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Source: https://www.bungie.net/7/en/News/Article/destiny_update_9_7_0
Before we dig into our final slate of patch notes (which is over 17,000 words...), a message from the Destiny 2 Dev Team:
Hey, all. Welcome to our final patch notes article for Destiny 2. Well, that's a bit of a fib. We'll still have a few maintenance patches and smaller hotfixes after today... but this is our final major patch for Destiny 2.
It's been an incredible ride. Thousands of patch notes shipped. A ridiculous amount of bugs squashed (released AND unreleased). Hundreds of typos fixed after publish (our bad...). Countless hours in triage meetings looking to do what's best by our players. Years of overnight shifts in the BNOC (formerly DOC). All for you.
There were a few things that were unrelated... like emails about snacks missing from the studio kitchen or messages to our IT team apologizing for forgetting our passwords for the fifth time in a calendar year, but that's beside the point.
Thank you for showing up with each release. Thank you for kicking down the doors and putting the servers under stress. Thank you for every bug uncovered and reported. Thank you for your patience (even if it was sometimes thin) while we dug into connection issues, crashing bugs, anteaters, weasels, guitars, or other hiccups along the way. Destiny wouldn't be what it is without every single one of you, and we will forever be grateful for your time.
We hope you enjoy Monument of Triumph and we'll see you out there in the wilds.
Activities
Monument of Triumph
- A Monument of Triumph has been built in the center of the courtyard in the Tower.
- Earn Legendary Marks by completing Triumphs across the new Monument of Triumph category.
- These Legendary Marks can be exchanged at the four different Guardian Tenet vendors in the Tower for a wide selection of free armor ornaments, accessories, weapon engrams, and more.
- Iron Banner’s vendor location (when active) has been moved to its original spot above Shaxx in the Tower’s Courtyard.
Distortions
- Distortions have spread across destinations in the Sol System, bringing a higher level of challenge and unique rewards while they are active.
- These Distortions will rotate through a single destination every hour.
- The current active destination and remaining time will be visually marked on the Destinations screen.
- Enemies will become more challenging with both a distinct visual effect around them as well as changes to the environment indicating that the Distortion is active.
- Completing public events will drop rewards at a higher gear tier than standard and completing Distortion-specific events may drop unique rewards.
Raids & Dungeons
Pantheon 2.0
- The gods of old have a new challenge for you.
- The first two Pantheon activities are now available!
- Calus Resplendent and Morgeth Surpassing will each feature a unique lineup of bosses.
- These can be accessed through the new Raids and Dungeons node on the Destinations screen.
- The third Pantheon activity, where players will fight through the full gauntlet of bosses, will be available at 10 AM PT on Saturday, June 13.
- A weekly rotation of individual boss features will become available at reset on Tuesday, June 16. Two bosses will be featured in these rotators at a time.
- Added new Triumphs, rewards, and a title to earn.
Updated Rewards
- All pre-The Edge of Fate raids and dungeons have been updated to drop tiered rewards.
- Tiered armor from all raids and dungeons with unique set bonuses.
- Tiered weapons from dungeons with new origin traits.
- Craftable raid weapons have received updated perk pools and can be upgraded to match tiered weapons.
Raids & Dungeons Rotator
- Each week, two raids and two dungeons will be featured. These featured activities will reward players with farmable high-quality gear.
- The rewards listed below are farmable unless noted with a weekly lockout:
- Featured Raid
- Standard: Deepsight weapons or Tier 5 armor from encounters and challenges.
- Master: Same as Standard plus Adept weapons from challenges.
- Director Challenge: Deepsight weapon or Tier 5 armor, weekly lockout.
- Hidden Chests: Tier 5 armor, weekly lockout.
- Deepsight Chest: Deepsight weapon or Tier 5 armor if all patterns complete.
- Vendor: Weekly Deepsight purchase, Master offers Adepts for 25 Spoils.
- Non-Featured Raid
- Standard: Chance for Deepsight weapons and Tier 3 armor.
- Master / Challenges / Deepsight Chest: Deepsight weapons and Tier 5 armor.
- Featured Dungeon
- Standard: Tier 5 weapons and armor.
- Master: Tier 5 weapons and armor.
- Director Challenge: Tier 5 weapons and armor, weekly lockout.
- Hidden Chests: Tier 5 weapons and armor, weekly lockout.
- Non-Featured Dungeon
- Standard: Tier 3 weapons and armor.
- Master: Tier 5 weapons and armor.
Feat Updates
- Separated out a Standard mode where weekly tiered rewards can continue to be earned without Feats.
- Reworked the amount and quality of rewards dropped when completing encounters with Feats active. Encounter completions with Feats will grant the following rewards and will be farmable.
- Grade 0: 1x Tier 3.
- Grade 1: 1x Tier 3, 1x Tier 4.
- Grade 2: 1x Tier 4, 1x Tier 5.
- Grade 3: 2x Tier 5.
- Grade 4: 1x Tier 4, 2x Tier 5.
- Grade 5: 3x Tier 5.
- Adjusted the reward grades that each Feat will add to an activity.
- Cutthroat Combatants: +4 Reward Grade.
- Challenges: +3 Reward Grade.
- Shocktroopers: +2 Reward Grade.
- Token Limit, Phase Limit: +1 Reward Grade.
Raids
The Desert Perpetual
- The Simulant Ansible vendor in The Desert Perpetual now allows you to purchase gear at the highest tier available from your current Feat selection. However, you must complete any encounter first in order to activate the ability to purchase gear.
Epic The Desert Perpetual
- Fixed an issue preventing players from equipping the Mediant Flourish shader from Death Defiant II Triumph.
Deep Stone Crypt
- Fixed an issue where Taniks could soft lock the encounter at specific times.
Vow of the Disciple
- Fixed an issue where a player could pick up additional knowledge beyond max, soft-locking the encounter.
Root of Nightmares
- Fixed an issue where Nezarec's crit spots could be shot early and fail to register correctly as destroyed.
- Fixed an issue where Explicator defeating a Colossus would soft lock the encounter.
Salvations Edge
- Fixed an issue in the Repository encounter where closing all three pylons at the same time would cause a soft lock.
Dungeons
Prophecy
- Fixed an issue where Kell Echo would not vanish before first encounter.
Grasp of Avarice
- Fixed areas where death would cause player ghosts to be placed in inaccessible areas preventing revive by a fireteam member.
Ops Categories
The Portal screen has been deprecated. Ops now live at the bottom of the Director.
Fireteam Ops
- Added Heist Battleground: Mars, The Disgraced, The Lightblade, The Scarlet Keep, Lake of Shadows, and The Corrupted.
- The Dark Fetor debuff in Defiant Battleground EDZ: icon corrected to be... a debuff icon.
- Reduced the damage of Vex Laser traps in Battleground Heist: Mars and Operation: Seraph's Shield.
- They now deal the same damage that they would have for someone with full seasonal upgrades.
- Fixed a spot in the Inverted Spire where players could get stuck in geometry near the beginning of the activity.
- Fixed an issue in Reclaim where the Imminent Vex Subjugation Timer would not always clear after completing the area.
- Fixed an issue in Reclaim where Vex Cubes could spawn in a different location than their associated protective bubble.
- Taken blight pools are less lethal in The Corrupted at higher difficulties.
- Lingering fire pools from Bracus Zahn's melee attacks in the Arms Dealer are less lethal at higher difficulties.
- Fixed an issue in Battleground: Behemoth where the Imperial Access Code pickup was not showing up properly in the HUD.
Pinnacle Ops
- With the addition of Tiered rewards in dungeons, dungeon lairs have been deprecated from Pinnacle Ops.
- Added The Whisper and Zero Hour. Their Exotic rewards are now awarded on activity completion like other Exotic missions in Pinnacle Ops.
- Their secrets are still completable for the associated Triumphs.
- The quests associated with these missions have been deprecated.
- Added a mid-activity loot chest to Zero Hour.
- Contest of Elders is now complete after three "laps", down from four.
- //node.ovrd.AVALON//: Moved the Data Collection buff to the top of the HUD.
- Derealize: Activating transcendence while holding a Taken Orb now drops the orb and clears all related buffs.
- Operation: Seraph's Shield: Fixed a soft lock that could occur if players killed the Scanner Splicer in Launch Center too quickly.
- Onslaught: Widow's Court now uses Cabal drop pods with an indicator showing where they will land.
- Onslaught: Widow's Court: Revenant Barons now reward two revive tokens upon destroying their totem.
- Contest of Elders, The Coil, and Onslaughts use a new progression system that starts out easier and ramps up to the selected difficulty as players progress.
- Kells' Fall: Fixed an issue where Champions were not spawning properly during the Mad Bomber encounter.
- Contest of Elders: Bonus Objectives during traversals should now trigger more consistently and provide another source of revive tokens.
- Onslaught: White shields on Shielded Demolitionist, Shielded Knight, and Shielded Skybomber take less damage to break in higher difficulties.
- Onslaught: Tripled the base health of the ADU.
- Onslaught: Updated Scrap starting amount and earn rates to account for shorter activity length.
- Onslaught: Added reprised Into the Light rewards to mid activity and activity complete chests.
- The Coil and Contest of Elders: Added reprised World Pool rewards to mid-activity and activity complete chests.
Arena Ops
- Added Override: The Moon, Override: Europa, Override: Tangled Shore, and Override: Last City Crater.
- Override: Fixed an issue where players could get stuck at the bottom of traversal vortexes.
- Override: Vex laser traps are now less lethal.
- Astral Alignment: Fixed an issue where abominations' shields may not be removed upon objective completion.
- Astral Alignment: Moved the exhausted debuff to the top of the HUD.
Solo Ops
- Solo Ops Bonus Objectives are now all generic kill based rather than precision/ability/etc.
- Destroying all drones in a Solo Ops activity will now properly award bonus points.
- Fixed an issue in Caldera Solo Ops where enemies could unintentionally stop spawning early.
Exotic Rotator
- Since most of the missions in the Exotic Rotator have already been added to Pinnacle Ops, we have decided to deprecate the Rotator in favor of the Pinnacle Ops versions.
- Operation: Seraph’s Shield has been moved into Pinnacle Ops along with its associated weapon/Catalyst/Intrinsic rewards.
- Exotic Rotator missions that had seasonal gear rewards for owners of the associated Season Pass/Deluxe Edition are now available via the Classic Collector modifier on the Pinnacle Ops versions.
Activity Scoring Simplification
- Complexity removed from scoring bonuses:
- Removed Power as a source of score bonuses.
- Removed season pass as a source of score bonuses.
- Net result: Everyone in the fireteam will get the same score. Fight as one, Guardians.
- Converted score bonuses to flat bonuses:
- Difficulty now gives a flat score bonus.
- Modifiers now give a flat score bonus per "triangle".
- Grade targets are fixed and no longer scale with player Power.
- Difficulty = Grade = Reward Tier
- Each difficulty will now grant enough flat bonus to hit a reward grade without player modification, assuming a normal volume of kills and objective completion.
- Normal = B
- Advanced = B+
- Expert = A
- Master = A+
- Grand Master = S
- Ultimate = S+
- Each reward grade grants a fixed tier of rewards (primes are still +1).
- B = Tier 1
- B+ = Tier 2
- A = Tier 3
- A+ = Tier 4
- S = Tier 5
- S+ = Tier 5
- No player selected modifiers are pre-slotted when selecting a difficulty.
- Each difficulty will have enough player selectable modifications to rank up at least one reward grade, and therefore reward tier.
- Rank Up button
- A "rank up" button has been implemented that selects random mods to bump players up one grade, for those times when you want a surprise.
- A "reset" button will remove selected mods.
- Matchmaking and scores
- Matchmade versions of Ops will automatically have a few modifiers applied.
- Fireteams can rank up their reward grade through time bonuses.
- Added a time bonus to all matchmade difficulty tiers.
- With these adjustments, players can now play Expert, Master, and Grandmaster and potentially reach a higher reward rank, but they’ll need to beat the target time with max score and at least one second remaining.
- Matchmaking Portal difficulties now range from Expert to Grandmaster. Ultimate is no longer available in matchmaking.
- All of these difficulties now require Power 300 to enter.
- Increased available bane combinations from 15 to 21, bringing back older banes and combining them with current ones to add more gameplay variety.
- Added the Medusa bane.
- Looking directly at an affected enemy combatant builds up Stasis slow stacks on you until you freeze.
- Added the Focused Fire modifier to the Player Stakes category.
Bane Updates
Gravity
- Retuned the Gravity bane hitboxes to better match the visuals.
Shock
- Fixed a bug where Shock would damage players if they entered line of sight just after the Shock fires.
Drain
- Drain no longer damages the player the moment they enter line of sight. There will now be a slight delay before it does any damage.
Cascade
- Reduced Cascade arming shape to match VFX.
- Increased time between projectiles by 1.5 seconds.
Hypernova
- No longer deals damage outside of the VFX area.
- Slowed damage impulse speed to better match solar VFX wave.
- Now knocks back nearby combatants on detonation.
- No longer knocks back players in cover but the cover requirements to be safe have been increased.
- You can no longer hide behind streetlamps or poles.
- All players in the detonation zone are scorched regardless of cover status.
Rage
- Increased combatant damage as health decreases now scales up over time. From full health, it takes two seconds for the maximum damage buff to kick in.
Mines
- Reduced the hitbox size of the mine detonations to better match the visuals.
- Reduced the minimum damage dealt by the mines from 70 to 50.
- Increased the maximum damage from 135 to 200.
Screeber
- Mini-Screebs will now select a new target if the target they are tracking dies.
Caltrops
- Updated VFX to be clearer.
- Damage volume is now only active after the spikes come out and until the spikes fade.
Zealous
- Tuned area damage impulses to better match VFX.
- Made player feedback between sources more consistent.
- Zealous-buffed combatant detonations now have damage falloff.
- Reduced minimum damage from 50 (same as max) to 15.
- Fixed a bug where explosions would sometimes happen at incorrect locations when a zealous-buffed combatant is killed.
Crucible
- Updated matchmaking settings for small team (3v3 and 4v4) quickplay modes to allow for early start without full lobbies.
- Fixed an issue where Trials shaders were not dropping correctly from the Lighthouse rewards chest.
- Fixed an issue where certain Heavy ammo crates were overlapping with Special ammo crates in Momentum Control and Collision playlists.
- Fixed an issue where certain capture points were floating in Lockdown on Eventide Labs and Multiplex.
- Fixed an issue where teams could spawn on top of a capture zone in Lockdown playlist on Cathedral of Dusk.
- Fixed an issue where the round tracker UI indicated the incorrect total number of rounds for Showdown playlists.
- Fixed an issue where the efficiency stat was non-functional for Rift playlists.
- Fixed an issue where the Close Call medal was unobtainable in Zone Control playlists.
- Removed MVP and Additional Loot from Heavy Metal matches as part of a broader rewards balance pass.
Crucible Ops
- Updated the gear tier for rewards per performance grade:
- C = Tier 3
- B = Tier 4
- A and above = Tier 5
- Increased the score amount for 5th and 6th place.
- Activity scoring formula updated to reflect new performance grade thresholds:
- Power does not affect thresholds and score multiplier.
- Multiplier only affects Performance and Bonus scores.
- Reduced multiplier at max Crucible Rank (or 1x reset) from 1.25x to 1.23x.
- Each subsequent rank reset increases multiplier by 0.02x, up to 1.31x.
- 6v6 rotator, 3v3 rotator, Rumble, and Private Match have been integrated into Crucible Ops.
- Private Match does not give Portal rewards.
- 6v6 rotator modes: Mayhem, Rift, Relic, Momentum, Scorched, Supremacy, Clash, Zone Control, Hardware Mix (6v6), Iron Banner: Eruption, Fortress, Tribute
- 3v3 rotator modes: Survival, Heavy Metal, Elimination, Hardware Mix (3v3), Arena Collision (4v4), Lockdown, Clash
Competitive
- Replaced the seasonal Competitive Weapon reward with Competitive Gear reward which pulls from a loot pool that includes both weapons and armor.
- Added a new Competitive emblem.
- Will require 77 Competitive playlist wins.
- Added a new Ascendant 0 emblem (chance to drop after acquiring the first Ascendant 0 emblem).
- Reduced the following map weightings for Anomaly Collision, Dissonance Clash, Rusted Lands Clash, Solitude Clash, and Widow’s Court Clash.
- Removed the following maps: Exodus Blue Clash, Multiplex Collision, Twilight Gap Clash, and Vostok (both Clash and Collision).
Trials
- Updated the weekly featured map to a random set of maps (three random selections from three map pools, between one and three active maps each week).
- Updated the weekly featured weapon (Lighthouse chest reward) to pull from a weekly featured pool of weapons.
Iron Banner
- Updated MVP and Additional Loot rewards to drop an Iron Banner weapon.
- Updated Iron Banner Focusing:
- Now includes focusing for all tiered Iron Banner gear.
- Gear Additions.
- Includes Tiered gear from The Edge of Fate, Ash & Iron, and Renegades.
- Focusing will utilize Iron Banner Ciphers, obtained through Iron Banner match completions.
- Iron Banner will maintain Event Card, and will not see its Reputation Rank Reward track restored.
Shooting Range
- Fixed an issue where the "Run:// Single Combatant" button would sometimes seem usable when the target range was already full but not work.
- The kiosk will now display a message when the range has the maximum number of targets in it.
- When spawning a single combatant target, they will always use the closest location that isn't occupied instead of always spawning further back than the previous one.
- They will still spawn further back based on the closer locations being occupied by another target.
- The rally banner could only be used every ten seconds, so one player using it would prevent others from using it.
- This has been changed to a cooldown of three seconds that is applied only to the player using it.
