible matchmaking to continue playing.

We have identified that this was caused by the Strike and Crucible Repeat Repetition feature introduced with 1.1.4, and have since disabled the feature. While players should no longer expect to encounter BAT errors, they will now encounter repeat Strike activities or Crucible maps when playing these activities.

We are currently investigating the issue to see if we can address the root cause of these errors, and potentially re-enable the repeat reduction features. 

Issue Progress: Tower Black Screen

Since launch, we have been investigating an issue where players could encounter an indefinite black screen when attempting to load into the tower. This week, we have discovered the root cause, and are aiming to address the issue in Destiny Update 1.2.0. Until resolved, players may have to enter alternate activities from the Director and attempt to re-launch the tower if they encounter a black screen error.

Cream of the Crop

You got some movies for us? Send them to the Creations page. Every week we pick a few to share here, and we send them creators an Emblem to show off to the community. This week is no exception. Here is the cream of the crop. 

Movie of the Week: 2 Man Calus 1 Phase

[embedded content]

Honorable Mention: Street Fighting Man

[embedded content]

This isn’t even our final form. We have more changes coming to Destiny 2. This was another step. The next one is coming in May. Keep an eye on our Roadmap and we will keep you up to date with what to expect. It’s about time for us to plot more future waypoints over a more distant horizon.
You have a lot of changes to experiment with. We are already hearing some cool stories from the battlefield about weapons and abilities performing well. Just be careful out there with your new powers. Go fast responsibly

Destiny 2 Update 1.1.4


  • Nightfall strike unique rewards
    • Possible rewards include Legendary weapons and Exotic accessories
    • Drop rates increase in likelihood based on score thresholds
  • Strike repetition reduction 
    • Players will no longer see the same strikes back-to-back in strike playlists
  • Challenge Card
    • Increased the Power handicap maximum from 40 to 45
  • Fixed an issue where “Tree of Probabilities” wouldn’t end immediately after Valus Thuun’s death if he was killed very quickly
  • Fixed an issue where players could respawn below the boss fight of “A Garden World”
  • Fixed an issue where vehicles were not rewarding points when destroyed
  • Fixed an issue where Orbs granted points in public areas


  • Exotic repetition reduction
    • Protections were put in place that prevent back-to-back duplicate Exotics from Exotic Engrams
  • Fixed an issue where some emblems were not displaying what statistic they track
  • Prometheus Lens correctly appears in the Exotic weapon collection for players who acquired the item from Xûr without owning Curse of Osiris
  • Reduced interaction time for patrol beacons and activity totems from 3 seconds to 1 second
  • Fixed an issue where applying or previewing a shader on an item would return players to the top page of the shader inventory




  • Increased Super regeneration rates from 6:40 minutes to 5:00 minutes 
  • The output of every increment of the Mobility stat, from 2 – 10, has been increased allowing for a significant boost in player speed
  • Vanishing Step (invisibility upon dodging) and Vanish in Smoke (Smoke Bomb invisibility) 
    • Dodging remains unchanged and still breaks both aim assist and projectile tracking for the duration of the actual dodge
    • The invisibility granted by Vanishing Step no longer breaks aim assist or projectile tracking in PvP (unchanged in PvE)
    • Increased the duration of invisibility granted by Vanishing Step by 1 second
    • Increased the duration of Smoke Bomb invisibility by 1 second
  • Increased the movement speed of “melee Supers” (Fist of Havoc, Sentinel Shield, and Arc Staff) 
    • While these Supers are active, sprint speed is automatically set to the fastest possible sprint speed (no additional perks needed)
    • Characters automatically sprint when you request forward movement
    • Increased movement acceleration to reach max speed almost instantly 


  • Increased the distance the player travels with an untargeted airborne shoulder charge attack (Shield Bash, Seismic Strike, and Hammer Strike) back to 4.5 m
  • Lift 
    • Strafe Lift 
      • Increased top speed of Strafe Lift
    • Catapult Lift 
      • Increased the initial horizontal acceleration gained from activating Catapult Lift
      • Increased the amount of time Catapult Lift can be active to allow for more control


  • Arc Staff 
    • Increased the speed of the Arc Staff dodge animation
    • Increased the speed of all Arc Staff attack animations
    • For Arc Staff Super cast animation and all Arc Staff melee attacks, reduced the amount of time you’re locked in animations before you can move or attack
    • Increased the AoE range of all Arc Staff attacks 


