This week at Bungie, we’re preparing for a special reveal next week. (We won’t say what it is.) As we head toward E3 in June, there’s more to come, and more to talk about. That means it’s time for another This Week At Bungie. Enjoy!
The Destiny: Rise of Iron team has been hard at work since last week, as we’ve packed in plenty of content and updates for players this week. Let’s run down all of the fun we have in store!
This week at Bungie, we have the starting lineup.
The Select season is coming to an end and we are preparing for the Select season. Even when things aren’t going so well, many of you are still able to accomplish your seasonal tasks. Although some activities are over, you still have plenty of time to complete tasks that require a longer commitment. This week, Night Falls offers double rewards for those looking for the legendary sweet rolls. Next week, double dishonesty will help many of you with the In it for Infamy challenge. The Guards can now wrap up the final week of the season’s challenge. As part of Bungie’s rewards program, you can receive a free Thrill of the Chase emblem when you complete Master of All Triumph.
This week, we focus on upcoming weapon upgrades and preparations for the world premiere of Vault of Glass. Let’s get this straight.
On your marks, get set, go!
In case you didn’t already know, Vault of Glass will make its first appearance in Destiny 2 next season. And while we haven’t revealed the season yet, we want to make sure you have time to make all the necessary preparations if you plan on taking on the challenge and getting a clean VoG raid on day one.
Vault of Glass will be at 22. May began at 10:00 PDT
That’s right, the Guardians are fighting Atheon in less than a month. The plot doesn’t change, but there are some differences. Our goal was to keep the experience similar to the one you remember, but we did make a few updates to bring this content up to the level of Destiny 2. But we don’t want to spoil anything, experience it for yourself on the 22nd. May.
It’s the race
The World First races have been exciting events for the past seven years, starting with… Well… we started with Vault of Glass in 2014. At the time, no one knew what to expect from this new and complex joint activity. There was an air of mystery and excitement that set the stage for all the races to come. Since this is the first raid to return from the Destiny Content Vault, we wondered: How can we reproduce this moment or re-imagine it?
Our goal is not to turn this raid into something totally new. As such, this will be the first game (with the exception of the previous game modes) where players know exactly what to expect, but also have to deal with changes they have to adapt to.
That’s why we’re offering a new kind of World First race.
- Vault of Glass will launch with a competitive mode (
described here) is activated for 24 hours.
- For all races, you need 1300 power to be at your limit.
- Clearing the Glass Vault with Competition mode enabled is the first step towards accessing the new Challenge mode in Game Mastery and Tempo Edge Triumph.
- By completing Tempo’s Edge, a compiled list of triumphs in this newly unlocked challenge mode, the team crosses the World First finish line and receive their prize.
- To maintain the triumph requirements in challenge mode, your team will be eliminated if you fail to meet the success requirements in each match.
What’s the price, you ask? We decided to make a belt for the occasion, but we also wanted to pay respect to the Guardians, who were the first to win the jump almost seven years ago. These belts are made of silver and carry the name of the OG World First Team clan.
Tempo’s Edge challenge mode and triumph will only be available for the first 24 hours, after that this node will disappear. Meeting-related duties will be available later in the season. We will have a full set of raid rewards and Bungie rewards associated with Vault of Glass, as well as an emblem you can earn by completing the raid. We will soon give you all the details on how to get them.
It should be noted that the opening section of the glass vault is now a private area for your firing squad, so don’t expect any reinforcement from the wandering guards. They will not be able to abandon the mission and start exploring Venus (as tempting as that may be). There’s only one way forward – to the vault.
As with any race in the first world, we’ll be watching the action and seeing how it unfolds.
A few weeks ago, we talked about
the changes we’re gonna make to the sandbox. We first looked at weapons that were a little hot and needed to cool down. Today we’re going to focus on some of the buffs coming next season. Chris Proctor, Senior Weapons Specialist, talks about the details and objectives we have planned.
Chris Proctor. Heavy Weapons Coils: Hello everyone, glad to be back! First of all, I want to tell you how we feel about gun rolls, especially heavy weapons. We want each weapon to be superior in one or two areas, making it the best choice in certain situations, depending on the nature of the target or the scale of the fight. For heavy weapons, they are considered to perform the functions of adding clarity, single target damage and serial damage :
- Add brightness: Take out the weakest enemies faster than you could with a basic ammo weapon. For the most part, primaries are great for adding clarity, which is most useful in PvE on high difficulties like Grandmaster Nightfalls, where it’s sometimes useful to use the rapid-fire damage of a machine gun or the potential of a rocket launcher to sweep through groups.