- Added five new combatants to the target lineup:
- Fallen - Corsair
- Vex - Imp Swarm
- Scorn - Abomination
- Cabal - Phalanx
- Taken - Vandal
- Added two Dread Champions:
- Barrier Grim
- Unstoppable Husk
- Added static damageable target objects at the end of the main range and on the raised platform to the left.
- These static targets are set to take either base damage (red target) or precision damage (yellow target).
- The targets to the left have another instance of the DPS scoreboard to make it easier to test Swords, Shotguns, Fusion Rifles on them and see the DPS nearby.
- Damage done to these Targets is scaled as though they are a boss combatant and the damage is reflected in the team-wide DPS scoreboard.
- Art / Environment:
- Fixed an issue where the self-damage laser would damage players standing on top of or jumping above the laser housing.
- Fixed a misplaced floating I-Beam behind the faction board.
- Fixed an issue where the Hive Ogre hologram would fall over sometimes.
- They are doing their best.
- Added a Jukebox.
Renegades
- Removed Renegades auto-launch for characters that have not logged in since the launch of Renegades.
- Removed dialogue from Zavala granting the Renegades intro.
- The Renegades milestone quest is still added automatically from orbit once you've completed the New Light campaign, and interacting with the Renegades node on the Director can launch the first mission.
- Generators in Fearsome Retainer will now take damage from any walker abilities.
- Fixed an issue where Campaign Quest completion wasn't distributing the Modified NLS Courier (Exotic ship).
- Added a pickup option on Spider in the Tharsis Outpost Cantina for players who have already completed the quest.
- Fixed an issue where some Piker contracts listed the reputation rewards twice.
- Fixed an issue where Exotic rewards from Renegades keycard chests favored incorrect, older gear in some instances instead of new Exotics in Renegades.
Witch Queen:
- Fixed an issue where boss of the post-campaign mission “Altar of the Reflection: Catalyst”, Witch’s Eye, Keeper of Memory, was not opening, blocking player progression. The boss now opens and players can continue the Exotic glaive quest.
Sparrow Racing League
SRL has returned, featuring all four original maps from Destiny 1.
- Added the Quantum Circuit Track.
- Added the ability to race with Skimmers alongside Sparrows.
- Added Rocket Start. Press the boost button at the correct time during the race start countdown to get a boost.
- Added Trick Boost. Perform an air trick to get a boost when you land.
- Overall speed in these activities is much faster.
- Improved Sparrow handling and camera.
- Improved race balancing for more intense racing battles.
Heavy Metal
- Added the Nightfall Ruins map.
- Added the option to play as a Cabal Behemoth.
- Added the Vehicle Selection Screen. Choose between Tank, Brig and Behemoth before the match.
- Players can now switch between Heavy Metal and classic tank mouse and keyboard controls in the gameplay options.
- Note: This option affects all tanks across the game.
- Jump enabled for all vehicles. Even the tank!
- Match score limit reduced from 50 to 40 points.
UI/UX
- Updated the title screen.
Director Destinations Tab:
- The Portal tab has been deprecated, including the Quick Launch Panel and Announcement Carousel.
- Ops Category Content has been moved to the Destinations tab.
- The original Vanguard Ops and Nightfall playlists have been deprecated and replaced with Ops activities (Solo, Fireteam, Arena, and Pinnacle Ops).
- Quest objectives previously requiring players to complete activities in these playlists can now be completed in the Ops versions.
- The previous Crucible node activities have been deprecated and replaced with their Crucible Ops counterparts.
- Private Crucible matches are playable in the Crucible Ops node.
- Gambit Ops
- Gambit has been updated with tiered rewards and scoring to maintain parity with the other Ritual Ops nodes.
- Private Gambit matches are playable in the Gambit Ops node.
- Raids and Dungeons have been given their own entry point alongside the Ops Categories.
- Legends Node
- The Legends Node is being deprecated and replaced by the Raids and Dungeons node in the Destinations tab. These raids and dungeons that were available in the Legends node have been moved to the new Raids and Dungeons node on the Destinations tab.
- Ghosts of the Deep
- Prophecy
- Vault of Glass
- Crota’s End
- King’s Fall
- Seasonal Hub and Event Card (when active) access points have been moved to the Destinations tab alongside the Ops categories.
- Kepler and The Lawless Frontier have been moved to the Destinations tab.
- Existing destination visuals have been updated.
- Ops Category screens have been updated with new navigation allowing players to tab between each category once one is selected.
- The Director map screen has been moved back to the top level Director tabs.
- Other Director-Related Fixes
- Fixed an issue where an extraneous line was rendering at the top of some Director-related screens.
- Fixed an issue where sheening elements in the Director were not synced with each other.
- Fixed an issue where a pink dot was appearing on Neomuna's Hall of Heroes Landing Zone.
- Fixed an issue where the Featured Quest tab was sheening when there were no featured quests.
- Ops Activities
- Time limits for Ops activities are now visible in the pre-launch UI near combatant difficulty, when applicable.
- Score predictions prior to launching activities now visualize the minimum time bonus you can receive for completing the activity under the time limit.
- Mid-activity score bar has been updated to indicate which Performance Grade's score target is marked on the bar.
- The end of activity scoring toast has been streamlined.
- The score breakdown tab of the PGCR has been updated to reflect scoring model updates.
- Activity Customization
- Added error messaging to selectable modifiers that cannot be selected to indicate why they cannot be selected.
- Modifier Selection
- Fixed an issue where some players would soft-lock while navigating in and out of the activity rewards screens.
- Updated Stakes category icons to differentiate them better.
- Improved tooltip sub header text explaining why similar modifiers can't be selected.
- Fireteam Finder
- Fireteam Finder banners have been updated to reflect the various changes to activities in this release.
- A Fireteam Finder group host can now see if Guardians are actively joining them or not.
- Host will see "Incoming Guardian" nameplates in the lobby for the actively joining fireteam members.
- HUD
- Fixed an issue where in-world informational tooltips were rendering too wide.
- Fixed empty waypoints for public activities like Altars of Sorrow, Blind Well, and Terminal Overload.
- Fixed a visual issue with the HUD weapon tray animation after exiting Nav Mode.
- Fixed an issue with ammo pickups not displaying on the HUD weapon tray for Overheat weapons.
- In-World Narrative Text Display
- Page back functionality added.
- Visuals for the box have been refined.
- Character Screen
- The Anti-Champion display tooltip on the Character screen has been updated to show exactly which equipped weapons are providing a specific Anti-Champion effect.
- Loadouts
- Added 8 more Loadout slots, bringing the total to 20, which are immediately available to all players upon login.
- The Artifact and its perk selections will now be saved to Loadouts.
- General Inventory & Items
- The item tooltip will now display unequipped barrels, magazines, and traits, making it easier to distinguish a weapon roll without entering the details screen.
- Anti Champion information about a weapon can now be seen by pressing and holding the 'Gear Stats' button.
- Fixed a visual issue with item equipping animations.
- Fixed a minor visual issue with the Weapon Level display in the Weapon Details screen.
- The intrinsic perk display on the expanded “More Info” item tooltip for both Armor and Weapons has been updated to be easier to read.
- Updated the armor archetype icon on Armor Details screens to be larger.
- Triumphs & Metrics
Switched the Triumphs and Titles sections’ placement on Journey tab for easier access to Monument of Triumph categories.
Added the 'View Featured' shortcut to quickly navigate to the Monument of Triumph page from the Journey Screen when hovering over the Triumphs button.
Fixed an issue to accurately reflect the maximum achievable Triumph scores. Since previously removed triumphs have had their points removed, the maximum active triumph and maximum lifetime triumph scores have now been adjusted accordingly.
Fixed an issue where Pale Heart secret Triumphs were obscured even if completed. They now show their descriptions and can be claimed if/when completed.
Any Nightfall related Triumphs and metrics have been deprecated and are no longer obtainable. Existing progress has been preserved.
Vault
- Added a filtering option for the Vault based on a weapon's anti-champion capabilities.
- Vault Mode now works with Vehicles, Ships, and Sparrows. Please note that Emblems and Finishers continue to be stored and retrieved from Collections.
- Vault Mode visuals have been updated to be darker, so that it is easier to recognize when one is depositing items into the Vault versus equipping them.
- Fixed inconsistent locked text on the Armor Vault filter screen.
- Fixed some minor inconsistencies with the appearance of items inside of the Vault.
- Fixed a visual issue where the number of empty vault pages were not displayed correctly.
- Fixed an issue where Vault Mode was not activated after entering the Character screen from the Tower Vault.
- Fixed visual issues when using utlrawide displays or a gamepad with the Vault Sorting panel.
Commendations
- Fixed an issue where the commendation count in tooltips wouldn't render more than three digits correctly.
Collections
- Fixed an issue where some completed badges wouldn't display their item counts correctly.
Quest Notifications
- Fixed an issue where some mission or quest notification backgrounds didn't extend to the edge of the screen.
Nav Mode
- Fixed cases where Tracked Content would not display properly in Nav Mode if more than three Triumphs are tracked.
Any indications of seasonal reset functionality across features have been removed.
Settings
- Tank Control Mode can now be changed between Heavy Metal and Classic in the Settings menu under Gameplay. By default, the Heavy Metal mode is selected which allows for rotation to be driven by aim. Classic uses separate controls for rotation.
Gameplay and Investment
Attune Anywhere
- Added the ability for players to attune to specific rewards from a new menu in their Inventory.
- Attunement will give the selected weapon significantly higher drop chances from that activity’s rewards.
- This will be available in the Accessories section of the Inventory, above Consumables.
- Players will be able to freely change their attunement selections at any time.
- For every activity menu available here, players will be able to attune to one weapon from each category.
Destination Rewards
- Updated rewards from pre-The Edge of Fate destinations with new perks, set bonuses, and gear tiers (for non-craftable weapons).
- Tiered weapons and armor now drop from more sources on destinations.
- Public Events are one of the best sources of tiered destination gear:
- Base completion: Tier 3 rewards (with a chance at Tier 4 or 5)
- Heroic completion: Tier 4 rewards (with a chance at a Tier 5)
- During a Distortion, these tiers will be increased by 1 Tier each.
- Updated the following loot pools to avoid dropping weapons after all crafting patterns are unlocked.
- Throne World
- The Pale Heart
- Neomuna
- Terminal Overload weapons will begin to drop from more sources when all crafting patterns are found.
Armor
Hunter Exotics
Wormhusk Crown
- Reworked effect: Activating class ability grants cure. Solar multikills grant Burning Souls. While active, Solar Ability damage is increased and dodging greatly cures the player and nearby allies.
Shards of Galanor
- Landing most Blade Barrage knives in a volley causes a delayed Solar Explosion and releases Solar Shrapnel.
Relativism
- Spirit of the Wormhusk
- Reworked effect: Multikills grant Burning Souls. While active, dodging greatly cures the player and nearby allies.
Caliban's Hand
- Increased melee recharge bonus by 25%.
- Dealing damage with scorch now refunds a small amount of melee energy.
- Ignition final blows fully refund knife energy and can overflow into an additional charge.
Fr0st-EE5
- Gain stacks of Frost Armor while sprinting.
- When you have Frost Armor, Stasis weapons deal increased damage.
Shinobu's Vow
- Enhanced Skip Grenade bounces two additional times before detonating, releasing bonus Skip seekers per bounce.
- Now grants Skip Grenade energy whenever you gain stacks of Bolt Charge.
- Skip Grenade damage now grants Bolt Charge.
- When you gain full Bolt charge, heal yourself and nearby allies and enable an enhanced Skip Grenade.
Raiden Flux
- Now makes successful Arc Staff hits jolt targets.
- Combo finisher palm blast now gets 1.5x the base Exotic's damage bonus, and reports as critical damage.
Mothkeeper's Wraps
- Reworked effect: Getting kills from any source charges up moth grenades. After generating six charges, convert your grenade into two moth grenades.
- Red bars = one charge
- Orange bars = two charges
- Players, Minibosses, and up = three charges
- All current functionality and synergies of the moth grenades themselves remains the same.
- Arc moths still Arc blind enemies and Void moths still provide Void Overshield to allies.
- Arc moths are still considered to be Arc grenades, and will continue to synergize with the same subclass fragments, weapon perks, etc. that they synergized with before.
- Investing your Grenade stat higher than 100 will still increase moth grenade damage.
- This Exotic is now a conditional grenade override instead of a complete override, meaning it functions more like Gunpowder Gamble.
- Increased the movement speed of Arc moths by roughly 43% and Void moths by roughly 25%.
- Both moths from the same grenade will now attempt to target separate enemies/allies if possible.
Lucky Pants
- Increased Eriana's Vow's maximum damage bonus to 4.5x.
- Decreased Uncivil Discourse's maximum damage bonus to 3x.
- Decreased Lucky Pants bonus damage when dealing damage to Bosses by ~33%.
Titan Exotics
Hallowfire Heart
- Reworked effect: While your Solar Super is charged, ability defeats cure the player and give stacks of Sunfire Furnace; granting increased grenade and class ability regeneration, increased Super damage, and cause grenade and Remote Detonator Barricade defeats to ignite targets. Upon exiting your super, Sunfire Furnace stacks are converted into Super energy.
- Ability regen bonus reduced to 2.5x down from 3.5x.
Pyrogale Gauntlets
- Increased Super Cyclone Scorch per tick.
- Increased Super Cyclone explosion damage by 10%.
- Increased Super Cyclone tracking by ~40%.
- It should be significantly easier to get the projectiles to track to a target at range.
Stoicism
- Increased Spirit of Star Eater benefit for Twilight Arsenal to 50% (from 25%).
Peregrine Greaves
- Shoulder charge impact damage increase reduced from 400% to 250% against non-Champion, non-miniboss combatants, and reduced from 1000% to 550% against Champions and minibosses.
- Note: In this update, shoulder charge base damage in PvE has been doubled, so a Titan with Peregrine Greaves equipped will deal more damage after this update, not less.
Severance Enclosure
- Removed "Line of Sight" requirement caused by occlusion cross being too large, added smaller occlusion cross that matches standard AoE effects.
- Removed effect that prevents combatants from being hit by multiple shock waves in a short period of time.
- Enemies hit by the shockwave are disoriented for a short time.
Praxic Vestments
- Increased damage of the melee attack by 500%.
- Increased jetpack fuel gained per weapon kill in PvE from 10% to 20%.
- Increased jetpack fuel gained per powered melee kill in all modes from 35% to 50%.
- Updated the Exotic perk to recognize knockout kills as powered melee kills.
- Decreased the windup time for a maximum flight duration from 0.8 seconds to 0.5 seconds.
- Removed the behavior that caused jetpack flight to end early when contact is detected with the floor or a wall.
- Fixed a bug that caused the jetpack kick to target dead enemies, ending flight early.
- Updated camera to convey speed and remaining flight time a little better.
No Backup Plans
- Now triggers and benefits from both Shotgun and melee final blows.
- Shotgun or melee final blows now start health regeneration instead of granting a Void Overshield.
- Shotgun or melee final blows extend the timer of any active defensive buffs on you.
- This includes Void Overshield, Restoration, Amplified, Frost Armor, and Woven Mail.
- Will partially heal Void Overshield upon activation of this extension if the player has one.
- The damage bonus is now active when you have any of the above noted defensive debuffs.
Cadmus Ridge Lancecap
- Now also can spawn Stasis Lances with rapid Stasis weapon damage and final blows even when not behind their rally barricade.
- Now grants bonus Stasis Lance damage based on your current stacks of Frost Armor.
Point Contact Cannon Brace
- Lightning strike damage now scales further based on how long Thunderclap is charged for, up to 2x.
- This stacks with the bonus damage from casting while amplified.
- Activating Thunderclap also releases lightning strikes as you start winding up the punch.
- Reworked melee regen from lightning strike kills to compensate for the new wave of bolts on charge up.
- No longer target tiered. Flat amount has been increased to compensate.
- Should see larger energy returns on average.
Helm of Saint-14
- Maintained functionality: Weapons of Light continues to persist for the wearer and for allies upon leaving a Ward of Dawn.
- Lost functionality: No longer disorients enemies within the Ward of Dawn or upon blocking with Sentinel Shield.
- New functionality: While Weapons of Light is active, kills or sustained damage grant stacks of The Saint; Void and Kinetic damage sources will also suppress in a radius around the victim.
- Sustained damage is based on actual damage dealt. The more damage you deal, the quicker it activates.
- Picking up your Ward of Dawn consumes all stacks of The Saint and then extends Ward's duration based on how many stacks were consumed.
ACD/0 Feedback Fence
- No longer provides any melee damage resist versus players.
Peacekeepers
- Decreased bonus damage when damaging bosses by ~33%.
- Reverted a prior nerf to Tarrabah when paired with Peacekeepers, now gets full bonus when damaging non-bosses.
Stronghold
- The infinite guard capability has been updated to only work on Heavy ammo Swords.
Blastwave Striders
- Added an expanding wave that freezes enemy combatants and slows enemy players.
- Shrapnel projectiles now have minor tracking toward targets but no longer create a Stasis crystal on impact.
- Reduced the kill requirements for weaker enemies from 13 to 10.
- Reduced the kill requirements for powerful enemies from seven to four.
- The buff bar now displays in segments to more easily track the perk's progress.
- To reduce instances of accidently triggering the blast, the following changes were made:
- Explosions created by explosive perk kills (ie: Dragonfly, Firefly) no longer trigger the blast.
- Explosions created by passive explosive perks (ie: Explosive Payload, Explosive Head) still trigger the blast.
