When does Destiny 2 season 15 start?
The name and art for Destiny 2's 15th season leaked Thursday night, and Bungie officially confirmed it on Friday morning. Season of the Lost, starring Mara Sov, will start on Tuesday, Aug. 24, immediately following Bungie's Destiny Showcase. PolygonDestiny 2: Season of the Lost confirmed, validating some weirder rumors
Season of the Lost is one of Destiny 2’s biggest non-expansion updates in years
In a blog post ahead of its Destiny Showcase on Tuesday, where players will learn all about season 15 and next year’s The Witch Queen expansion, Bungie detailed those Stasis weapons. Legendary Stasis weapons will go in either the Power slot — reserved for rocket launchers, drum-fed grenade launchers, swords, linear fusion rifles, and machine guns — or the kinetic slot.
While we predicted this change a few months ago, due to the Cryosthesia 77K Exotic added in Season of the Splicer, this is a major change for how players will curate their loadouts in Destiny. Typically, players have a non-elemental weapon in their first (Kinetic slot), a weapon that deals elemental damage in the Energy slot, and an elemental heavy weapon in the Power slot. With this change, players will be able to wield all four of the game’s elements at once, if you include a player’s equipped subclass.
Some Stasis weapons will have Stasis-specific perks, although Bungie promised they won’t break PvP. Like the other elements, Stasis weapons won’t operate differently or freeze intrinsically. But if enemies show up with Stasis shields, players will be able to break them more effectively using Stasis damage. Bungie said it won’t rename the Kinetic slot at this time, but Stasis’ inclusion suggests that we could get other “Darkness” weapons in that slot if The Witch Queen expansion adds a second element next year.
Infinite ammo was next on the docket, with bungie revealing that primary weapons — those meant for grunt enemies, like auto rifles, bows, and hand cannons — won’t ever run out of ammo starting next season. Bungie will shift some perks that benefit from picking up ammo boxes, but the change should help players feel less helpless in prolonged firefights.
Bungie also went over its usual weapon changes ahead of a new season, with various archetypes getting damage boosts. Machine Guns will see a 20% damage boost in PvE content, and both scout rifles and hand cannons are getting a 15% boost. Fusion rifles will see the biggest change, with a complete rework to how their stats and travel times work. Overall, fusion rifles should be more useful to players — the changes are complex, but in PvE, this should mostly act as a buff.
Season 15 will also see some of the biggest Exotic changes in months. The beloved Anarchy Exotic grenade launcher will see a nerf, but it’s fairly mild for how powerful the weapon is. It won’t deal as much damage to raid bosses next season, and players won’t have nearly as much ammo to play with, but it should still be useful in endgame content.
Xenophage will see a damage increase alongside the other Machine Guns, but it’ll fire quite a bit slower. Bungie says it’s an overall DPS nerf, but the weapon should do more burst damage. Fighting Lion will also see some big changes now that primary weapons have infinite ammo.
Vex Mythoclast will see the biggest buff next season, with a whopping 40% damage increase in PvE, a higher range stat, an improved Catalyst, a faster fire rate, a shorter charge time on its linear fusion rifle mode, and the ability to swap weapons without losing Overcharge stacks. Players will need to test these changes next week, but the Vault of Glass Exotic could go from one of Destiny 2’s weakest weapons to one of its best.
Bungie also detailed a few other Exotic changes, including how the rework will affect certain Exotic fusion rifles. The studio is also looking at some underplayed Exotics for future buffs.
Finally, Bungie revealed some upcoming weapons in season 15. The next Ritual weapon for Guardians is a rocket launcher with the rare and potent Explosive Light perk. Some old weapons from early on in Destiny 2 will also return. And most importantly, the long-forgotten Trials of the Nine weapons will appear as new rewards in last year’s Prophecy dungeon.
Bungie will fully reveal and launch Season of the Lost, as well as the official patch notes, on Tuesday after the Destiny Showcase event.
Read full article at TechSpot
23 August, 2021 - 12:10am
“Running out of primary ammo has never been tactically interesting,” Chris Proctor, weapons feature lead, wrote in the latest This Week At Bungie post. “Running out in hard PvE content or because you were on a tear in PvP was a weird and sometimes frustrating experience that we would like to not subject anyone to in the future.”