- Damage to a single target: Burn the boss.
- Splitting damage: Burn the champion quickly, and finish the phase quickly on bosses with multiple damage phases.
How weapons relate to roles:
- Sword: Efficient munitions provide clear, consistent damage to one target, secondary damage in bursts (at the expense of proximity to a dangerous target).
- Rocket launcher: Break the damage, add secondary purity.
- A machine gun: Effective munitions inflict permanent pure and secondary damage to a single target.
- We plan to adjust the guns next season, for now they are not hitting the target.
- Fusion Line Guns: Permanent damage to a single target (if the target has a comfortable place to crit), secondary damage in burst.
- Drum grenade launcher: Burst deals pure secondary damage to a single target.
- Exotic snipers: Permanent damage to a single target (if the target has a suitable place to criticize).
Here are some examples of how we used heavy weapons in high difficulty game trials, or when we played against night grandmasters (GM) in exchanges:
- Fusion Line Guns: Burning champions, boss damage if the boss has a crit spot, or with Divinity.
- Rocket launcher: Do explosive damage to champions or bosses (especially with Last Impressions) and take out waves of difficult adds.
- A machine gun: Destroy shields in GMs where our other weapons fail, use a machine gun instead of your main weapon in a high ammo situation where your main weapons and special weapons are not rapid fire (like The Monarch + Succession + any machine gun with a useful damage type in that GM.
Philosophy of Libra
There are two approaches to restoring balance:
- A great swing: Making a significant change that we believe will immediately boost the behavior of new players. This is most useful when we need to mitigate or enforce something so everyone knows it happened, while knowing we may need to adjust the setting in a later release. For example, let’s mention the 120-arm cannon in Beyond Light or the rocket launcher in Season of the Chosen.
- Stepwise changes : Take something we think is not far off from what it should be and give it a little push each time. This is most useful when we don’t want to do too much and make something too powerful, or when we don’t want to make changes with big trials and prefer smaller, safer changes. Examples: The amendment Automatic Precision Rifle described below or the Arrival Season Amendment – High Impact Pulse rifle.
We make both types of changes in most releases, and whether we choose one or the other for a particular feature depends on how much time we have to test and iterate on the changes, how many changes are already in the release, and how well we think the feature is already balanced.
Small annotation on wound edges
When we talk about changes in damage distance, we always do so based on the basic damage distance of the weapon (i.e. if you shoot from the hip). The distance of the damage throw increases differently according to the scale of the weapon, so that e.g. B. the range changes of the fusion weapon described below or the range changes of the hand cannon described above are greater when magnified.
Automatic rifles with high precision (450 rpm) : Last year this sub-family was behind the other car cannons in the car cannon standings, so the damage was increased to get closer to the others’ hits.
- The bullet damage of an accurate automatic rifle (450 rounds) has been increased from 17 to 18. **
Rarities** : We recently added the rare machine gun and bow to the overall loot pool, but we didn’t have line guns and grenade launchers available and we wanted to make sure those archetypes were easily accessible as well.
- Linear fusion rifles and breech-loading grenade launchers, which already existed but were not available, were added to the world’s loot.
Fusion Line Guns** : This is an unpopular choice in PvE, especially since other weapons do a better or more effective job (constant damage to a single target) without requiring accurate hits. We want to keep the focus on exact damage for LFRs, but we decided to increase exact damage to make them more competitive, and increase reserves to make them more resilient. Note that we’ve seen many suggestions to remove some or all LFRs from the heavy slot, but this represents a significant cost and risk to the PvP balance, due to the difficulty of balancing sniper rifles (as instant fire weapons) against LFRs (with charges), with very different values for sensitivity and aiming assistance, and reduces the variety of weapons in the heavy slot. However, this remains an option in the future if drafting as a heavy weapon does not have the desired effect.
- Increases precision damage by 15
- Increased reserve ammunition by 20%.
Fusion rifles: The recent increase in range of the Fusion Rifle had the side effect of making the best sub-family for PvP (high penetration) even better, so we decided to increase the range of the Fusion Rifle a bit.
- Increased throw distance for fusion rifles, no effect at range state 100, +2m at range state 0.
Food: When we created this benefit, we experimented with some unusual drawbacks for powerful benefits, but ultimately decided that reducing reserves was not an attractive compromise. We also wanted to be able to apply Perks to special and heavy weapons where the reduction in reserves would be terrible. The machine guns had far fewer magazines than the automatic rifles, so they were dealt with immediately.