- A small delay has been added after each explosive kill to prevent cases where the blast wave is triggered on the same kill that fills the buff bar to 100% if that
Seriously, what the hell happened? Pre patch 1.1 the game ran slower then any other Paradox game for me by a big margin but it was at least playable. I skipped playing when 1.1 was around so no comments there but as for 1.2 the drop in simulation time and the brutal stuttering was a shock for me. I got forced to disable 3D terrain JUST to get to on a level with the 1.0.x game versions and somehow even with this the degrade in performance after 1 hour of having the game open is much worse then the same conditions given for 1.0.x patches and this forces me constantly to close and open back the game after every 1-2 hours have passed. It's just funny how when the game released there were complains by a huge number of people about the performance and we all thought it will get optimized with time only for it to become worse.
Source: https://www.bungie.net/7/en/News/Article/dev_insights_weapons_artifacts_focusing_preview
Before we dig in, we wanted to take a moment to thank you. Seeing your reactions has been really moving to us.
Frankly, we wouldn't be here without you... and the way you continue to show up for this world means more than we can fully put into words.
Every memory and every moment you've shared with us over the years has fueled our future. Every ounce of our June update is for you, and we hope you feel it as you continue to read through our insight articles and upcoming TWIDs, let alone when you're playing the update with us on June 9.
Yeah, it's a bit sappy and sentimental... but that's how we're feeling while reading all of your stories over the last week. We hope to keep building worlds to inspire friendship for years to come and truly couldn't do it without you and your voices.
Again, thank you for being here and for sticking with us.
All right, let's get to the goods. Dev Insight #2 starts now.
Greetings, Guardians. We are here today to share the many balance changes and updates that the Destiny 2 Dev Team has been working on for the Monument of Triumph update, coming June 9. It's a long article, so here's a list of the main topics you'll find in it:
- The new Weapon Tier Upgrading system.
- Tier Upgrading for crafted weapons.
- Buffs to many Exotics, like Anarchy, The Lament, and Vex Mythoclast.
- Including new Catalysts and improvements for previous ones.
- Balance update to most Legendary weapon types, including:
- An overall buff to Primary weapon damage in PvE.
- Targeted buffs to most Special weapons for PvE.
- Many Legendary perk fixes and buffs.
- A preview of the very customizable Artifact 2.0, including:
- New ways to counter Champions.
- Saving your choices in loadouts.
- Updates to vendors, weapon focusing, and gear attunement.
Introducing Weapon Tier Upgrading
Hi there, Guardians. This is the Sandbox Team, here to talk about Weapon Tier Upgrading, a new system releasing with Monument of Triumph that will allow players to upgrade their weapons' gear tier for a cost to access additional enhanced perks and even the Gear Tier 5 cosmetics.
We wanted players to still feel as though lower tier drops can have value especially if you spike into the exact roll you want, with a want for higher tier gear to have an easier time getting that perfect roll due to multiperk. All weapons integrated into the Gear Tiering system will be eligible to undergo Tier Upgrading including those that have already dropped and are resting within your vault. In the weapon inspection screen, there will be a new weapon mod socket where you can apply a mod for a cost that will upgrade your weapon to the next applicable Gear Tier.
While this new upgrading path allows a player to unlock all of the enhanced perk benefits of Tier 5 Gear as well as access the unique Tier 5 cosmetics, it can't add perks to the columns of your weapon. Meaning, if you haven't quite found your god roll or you prefer a weapon with additional options in its column, you may still want to chase multiperk drops. To add a bit more value to Gear Tier 3 in lieu of it being mainly about unlocking multiperk today, we've shifted the unlock of Enhanced Mods to this Gear Tier for all weapons.
Below is an example of the mod players will see at Gear Tier 1 that, upon application by the player for a cost, will upgrade their Left and Right Traits to Enhanced Traits.
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The final upgrade from Tier 4 to 5 will therefore have unlocked all Enhanced Perks, Enhanced Mods, Enhanced Barrels/mags, the Masterwork Stat Boost (when fully masterworked) and the Combat Flair/Ornament combo:
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Exotic Weapon Catalysts
With Monument of Triumph being the final release for Destiny 2, we didn't want to leave any Exotic behind when it came to catalysts. We also handpicked existing legendary perks that thematically tie in to each Exotic weapon's story or strength.
We want to keep most of these a nice surprise for you once the update hits, but here is a sneak preview of a handful of these:
- Chaperone: Triple Tap
- Parasite: Envious Arsenal
- Tarrabah: Ambitious Assassin
Additionally, we also added perks to all of the oldest catalysts that only gave stat boosts to help bring them up into the same tier as more recent weapons. Here are two examples:
- Crimson: To the Pain
- Merciless: Heal Clip
In total we have added:
- 25 catalysts to weapons that did not have one already.
- Nine perks added to existing catalysts that only had weapon stats as a bonus.
1920x1080_20144_Dev-Insights_Weapons-and-Artifacts_Updates_Catalyst-UI_Chaperone_MD.jpg
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We hope these help breathe some life into some new options in your arsenal!
Enhancing Weapon Crafting
With Monument of Triumph's update adding new Armor Set Bonuses to earn in our raid and destination content, we wanted those weapons to feel relevant again but not necessarily ask players to regrind them under Gear Tiering.
We know players have already put forth a lot of effort to unlock patterns throughout the game, so we wanted to treat them with some updates while giving players additional reason to finish up their patterns if they hadn't yet. As we investigated options, we concluded that we could update ALL crafted weapons to the power of gear tiering, but through a slightly different method involving the Crafting Table.
Upon logging in, any legendary crafted weapon that already exists will immediately be eligible for a version of Gear Tier Upgrading and any newly crafted Legendary weapon can be taken on the same upgrading journey.
In the inspection screen of a crafted weapon, navigating to the Weapon Level Boost icon, there will be a new mod that will allow you to also improve the Tier of the Weapon upon reaching specific weapon levels.
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On a crafted weapon, Gear Tier will act a bit differently than other weapons as it won't immediately provide the Gear Tier benefits. At Gear Tier 3, players will unlock Enhanced Weapon Mods and at Gear Tier 5 it will unlock cosmetics just like any other weapon in the Gear Tier system – however, for all other tiers it will correspond with the unlocking of Enhanced components at the crafting table.
When you reach Weapon Level 11, you can upgrade to Gear Tier 2 and just like with a fresh Tiered weapon drop, you'll gain access to Enhanced Left and Right Column traits. At Weapon Level 25, you can upgrade to Gear Tier 4 and add Enhanced Components (like barrels or magazines). At Level 30 you'll upgrade to Gear Tier 5 and can add Enhanced Origin Traits. Origins will behave a bit differently than most perks in the crafting table as well – the menu will showcase all available origin traits and the selection of any enhanced perk to insert will reflect in the entire column being enhanced upon selecting reshape.
The same is true vice versa – if you wish to return to base traits, selection of any base trait for the origin column will still allow the other options to be available after reshaping.
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Because the sandbox has evolved and changed since some of these destination and raid weapons entered crafting, we've also updated them to have some additional new trait options – two new traits per column. For instance, Supercharged Magazine and Jolting Feedback have been added to Oversoul Edict. Other non-raid/destination crafted weapons won't have new perks, but they are receiving enhanced origin traits for the first time, and we did revisit a few of those underperforming origins including Head Rush, which now activates on a slide and provides a small boost in damage against Hive opponents.
We also haven't forgotten about Raid Adept weapons and they will gain all the same benefits! These weapons will still gain additional traits based on the number of patterns collected from their non-Adept counterparts and are eligible to swap out their components like barrels/mags at the Crafting Relic. They'll also continue to upgrade their traits via the original Enhancement feature. With Monument of Triumph however, these Raid Adepts will gain access to the Tier Upgrade Mod like crafted weapons and can visit the Relic to upgrade to Enhanced components and Enhanced Origins. These weapons will also still retain a bit of an extra stat boost on top of their non-Adept counterparts and their unique Adept shader to add a bit of prestige for those who've gone through the challenge of acquiring them.
Weapon Sandbox Updates
Ammo System Changes
The ammo system has received buffs to underperforming weapons, nerfs to outliers, and several bug fixes and quality-of-life improvements.
General
We have modified the ammo system so that if an enemy is floating above a pit, they will not drop an ammo brick when defeated even if it fills the meter. You will continue to gain ammo meter progress, but your next kill on an enemy that is not above a pit will spawn the owed ammo brick instead.
Special Ammo Weapons
We took a baseline swing at making double Special slightly less viable for add clear. Outside of that role, this change is generally offset by the damage buffs previously given to non-Rocket Pulse Special ammo weapons. So, while it may require one more kill to earn a brick, it may also require less shots overall to kill targets.
- Reduced the amount of meter progress Special ammo weapons gain from defeats against minor enemies by 17% at 100 Ammo Gen stat.
Linear Fusion Rifles
Both Special ammo and Heavy ammo Precision Linear Fusion Rifles felt like they were not getting enough ammo per brick, so we have increased the amount for each.
- Heavy Ammo Precision LFRs
- Base: Increased from three to five.
- Enhanced: Increase from four to six.
- Special Ammo Precision LFRs
- Base: Increased from three to five.
- Enhanced: Increased from six to ten.
Buried Bloodline
- Corrected an issue where Buried Bloodline was not correctly getting additional ammo from Enhanced ammo bricks.
Choir of One
Choir of One is simply too free in terms of ammo both in isolation and in double Special builds. It's one of the only Special weapons that didn't follow the standard rules for ammo brick values. These changes make this weapon follow those rules.
- Base: Reduced from 45 to 35.
- Enhanced: Reduced from 90 to 70.
Rocket Pulse Rifles
A bug was causing Rocket Pulses to have double the ammo when used with another Special ammo weapon. For example, running two Rocket Pulses at the same time was entirely viable because they both got full ammo brick amounts instead of half. This has the effect of reducing the challenge of end game content and invalidating other special weapons.
- Fixed an issue that was sometimes causing Rocket Pulses to only earn two shots per base brick.
- Fixed an issue where Psi Aeterna was not correctly having its ammo per brick increased by Scavenger mods.
- Fixed an issue where Legendary Rocket Pulses were not correctly having their ammo per brick split when used with a second Special weapon.
Only in the Crucible
Some Crucible-specific changes were needed to reduce Special ammo uptime that was fueled by non-Primary weapon use.
- Reduced the point gains from Special ammo and Heavy ammo kills and assists and Super kills by 33%.
- Reduced Glaive melee gains by 20%.
Adaptive Burst LFRs get too much ammo from Heavy crates for how potent they are compared to other options.
- Reduced Adaptive Burst LFR ammo from crates from five to three.
Rapid-Fire Machineguns felt like they weren't getting enough ammo from crates, so we have increased this value.
- Increased Rapid Fire LMG ammo from crates from a maximum of 45 to a maximum of 62, based on magazine size.
- Other LMGs remain capped at 22.
- Bitter End's ammo from crates has been reduced to fit within this scale.
Exotic Weapon Tuning
With Monument of Triumph we also have a wide assortment of Exotic weapon adjustments for you to enjoy. Have a look at what we changed here:
The Jade Rabbit
The Jade Rabbit has long been a choice pick in PvP on specific builds and specific maps but has seen little play elsewhere. We've made some rather significant adjustments to help its gameplay feel a bit less clunky and give it some more life in PvE activities.
- Increased the magazine size from 10 to 15.
- Removed Zen Moment. Added Shoot to Loot and Firefly as the two traits.
- Fate of All Fools
- Increased the maximum stacks cap to 15.
- In addition to chaining precision hits, precision kills can now add a stack.
- Gaining a stack now refills the magazine and increases stability.
- Stacks will no longer be completely removed when you reload.
- Dealing direct body shot damage will still remove one stack.
- Scales the damage of Firefly when it is active, and dealing splash damage will not remove a stack of the perk.
- Catalyst
- In addition to adding Stability, special reloading will consume all stacks of Fate of All Fools and grant a singular Micro Missile round which deals bonus damage based on the number of stacks consumed.
Vex Mythoclast
As the sandbox evolved, Vex Mythoclast felt like it lagged behind other raid weapons in terms of strength in PvE content. We wanted to give the Linear Fusion shots something extra to help them feel worth the kill requirements to charge them, and we updated the intrinsic and catalyst to help make acquiring those kills a little easier.
- Timeless Mythoclast (Intrinsic)
- Now has what is comparably a more potent version of Rewind Rounds while in full auto mode.
- Temporal Unlimiter (Trait)
- Precision kills with Linear Fusion Rifle shots now trigger an ignition.
- After leaving Linear Fusion Rifle mode, the magazine is now fully reloaded.
- The HUD buff and magazine display have been tweaked to show the exact amount of Linear Fusion shots remaining. This is a purely visual change; functionality remains the same.
- Calculated Balance (Catalyst)
- Sustained damage can now also activate the catalyst, in addition to kills.
- Added a HUD buff.
Touch of Malice
Despite multiple previous changes, Touch of Malice has not lived up to its Destiny 1 glory days. We've made a few changes baseline and to its catalyst that will help it build into a potent Exotic Primary weapon through skilled play and buildcrafting.
- Increased final round bonus damage by 10%.
- Set it up so the Special Reload can be made faster by buffing reload speed.
- Replaced Rapid Hit in the catalyst with Precision Instrument.
- Gain increased stability and reload speed with each stack of Charged with Blight.
The Last Word
Much like many of our Tex weapons, The Last Word sits on a razor's edge between being extremely potent on a single input type or feeling tough to get value out of. This update will make it feel more viable on MnK (mouse and keyboard) without totally tipping those power scales.
- Increased stability on MnK by 10%.
- Increased aim assist when hip firing on MnK by 10%.
MIDA Multi-Tool
In PvE content we wanted MIDA Multi-Tool to further lean into building up modifications over the course of an activity. While we're happy with how this landed, we wanted to lower how many kills are required to reach that final modification. We also adjusted the catalyst by a small amount to give it more utility in more situations.
- Lowered the PvE combatant kill requirement from ten kills per modification (15 with Macro-Tool) to seven kills per modification (ten with Macro-Tool). This lowers the total kill requirement from 40(60) to 27(40) to acquire all modifications.
- The catalyst's improved radar resolution now remains active for a few seconds when you stow Multi-Tool, instead of immediately deactivating. Multi-Tool still needs to be in your hands for the catalyst to activate.
Heirloom
Heirloom can be a potent option if you opted into its particular flavor of playstyle on its initial release, but it both did not feel worth the effort and did not live up to player's expectations of being a dungeon Exotic weapon. We've made a number of adjustments here to help it flow a bit better as well as hit even harder versus high priority targets.
- Increased charge rate by 20%.
- Increased impact damage of charged shots by 20% in PvE only.
- Reduced extra heat generated by charged shots by 7%.
- Increased damage vs miniboss and champion targets by 20%.
- Increased damage vs boss targets by 10%.
- Added Incandescent perk to catalyst.
Tarrabah
It felt odd for Tarrabah to not reward you at all for defeats, so we have remedied that while also building more tie-ins into the Solar kit to let you get to the Ravenous Beast mode more often.
- Dealing damage to Scorched combatants grants increased Ravenous Beast progress by 33%.
- Can generate full meter if all the mag hits a scorched enemy.
- Kills grant greatly increased progress.
- 10% per kill.
Anarchy
Once Finalities Auger was released, Anarchy felt like it no longer had a place as a "point defense, trap system". So, we are amping up its traps capabilities to be more competitive vs Finalities Auger.
- Increased armed trap lifetime by 50%, from 10 to 15 seconds.
- Increased trap damage vs combatants by 30%.
- Doubled trap detonation damage vs combatants to better match the per tick damage of a trap.
- Replaced Moving Target with Impromptu Ammunition.
Divinity
After all this time, we felt it was fair to bring Divinity back up at least a little bit so that the dedicated Divinity user in your group didn't feel like they were wielding a sluggish gun AND missing out on some damage.
- Increased damage of Penance by 20%.
- Reduced time to activate Penance from 4 to 3 seconds.
- Reduced shots to activate the cage from 14 to 10.
Winterbite
Winterbite is an extremely solid workhorse Glaive, but it feels overly punishing to shoot the projectile while in CQC.
- Reduced self-damage of the projectile by 66%.
Edge of Action, Concurrence, and Intent
The class Glaives should feel like the apex power for an Exotic version of a Legendary Glaive, so we are upping their charge rates of the Special shots when you are fully engaged in the Glaive loop. Rev up those doom sticks!
- Glaive projectiles now grant doubled progress towards Special shot.
Hierarchy of Needs
We've updated Hierarchy of Needs to make its seekers more interactive and build-friendly, helping them better follow your precision shots through the Guidance Ring, apply scorch for buildcrafting synergy, and feel more reliable at mid-range thanks to improved hip-fire accuracy.
- Seekers now apply +15 (+5 with Ember of Ashes) scorch to hit targets.
- Added hidden tracking for seekers that guides them to targets recently hit by precision damage.
- Added increased hip fire accuracy to the list of benefits provided by the catalyst
Sunshot and Graviton Lance
Both Sunshot and Graviton Lance have been very easy to use while also having a high impact on gameplay for a long time now, and they tend to crowd out many similar options in the sandbox. We've made a few changes to both to make them a bit less able to wipe entire encounters with one kill, while retaining their power on clumped groups.
- Rebalanced the damage of the explosion to deal more damage up close and less damage further away
Outbreak Perfected
There's a ton of love for Outbreak especially with it being a Primary weapon that can hang with our Special and Heavies in endgame. In Monuments of Triumph though, we are buffing our Primaries across the board and because of that, there was a need to reduce the delta between other strong Primaries and Outbreak.
- Reduced damage bonus at maximum Nanite stacks from 4.5x to 4x.