  • Glide 
    • Overall 
      • Increased the initial extension of vertical speed gained from activating Glide to allow for quick, on-demand bursts of speed
    • Strafe Glide 
      • Increased the top speed of Strafe Glide
      • Greatly increased the horizontal acceleration of Strafe Glide to allow for more in-air maneuverability
      • Increased Strafe Glide’s max height to match the other vertical movements
    • Burst Glide 
      • Greatly increased the top speed of Burst Glide (higher than Strafe Glide’s top speed)
    • Balanced Glide 
      • Recalibrated Balanced Glide to gain some of the added speed of Burst Glide and some of the added horizontal acceleration of Strafe Glide. 
      • Design Note: Our intent is for Balanced Glide to have some of the properties of both Burst and Strafe Glide without being as potent as either version.
  • Dawnblade 
    • Decreased the cost of throwing sword projectiles with the Daybreak Super, allowing for one additional throw
    • Increased the Super duration extension gained from the Everlasting Flames perk (~+20%)
    • The buff granted by the Swift Strike melee ability now removes all in-air accuracy penalties while active
    • Decreased the Icarus Dash cooldown from 10 seconds to 6 seconds
    • Increased the grenade and melee energy that Heat Rises gives you per kill from 10% to 16%
  • Fixed an issue where players could throw infinite numbers of Nova Bombs in Mayhem


  • Mods that affect ability regen rates (i.e., for grenades, melee, and class abilities) now have increased output (16.667% per mod). They still cap at 3 mods (50% regen rate).


  • Weekly Featured Playlist (Rumble, Mayhem, Iron Banner)
    • Each week we will rotate among Rumble, Mayhem, and Iron Banner playlists in the Crucible
  • Crucible repetition reduction
    • Enabled repeat map protection for Quickplay, Competitive, and Iron Banner playlists
  • Quitter penalties
    • Incomplete matches in Competitive Crucible playlists will now result in a warning or temporary (30 minute) suspension from Competitive and Osiris Competitive playlists
  • Added invisible physics and kill volumes to keep players inside the intended playable area on a number of maps.
  • Iron Banner 
    • Now features 6v6
    • Time limit is 12 minutes
    • Score limit is 125 points
    • Respawn time is 7 seconds
    • All Control Zones start off neutral
    • Additional Guardians (max of 3) in a zone increases capture speed
    • Emperor’s Respite has been removed from the Iron Banner Control playlist
    • Power ammo
      • Recurring side crate respawn times reduced from 90 seconds to 45 seconds
      • Initial side crate respawn times reduced from 90 seconds to 30 seconds
  • Crucible gameplay/ammo improvements
    • Quickplay (Clash, Control, Supremacy) match length has been extended to 10 minutes, with score limits adjusted accordingly
  • All modes
    • Increased assist and kill credit time from 2 seconds to 2.5 seconds
    • Increased Super energy granted to players for both kills and assists
    • Players who are defeated while carrying Power ammo will lose all of their Power ammo and drop 50% of it on the ground as a brick
      • This brick is visible to all players, and anyone can pick it up
      • The brick expires after 30 seconds
      • The brick requires a full .25-second interaction instead of a passive walkover
      • This interaction can be interrupted if the player takes damage


  • All modes
    • Match length has been extended to 10 minutes, with score limits adjusted accordingly
    • Respawn time for all Quickplay game modes has gone down from 5 seconds to 2 seconds
    • Recurring side crate respawn times reduced from 90 seconds to 60 seconds
    • Neutral crates for Clash/Supremacy are unchanged
    • The player Super display has been removed from the HUD
      • Players can still access this information in the death screen and while in Nav Mode (when their Ghost is out)
      • The player Super display remains unchanged in Competitive
  • Control
    • Reduced initial side crate Power ammo respawn times from 90 seconds to 30 seconds
    • Changed the amounts of Super energy players get for capturing zones 
      • Players on the capturing team get slightly less than before
      • Players participating in the capture itself get 2x that amount
  • Clash/Supremacy
    • Initial side crate Power ammo respawn times reduced from 90 seconds to 60 seconds

Competitive (Includes Trials of the Nine)

  • All modes
    • Tracker is now turned off
    • Design Note: This is to enable more flanking and expression of individual power.
  • Survival
    • Reduced recurring neutral crate respawn times from 75 seconds to 45 seconds
    • Reduced respawn time to 7 seconds
  • Countdown
    • Reduced recurring side crate respawn times from 60 seconds to 45 seconds
    • Lowered revive lockout time from 20 seconds to 7 seconds
    • Players no longer lose revive tokens on death