Primary ammo in Destiny 2 sees you slowly eat through reserves while mowing down hordes of aliens. Rarely do you run out, however, because just about every third or fourth kill drops more primary ammo. But when you run out of targets, you’re shit out of luck. The game knows this, so you’ll eventually restock primary and secondary ammo reserves after a long enough wait.
There was never any real strategy around ammo scarcity. Instead, it feels like an obsolete vestige from how shooters used to do things that doesn’t fit the actual pacing and what’s fun about Destiny’s combat. When Season 15 goes live next week on August 24, players will finally be able to keep shooting to their hearts’ content just as the Traveler intended. (Related: Bungie confirmed this morning that the next season will focus on the return of Awoken queen and the Crow’s sister, Mara Sov).
I can fully respect, and very much enjoy, when shooters lean into ammo scarcity to change the way people handle combat. But I’m also all for developers ditching it when it’s not really adding anything. Infinite ammo was one of my favorite aspects of Remedy’s 2019 paranormal hit Control. Its constantly regenerating ammo encouraged players to be more aggressive and focus on experimenting with their supernatural arsenal rather than hoarding clips or cowering behind cover. It’s also something I loved about the original Mass Effect, which utilized an overheating mechanic rather than strict limits on ammo reserves. It made combat less repetitive and felt more sci-fi. Too bad BioWare ditched it for the Legendary Trilogy remaster.
In fact, infinite ammo was the gimmick behind one of the original Destiny’s best weapons: Ice Breaker. The exotic sniper rifle wasn’t a primary gun, but it had ammo that regenerated over time. The thing hit like a truck, and every time you pulled it out in a pinch, it always had a few bullets left in it. It didn’t break the game either. It was actually responsible for many of my most memorable firefights in the first game. I pray Bungie one day decides to bring it back. But, for now, infinite primary ammo will be enough to tide me over.
The Mass Effect series is an interesting one to think about when it comes to the ammo question, because it basically shifted between three states in the trilogy:
Mass Effect 2: All weapons have ammo, ammo for your weapons drops from downed enemies and some can be found in the various combat arenas.
This helped the weapons have more ways to be different from each other and forced you to care about more than just one single best weapon, but even with ammo drops as plentiful as they were it was possible to reach that dreaded “the devs didn’t include enough ammo in this section and now I’m down to just powers” state that no one enjoys.
Mass Effect 3: Like ME2, but with the addition of crates in many combat areas that regenerate ammo pickups.
I think this was the best implementation of it. It kept the benefits of ME2's style, but also made it so that if you did run dry on ammo, you’d just have to find one of those ammo boxes for a refill.
And usually they were pretty easy to find, placed in vulnerable and dangerous locations that you’d never want to hang out at.
The point I feel is that there needs to be a real downside added to infinite ammo for it to really work. ME1's overhead mechanic didn’t do enough (see also MEA when you could turn craft weapons with ME1 style overheat and boy howdy were those always the best options), because you shouldn’t want players to be only using a single weapon all the time, even if you don’t want them ever to be helpless either...
23 August, 2021 - 12:10am
Season of the Lost will feature the return of Mara Sov.
As posted to Reddit, Razer's Cortex optimisation tool jumped the gun on a series of adverts earlier today. Now Bungie has tweeted out the season's name, alongside the date and time of next week's Destiny 2 Showcase—which will detail both this upcoming season and next year's Witch Queen expansion.
The Queen returns in Season of the Lost. August 24 @ 9AM PT // https://t.co/P3UimOAtDM pic.twitter.com/ouGFFMh6asAugust 20, 2021
There's a further subplot here, inasmuch as this information lends further credence to a 'Pastebin' leak. Destiny's community has been arguing within itself for a little while now about the veracity of this lengthy infodump, but increasingly it's information seems to be true. The leak also references a ritual rocket launcher with the rare Explosive Light perk, which was revealed in yesterday's This Week at Bungie post. Basically, some of the Pastebin leak has been shown to be true—or at least close—and some, such as a mooted Halo crossover, remains far-fetched.