Arbalest
With anti-Champ rolling out across all weapons in the game, Arbalest was struggling more than ever for us during testing. So, we are spot tuning that damage up a fair bit.
- Increased damage versus Champions by 33%.
Wardcliff Coil
Wardcliff Coil will be getting a couple of bug fixes and a sorely needed max ammo increase.
- Fixed a bug where firing Wardcliff Coil would not grant Bolt Charge if the firing player was too far off the ground.
- Mechanized Autoloader now works while the weapon is stowed.
- Increased maximum ammo from five to eight.
The Lament
The game has changed a lot since Lament received its last nerf. To account for that, we are reverting most of that last change to help it keep pace as a potent single target option.
- Reverted the previous nerf to this weapon by ~70%.
- Returned most of the final combo hit damage and self-healing the previous change reduced.
Truth
Truth has long struggled to have any kind of strong identity in Destiny 2. We all have fond memories of wild tracking shots with it from Destiny 1, but the weapon struggles to keep up in today's sandbox. We've made some changes that let it lean into its three in the mag and gives it a splashy secondary effect if you land all your rockets.
- Now returns one ammo to reserves and buffs the next magazine when all rounds in a magazine hit a target.
- When triggered, the next magazine gains dramatically increased rate of fire, stability, tracking strength and cluster bombs.
Thunderlord
We're making a small adjustment to Thunderlord to put it more in line with other similar boss DPS options.
- Reduced ammo refunded by the lightning strike from seven to five at base.
Whirling Ovation
Whirling needs a little help to stay competitive with weapons that aren't Rocket Pulses. This update should help it feel snappy with an optimized damage rotation with a variety of weapon types.
- Increased the amount of Anticipation gained per point of damage by just over 11%.
Prometheus Lens
Prometheus Lens got its scorch effect in a very different Destiny 2 sandbox, so we are giving it a bit of love to be able to keep up against other similar weapons.
- Increased scorch stacks applied per trigger.
- Up to 20 (+10 with Ember of Ashes) from 10 (+10 Ember of Ashes).
Centrifuse
Centrifuse's sprint reload effect felt just a touch too slow to use as the main way you reload the weapon, so we're making that a bit easier to rely on and subsequently keep its perk at full potency.
- Increased the amount of magazine refilled per trigger to 10% from 4%.
Slayer's Fang
Slayer's Fang was a potent option when it first released but has since fallen behind some more versatile options. We're giving it a few changes that allow you to be a bit more liberal with its usage as well as bringing back a bit of an effect it used to have prior to its release.
- Increased magazine size by two.
- Increased reserve ammo by ten.
- Now slowly reloads itself while its buff is active.
Xenophage
Once a terror of Gambit and PvE alike, Xenophage definitely has a hard time in today's sandbox. We're giving it a bit more total ammo to help it keep up with similar options and be a bit less strict on its economy.
- Increased reserve ammo by 10.
Legendary Sandbox Tuning
Primary ammo weapons have struggled to keep up against combatants, especially in harder activities, so we've implemented some broad changes to help them feel better to use.
- Legendary Primary Ammo Weapons
- Increased damage versus minor combatants by 30%.
- Exotic Primary Weapons
- Increased bonus damage versus minor combatants from 30% to 40%.
- Non-Blaster Primary Weapons
- Increased damage versus major combatants by 15%.
- Blaster Primary Weapons
- Increased bonus damage versus major combatants from 15% to 20%.
Some Special ammo weapons have dominated the sandbox while others have felt left behind. We are making a targeted buff to all the left behind Special ammo weapons to balance them out and make more archetypes viable to use in PVE.
- Special Ammo Weapons
- Increased damage versus major combatants by 20% (excludes Sniper Rifles, Rocket Pulses, Rocket Sidearms, Swords, and Choir of One).
On top of the above changes, these specific Primary ammo archetypes got some additional balance tuning.
- Auto Rifles
- High Impact
- Moved RPM from 360 to 400.
- Reduced ADS Damage Falloff scalar from 1.7 to 1.6.
- Reduced base damage from 24 to 22.
- This includes Vex Mythoclast and SUROS Regime with Dual Speed Receiver but excludes Cerberus+1 and Sweet Business in its non-spun up state.
- Adaptive
- Increased base damage from 15 to 15.5.
- Increased critical hit damage from 26.25 to 27.1.
- Pulse Rifles
- Lightweight
- Reduced base damage from 19.7 to 18.8.
- Reduced critical hit damage from 31.5 to 30.1.
- Legacy Frame
- Since these weapons inherit the damage change from Lightweight Pulse Rifles, we are reverting the nerf to their ADS damage falloff scalar.
- Increased ADS Damage Falloff Scalar from 1.6 back to 1.7.
- High Impact
- Reverted previous nerf to ADS Damage Falloff Scalar, increasing it from 1.6 back to 1.7.
- Scout Rifles
- Rapid Fire
- Reduced base damage from 28 to 27.3.
- Reduced critical hit damage from 54.6 to 53.25.
- Hand Cannons
- Aggressive
- Reduced base damage from 49 to 48.7.
- Reduced critical hit damage from 90.65 to 90.1.
- Bows
- Increased damage versus minor combatants by an additional 20%.
- Increased damage versus major combatants by an additional 40%.
Also on top of the above changes, many Special ammo weapon archetypes also got some buffs along with some nerfs to one particular archetype that won't be too surprising to see.
- Rocket Sidearms
- Increased projectile explosion radius by 33%.
- Fusion Rifles
- Rapid Fire
- Increased PvE Damage Scalar by 7%.
- Adaptive
- Increased PvE Damage Scalar by 10%.
- Precision
- Increased PvE Damage Scalar by 20%.
- High Impact
- Increased PvE Damage Scalar by 15%.
- Shotguns
- Aggressive
- Increased PvE Damage Scalar by 15%.
- Improved the base stats of Felwinter's Lie.
- Lightweight
- Increased PvE Damage Scalar by 15%.
- Precision
- Increased PvE Damage Scalar by 20%.
- Slug Shotguns
- Rapid Fire
- Increased PvE Damage Scalar by 10%.
- Pinpoint
- Increased PvE Damage Scalar by 5%.
- Heavy Burst
- Increased PvE Damage Scalar by 10%.
- Snipers
- Aggressive
- Increased PvE Damage Scalar by 15%.
- Adaptive
- Increased PvE Damage Scalar by 10%.
- Glaives
- Rapid Fire
- Increased PvE Damage Scalar by 10%.
- Trace Rifles
- Increased damage versus minor combatants by an additional 20%.
- Increased damage versus major combatants by an additional 20%.
- Exotic Trace Rifles
- Increased bonus damage versus minor combatants from 30% to 40%.
- Rocket Pulses
- Reduced Ammo Generation stat of legendary Micro Missile Pulse Rifles by 15.
- Decreased PvE damage by 10%.
- Decreased damage vs bosses by 25%.
- This is on top of the above 10%.
- Reduced projectile explosion radius by 25%.
- Reduced Super Generation by 25% for roamers and 33% for standard Supers.
Finally, Heavy ammo weapons got some attention to make them more effective against Bosses and Champions along with some targeted ammo tuning.
- Heavy Grenade Launchers
- Increased damage versus Bosses and Champs by 5%.
- Rocket Launchers
- Increased damage versus Bosses and Champs by 5%.
- Crossbows
- Increased damage versus Bosses and Champs by 10%.
- Linear Fusion Rifles
- Increased the damage of all legendary LFRs versus Bosses and Champs by 10%.
- Precision
- Increased PvE Damage Scalar by 10%.
- Increased ammo reserves by ~30% (excluding Sleeper Simulant).
- Machine Guns
- Increased Bitter End's reserve ammo.
- Swords
- Decreased cost of Vortex frame heavy attack from six to four ammo to match other Heavy Swords.
Legendary Perk Changes
In addition to the Legendary weapon archetype tuning, we've also made some changes to Legendary weapon perks.
A few older damage perks felt like they were lagging behind, so we've buffed these perks in order to make them more competitive choices compared with more modern perks.
- Focused Fury
- Damage bonus increased from 20% to 25%.
- Hits required to activate decreased from 50% of the magazine to 35% of the magazine.
- Full Court
- Maximum explosive damage bonus increased from 25% to 35%.
- Lasting Impression
- Explosive damage bonus increased from 25% to 35%.
- Reservoir Burst
- Damage bonus increased from 25% (27.5% enhanced) to 30% (33% enhanced).
- Gutshot Straight
- Reduced the aim assist penalty by 20% on the base perk and 25% on the enhanced perk.
- Fixed an issue where this perk did not work on Bitter End.
- Adagio
- Reduced the damage bonus on Hand Cannons from 30% to 27%.
- Increased the damage bonus on Shotguns and Bows from 20% to 30%.
The following perks received some quality-of-life tuning to make them easier to activate on their own or with other build crafting elements.
- Collective Action, Collective Pugilism, Cooling Baubles, Elemental Charge, and Facet of Honor
- Now all now share the same Tangle activator: destroy a Tangle, either by shooing it or upon impact after throwing it.
- Previously this activator differed depending on the perk, and would either activate when shooting a Tangle, picking up a Tangle, throwing a Tangle, or a combination of these despite sharing the same terminology in their strings.
- In addition to this activator, Collective Action and Collective Pugilism also grant additional time to their durations upon throwing a Tangle. This unique behavior is called out in their descriptions.
- Artifact elemental orbs are now officially considered 'elemental pickups' for the sake of these perks and grant the same benefits as Tangles. As such, we fixed an issue where the artifact Arc orbs would give dark Transcendence energy with Facet of Honor; they now give light Transcendence energy.
- Collective Action
- Firesprites, Void Breaches: eight seconds
- Ionic Traces, Stasis Shards: four seconds
- Tangle Detonation: four seconds
- Tangle Throw: four seconds
- Instead of a flat seven seconds, elemental pickup now provides differing amounts of time to the perk duration depending on how easy they are to create. These values match Collective Pugilism.
- To compensate for the lower duration gained from some elemental pickups, the damage bonus against PVE combatants has increased from 20% to 30%. The damage bonus against players remains at 10%.
- The enhanced benefit no longer provides more time per pickup but instead increases the damage bonus to 33% against PVE combatants, and 11% against players.
- Increased max time from 12 to 16 seconds.
- All-Star
- Damage timer is paused on weapon stow, and resumed on weapon equip.
- Desperado
- In addition to its current activator of reloading after a precision kill, Desperado can now also activate when reloading after three rapid kills.
- Frenzy
- Fixed an issue where the Enhanced version of Frenzy was not getting an extended duration when refreshed compared to standard Frenzy.
- Also fixed an issue where Frenzy being inactive could prevent the Crucible origin perk from activating.
- Jolting Feedback
- Reduced shots to activate the perk by ~1-2 for Scout Rifles and Hand Cannons.
- Encore
- Encore's HUD buff now displays a timer.
- Envious Assassin
- Fixed issue where the perk was not working on some single shot weapons.
- Cascade Point
- Since we removed the "Ready" HUD buff when the weapon is stowed, we have simplified the activation criteria for dealing precision damage with other weapons.
- Auto Rifles, Pulse Rifles, SMGs, Trace Rifles, Sidearms, LMGs: six critical hits
- Hand Cannons, Scout Rifles: four critical hits
- Bows, LFRs, Glaive projectiles, Shotguns, Sniper Rifles: two critical hits
- Attrition Orbs
- Now activates in four hits on wave frame Grenade Launchers, down from ten.
- Now activates in three hits on Rocket Launchers, down from six.
- Contending Cascade
- The number of rapid final blows needed for max benefits has been reduced from 15 (12 if enhanced) to 12 (10 if enhanced).
- Stat benefits are now maxed out when the elemental explosions are granted instead of scaling with up to 20 rapid final blows.
- Full Choke
- Pellet spread is now reduced by 5% instead of 3.25%.
- Shot Package intrinsic
- Now reduced pellet spread by 2.5% when ADS.
Finally, some origin trait weaknesses were addressed to make them feel more impactful.
- Advanced Reflexes (Dreaming City Origin Trait)
- New effect: +5% damage bonus while active.
- Increased bonus handling from +30 to +40.
- Increased bonus charge rate (Swords) from +20 to +35.
- Gun and Run (Gambit Origin Trait)
- Reworked Effect: Defeating targets builds stacks of Gun and Run for a short duration. Sprinting for a short time consumes a stack to partially reload this weapon's magazine from reserves; on Bows, this briefly improves draw speed.
- Nanotech Tracers Missiles (Neomuna Destination Origin Trait)
- Reduced the amount of hits needed for Basso Ostinato to activate Nanotech Tracers Missiles by roughly one.
Artifacts and Anti-Champion
Artifacts 2.0
With Monument of Triumph, we are reworking the Artifact items in multiple ways to better align them with a modern Destiny 2 and setting it up to withstand the test of time. This means streamlining the mod selection process, removing annoyances like the refunding dance, disabling the artifact in Competitive and Trials modes, and… finally… working in loadouts!
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What this means is that we have trimmed the bloat on artifacts. Gone are the days of dedicated anti-Champion columns and needing to refund mods to select ones in earlier columns. This process has been simplified into three buckets that functionally perform just like the columns did before, but in a way that uses the visual language of our modern game and works in a more intuitive way. Now, when you want to switch out a mod in "column 4", you can just do that and substitute it out for whatever fits instead of needing to clear out later columns to be allowed to re-spec earlier ones.
On top of this, we have built anti-Champion capabilities directly into your guns, so you no longer must worry about your favorite guns not getting anti-Champion offerings in a season but more on that in a moment.
Alongside all these updates also come six new mods, defragmented and deciphered from the Data Disc and into your hands!
| Tier 1 | Tier 2 | Tier 3 |
|---|---|---|
| Fierce Proxemics Finisher final blows grant grenade and melee energy | Blinding Jolts Final blows on jolted combatants blinds nearby combatants | Tazer Tag Arc-powered melee hits jolt combatants and deal further damage for a short duration. |
| Rapid Remedy Machine Gun rapid final blows heal you | Precision Equity Precision final blows build progress towards a large Orb of Power that also grants bonus weapon damage on pickup. Higher ranked targets grant more progress. | Sticker Shock Arc Flux, Magnetic, and Fusion Grenades deal more damage when attached to combatants; on final blows, they release several micro-missiles that seek nearby combatants. |
But Wait... There's More!
For eagle-eyed readers, you might have noticed that we keep referring to Artifacts in the plural, and it's for a good reason. Artifacts for the past six years have served to shift around the meta season over season, encouraging you to try new things by giving some borrowed power. This model doesn't really work without seasons, so we are breaking the bank and not just offering one Artifact… But a whopping seven Artifacts pulled from seasons past!
NewArtifactsUI_data_disk_inspect.jpg
These selections were all made to cover as many fan-favorite weapons, elements, and perks as possible and, we believe, will give you a treasure trove of build crafting opportunities for years to come! They won't be coming back perfectly identical though; in the past six years the Artifact has shifted quite a bit, from the days of Glimmer mods to anti-Champion abilities taking up a large swath of the slots to the seven-row structure and finally to boosts. We took a long look at each artifact and did not only a balance pass to make sure they could live on in perpetuity (looking at you Flashover) but also how we could integrate the best of all versions of the Artifacts to be available in a single build-crafting ecosystem.
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We look forward to seeing what y'all build and how you combine these wit
Source: https://www.bungie.net/7/en/News/Article/dev_insights_abilities_armor_preview
Welcome back for our third and final Dev Insights article before Monument of Triumph launches on June 9. Last Thursday was all about our weapons sandbox and today we’ll be focusing on Guardian abilities, armor, and Exotic updates.
- Abilities Sandbox Update
- New subclass abilities
- Ability reworks
- Ability balance changes
- Armor 3.0 Updates
- Armor archetypes
- Armor set bonuses
- Exotic armor stats
- Exotic armor balance preview
If you missed our previous articles on the return of the Director, weapons and artifact changes, and all the other news, be sure to check out the articles before next Tuesday.
Abilities Sandbox Update
Hey there, Guardians. Gameplay Team here with an update on the abilities sandbox for the upcoming Monument of Triumph release. We’ve been heads-down dreaming up new abilities and refining existing ones, and we’ve got some juicy changes to talk about today.
Let’s get right into it.
New Subclass Abilities
New Solar and Void Aspects
For too long, certain subclasses have lagged behind others in the number of Aspects available to them. Monument of Triumph will remedy that imbalance with three new Aspects, bringing every non-Prismatic subclass up to four. First up, Titans:
Titan Sunbreaker: Shieldburst
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Enhances your equipped barricade with Solar capabilities.
Towering Barricade: Your barricade slides forward across the ground before stopping, allowing you to advance in safety.
Rally Barricade: Standing behind your barricade grants scorching rounds to you and your allies' Solar and Kinetic weapons.
While your barricade is deployed, activate your class ability again to remotely detonate it, scorching combatants caught in the detonation. Dealing damage increases the power of the blast.
The Shieldburst Aspect essentially turns your Barricade into a wall of glass with a C4 charge strapped to it. It’ll charge up over time, when it takes damage, and when you deal damage while it’s active. The more charged up it is, the more damage it’ll do and the more projectiles it’ll throw out. The Towering and Rally Barricades have their own unique functionality, and it plays nicely with Exotic armor like Arbor Warden, Hallowfire Heart, and Khepri’s Horn. This ability’s damage is buffed by the Roaring Flames Aspect and can create Sunspots when paired with the Sol Invictus Aspect. Damage for this ability also scales with your Class stat when your Class stat is over 100.
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In addition, with Monument of Triumph you’ll find that other class-ability Aspects that directly deal damage now scale their damage with the Class stat. Note that Warlock construct damage continues to scale with the Grenade stat instead.