- No longer reduces the supply of ammunition.
- Machine guns now have the same ammo percentage per round as automatic rifles (was 10% like most rifles, now 17% like automatic rifles).
Reserves with high recovery rates and under pressure : Due to technical limitations at the time of their creation, the condition for their activation is a projectile shot (i.e. the bonus only takes effect when you fire the weapon), but now there are more ways to activate Perks.
- They are now active as long as the conditions are met.
Inexcusable: It was difficult to summon with complex content, and the health reward was difficult to determine.
- It is now easier to summon in PvE (instant trigger on majors) and heals 20% more.
Nice arsenal: It’s not attractive enough for many players, but it’s useful in niche situations. So we decided to make a little improvement to make it softer.
- Now gives +20 cooldown in addition to his main effect.
Dragonfly: We used to get annoyed that Dragonfly didn’t save every enemy that could be finished off with a precise hit.
- Works on heavy shanks and minions now, and is even faster than after the Season of the Chosen patch.
Thigh grip: We try not to overdo it, because if the hip shot is too effective, it changes the game significantly, so we raise this buff just a bit above the arrival season buff to make it more useful.
- Threshold of the angle of accurate shooting from the hip +1 degree, distance from the reticle to the target +1.2x.
- One degree doesn’t seem like much, but by comparison: The angle of the sight cone for handguns is 2.5 degrees at 0 AA and 3 degrees at 100 AA, and you can feel the difference between a 90 AA handgun and a 100 AA handgun (0.05 degree increase), so a small difference can be significant.
- Note that the angle of the accurate shot from the hip corresponds to the angle of the target cone down.
Iron handle, iron handle, iron handle: We were careful when we created perks to increase stats in Season of Arrivals, because we didn’t want to upset the stats of weapons by making them too low, but the penalties they carried were too high when we saw them in the wild.
- Reduce the malus on secondary values from -40 to -30.
Osmosis and elemental condenser : We didn’t have time to address these issues when Stasis was released, but we always wanted them to work well when playing the Stasis subclass.
- Osmosis now turns weapons into stasis damage when played by a stasis subclass – this should work for any mechanic that requires stasis damage (but not for stasis skill damage). Stasis visual effects have also been created for all weapon types on which osmosis can appear (more on this later).
- The elementary capacitor with the subclass Stasis gives a +oriented shock effect and reduces the ADS motion speed penalty.
Stay focused: Through the Exotica modification described below and the Sniper Rifle twitch modification in Season of the Chosen, we wanted to make No Distraction a more attractive option to fight the twitch.
- Reduced reaction time from 1.5 s to 1 s and increased nerve twitch reduction from 30% to 35%.
Efficiency and bottomless sadness: We looked at them specifically in a previous TWAB, but here are the buffalo again. Note that we improved the Perks themselves, so these changes apply to the drops you already have on that weapon (however, these alternate Perks on the Adept weapon cannot be applied retroactively).
- Feasibility: Now it always gives +20 to the turn and +20 to the cooldown, in addition to the triggered effect.
- Bottomless sorrow: Now always gives +30 to the log, in addition to the triggered effect.
That’s great: This change is already in effect and is less an improvement than a bug fix (Thresh accidentally only worked in PvP for certain weapons in Beyond Light), but Thresh has been working for all weapon types in PvP since the launch of Season of the Chosen.
A clever magician, a clever vision: For the same reason, we were reluctant at first about the benefits of the Iron Ensign, but after seeing them in action, we decided that we could reduce the penalties for those benefits.
- Reduce the malus on secondary stats from -20 to -15.
- Repaired Adept Mag which gives no reserves when applied to a sword.
Skillful balance: Compared to the standard counterweight stick, the improvement was not great enough to make it worthwhile.
- Increased return on benefit.
MIDA Multitool : We’ve seen a lot of requests to replace Outlaw with something more useful, and we’ve noticed that MIDA loses fights with weapons that cause more concussions, so there you go.
- The catalyst benefit has changed from Outlaw to No Diversion.
Hockmoon: Increased the text priority of Paracausal Charge and Paracausal Fire buffs (sometimes they didn’t appear in the list).
By the end of season 14, here’s what we expect:
All weapons: We don’t expect the change in the two dominant shotguns (replacing Quickdraw with Surplus) and the reduction in Quickdraw to have a major impact on the overall use of shotguns in PvP. We agree with some comments that the use of weapons depends not only on the environment, but also on the design of the map. However, we want more weapons to be usable on all maps, and we can achieve that with a setting that lets more special weapons succeed. Details will be announced at a later date.