Mara Sov is a long-absent and key Destiny character. Her lore is also buckwild. She is the immortal queen of one of the game's main three player races (the Awoken), who died in an attack on one of the original Hive, but then came back because of a Destiny macguffin called a Throne World. Still with me? Good because Mara also kept a dragon, Riven, who granted wishes (?) but Riven was corrupted so players had to kill it (?!?) BUT killing it granted the wish of the big bad of the next expansion, forcing The Dreaming City into a time loop (!?!?!?!?!). This curse—which players unsuccessfully tried to break after being lied to by a lore book—is ongoing, and will likely be addressed this season.
Mara's more-or-less a reluctant ally, often seeking Guardians' help, but usually as a means to further her own ends. Bungie's teaser image also shows Osiris, last seen scarpering away from the fight with the Vex at the end of the current season.
You can see the full pastebin leak here, though proceed with caution: despite the accuracies, much is still unconfirmed—and even if it is true, it goes heavy on potential plot points and other details. Finding out the name of a new season early is one thing, but I don't know why you'd want to know the ending several months out.
Season of the Lost launches next Tuesday, August 24.
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23 August, 2021 - 12:10am
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As always, both the Trials of Osiris rewards and the map are randomized when the mode goes live at 10 AM PT / 1 PM ET on Fridays.
Trials of Osiris is a weekend PvP mode that runs from the daily reset on Friday until the weekly reset on Tuesday, giving you four days to take part. Unlike a typical Crucible affair, you'll need to not only win matches, but rack up as many as you can before notching three losses. As soon as you hit three losses, your Passage is reset, and you'll need to try again to rack up a total of seven wins. You'll get rewards at the three-, five-, and seven-wins mark, with the best possible prize awaiting those who can achieve a Flawless run in which you go 7-0 across your run.
Go Flawless, and you'll earn a trip to the Lighthouse and receive some special rewards, including the new Adept weapons. These have additional stat bonuses, making them among the most coveted items you can get your hands on.
You'll need a team of three to join in, as you won't be able to rely on matchmaking for partners. As you might imagine, given the outline above, you'll want to bring the best teammates and loadouts possible, as everyone is gunning to avoid even a single loss. Fortunately, you can still earn rewards by participating in Trials even if you lose, so be sure to talk to Saint-14 to get the appropriate bounty before beginning and then spend any Trials tokens you earn before the weekly reset on August 10, when they'll expire.
23 August, 2021 - 12:10am
Bungie won’t separate Destiny 2’s two main modes, and it’s starting to create problems
Bungie’s devotion to both sides of the Destiny coin, while admirable, has resulted in an identity crisis. The studio likely won’t ever separate its PvP Crucible from its PvE cooperative activities. But if anything is clear, it’s that current attempts toward harmony aren’t working.
The transition from the original Destiny to Destiny 2 didn’t come without its changes. For Destiny 2’s release, Bungie made a major change to help curb some frustration in PvP. Instead of carrying forward the series’ traditional weapon slots of one primary weapon with nearly unlimited ammo, one secondary weapon with limited ammo, and one heavy weapon with rare ammo, the studio eliminated the secondary weapon altogether.
Players could now equip two primary weapons — one of which did elemental damage — and a heavy weapon. Previous special weapons like shotguns and the series-unique fusion rifle were now in the limited-ammo heavy weapon pool, just like rocket launchers and swords. This “double primary” time period of Destiny 2 resulted in some genuinely enjoyable PvP. Opponents were able to develop more of a cat-and-mouse game since they weren’t able to kill each other as quickly as before — as shotgun and sniper rifle ammo was rare. For all of the newfound joy in PvP, however, Destiny’s PvE game suffered from the change. Those one-shot weapons Bungie made less accessible to improve the Crucible were the same weapons that were essential to taking down high-level PvE enemies.
Then came the Forsaken expansion, which brought its own changes to Destiny 2’s loadout system. As was the case at Destiny 2’s launch, players could still use double primaries. But they could also customize their loadouts with two special weapons — a shotgun paired with a sniper, for instance — or a combination of both special and primary weapons, a la the original Destiny. This freedom gave PvE players more room to experiment with unique loadouts. But the change also took PvP back to the one-shot hellscape that it had been in the original.
Now, with those frustrations back in place, Bungie is once again ping-ponging its balance efforts. In a recent interview on the Firing Range podcast, run by some of Destiny’s top PvP enthusiasts, Bungie developers doubled down on Destiny’s philosophy of a shared “sandbox” (a term used to describe the game’s current balance environment). For Bungie, it’s key to the Destiny experience that players can pick up a new gun from a raid, bring it into the Crucible for a spin, and have a similar experience with the weapon in both modes. The studio doesn’t want players to practice using an ability against a Fallen Dreg in the Cosmodrome only for that ability to behave differently against actual enemy players.