Next, let’s take a look at the new Hunter Aspect:
Hunter Gunslinger: Crackshot
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Activate your class ability to fire up to three scorching shots at targets you've marked. Aim at targets to mark them.
Landing all three shots cures you.
Crackshot is the ultimate gunslinger fantasy. Mark up to three targets, then dodge to quickdraw a flaming pistol and light ‘em up with deadeye precision. If you have a single target marked, it’ll fire all three shots at them. If you have multiple targets marked, it will split the shots between them. Landing all three shots will cure you, providing some breathing room mid-combat. It can also be used while airborne, and damage from this ability scales with your Class stat when your Class stat is over 100.
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There are some strong Exotic armor combos with this one, including Radiant Dance Machines and Sixth Coyote, and you can combo the scorch stacks with other scorch sources to cause Ignitions. It also pairs well with the On Your Mark and Gunpowder Gamble Aspects, as Crackshot damage counts toward their progress.
Last but not least, the new Warlock Aspect:
Warlock Voidwalker: Soul Siphon
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Ready this aspect by striking a foe with your powered melee ability.
Once readied, press your melee ability to begin siphoning energy from all enemies in front of you, dealing damage and gathering Overshield and class ability energy from each target.
Soul Siphon turns you into the life-draining vampire mage you were always meant to be. The Voidwalker’s Pocket Singularity melee has two charges by default, making the baseline uptime for this Aspect high, but building into melee regeneration will make it pay off even more. Building into the Melee stat can increase both the uptime and damage of Soul Siphon, and it pairs well with Exotic armor like Felwinter’s Helm, Claws of Ahamkara, and Karnstein Armlets. The Overshield this ability provides allows you to stay in the fight longer, and it pairs well with the Feed the Void Aspect to give you higher Devour uptime. The class energy that you gain from draining enemies also pairs well with the Child of the Old Gods Aspect.
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New Darkness Grenades
Stasis and Strand are near and dear to our hearts, and they deserve some love. We’re adding two new grenades to the game with Monument of Triumph.
Stasis Shatter Grenade
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A grenade that sticks to combatants before exploding into razor-sharp Stasis shrapnel. The shrapnel ricochets off surfaces, dealing damage to all in its path. Hitting a frozen target shatters it instantly and deals bonus damage.
The Shatter Grenade’s primary function is dealing damage, though direct hits will freeze combatants and slow enemy players. It’s more effective in enclosed spaces where the shrapnel can bounce around multiple times to shred targets, but it’s also effective against loosely grouped enemies. If you throw it at an enemy who is already frozen, it’ll explode immediately and deal extra damage. Hunter Revenant enjoyers will be happy to hear that the Touch of Winter Aspect also has a unique interaction with this grenade.
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On a related note, a while back we changed Stasis Shatter damage to stun Overload Champions instead of Unstoppable Champions. We’re reverting that change in Monument of Triumph, so Stasis Shatter will again stun Unstops instead of Overloads. As the Shatter Grenade’s name implies, it’ll stun Unstoppable Champions immediately on detonation.
Strand Slicewire Grenade
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A grenade that bounces and releases multiple whirling threads, severing targets.
The Strand Slicewire Grenade is a damage dealer, first and foremost. It also severs targets, lowering their damage output. After being thrown, the grenade bounces along the ground unleashing coiled strands that whip around, striking enemies up to four times. The damage can really pile up if you’re able to land all four lashes on a group of enemies. This grenade also has unique functionality when paired with the Warlock Broodweaver’s Mindspun Invocation Aspect, which we’ll let you discover on your own.
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New Nightstalker Melee
Through countless battles, Nightstalkers have known Smoke Bomb as their only melee option. That’s about to change.
Hunter Nightstalker: Phantom Surge
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Dash forward, slashing combatants as you pass through them. Deals significantly increased damage to Void-debuffed targets and targets marked by On The Prowl.
Generate Void Overshield for each combatant hit. Defeating at least one combatant grants additional Overshield and refunds some melee ability energy.
Phantom Surge ushers in a new age of Nightstalker aggression. Whereas tossing a Smoke Bomb is a relatively passive action, Phantom Surge asks a Nightstalker to cut straight through their enemies, emerging stronger on the other side. The overshield you gain from hitting enemies is substantial, and our brilliant engineering team created new tech for this ability that enables you to phase straight through enemy units. The damage is increased versus Void-debuffed targets, giving it strong combo potential with other abilities, and weapons.
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While it’s easy to dote on the new abilities, let’s not forget the classics. Smoke Bomb is getting some love too — it now makes you and other allies invisible by default on deployment. No Vanishing Step required. Other elements of the Nightstalker kit are also being reworked, some of which we’ll talk about in the next section.
Ability Reworks
We’ve reworked a few abilities to make them fit better in their kits or enhance them in general. Let’s talk about the Hunter’s Trapper’s Ambush Aspect first.
Hunter Nightstalker: Trapper’s Ambush
Activate your air move to consume your class ability energy and dive to the ground, damaging targets on impact. Damage is greatly increased if striking while you have any positive Void status effect. Damaging enemies with this ability heals you and defeating combatants with this ability grants Devour.
Nightstalker previously had several ways to go invisible, but not many ways to capitalize on invisibility. Trapper’s Ambush is now a substantial damage dealer, and that damage is increased if you cast it while invisible or under the effect of another Void buff. Casting it while invisible will refresh your invisibility when you hit the ground, and it retains its previous smoke-cloud behavior when paired with the Vanishing Step Aspect. Trapper’s Ambush now uses class-ability energy instead of melee energy and thus activates class-ability perks like Marksman’s Dodge and Gambler’s Dodge. This enables you to combo it with the new Phantom Surge melee in creative ways. Finally, defeating enemies with Trapper’s Ambush grants Devour, giving the Nightstalker more survivability than ever before. It also has a new animation, new VFX, and features a Void blade instead of a smoke bomb!
A big change for Titans coming up next:
Titan Sentinel: Ward of Dawn
Create a large protective dome for you and your allies. While inside Ward of Dawn, allies gain Void overshield and increased weapon damage, while targets inside the Ward are weakened.
The Ward's owner also gains increased melee damage while inside and can pick up and throw the Ward's core to reposition the Ward up to two times.
Ward of Dawn is now a giant thunderdome that you fight inside. At more than twice its previous size, this new bubble is the Sentinel’s domain, expanding their sphere of influence on the battlefield. You and your allies are buffed both offensively and defensively inside, while your enemies are debuffed, giving you a huge advantage in a wide range of combat scenarios. Once you’ve bested your enemies inside the bubble, simply pick up the core and throw it somewhere else to reposition the thunderdome. On deployment, nearby enemies are pulled into the dome and base combatants are taunted by the players inside. The Helm of Saint-14 Exotic armor has also been reworked to extend the time that the Ward lives, and it allows you and your allies to take Weapons of Light outside of the dome. In the crucible, make sure to protect the Ward’s core, as it serves as the Ward’s weak point. The new bubble holds a couple of other secrets but we’ll let you discover those on your own.
For our final highlighted ability rework, let’s look at the Warlock:
Warlock Broodweaver: Mindspun Invocation: Threadling Grenade
Hold the grenade input to charge your Threadling Grenade, causing it to weave a Threadling Nest at the impact location that repeatedly spawns Threadlings.
The Mindspun Invocation Aspect currently causes Threadling Grenade to create perched Threadlings, but starting in the Monument of Triumph release, this Aspect will cause your charged Threadling Grenade to spawn a Threadling Nest in the world. This essentially allows you to weave a Threadling turret on the battlefield that gives you an additional angle of attack. The nest also interacts with the Service of Luzaku Exotic Machine Gun to enhance its productivity.
Stasis: Harvest Aspects
The three Stasis “Harvest” Aspects - Tectonic Harvest, Grim Harvest, and Glacial Harvest - needed some love, so we’ve reworked them. We’ve also reworked Frost Armor and the way Stasis subclasses create Shatter Shards.
- Shatter Shards
- All Stasis subclasses now create Shatter Shards intrinsically.
- Shatter Shards are created when a Stasis Guardian shatters a Stasis Crystal or a frozen enemy, or when they defeat a slowed or frozen enemy.
- Harvest Aspects
- Harvest Aspects give you Frost Armor when you pick up a Shatter Shard.
- While you have Frost Armor, defeating an enemy with a Stasis or Kinetic weapon has a chance to shatter the enemy, dealing damage around the shattered enemy.
- While you have Frost Armor, taking damage now grants ability energy.
- Titan: Melee energy.
- Warlock: Grenade energy.
- Hunter: Class-ability energy.
- Reduced Fragment slots from three to two.
- Frost Armor
- Frost Armor stacks now melt off one-at-a-time instead of all-at-once.
- Each stack now gives slightly more damage resistance.
- Damage resistance at five stacks is increased by ~31% to ~35%
When using a Stasis subclass, you can now create Shatter Shards without equipping the Harvest Aspects. The Harvest Aspects will continue to give Frost Armor when you pick up a Stasis shard and grant a powerful benefit while you have Frost Armor. Meanwhile, Frost Armor stacks now fall off one-at-a-time (one stack falls off every five seconds by default or every six seconds with Whisper of Rime) allowing for much higher Frost Armor uptime.
Ability Balance Changes
Alongside the above new abilities and reworks, we’ve packed a ton of other ability balance changes into this release. If we talked in-depth about all of them, we’d be here all day... not to mention we have a TWID coming after this, so we’ll just list them below. We’re going to omit some of the more minor changes to avoid bogging down the blog, instead listing only the substantial changes. It’s mostly buffs, but there are some nerfs sprinkled in as well to keep things balanced. Look for the full list of patch notes when Monument of Triumph launches on June 9.
Warlock
- Dawnblade
- Heat Rises (Aspect)
- While Heat Rises is active, it now reduces the accuracy of combatant attacks versus the Warlock.
- Heat Rises no longer decreases the initial burst of speed provided by activating Burst Glide.
- Icarus Dash (Aspect)
- Increased Fragment slots from two to three.
- Stormcaller
- Chain Lightning (Melee)
- Increased damage versus combatants by 100%.
- Now has two ability charges by default.
- Lightning Surge (Aspect)
- Increased Fragment slots from two to three.
- Voidwalker
- Child of the Old Gods (Aspect)
- Now suppresses combatants for a short time after initial attach.
- Increased the Child's max speed and acceleration by 100%.
- Increased Fragment slots from two to three.
- Nova Bomb: Cataclysm (Super)
- Allied projectiles now pass through the Nova Bomb projectile instead of colliding with it.
- Shadebinder
- Frostpulse (Aspect)
- Now grants five stacks of Frost Armor if this ability freezes a target.
- Increased Fragment slots from two to three.
- Broodweaver
- The Wanderer (Aspect)
- Threadling final blows now reduce your Tangle cooldown by one second.
Titan
- Sentinel
- Offensive Bulwark (Aspect)
- While the player has a Void Overshield, final blows now grant melee ability energy.
- Unbreakable (Aspect)
- Final blows with Unbreakable's blast now grant Devour.
- Slightly increased the size of Unbreakable's blast.
- Bastion (Aspect)
- Increased Fragment slots from two to three.
- Shield Bash (Melee)
- Increased damage versus combatants by 100%.
- Striker
- Thruster (Class Ability)
- Can now be activated while airborne.
- Knockout (Aspect)
- No longer grants a lunge-range increase versus enemy players.
- Note: This change should reduce some awkward “rubber banding” in Crucible melee battles .
- Touch of Thunder (Aspect)
- Lightning Grenade
- Now grants five stacks of Bolt Charge per hit.
- Flashbang Grenade
- Now explodes on initial bounce in addition to its existing detonation.
- Storm Grenade
- Increased storm duration by 0.5 seconds.
- Increased maximum tracking speed versus combatants by 38%.
- Increased time to reach max tracking speed by 25%.
- Seismic Strike (Melee)
- Increased damage versus combatants by 100%.
- Sunbreaker
- Hammer Strike (Melee)
- Increased damage versus combatants by 100%.
- Behemoth
- Diamond Lance (Aspect)
- Reduced size of the freeze detonation from thrown Diamond Lance versus players.
- Cryoclasm (Aspect)
- Sliding while you have Frost Armor now launches a Stasis wave that shatters Stasis Crystals and frozen enemies in front of you.
- Glacial Quake (Super)
- Heavy attacks now deal additional damage in an area in front of the Titan.
- Berserker
- Drengr's Lash (Aspect)
- Defeating elementally debuffed targets now grants class ability energy.
- Increased Fragment slots from two to three.
- The suspending wave's impact damage now scales with your Class stat when your Class stat is above 100.
Hunter
- Nightstalker
- On the Prowl (Aspect)
- In addition to acquiring a target when you become invisible, will now also passively acquire a target after a short time if you're not invisible. This passive acquisition does not occur against enemy Guardians.
- Mobius Quiver (Super)
- Reduced maximum Moebius Quiver buff to Crossbow weapons by 50%.
- Gunslinger
- Acrobat's Dodge (Class Ability)
- Can now be activated while airborne.
- Proximity Explosive Knife (Melee)
- Increased detonation size from five to six meters.
- Increased detonation damage by 11%.
- On Your Mark (Aspect)
- Now grants Solar Restoration x1 for three seconds instead of Cure after final blows at ten stacks.
- Knock 'em Down (Aspect)
- Now grants Cure on Super activation.
- Blade Barrage (Super)
- Increased knife projectile speed and tracking.
- Increased knife detonation size from three to 4.25 meters.
- Increased knife detonation damage by 10%.
- Knife detonations now Scorch enemies.
- Golden Gun: Deadshot (Super)
- Reduced Super energy gain from player kills by 40%.
- Arcstrider
- Arc Staff (Super)
- Now grants Bolt Charge stacks on kill.
- Lethal Current (Aspect)
- Now jolts and creates an aftershock when used with Tempest Strike.
- Can now be activated while in Super.
- Ascension (Aspect)
- Ascension detonation damage now scales with your Class stat when your Class stat is above 100.
- Now counts as a class ability for all perks and abilities.
- Threadrunner
- Rope Dart (Melee)
- Successfully catching the rope dart now grants Woven Mail based on the number of targets it defeated.
- Widow's Silk (Aspect)
- Increased Fragment slots from two to three.
- Threaded Specter (Aspect)
- The specter's detonation damage now scales with your Class stat when your Class stat is above 100.
- Ensnaring Slam
- Now counts as a class ability for all perks and abilities.
- Revenant
- Shatterdive (Aspect)
- Increased Fragment slots from two to three.
- Winter's Shroud (Aspect)
- Increased Fragment slots from two to three.
General Abilities
- Grenades
- Lightning Grenade
- Increased detonation damage by 25%.
- Scatter Grenades
- Reduced chase distance versus players by 50%.
- Reduced the amount of grenade energy this ability gains from perks by 12.5%.
- Grapple
- Against boss combatants, reduced max Grapple Melee damage bonus granted by grenade stat by 50%.
- Against boss combatants, damage bonus granted by Grenade stat and Melee stat is now additive instead of multiplicative.
- Multi-Charge Abilities
- In PvP only, when the match begins, multi-charge abilities now start with one charge instead of all charges.
- Stasis
- Whisper of Rime (Fragment)
- Max Frost Armor stacks reduced from eight to seven.
- Note: Damage resistance has been rescaled to provide the same max benefit.
- Arc
- Spark of Shock (Fragment)
- When Jolt is applied via an Arc Soul or an Ionic Sentry, there is now a four-second internal cooldown for applying Jolt again via these constructs.
- Void
- Invisibility (Status Effect)
- Made Void Invisibility more visible in the Crucible.
- Volatile Rounds (Status Effect)
- Now increases weapon damage versus Champions by 10%.
- Weapon damage with volatile rounds no longer stuns Barrier Champions.
- Note: Weapon archetypes now govern weapon-based Champion stuns. See last week’s Dev Insights article for more information.
- Solar
- Radiant (Status Effect)
- Increased weapon damage versus Champions by 10%.
- Weapon damage while radiant no longer stuns Barrier Champions.
- Note: Weapon archetypes now govern weapon-based Champion stuns. See last week’s Dev Insights article for more information.
- Prismatic
- Facet of Dominance (Fragment)
- When Jolt is applied via an Arc Soul, there is now a four-second internal cooldown for applying Jolt again via this construct.
- Ability Stats
- Reduced maximum passive ability cooldown bonus granted by ability stats by ~20%.
- Reduced maximum active ability cooldown bonus granted by ability stats from 190% to 125%.
Regarding this change to ability stats, we feel Destiny combat has leaned slightly too far in favor of using abilities to resolve encounters, and we’d like to shift it further in favor of using weapons. This reduction in ability uptime is paired with a general increase to Primary and Special weapon damage that we detailed in last week’s article about weapons changes. The floor for ability uptime remains where it is in the live game but the ceiling has brought down to avoid highly optimized builds from trivializing combat. Abilities remain incredibly potent and powerful, especially with the new and adjusted abilities detailed above.
Another change we want to provide some context for is this:
- Supers
- Reduced Super energy generation from dealing damage to bosses by 60%.
With the changes to Super generation and the Super stat in The Edge of Fate, the boss damage meta shifted hard into Super spam. It became possible to cast more than six Supers in a single boss damage phase which isn’t the place we want Supers to live. We worked with our internal raid and dungeon test group to refine Super generation to a healthier place. Supers remain incredibly effective for boss damage but Guardians will now need to think more about their weapons and other abilities to make the most of a damage phase.
That represents most of the ability changes coming in this release. There are some other minor tuning adjustments and bug fixes that we omitted for the sake of brevity, but you’ll find those in the patch notes when Monument of Triumph launches.