Crucible Power Ammo Crates

  • Rockets
    • Now: 1 rocket
    • Was: 2 rockets
  • Drum-Fed Grenade Launchers
    • Stays at 4 grenades
  • Single-Shot Grenade Launchers
    • Now: 6 grenades (may be capped by weapon inventory size)
    • Was: 4 grenades
  • Sniper Rifles
    • Now: 6 shots 
    • Was: (variable) 2 mags, capped at 6 
  • Shotguns
    • Now: 5 shots
    • Was: (variable) 2 mags, capped at 4
  • Slug Shotguns
    • Now: 6 shots
    • Was: (variable) 2 mags, capped at 4
  • Fusion Rifles
    • Now: 5 bursts
    • Was: (variable) 4–5 shots based on mag size
  • Wardcliff Coil
    • Stays at 1 volley
  • Swords
    • Now: 6 swings
    • Was: 30% of total Energy, capped at 9 swings
  • Linear Fusion Rifles
    • Now: 4 shots
    • Was: (variable) 2 mags, capped at 6 
  • The Prospector
    • Now: 8 grenades
    • Was: 4 grenades
  • Legend of Acrius
    • Now: 4 shots
    • Was: (variable) 2 mags, capped at 4
  • Tractor Cannon
    • Now: 6 shots
    • Was: (variable) 2 mags, capped at 4
  • The Colony
    • Stays at 4 shots
  • D.A.R.C.I.
    • Now: 8 shots
    • Was: (variable) 2 mags, capped at 6
  • Borealis
    • Now: 8 shots
    • Was: (variable) 2 mags, capped at 6 

This Week at Bungie – 3/22/2018

This week at Bungie, we’re watching the final Faction Rallies for Season 2 unfold.

Future War Cult has mobilized their faction in full force, in an effort to earn their first win since Destiny 2 introduced this ritual to the Tower. Their fingers are crossed, but the followers of New Monarchy could still pull off their fourth victory in a row.

Remember, this will be the last chance for players to earn Season 2 emblems and armor ornaments from their favorite faction leaders. You have through Tuesday, March 27, to add these to your inventory.

If you’d like to see what we’ve learned from this season, as well as our goals for Faction Rallies moving forward, make sure to check out last week’s commentary from the development team. 


Update 1.1.3 introduced Nightfall Scoring and Challenge Cards to change the player experience. Update 1.1.4 brings unique rewards to sweeten each Nightfall Strike. Let’s take a look back to a quote published in February, covering the overall goal for Nightfall activities:

Barrett: Nightfall should be a challenging test that only the bravest Guardians dare face. Fireteams of any size should be able to participate, from organized clan groups to skilled solo players. Players should be able to determine their own challenge level, by going slow and steady or fast and wild, with elective modifiers to test the most hardcore veterans. Your final score will separate the best from the rest, and with high risk comes high reward. Each terrible villain that players face should have a very rare and powerful unique item, themed to them, that tumbles to the ground as they collapse into a pile of bones. Conquering Nightfall should be a badge of honor, with the best players able to show off their achievements with new dynamic emblems and exclusive auras.

One question in particular has been trending throughout the community since the “Nightfall Unique Rewards” bullet was featured on the roadmap: How do I earn these rewards?

These rewards have a chance to drop when you complete a Nightfall activity at any difficulty. You can increase your chances using Challenge Card modifiers to set higher personal best scores. Earning these items may take many attempts to receive a drop, as they are meant to be rare rewards.

Last week, we gathered feedback on how the community would like to discover these rewards – either through a quick tease here on the blog, or from those among you who wish to be the first to show off their newly found loot. We’ll be watching legends unfold as these rewards are earned by players, and hope many among you enjoy discovering these items via gameplay without being spoiled.

Competitive Housekeeping

Crucible isn’t just getting updates to game modes to speed up gameplay. Starting in Destiny Update 1.1.4, the Competitive Playlists will also feature a quitter penalty. Per the dev team:

Because the Competitive playlist disables Join-In-Progress, leaving matches early (for any reason) can ruin people’s games. Starting in 1.1.4, we are adding a system that can issue temporary restrictions, 30 minutes in length, for habitual quitters.  

Leaving a match early for any reason, from improper network settings to an idle time-out while getting the door for a food delivery, can result in a temporary restriction. If you’re entering the Competitive playlist, make sure you have a solid connection and the proper time to complete your matches.

On our side, we’re also increasing security measures to improve the Crucible environment as a whole.

Our security team informed us that they also have some changes going into Update 1.1.4. Because security is a pretty hush-hush subject, we can’t go into the details of what is changing. If cheaters know how our detection works, they can use that info to avoid it.

The changes we are rolling out in 1.1.4 are going to increase the speed that we can detect and punish cheaters. Keeping the Destiny 2 environment protected from bad actors is a priority for us. We continue to work to make sure cheaters feel the full wrath of the Banhammer. If you believe you’ve encountered someone who’s cheating, please see our Report Suspected Cheating contact form.

Our work isn’t done, we also have plans for more updates to security in the upcoming 1.2.0 update as well.