The story of a dead man: With the imminent reduction in the range of 120 hand guns, we expect a dramatic increase in the use of Dead Man’s Tale (which is already high). We had enough moving parts in season 14 that we didn’t try to fit this into the same time frame, but we have a modification ready that will allow us to challenge sniper rifles, 120s, and scout rifles from the hip without compromising the weapon’s fantasy.
Fusion rifles: As with some other changes, we don’t want to implement them too quickly, so we will monitor the situation as needed.
Go for Gold
Our player support team has an update on today’s update and possibly other updates for you. Okay, I’m done.
Here is his report.
List of Known Issues |
Help Forums |
Bungie Help Twitter
The 188.8.131.52 fix was released on Thursday the 29th. April, during the daily restart. The following is a list of some of the topics that will be discussed:
- The Titan Contender Eververse armor set no longer makes the player’s body invisible in first-person perspective.
- Glow now works with almost all shaders in the Eververse Warlock Guardian Games universal decoration game.
- Eva’s weekly and daily rewards for guardian games are now reset to zero when completed.
- Players will no longer see the inappropriate ownership of future seasons in the Season Pass interface.
GAME KEEPER REWARDS BUNGIE
Players wishing to purchase or acquire three Guardian Games 2021-related Bungie Rewards items (Guardian Games exclusive emblem, Guardian Games training jacket and Guardian Games 2021 gold medal winner pin) have until the end of the event on the 11th. May weather:
a weekly reset to complete the corresponding triumph in the game.
Players must earn rewards through
Bungie Rewards page until May 14 at 12:00 p.m. PDT, or they will not be able to receive or purchase the eligible item. Players have until the 31st. May 12, PDT It’s time to purchase the Guardian Games Racing Jacket and the Guardian Games Class of 2021 Gold Medalist Badge from the Bungie Store.
KNOWN WEEKLY PROBLEMS
As we continue to examine the various known issues
, here is a list of recent issues reported to us in our
- Subclass specific emblems are no longer unlocked when you play the game in the new world.
- The sound effects of the cowbell multiplayer emote fade during use.
- St0mp-EE5 The Exotic Hunter legs create a waist opening when used with the Contender vest on a female model.
- It is possible that the Triumph Conqueror will not be unlocked for eligible players.
- The Reactive Pulse activation mode can no longer deliver an arc-damaging energy discharge.
For a full list of emerging issues in Destiny 2, players can check out our
Article Known issues. Players who notice other problems can report them in our forums
Welcome to another exciting edition of the film of the week. Here we show cool videos made by the community for all to see. Each week we will select a few winners and then send a special emblem to the designers. Here are this week’s winners!
Movie of the Week: XII
Movie of the Week: Big mistakes.
We are now focusing on our virtual gallery, where we are looking for art from the community to exhibit. Our community is full of talent, and more and more Destiny-inspired art is popping up. This week we’re excited to share some great content with you from Guardian Games.
Art of the Week: Trinity
-#Destiny2 #Destiny2Art #DestinyArt @rDESTNYCREATION @Bungie @DestinyTheGame pic.twitter.com/hE6SUmM80s
– ♦️Moira♦️ (@theEverdrift) April 27, 2021
Art of the Week
My drawing of Rubble, hope you guys like it @Bungie @lancereddick #Destiny2 #destiny2art #DestinyArt #destinythegame pic.twitter.com/v5F64iW
– Pahtatoe (@Pahtatoe52) April 27, 2021
The Guards’ games continue, with the Hunters taking the lead thanks to their numerical superiority. But as the bonuses continue to pile up, daily groceries become tighter. The Warlocks got their first win at the Guardian Games on Wednesday, and we couldn’t be prouder. Will Wednesday’s win over the Wizards be a turning point, or is Tuesday’s win over the Titans just a matter of time? Maybe it will be the hunters that put an end to all these puns – time will tell. With two exciting weeks left, it could be any game.
There are less than two weeks to go before the start of the new season. You will get more information next week.
In 2020, there will be something for both classic and modern players. To be on the list, the game must be confirmed for 2020, or there must be a compelling reason to wait for release this year. Therefore, games that have just been announced and do not yet have an exact release date are not included.
There’s a lot to look forward to in 2020 in the world of video games. Here are fifteen games to look forward to in the first half of 2020.
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