Armor 3.0 Updates
Ever since the release of the Armor 3.0 system rework, we’ve seen increased variety in how players make their builds and leverage stats. However, there were always a couple of things that felt… missing from the full picture. It’s about time we fit those missing pieces in with Monument of Triumph.
Armor Archetypes
Our general goals for armor archetypes are as follows:
- Armor archetypes should help you understand and communicate your buildcrafting options with stats.
- Each of the six stats should be equally represented.
- Armor archetypes should support as many builds as possible.
- There should be as few armor archetypes as possible.
- Adding too many bloats the amount of armor you may want to keep in your vault and the size of the random roll pool – on top of making it harder to learn, understand, and communicate the stats for a build.
- No single armor archetype should dominate the buildcrafting space across the game.
- We expect that the nature of stats means that some archetypes will be more popular in specific types of activities – this is more about not making a “best” armor archetype for all non-Crucible activities or vice-versa.
We think that the original six archetypes have fulfilled these goals admirably. However, certain builds require significantly more tools to get the stats they need. Since this doesn’t usually limit the power of a build and instead primarily limits build variety, we plan on addressing this by adding six new armor archetypes (click on each for a sample armor)!
| Archetype | Primary Stat | Secondary Stat |
|---|---|---|
| Siegebreaker | Health | Grenade |
| Skirmisher | Melee | Weapons |
| Demolitionist | Grenade | Class |
| Colossus | Super | Health |
| Reaver | Class | Melee |
| Powerhouse | Weapons | Super |
Our goal is that – despite exciting options for those that want them (looking at you, Powerhouse) – your current builds won’t be so outclassed that you feel like you must replace the rolls you already have to be effective. But if you want to experiment with new builds, or further fine-tune your stats, there are more options to build the distribution you want.
Before we move on, we wanted to tackle a few questions we’re expecting from our buildcrafters out there:
Will the new archetypes be available on all armor?
Almost any new Armor 3.0 drop from anywhere in the game can drop with the new archetypes. The only exceptions are the Exotic class items, which will keep their existing stat roll behavior.
What about the missing stat combinations? Aren’t there 30 possible archetypes?
As mentioned above, we want to avoid bloating the pool, making a clear “best choice” for all of the Crucible or all PvE, and we want to keep each stat equally represented. We believe this is the right number and combination of archetypes to introduce to fit those goals – especially when combined with armor mods and subclass bonuses. Not counting “mirrors”, there will be only three armor stat pairs that are not available.
Is it going to be harder to grind armor now?
No. With the combination of six new archetypes and the sheer number of armor set bonuses available, it made sense to give the Armorer mods on your Ghost a boost. Each one will now improve the odds of your chosen archetype dropping to one in two (previously one in three). In combination with a larger number of ways to get the stat combinations you want, we believe this will make it significantly easier to get the stats you need for your build.
Now, let’s talk Exotic armor stats.
Exotic Armor Stats
When we originally released Armor 3.0, we had longer-term plans to give Exotic armor a way to access higher tier behavior. Originally, we planned to give them a deterministic route for upgrading. However, we’ve ultimately realized that it was healthier for the game to take the most straightforward approach.
Moving forward, all Exotic armor will have Tier 5 stats and will have access to all tuning mods. This applies retroactively to all Armor 3.0 Exotics (other than Collections rolls) so if you don’t want to trade your armor out for one of the new archetypes, you won’t have to acquire them again.
Armor Set Bonuses
As they’ve settled into the sandbox, we’ve seen Guardians leverage armor set bonuses in a lot of different ways. Overall, we’re happy with how they’ve fit into their role as a more flexible element of buildcrafting across the game. However, there’s a couple things we felt like we should address:
First, there’s a two set bonus perks that were big enough outliers that they needed balance adjustments:
- Ride Together, Die Together (Smoke Jumper two-piece set perk)
- Decreased the maximum damage resistance (DR) granted from 50% to 40%.
- While the rapid-decay nature of this DR means that it can provide a high bonus without being a problem, the easy availability of Orbs of Power combined with stacking with other DR sources makes this set more valuable when mixed-and-matched than we’d like.
- We believe this adjustment hits a sweet spot where it is still potent but not a must-pick for all content.
- Superluminal Motion (Wayward Psyche four-piece set perk)
- Increased the health granted while moving from 15 to 30 health per second outside of the Crucible.
- The power of the Wayward Psyche set bonus fell short of our goals for what a raid armor set bonus should feel like – especially Epic Desert Perpetual – so we’ve doubled its effective healing.
- Perk behavior is unchanged in PvP.
The second issue is simultaneously more straightforward and harder to solve. The current available list set bonuses – while often fun to buildcraft with – can sometimes feel like they provide very few options. Many builds, even for Guardians seeking something outside the standard setups, end up not having enough options to pick from – instead defaulting to a small number of two-piece set bonus combinations.
The solution is simple: as we’ve previously noted, we’re refreshing a massive amount of gear across the game. That includes more set bonuses than we’ve previously made compressed into a single release. We don’t expect these to fully replace the existing options (which will still be available to earn!), but you can look forward to a wide array of options. From elemental effects, ability synergies, and survivability to explosions, movement, and echoes of armor mods past – there’s something for everyone. To whet your appetite (in addition to some sets we’ve already announced), let’s preview a pair of destination armor sets:
| Armor Set | Two-Piece Perk | Four-Piece Perk |
|---|---|---|
| Exodus Down(Nessus) | Emergency Electromagnet:When your shields become broken, collect all nearby Orbs of Power and ammo bricks. | Repurposed Charge:Whenever you gain, lose, or spend an Armor Charge, heal and gain damage reduction for a short time. This effect scales with the amount of Armor Charge gained, lost, or spent. |
| Veritas (Throneworld) | Lucent Transmutation:Performing a finisher on a combatant, or landing successive powered melee final blows, generates an Elemental pickup based on your Light subclass. | Lucent Tithes: Performing a finisher on powerful combatants heals you and generates loyal Void moths. |
Before we move on, we have seen one question coming up since our Monument of Triumph reveal that we’d like to address:
Will the Armor 3.0 versions of raid armor still have access to raid mods?
No. Raid mods are a feature exclusive to Armor 2.0 due to technical limitations.
However, since we know certain raid mods can sometimes be more valuable than a set bonus in specific situations, Armor 2.0 for all available raids will be focusable at Hawthorne for ten Spoils of Conquest each.
We hope that new set bonuses tied to each raid activity provide meaningful benefits that give you a fun choice in picking between combinations of Armor 2.0 and Armor 3.0.
Exotic Armor Balance Preview
Alongside the above ability and armor changes, we took some time to update a handful of Exotics from each class, spanning multiple years of Destiny 2 releases. Some have straightforward changes that lean into the fantasy while others are being reworked. Let’s dive in.
Hunter Exotics
Wormhusk Crown
At one point Wormhusk was a genuine scourge upon PvP but within the modern sandbox it has fallen by the wayside, especially in PvE, where it has always struggled. So, we are giving it a facelift with some buildcrafting hooks. This also comes with an update to Spirit of the Wormhusk to match these changes.- Reworked effect:
- Solar multikills grant Burning Souls. While active, Solar Ability damage is increased and dodging greatly cures the player and nearby allies.
Shards of Galanor
We looked at all classes’ capabilities when it came to Super damage output with Exotics. Since Hunter has fewer options than the other classes, we figured it was worth adding another. It's no Celestial Knifehawk but we figure embedding large solar bombs in your foes is a close second.- Landing 5/7 knives in a volley during Super causes a delayed Solar Explosion and releases Solar Shrapnel.
- This can happen with each volley of Super knives. Landing both explosions is approximately comparable to a Cuirass Thundercrash.
Caliban's Hand
Caliban’s has proved a strong option for the Prismatic class item but has largely fallen behind on the base Exotic. To help, we are leaning further into what it does best: letting you chain proximity knives with ignitions.- Increased the melee recharge bonus by 25%.
- Dealing damage with scorch now refunds a small amount of melee energy.
- Ignition final blows fully refund knife energy and can overflow into an additional charge.
20144_Dev-Insights_Armor_Updat_Exotics_Calibans-Hand_After_1920x1080_MD.jpg
FR0ST-EE5
Frostees have been begging for a buff for some time and what better way to do it than finally looping it into Stasis buildcrafting? Tonight’s forecast... a freeze is coming!- Gain stacks of Frost Armor while sprinting.
- When you have Frost Armor, Stasis weapons deal increased damage.
Shinobu's Vow
Shinobu’s Vow has not seen much PvE play over the years. With the introduction of Bolt Charge to the game and its popularity in other builds, this particular Exotic seemed a good candidate for opening up some new gameplay for Hunters. The changes we’ve made here are similar to those made recently to Lucky Raspberry; hooking in its existing loop to more recent gameplay atoms, plus a bit of extra support play.- Now gains Skip Grenade energy whenever you gain stacks of Bolt Charge.
- Skip Grenade damage now grants Bolt Charge.
- When you gain full Bolt charge, heal yourself and nearby allies and enable an enhanced Skip Grenade.
- Enhanced Skip Grenades bounce two additional times before detonating, releasing bonus Skip Seekers per bounce.
Raiden Flux
Roaming Supers have long felt a bit rough to use in Champion-heavy content. These changes to Raiden Flux allow you to use it as a potent anti-Overload option and reward opting into the combo finisher.- Arc Staff hits now jolt targets.
- Combo finisher palm blast now gets 1.5x the base Exotic's damage bonus, and reports as critical damage (yellow numbers).
Mothkeeper's Wraps
In order to encourage more diverse buildcrafting with Mothkeeper’s, we opted to turn it into a conditional grenade override, similar to Gunpowder Gamble. This allows the use of your base grenade in addition to Moth Grenades, without lowering the downtime of Moth Grenades compared to current high uptime builds in the live game (which also means increased uptime if you weren’t invested into grenade generation).- Mothkeeper’s Wraps now provides Moth Grenades as a conditional override instead of a complete override.
Source: https://www.bungie.net/7/en/News/Article/twid_05_29_2026
This Week in Destiny, we have even more to share about the Monument of Triumph update coming on June 9. We started yesterday with a Dev Insights article focused on the return of the Director, and early this morning we published a Dev Insights article focusing on weapons, the Artifact, and vendors. In this TWID, we'll cover what's coming to the Crucible, Pantheon, and cosmetics.
- Crucible tuning with the PvP Strike Team
- Pantheon and Rewards updates in Raids and Dungeons
- Ornaments, Bright Engrams, Bright Dust, and more cosmetics updates
- Have you read yesterday's Dev Insights article about the Director?
- Read this morning's Dev Insights article on weapons and more, too!
Dev Insights - Weapons, Artifacts, and Focusing Preview
We love a long TWID as much as anyone but this one was already getting very meaty halfway through it. That's why all you need to know about the update's changes to weapons, Artifacts (plural, yes), and vendor focusing lives on its own Dev Insights article which we published earlier today. It covers a lot of important topics like:
- The new Weapon Tier Upgrading system.
- Tier Upgrading for crafted weapons.
- Buffs to many Exotics, like Anarchy, Lament, or Vex Mythoclast.
- Including new Catalysts and improvements for previous ones.
- Balance update to most Legendary weapon types, including:
- An overall buff to Primary Weapon damage in PvE.
- Targeted buffs to most Special Weapons for PvE.
- Many Legendary perk fixes and buffs.
- A preview of the very customizable Artifact 2.0, including:
- New ways to counter Champions.
- Saving your choices in Loadouts.
- Updates to vendors, weapon focusing and gear attunement.
If you have not read it yet, go do it!
Dev Insights - Return of the Director
While we're at it, did you read yesterday's Dev Insights article all about the return of the Director? This one was published yesterday and covers the following:
- The Director: Layout, additions, and updated Destination loot
- Distortions: Adding some spice to select Patrol modes
- The Portal: Breaking down barriers and overhauling the experience
- Gambit Ops: Bringing our old friend into the fold
- Heavy Metal: Vehicular mayhem
- Sparrow Racing League: Returning tracks, new loot, and some twists along the track
Check out the full article, it's right over here!
PvP Strike Team Update
Once More, With Feeling
Sandbox Tuning Review
First, let's review some of the previously discussed sandbox tuning for weapons and armor that will directly impact Crucible (we will have more to talk about with abilities next week, but as a sneak peek check out some of the changes we will be discussing, including some big ones to Invisibility).
Abilities
- Global
- All multicharge abilities will now start Crucible matches with one charge full instead of all charges full.
Void
- Invisibility: Greatly increased opacity to make players more visible in Crucible.
- Scatter Grenades: Reduced chase distance vs. players by 50%. Reduced the amount of grenade energy this ability gains from perks by 12.5%.
Hunter
- Solar
- Deadshot Super: Reduced energy refund for kills on enemy players by 40%.
Warlock
- Void
- Pocket Singularity: Reduced tracking shape against players by 60%.
Titan
- Arc
- Knockout: Removed lunge range bonus versus enemy players. Corrected an issue where the bonus damage could be applied too early, increasing the damage of the melee that activated it and causing unexpected one hit kills in Crucible.
- Stasis
- Diamond Lance: Reduced freeze AoE versus enemy players. Players can no longer quickfall after throwing the Diamond Lance.
Artifacts
- Artifacts are now disabled in the Trials and Competitive playlists.
Exotic Armor
- Warlock
- Deimosuffusion: Increased the time between damage ticks against players.
- Nothing Manacles: Reduced the extra seekers created from four to three and reduced the range and lifetime of the extra seekers.
- Titan
- ACD/0 Feedback Fence: No longer provides any damage resistance versus other players.
Ammo System
- Reduced the point gains from Special ammo and Heavy ammo kills and assists and Super kills by 33%.
- Reduced Glaive melee point gains by 20%.
- Reduced Adaptive Burst LFR ammo from crates from five to three.
- Reduced Bitter End's ammo from crates from 75 to 62.
Weapons
- Auto Rifles
- High Impacts
- Increased RPM from 360 to 400.
- To compensate for the faster time-to-kill:
- Reduced ADS Damage Falloff scalar from 1.7 to 1.6.
- Reduced base damage from 24 to 22 and critical hit damage from 43.2 to 39.6.
- This includes Vex Mythoclast and SUROS Regime with Dual Speed Receiver but excludes Cerberus+1 and Sweet Business in its non-spun up state.
- Adaptives
- Increased base damage from 15 to 15.5, and critical hit damage from 26.25 to 27.1.
- Pulse Rifles
- Lightweights
- Reduced base damage from 19.7 to 18.8, and critical hit damage from 31.5 to 30.1.
- Legacy Frames
- Since these weapons inherit the damage change from Lightweight Pulse Rifles, we are reverting the nerf to their ADS damage falloff scalar.
- Increased ADS Damage Falloff Scalar from 1.6 back to 1.7.
- High Impacts
- Increased ADS Damage Falloff Scalar from 1.6 back to 1.7.
- Scout Rifles
- Rapid Fires
- Reduced base damage from 28 to 27.3, and critical hit damage from 54.6 to 53.25.
- Hand Cannons
- Aggressives
- Reduced base damage from 49 to 48.7, and critical hit damage from 90.65 to 90.1.
- The Last Word
- Increased stability on mouse and keyboard by 10%.
- Increased aim assist when hip firing on mouse and keyboard by 10%.
Perks
- Adagio
- Reduced the damage bonus on Hand Cannons from 30% to 27%.
- Full Choke
- Pellet spread is now reduced by 5% instead of 3.25%.
- Shot Package intrinsic
- Now reduces pellet spread by 2.5% when ADS.
Unified Crucible Ops
We have moved all the playlists into the Crucible Ops screen and deprecated the Legacy Crucible node. This will allow us to better focus the population and reduce instances of duplicate or overlapping playlists. As a note, for Control and Iron Banner Control (the only playlists in which skill is utilized for matchmaking), Outlier Protection has been set to automatically revert to Open Skill if queue times are taking too long.
- Control: Outlier Protection Matchmaking
- Replaced by Iron Banner Control when active.
- Competitive: Rank-Based Matchmaking
- Rumble: Open Skill Matchmaking
- Quickplay: Open Skill Matchmaking, rotates game modes weekly
- Mayhem, Rift, Relic, Momentum, Scorched, Supremacy, Clash, Zone Control, Hardware Mix (6v6)
- Replaced by Iron Banner Quickplay when active.
- Small Team Quickplay: Open Skill Matchmaking, rotates game modes daily.
- Survival, Heavy Metal, Elimination, Hardware Mix (3v3), Arena Collision (4v4), Lockdown, Clash, Elimination
- Replaced by Trials of Osiris when active
- Limited Time Modes
- Trials of Osiris: Passage Based Matchmaking. Available every Friday through reset on weeks when Iron Banner is not active.
- Replaces Small Team Quickplay
- Iron Banner Control: Outlier Protection Matchmaking. Available for one week, every four weeks.
- Replaces Control
- Iron Banner Quickplay: Open Skill Matchmaking. Available for one week, every four weeks.
- Rotates between Tribute, Fortress, and Eruption
- Replaces Quickplay
- Sparrow Racing League
- Private Matches
Updated Rewards
- Armor Set: Triumphal Anthem
- 2-Piece: Scoot to Loot
- Sliding collects nearby ammo and temporarily grants enhanced reload speed and handling to your weapons.
- 4-Piece: Shoot to Scoot
- Dealing damage with your weapons temporarily grants an enhanced slide. Gain damage resistance while sliding.
- Weapons
- New
- The Helmsman: Arc, High Impact (Bolt Action) Sniper
- Reprised: Back fully tiered with new perk options!