One (dot) One (dot) Four

Patch notes have been collected, but we’re still applying some elbow grease to get everything in order. Here’s a quick sample of upcoming changes and fixes that you’ll see next Tuesday:

  • When playing strike or Crucible activities, “repeat reduction” will be introduced to prevent players from having to play the same strike or crucible map many times in succession
  • Exotic repetition reduction will prevent players from receiving the same Exotic reward multiple times in a row from Exotic engrams
    • Players can still receive repeated Exotic rewards from Milestones and other sources
  • Increased the max power handicap from 40 to 45 on the Nightfall Challenge Card
  • The timer to activate patrols has been reduced from 3 seconds to 1 second
  • Fixed an issue where players could be prevented from reaching the boss encounter of “A Garden World”
  • Fixed an issue where some Emblems were not displaying what statistic they track
  • Fixed an issue where applying or previewing a shader on an item would return players to the top page of the shader inventory

Stay tuned to on March 27 for a full list of patch notes associated with Update 1.1.4.

Air Traffic Controllers

Update 1.1.4 is on approach. Please return your seat backs to their full upright position. Cabin lights are about to go dark, but Destiny Player Support will keep you up to speed until we’ve landed.

Maintenance and Downtime: Tuesday, March 27, 2018

Destiny 2 services will be brought offline for maintenance. Update 1.1.4 will also become available upon maintenance completion. Please see below for the timeline of the maintenance window.

  • 9 AM PDT – (1600 UTC)
    • Destiny server maintenance is scheduled to begin
    • Players may no longer sign in to Destiny services
  • 10 AM PDT – (1700 UTC)
    • Players still in Destiny 2 activities will be returned to the title screen
    • Destiny 2 Update 1.1.4 will be available to download and install
  • 11 AM PDT – (1800 UTC)
    • Destiny server maintenance is scheduled to conclude
If you have any issues when downloading or installing Destiny Update 1.1.4, please post a report to the #Help forum detailing your experience.

Spreading awareness:

  • The Strike activity “Exodus Crash” will not be featured as a Nightfall due to a known issue preventing progress when players attempt to collect energy spikes. Our current goal is to resolve this issue in Update 1.2.0. Until resolved, the Nightfall unique reward associated with this strike will not be available
  • The removal of Radar from Competitive and Trials of the Nine will also prevent perks involving radar from providing a benefit to players. As an example, Hunters who equip the Knucklehead Radar Exotic helmet will not be granted a radar when aiming down sight.

Lights, Camera… Carnage?


Sometimes, it takes weeks to get the perfect shot. Waiting for the stars to align can feel like an eternity, but some have found they come together a bit more often than expected. 

Winner: Leave None Standing

[embedded content]

Runner up: Getting Lost

[embedded content]

Runner up: Brought a knife to a Boss fight

[embedded content]

If you’d like a chance to earn the Lens of Fate emblem, make sure to submit your video to the Creations page on and include #MOTW in your title.

Speaking with the Sandbox team, Update 1.1.4 had a few potential names thrown around in development. One team member in particular campaigned for it to be called the “Supercharged” update. To keep communications clear and set expectations about how all of the changes would feel together, it was ultimately decided that 1.1.4 would forever be referred to as the “Go Fast” update. From my time in playtests, I can really feel the name. The most important piece of this puzzle is how you, the player, will feel once it’s in your hands.

We’re excited to see what new loadouts will be used in PvE – potentially to rack up even higher scores in the Nightfall. Speaking of which, here are the top three fireteams from last week’s Nightfall, “A Garden World”:

Have to admit, it’s always exiting to watch players crunch damage numbers when the sandbox evolves. Exotic weapons are up next in May, with some interesting changes for us to dive in to. More to come, once 1.1.4 has landed. See you next week.




Destiny 2 Development Roadmap – 3/16/2018

Game Director Christopher Barrett:

In less than two weeks, Update 1.1.4 will be available to install, bringing many quality of life changes to Destiny 2. Late in development, our team discovered a major issue impacting Heroic Strike Modifiers. Changing the design to fix the issue meant pushing Heroic Modifiers out to 1.2.0, but we will be able to use the extra time to add more variety than was in the original plan.

Starting March 27, the Weekly Crucible Playlist will become available to all. This playlist will contain Rumble, Mayhem, and 6v6 Iron Banner to start. Here’s a calendar for when you can expect these game modes to appear through the week of May 1:

  • Mar 27: Rumble
  • Apr 3: Mayhem
  • Apr 10: Iron Banner
  • Apr 17: Rumble
  • Apr 24: Mayhem
  • May 1: Iron Banner
We’re excited for you to get your hands on these modes, along with the upcoming Sandbox tuning and Crucible changes detailed in last week’s TWAB. Stay tuned for more information about 1.2.0 in April, as we’ll be giving more details on what to expect from Exotic Masterworks, Seasonal Crucible Rankings, Heroic Strike Modifiers, and more.

<3 Chris