This attempt at symbiosis has most recently affected Destiny 2 with the new Stasis subclasses added in the Beyond Light expansion. These classes started out strong in PvE content, where freezing enemies with ice powers proved to be a satisfying mechanic.
But the Stasis classes were so powerful in PvP that Bungie quickly nerfed them. While this nerf started to smooth out PvP — even if Stasis remained overpowered for months — it was a major hit to the viability of the subclasses against AI enemies. Bungie recently announced plans to roll back some of the nerfs to help Stasis return to viability in PvE.
Perhaps you’re starting to recognize a pattern? These same changes that will improve Stasis’ viability for PvE players could have a ripple effect on the PvP community. The Pendulum continues to swing. The lack of consistency isn’t in how abilities and weapons behave on a mode-to-mode basis, but on a season-to-season basis throughout the entire game.
Bungie’s biggest dilemma is that, despite a track record of focusing primarily on PvE content in Destiny 2, the studio has cultivated a dedicated PvP community over nearly seven years — longer, if you consider the good will it garnered with Halo’s touchstone multiplayer offerings. It can’t just throw away the players who have gotten so attached to its competitive arena. But, all things considered, it’s undeniable that Bungie’s attempts to balance the Crucible are causing disharmony in its larger PvE landscape.
Some players have floated spinning off PvP into its own game. Others have simply shouted for Bungie to balance the two game modes separately. One of those solutions involves developing another title completely, with more standardized weapons like Halo, since players wouldn’t bring in tools from other activities. And the other is something the studio is expressly disinterested in, as indicated during the balance conversation on the Firing Range podcast.
So what gives? Bungie has placed itself in an impossible position. Destiny has always thrived on raids, dungeons, and repeatable co-op activities. It’s what I come to the game for, and where I’ve made some incredible friends. But others have the exact same experience from the PvP side of things. Is my experience more valid than theirs? I don’t think so.
But as both sides of the Destiny player base grow increasingly frustrated, that’s a question the developers may have to answer for themselves. In the end, the buck stops with Bungie, who wants to have its multifaceted MMO experience and eat it too.
23 August, 2021 - 12:10am
Destiny 2's Anti-cheat system has always been up for discussion and controversy. While the entire system revolving around the term "PvP against cheaters" has been on the opposite side of criticism, BattlEye Anti-Cheat, although bringing an improvement, isn't a sure-shot to get hold of everyone.
A prominent Destiny 2 content creator, bakenGangstA, saw himself getting banned over accusations of cheating across multiple accounts. This led to Bungie taking the issue a bit more seriously and coming up with a partnership with the BattlEye Anti-Cheat.
It doesn't take a cheater very long to hop into the game after purchasing a hack and ruining everyone's experience. More so, when it is a free-to-play game to begin with. With the cross-play feature coming from Season 15 however, Bungie decided to take this issue seriously with the Anti-Cheat system in their PvP.
There are some core weapons in the game which require a Guardian to go through multiple PvP matches, both casual and competitive. To ensure a reliably cleaner experience, Bungie revealed that they will be partnering up with the BattlEye Anti-Cheat.
BattlEye is an Anti-Cheat system used for games like Rainbow Six Siege, H1Z1, Fortnite, PUBG, DayZ, Arma, ARK and many more. Many in the community from these games have come forward and shared their experiences with the system before.
The overall review of the BattEye system has been mostly positive. About 99% of players who cheat in a game get a guaranteed ban one way or the other. It will be far better than what Destiny 2 PvP has right now. However, the main debate seems to be on the topic regarding the time taken by the system to ban these hackers.
To give context, it was on this pagehttps://t.co/ZuVgCIfluG
The BattlEye system isn't an exclusive Anti-Cheat like Vanguard. So creating a anti-cheat for that particular game proves to be quite cheap compared to making a separate cheat to counter exclusives like Vanguard.
The system will be added to Destiny 2 from Update 3.3.0. Bans on hacks will be manually assessed and applied during the first few weeks. A few days after a soft launch, the system will automatically apply locks.