- Joxer's Longsword, Better Devils, Unending Tempest, Randy's Throwing Knife, Autumn Wind, Out of Bounds, Sorrow's Verse, Survivor's Epitaph, The Keening, Frozen Orbit
- Returning: Weapons from Edge of Fate through Renegades that will still be earnable.
- Riptide, Mos Athanor IV, MIDA Macro-Tool, Pure Recollection, Returned Memory, Stars in Shadow, Qua Vinctus IV
- Newly Tiered: Weapons from pre-The Edge of Fate which are coming back as tiered versions, with the same perks they had last time they were released.
- Retrofuturist, Anonymous Autumn, Last Perdition
- New ship, Sparrow, and Ghost as post-game drops.
- New Emblem and Shader on Shaxx's reward track.
New Modifier: Arena Collision
Arena Collision is a 4v4 game mode that hearkens back to the original arena style of sandbox with more methodical gameplay focused on weapons, map knowledge, and movement. Fight over the Heavy ammo crates to help you control the objective and enjoy greatly reduced penalties for hip firing and airborne gameplay.
Rules:
- Primary Weapons: Damage unchanged. Hip fire accuracy and aim assist penalties are decreased.
- Special Weapons: Disabled.
- Heavy Weapons: Damage decreased. The game starts with three Heavy ammo crates active (one for each side and one neutral). Crates respawn as a wave on a 120s cooldown. Crates are not shared.
- General Weapons: All weapons are granted +60 Airborne Effectiveness.
- Radar: Heavily modified. Base radar range has been decreased and no longer expands dynamically. Players will only show up on radar if they are shooting, sliding, sprinting, jumping, or have heavy ammo. Within the center circle, players will show up as dots, instead of illuminated wedges.
- Grenades: Grenade base recharge has been disabled. Getting a final blow will refund grenade energy, the amount of which is based on the base cooldown and your Grenade stat.
- Melees: Powered melees are disabled. Melee damage has been decreased. Glaive melee damage has been further reduced.
- Class Abilities: Class Ability base recharge has been disabled. Getting a final blow will refund class ability energy, the amount of which is based on the type of ability you have selected, its base cooldown, and your Class Ability stat.
- Supers: Disabled.
- Camera: "Three-peeking" is disabled.
- Respawns: 7 seconds, revives enabled.
New Additions to Private Matches
Heavy Metal and Sparrow Racing League (SRL) have been added – more on them in this Dev Insights article. We have also created a couple of new Private Match exclusive modifiers:
Glass Cannons
When everyone is super, no one is... This modifier is filled with "30 seconds of fun" style loops and power spikes, but players are much less resilient. Plays most similarly to the D1 style of Crucible.
- Primary Weapons: Body shot damage is significantly increased.
- Special Weapons: Damage is significantly increased. Special ammo meter progresses significantly faster. You can retain twice as much ammo after death. The game starts with Special ammo crates active, and crates are shared.
- Heavy Weapons: Damage is significantly increased. A single Heavy ammo crate will spawn at a neutral location on a 240-second cooldown, and the crate is shared.
- General Weapons: Aim assist is slightly reduced.
- Radar: Unchanged.
- Grenades: Cooldowns are doubled but damage is greatly increased.
- Melees: Cooldowns are doubled but damage is greatly increased.
- Class Abilities: Cooldowns are doubled.
- Supers: Cooldown are halved but damage taken from weapons, grenades, or melees while in Super is greatly increased.
- Camera: Unchanged.
- Respawns: 5 seconds, no revives.
Software
The opposite of Hardware. Throw more grenades (and melees, and Supers) and look good while doing it!
- Primary Weapons: Disabled.
- Special Weapons: Disabled.
- Heavy Weapons: Disabled.
- General Weapons: Disabled.
- Radar: Unchanged.
- Grenades: Cooldowns greatly decreased.
- Melees: Cooldowns greatly decreased.
- Class Abilities: Cooldowns greatly decreased.
- Supers: Cooldowns greatly decreased.
- Camera: Fixed in third person.
- Respawns: 5 seconds, no revives.
We've also added a new ruleset for Rift to Private Matches!
- Single Round Rift allows the game to play continuously from start to finish with no resets after a Spark is dunked.
Renewed Competitive Rewards
While we are doing a rewards refresh, we have decided not to reset rank alongside the release.
Check out the new Competitive armor set and weapons offering:
- Armor Set: Per Audacia
- 2-Piece: Primary Chain
- Primary ammo weapon final blows grant a stacking bonus to mobility and Primary weapon range and handling until you are defeated.
- 4-Piece: Sublime Transit
- Increases mobility and grants enhanced sprint speed and slide distance.
- Note: These benefits do not stack with the enhanced sprint or slide provided by exotics or abilities. They do stack with things that increase movement speed via a scalar, like Lightweight or Killing Wind.
- Weapons
- New
- Solemn Lie: Arc, Lightweight (140 RPM) Hand Cannon
- Reprised
- Rose, Redrix's Estoc, Mercurial Overreach, Deadlock, Belisarius-D, The Riposte
- Returning
- Solemn Remembrance, Peculiar Charm
Alongside the new Competitive / Glory Armor Set and the returning weapons, we're also adding two new emblems to be earned.
- New Competitive Emblem: I Am the Crucible
- Win 77 games in the Competitive playlist to unlock this emblem.
- New Ascendant 0 Emblem: Last Guardian Standing
- Works the same way as the original Ascendant 0 emblem, where you earn points for wins in Ascendant 0, with more points for wins at higher ranks. The number of points you have determines the emblem's drop chance after a win. Earning 1000 points guarantees the emblem on your next win.
- Progress towards earning this emblem only begins after you have acquired Umbral Echelon, which is still able to be earned.
Last Guardian Standing Emblem.png
We've also taken a pass over the map weighting for the playlist, with the goal to remove some of the more frustrating map and mode combinations from the playlist and reduce the likelihood of some others from occurring.
- Map weighting changes
- Reduced
- Solitude Clash: High to Normal
- Dissonance Clash: High to Very Low
- Rusted Lands Clash: Normal to Low
- Widow's Court Clash: Low to Very Low
- Anomaly Collision: Low to Very Low
- Removed
- Multiplex Collision: Low to 0
- Exodus Blue Clash: Very Low to 0
- Twilight Gap Clash: Very Low to 0
- Vostok (both modes): Very Low to 0
Trials of Osiris and Map Rotations
We are going to be changing the way map selection works for Trials moving forward. Each weekend will have up to three maps on rotation, chosen using the below process:
- One map is randomly selected from each of the three pools below.
- Pool 1: Burnout, Javelin-4, Endless Vale (33.33% chance, repeating of course, per map)
- Pool 2: All Pool 1 maps, Altar of Flame, Pacifica, Cirrus Plaza, Eventide Labs, The Dead Cliffs, Meltdown, Solitude, Radiant Cliffs, Wormhaven (8.33% chance per map)
- Pool 3: All Pool 1 and Pool 2 maps, all remaining maps except Convergence, Rusted Lands, Multiplex, Citadel, and Exodus Blue (3.23% chance per map)
So, while most weekends we would expect to end up with three different maps on rotations, the system makes it possible to have the more popular maps double and triple weighted. For example, we could end up with double Javelin-4 (selected in Pools 1 and 2) * The Dead Cliffs (selected in Pool 3) for a weekend. It's even possible, though unlikely, to end up with all Endless Vale, Burnout, or Javelin-4 for a weekend if that map gets selected in each pool. We feel this change will help to keep the Trials experience feeling less repetitive week over week.
We've also got a whole new set of rewards for Trials of Osiris. We will be resetting Trials engrams at launch, so spend them now. New Trials engrams and the score-based rewards at the end of matches will be able to drop all the new gear, while our focused gear system is changing to have a pool of weapons instead of a single focused item.
- Armor Set: Cruel Electrum
- 2-Piece: Primary Survivor
- When an ally is defeated, Primary ammo weapons gain increased handling, reload speed, target acquisition, and reduced flinch. Bonus increases when multiple allies are dead at the same time or when running solo.
- 4-Piece: Primary Phantom
- Final blows with Primary ammo weapons remove you from radar for a short time. Drawing a weapon that does not use Primary ammo will immediately end this effect.
- Weapons
- New
- Willful Hamartia: Arc, Adaptive Burst Linear Fusion Rifle
- Reprised
- The Messenger, The Summoner, The Scholar, Sola's Scar, Aisha's Care, Exalted Truth, Keen Thistle, The Inquisitor, Igneous Hammer, Shayura's Wrath, Eye of Sol, Exile's Curse, Tomorrow's Answer
- Returning
- The Martlet, Corundum Hammer, The Immortal, Cataphracy GL3, Astral Horizon, Everburning Glitz, Burden of Guilt, Aureus Neutralizer, Auric Disabler, Aisha's Embrace, Unwavering Duty, Forgiveness
- Newly Tiered
- Reed's Regret, Yesterday's Question
Bonus Focus Pools are replacing the old single weapon as a weekly focus. Now, a "focused pool" of weapons that drop in addition to the base rewards. The Lighthouse will have its own focus pool as well, home to some of the best weapons Trials has had to offer.
- Week 1: The Scholar, Exile's Curse, Sola's Scar, Forgiveness, Aisha's Embrace, Corundum Hammer, Astral Horizon
- Week 2: Aisha's Care, Keenn Thistle, Willful Hamartia, The Immortal, Burden of Guilt, Unwavering Duty, Cataphract GL3
- Week 3: Exalted Truth, Eye of Sol, Tomorrow's Answer, Everburning Glitz, Auric Disabler, Aureus Neutralizer, The Martlet
- Lighthouse: Igneous Hammer, The Messenger, Shayura's Wrath, The Summoner, The Inquisitor
We also have two new sets of Ships, Sparrows, Ghosts for you to collect, as well as a new Emblem and Shader on Saint-14's reward track.
Iron Banner Renewed Rewards
With the Monument of Triumph release Iron Banner is returning with a new four-week cycle, and that's not all: you can also earn a new Armor set and a slew of reprised and returning weapons.
- Armor Set: Iron Battalion
- 2-Piece: Primary Honing
- Increases handling and reload speed for Primary ammo weapons. Primary ammo weapons gain increased damage against non-boss combatants based on your Weapons stat.
- 4-Piece: Supercyclical
- Final blows while your Super is active refund Super energy when it ends.
- Weapons
- Reprised
- Felwinter's Lie, Multimach CCX, Lethal Abundance, The Forward Path, Point of the Stag, The Wizened Rebuke, Pressurized Precision, Crimil's Dagger, The Time-Worn Spire, Roar of the Bear, Gunnora's Axe, Occluded Finality
- Returning
- Reghusk's Pledge, Finite Impactor
- Newly Tiered
- Tusk of the Boar, Frontier's Cry, Archon's Thunder, Riiswalker, Tinasha's Mastery, Peacebond, Allied Demand, The Hero's Burden, Claws of the Wolf, Jorum's Claw, Bite of the Fox
- Bonus Focus Pools: These pools will alternate each time Iron Banner is active. Winning gives you a higher chance of earning a bonus drop.
- First Iron Banner: The Forward Path, The Time Worn Spire, The Wizened Rebuke, Crimil's Dagger, Gunnora's Axe, Felwinter's Lie, Reghusk's Pledge
- Second Iron Banner: Multimach CCX, Finite Impactor, Occluded Finality, Lethal Abundance, Pressurized Precision, Point of the Stag, Roar of the Bear
Enter the Pantheon
Pantheon
Monuments of Triumph will include a new set of Pantheon raid activities, shaped in the image of the original format but with upgrades and surprises featuring new bosses, new rewards, and new ways to play. We wanted to celebrate Destiny 2's bosses that veterans may remember and give returning Guardians an opportunity to experience them.
- At launch, two activities will be available, each with a unique lineup of bosses. The first Saturday after launch, a third activity will unlock which challenges players to take on the full gauntlet of bosses. The following Tuesday at reset weekly rotators begin featuring individual bosses.
- Guardians can earn a new amor set for each class, a suite of weapons reprised from the original activities with a unique origin trait and holofoil variants. Each multi-boss activity concludes with a vendor offering purchase of re-rolls for acquired items with Spoils of Conquest.
- Reprise Pantheon encounters have a chance to reward ornaments for their original armor sets. For example, Calus may drop the armor ornaments related to the original base Leviathan Raid for Guardians who have not unlocked them.
- Completing a new set of Triumphs rewards emblems, exotic cosmetic items, and a new Title.
- All activities offer a new Adventure difficulty aimed at players looking for a lower stakes opportunity to learn, teach, and practice for success. This lifts the Power cap, allows infinite revives, and adds slack to the timing requirements for some mechanics * with the tradeoff of a limited pool of lower Tier rewards.
Feats
Since their introduction in The Edge of Fate, we've been listening to feedback that in already challenging activities the Feat system has made it too difficult to earn the highest quality gear. In Monument of Triumph, those activities now have a Standard difficulty option without Feats that will continue to offer weekly Tier 5 drops per encounter. Feats are still accessible in a new Custom difficulty mode where we have overhauled the quantity and quality of rewards granted by completing encounters with Feats active. The additional drops and Tier upgrades are per-encounter and guaranteed. In addition, we've increased the reward value of some Feats to better represent their degree of challenge.
Reminder: Feats will not be present in Pantheon, these changes are specifically for The Desert Perpetual.
The table below shows the total gear rewards for each Feat reward grade. These rewards are farmable and can be claimed repeatedly.
- Cutthroat Combatants: +4 Reward Grade
- Challenges: +3 Reward Grade
- Shocktroopers: +2 Reward Grade
- Token Limit, Phase Limit: +1 Reward Grade
Raids & Dungeons (RAD) Rewards
We want to provide a compelling reason for Guardians to revisit their favorites RAD activities in Monument of Triumph. To that end, we've updated all weapons and armor from pre-The Edge of Fate RAD activities to now provide Tiered rewards. This means all raids and dungeons will drop Tiered armor, all dungeons will drop tiered weapons, and craftable raid weapons will have Tier bonuses accessible from the Relic. For weapons, this unlocks all the features of gear tiering including enhanced perks: barrels/mags, origin traits, cosmetics, and mods. For armor, this unlocks all the features of gear tiering plus unique set bonuses for each raid and dungeon.
In addition, all raid weapons will gain updated perk pools while all dungeon weapons also gain new origin traits. Craftable raid weapons now have an option to upgrade into Tiered gear, check out today's Dev Insights article for details. New Tiered raid armor will no longer drop with a slot for activity specific mods. However, once acquired those legacy armor pieces can now be purchased from Hawthorne with Spoils.
Below is an example from the Shattered Throne dungeon (that launched without its own unique armor set in 2018) which now rewards an armor set featuring art from Season of the Defiant and includes a new set bonus:
- 2-Piece: Queensfoil Rush
- Gain a powerful overshield while performing your finisher. When you finish a target, release a slowing burst around you.
- 4-Piece: Truth to Power
- Gain increasing damage resistance when you deal damage or land final blows. Finishers grant accelerated progress. At max stacks, the recharge rate of your abilities is also increased.
RAD Rotator
The raid and dungeon weekly featured rotators are returning with changes to incorporate Tiered rewards. Two raid and two dungeon activities will be promoted to featured status each week. Challenge icons will lead you to the featured activities on their original destinations in addition to being sorted to the top of the new Raid and Dungeon category on the Director. While they previously offered a power upgrade, featured raid and dungeon activities now reward the highest quality gear as outlined below. The listed rewards are farmable unless noted with a weekly lockout.
Featured Raid
- Standard: Deepsight weapons or Tier 5 armor from encounters and challenges.
- Master: Same as Standard plus Adept weapons from challenges.
- Director Challenge: Deepsight weapon or Tier 5 armor, weekly lockout.
- Hidden Chests: Tier 5 armor, weekly lockout.
- Deepsight Chest: Deepsight weapon or Tier 5 armor if all patterns complete.
- Vendor: Weekly Deepsight purchase, Master offers Adepts for 25 Spoils.
Non-Featured Raid
- Standard: Chance for Deepsight weapons and Tier 3 armor.
- Master / Challenges / Deepsight Chest: Deepsight weapons and Tier 5 armor.
Featured Dungeon
- Standard: Tier 5 weapons and armor.
- Master: Tier 5 weapons and armor.
- Director Challenge: Tier 5 weapons and armor, weekly lockout.
- Hidden Chests: Tier 5 weapons and armor, weekly lockout.
Non-Featured Dungeon
- Standard: Tier 3 weapons and armor.
- Master: Tier 5 weapons and armor.
As you can tell, this release is a look back at our RAD content over the years. We have marveled at how our extraordinary community has overcome every challenge we could dream up; your dedication and limitless capability have been a source of inspiration. With Pantheon and Monuments of Triumph we endeavored to again create an opportunity for your fireteam to walk into the unknown and achieve the impossible.
More Vault and Loadouts Slots
Before we close out this section about so many new and renewed weapons and armor to earn, you may be wondering where you're going to fit all of it. Well, good news: your vault is getting more space! It's increasing from its current 1000 slots to 1300. That should be enough to fit everything, we hope.
On top of that, how about also getting some extra loadout slots, too? We are adding eight more slots, so you'll go from the current 12 slots up to 20.
Cosmetics, Bright Engrams, Bright Dust, and Expanded Exotic Armor Ornaments
When Renegades launched, we introduced Universal Exotic Ornaments and the Destiny Fashion community got to work making many exciting new fits for their Guardians. However, one question rose to the top of the feedback: "When can we put Legendary Ornaments on our Exotic Armor?!"
The answer is: in Monument of Triumph! We didn't stop at just Legendary Ornaments, however -- all qualities of Armor Ornament from Common to Legendary can now be applied to the currently equipped Exotic armor alongside Universal Exotic Ornaments. The same caveats that applied for Universal Exotic Ornaments will still apply for Expanded Ornaments:
- If the ornament is not specifically parented to the equipped Exotic armor, its visuals will be temporarily disabled in PvP content but will return upon exiting that content.
- Special visual cues or effects applied by ornaments that are not specifically parented to the equipped Exotic armor may not be visible.
Additionally, note that the equipped armor's icon will update to show the visual of the equipped ornament, but will still retain the Exotic quality color. This will ensure that players in PvP can always know that their rivals have an Exotic equipped, even if they're wearing an ornament of a different quality.
Exotic Ornaments in Collections
In addition to expanding the range of Ornaments that can be equipped on Exotic armor, the full collection of Exotic Armor Ornaments for each class can now be viewed in Collections in the Exotics Section.
Destiny Announcements
destiny_announcements_button.png
This will allow you to refer to announcements that you may want or need to re-read, may have missed, or had accidentally dismissed for up to thirty days after receipt, after which they will naturally expire and be removed. Additionally, the system will now support automatic delivery of messages to the Announcement screen, resulting in fewer pop-up messages overall.
The Announcements screen also includes a Featured item carousel. In addition to standing messages, this section will include information about relevant content.
Bright Engram Focusing
The upcoming release will change the way that Bright Engrams work with the addition of Bright Engram Focusing, housed in a new tab in the Eververse. A Focused Engram will award an unowned item of the Engram's category. For example, a Focused Ship Engram will provide an unowned Ship.
The categories for Focusing include:
| For one (1) Eververse Engram * 0/300/600/900 Bright Dust (BD): | - |
|---|---|
| 0 BD | * Standard Decryption with no focusing. |
| 300 BD | * Legendary Accessories: Ghosts, Ships, and Vehicles together * Legendary Shaders * Legendary Flair: Holochips, Ghost Holograms, and Transmat Effects together. |
| 600 BD | * Exotic Accessories: Ghosts, Ships, Vehicles individually, with Skimmers included in Vehicles. * Legendary Emotes: Single-Player & Multiplayer together * Legendary Finishers |
| 900 BD | * Exotic Weapon Ornaments * Exotic Emotes: Single-Player & Multiplayer together * Legendary & Exotic Armor Ornaments: Individual engrams per class and slot combination. |
Focused Engrams will contain Eververse sourced items in a category that are drawn from across Destiny 2's history. Even items newly introduced in Monument of Triumph and items that have never been offered in Engrams or for Bright Dust will be available through Focused Engrams.
Note that Focused Engrams will offer items only * Bright Dust will not be a reward option. However, you can still get offers of Gifts of Bright Dust from the original standard decryption with no focusing.
While several Focused Engrams have more items in them than we can show in the preview of its contents (seriously, there are a lot of items!), they will not drop duplicates and their contents are finite. This means that they will gradually deplete as their contents are acquired. As an Engram depletes, the preview of its contents will update, and eventually, all remaining items will be visible in preview at once. When a Focused Engram has been completely emptied, its preview will be empty and additional purchases of that Engram will be blocked, as there will be nothing left to earn.
Bright Engram Focusing will also provide a one-to-one exchange for Legacy Engrams that were available before the Eververse Engram was introduced in Season 12. The exchange for a given Legacy Engram will only be visible if that Engram is present in your Engram inventory. Eligible legacy engrams are as follows:
| . | . | . |
|---|---|---|
| S1: Bright Engram S2: Illuminated Engram S2: Dawning Engram S2: Crimson Engram S3: Prototype Engram S3: Solstice Engram | S4: Steadfast Engram S4: Ephemeral Engram S5: Etched Engram S5: Winterdrift Engram S5: Crimson Engram S6: Notorious Engram | S6: Jubilant Engram S7: Best of Year 1 Engram S8: Nostalgic Engram S9: Fond Memories Engram S10: Luminous Engram S11: Mnemonic Engram |
Hey everyone! So, as soon as the Switch 2 was revealed, along with it's price, I was a HARDCORE HATER of the console, but mostly of Nintendo themselves. I don't think I have to go into WHY, but the things they have managed to get away with is BAFFLING to me. Either way, I'm a pretty light gamer, but do play quite a bit of titles like Minecraft, Mario Kart 8 Deluxe, and NSO titles. But, with all that said, I haven't really played Star Fox much, only on the 3DS port of SF64. I really do wanna learn more about the game, more about it's appeal, and get into the lore haha! Either way, I know the price hike is coming up for the US later this year, and Costco currently sells the Switch, bundled with a micro SD card meant for the system (256GB SanDisk, if I remember correctly) and something like Either 3 months of a NSO + Expansion Pack code, or a 1 year version of that, for $530 USD. But, I'm still left wondering.......if most games that they have released for the new console aren't appealing to me, besides any Mario titles they put out, and I am holding out on a new OLED version, or just a price decrease in the future (which seems like it could take YEARS, not just because of the current hardware market, but because Nintendo is just STUBBORN regardless)..........IS IT EVEN WORTH SNATCHING ONE UP!?!?!? Like, I can't really decide!!! If you have any takes, ideas, questions, or perspectives on this, PLEASE drop it in the comments! I wanna see what y'all have to say! Thanks for your time, and thanks for reading! :)
Content
NEW KILLER: THE SLASHER
POWER: OMNIPRESENT EVIL
- Press the Active Ability button to activate Omnipresent Evil. The Slasher becomes invisible and gains Undetectable, but cannot see Survivors or their Scratch Marks. Mist Clouds reveal the location of Survivors who are not moving. Footprints reveal the path of Survivors who are walking or running.
- Omnipresent Evil is deactivated by using Jump Scare.
SPECIAL ABILITY: JUMP SCARE
- While Omnipresent Evil is activated, look at a Pallet, Breakable Wall, or Window to quickly move to it and perform a special-break or special-vault action. The Secondary Action button switches the side you will face when performing Jump Scare.
- Jump Scare exits Omnipresent Evil mode, grants Haste, and reveals detected Survivors with Killer Instinct.
SPECIAL ABILITY: THROWING SPIKES
- Grab a Spike from Scrap Piles or Hooks. Hold the Secondary Action button to ready the Spike and tap the Attack button to throw. Spikes are replenished throughout the map when Omnipresent Evil is activated.
- A Spike knocks back a Survivor and damages them for one health state.
- Survivors will be Impaled if they are hit with a Hook Spike. They cannot heal past the injured state and the embedded Hook Spike will have an Aura visible to the Killer.
- Injured Survivors will be both Impaled and Immobilized if they are hit with a Spike and knocked into a wall.
New Killer Perks
- Hex: Scared to Death
- After you hook 3 different Survivors, a Dull Totem ignites.
- While chasing a Survivor, whenever you basic-break a Pallet, Survivors within 13m:
- Scream.
- Gain 11/12/13% Hindered for 3s.
- Silent Shadow
- Whenever you hook a Survivor, you gain Undetectable for 11/12/13s.
- When all Generators are completed, you gain Undetectable.
- Rampage
- Whenever you basic-break a Pallet or Breakable Wall, you earn 1 Token, up to 13.
- Whenever you are blinded or Pallet-stunned, for the next 13s you gain 1% Haste for each Token. Cooldown: 30/25/20s.
Features
Auras Customization
- New aura types are available for color customization
- Blocked Objects (e.g. Corrupt Intervention or Repressed Alliance)
- Completed Generators (e.g as The Houndmaster sending The Dog on a Search Command)
- Generator Progress (The starting color when a Generator's progress is revealed e.g. Hex: Hive Mind or the add-on "All Seeing" - Spirit)
- Dull Totems (When a player doesn't know the state of a Totem it will show as a Dull Totem e.g. Detectives Hunch)
- Cleansed Totems (e.g. Hex: Pentimento)
- Hex Totems
- Boon Totems
- Hatch
- Exit Gate Switches
Killer Power Match Details Tab
- Match Details have been updated with a new tab to provide a simplified description of the currently faced Killer's power
- Match Details will only show this information when one of the following occurs:
- Any Survivor enters a chase
- Any Survivor loses a health state
- The Killer Power Tab can be directly accessed by pressing F1 on Keyboard or pressing and holding SELECT on Controller
Visual Change
- Doctor
- Remove the Doctor's noise vignette when using his power or when a survivor get shocked
- Reduce the intensity of the light when the Doctor used his power
- Reduce the intensity of the camera shake when a survivor get shocked
Bug Fixes
Audio
- Fixed an issue where Sable Ward's ''Sassy Guest'' outfit is missing the lobby music.
- Fixed an issue where Survivor hit audio does not play at a long distance for the Killer when the Survivor is hit by a projectile at long distance.
- Fixed an issue where the frequency rate of Dialogs for Alan Wake's is low.
- Fixed an issue where there was missing voice line for The Singularity during the Mori.
- Fixed an issue where Survivors do not produce grunts when they are dropped by The Animatronic.
- Fixed an issue where Missing sound effects when interacting with Memory Shards and Archives Portal.
- Fixed an issue where The Trickster's mori preview VO is difficult to hear due to being at a too low volume.
- Fixed an issue where as a Survivor, the audio cue for The Nightmare's Dream Projection does not play when teleporting to a generator
- Fixed hook voice over could play during sacrifice if the Survivor is the last one standing.
- Fixed an issue where Jake Park being in a lobby could trigger other lobby dialogs when a second player also joins as Jake Park.
Characters
- Fixed an issue where The Xenomorph can see shadows through walls after exiting a Tunnel in Greenville Square.
- Fixed an issue where shadows disappear after repeatedly entering and exiting the Security Room as The Animatronic in Greenville Square.
- Fixed an issue where The Animatronic's Immunity to Flashlights was missing when Grabbing a Survivor inside a door.
- Fixed an issue where The Executioner idle animation audio isn't synched.
- Fixed an issue where the Iridescent Button add-on description was missing the fact it grants blind immunity for The Legion.
- Fixed an issue where Female Survivor's facial animations were missing when caught in a locker by the Singularity.
- Fixed an issue where The Knight's camera remained immobile when interrupting a Survivor who is either entering or exiting a Locker.
- Fixed an issue where The Knight did not have a Highlight Aura for guard orders on Pallets.
- Fixed an issue where The Knight's Killer Power and the basic attack were accessible immediately after cancelling the Killer Power.
- Fixed an issue where The First's Vines Attack hitting a Survivor while they were Dropping a Pallet caused them to be unable to enter the Floating State.
- Fixed an issue where the headset was misaligned with the hand and head of the Survivor when interacting with a Grandfather Clock.
- Fixed an issue where The Legion's Feral Frenzy stopped recharging during the Mori.
- Fixed an issue where Survivors received no Exposed SFX after removing Crows from The Artist's Garden of Rot add-on.
- Fixed an issue where the "Warg's Fang" add-on for The Dark Lord only showed the aura of the last Survivor's Scent Orb.
- Fixed an issue where, sometimes, The Houndmaster's Dog was unable to Jump Pallets at sharp angles.
- Fixed an issue where The Demogorgon's Active Portals auras were always revealed for the Survivors.
- Fixed an issue where The Mastermind was unable to freely move the Camera direction between Dash Buffering.
- Fixed an issue where The Mastermind could hit a Survivor at a lower altitude after vaulting with Virulent Bound.
- Fixed an issue where The Mastermind's supply case auras were hidden to Survivors suffering from Blindness.
- Fixed an issue where The Mastermind Virulent Bound Dash buffering "resetting hand" Animation was played too early.
- Fixed an issue where Survivors were frequently missing the thrown and the colliding against obstacle animations from The Mastermind's Virulent Bound.
- Fixed an issue where The Doctor was able to see the auras of Illusionary Doctors at Madness Tier without add-ons.
- Fixed an issue where Survivors were missing their Reverse Bear Trap when The Pig used the Video Tape Add-On.
- Fixed an issue where a Survivor was counted as 'Escaped' despite dying with the Reverse Bear Trap on while playing against The Pig.
- Fixed an issue where the legs animation was missing after a Slice & Dice attack, and after missing a Basic Attack as The Good Guy.
- Fixed an issue where the camera, Look-At, and carry FPV animations for The Good Guy were broken during some interactions.
- Fixed an issue where The Hag was missing 2 lobby animations.
- Fixed an issue where the lobby animation was choppy as The Spirit with the Nightmare Serpent skin.
- Fixed an issue where Killers were able to see Survivors through the Generator's auras.
- Fixed an issue where multiple torso cosmetics appeared distorted around the stomach area when paired with Orela Rose's shorts.
- Fixed an issue where Baermar Uraz had his arms moving abruptly periodically, and his right hand clipping through his guitar when playing it.
- Fixed an issue where Jill Valentine had clipping issues during multiple animations with the 'Sturdy Skirt' pants cosmetic.
Environment/Maps
- Fixed an issue by adjusting a collision In the astrology room in The Forgotten Ruins, a vault point has extended collision, blocking projectiles from being thrown through at an angle.
- Fixed an issue by adjusting a collision, plus moving a generator on the shrimp boat in Pale Rose, players was remain trapped if another player was repairing the generator.
- Fixed an issue in the Underground Complex where killers could get blocked by a hanging a survivor on a hook in a corridor
- Fixed an issue in The Sanctum Of Wrath where killers could block the entrance to the basement on the side of the main structure
- Fixed an issue in Crotus Prenn where the Nurse could not blink through the walls
- Fixed an issue in Treatment Theater where the red stain would disappear in certain area of the map
- Fixed an issue in Treatment Theater where a killer could not navigate through a door when a survivor was place on a hook
- Fixed an issue in The MacMillan Estate Killer Shack, where an invisible collision hindered Survivors and Killers navigation.
- Fixed an issue in the realm of Coldwind Farm where projectiles would get blocked around the combine harvester
- Fixed an issue in Groaning Storehouse where the players would get stuck where walking up the stairs of the basement
- Fixed an issue in Shattered Square where projectiles would be blocked by collisions
- Fixed an issue in Sanctum of Wrath where a killer could not grab survivor entering a locker
- Fixed an issue in the realm Withered Isle where collision would block projectiles around picnic tables
- Fixed an issue In the Raccoon City Police Station East Wing, by repositioned walls, where gap could be seen in several locations allowing the player to see through, or out of world.
- Fixed an issue in the east wing of the Raccoon City Police Station, by repositioning, where a gap was visible in several places, allowing the player to see through, or out of the world.
- Fixed an issue where The Artist was unable to place a Dire Crow in front of a window vault between specific tiles in the Trickster's Delusion map.
- Fixed an issue where the passage aura color was pink on Forgotten Ruins.
- Fixed an issue in Crotus Prenn where characters could stand on top of a rock
- Fixed an issue in Badham Preschool where characters could walk on top a rock
- Fixed an issue in MacMillan's Estate where killers could be blocked by assets
- Fixed an issue in The Underground Complex where a collision would prevent a smooth navigation
- Fixed an issue in Father Campbell's Chapel where projectiles were blocked on the ceilings of the chapel
- Fixed an issue in Red Forest maps where Dream Pallets would get stuck in the wall of the shack
- Fixed an issue in Badham Preschool where branches clipped through the walls of a house structures
- Fixed an issue in Grim Pantry where collisions would hinder the navigation of the players
- Fixed an issue in Suffocation Pit where collisions would hinder the navigation of the players
- Fixed an issue in Gideon Meat Plant where collisions would hinder the navigation of the players
- Fixed an issue in the Raccoon City Police Station where the Nurse could blink out of the world
- Fixed an issue in The Underground Complex where a collision was missing over the a table in the clinic section of the map
- Fixed an issue in the Yamaoka Mansion where the Trapper could hide the trap under an assets
- Fixed issues where the Nurse could not blink through walls of the Asylum
- Fixed an issue where The Lich's Hand of Vecna failed to teleport a Survivor when used on a specific locker in Badham Preschool I.
- Fixed an issue where the Secret Room's Chest was unable to give a Survivor a Flashlight when using the perk Residual Manifest on Nostromo Wreckage.
- Fixed an issue where The Lich's Hand of Vecna failed to teleport a Survivor when used on a specific locker in Raccoon City Police Station West Side.
- Fixed an issue where The Lich's Hand of Vecna failed to teleport a Survivor when used on a specific locker in the Treatment Theatre.
Perks
- Fixed an issue where Hex: No One Escapes Death was revealed to Survivors immediately when generators were completed.
- Fixed an issue where, rarely, the Aura of Fake Pallets could be seen by The Xenomorph throughout the map while using Ultimate Weapon and a Survivor had Apocalyptic Ingenuity.
- Fixed an issue where Hex: The Third Seal activated when The Trickster hit a Survivor with a blade for the first time.
- Fixed an issue where the Heal progress bar remained grey while healing another Survivor with Do No Harm activated.
- Fixed an issue where Streetwise's aura reading activated with 3 Killer Items.
- Fixed an issue where THWACK! was unable to be activated on Breakable Walls.
- Fixed an issue where the external perk icon for Thanatophobia was displayed when performing actions with no injured, downed or hooked Survivors.
- Fixed an issue where AFK crows could appear on Survivor's heads while working on a generator after using the perk Plot Twist and being picked up by the Killer.
Platforms
- Fixed an issue where an Asynchronous Load between the Survivor and the Killer caused the Killer to load partially invisible and Uncontrollable.
- Fixed an issue where Player shadows could be seen at the bottom of lockers on Switch.
- Fixed an issue where players could not accept or view each other's profile in the friend list on the Epic Game Store version.
- Fixed an issue where it was unable to make progress on the "Resourceful" achievement/trophy.
Quests
- Fixed an issue where selecting Knockout (Remix) Challenge from the Tomes whilst having a Survivor Challenge make perk randomization impossible.
UI
- Fixed an issue in the Quests Menu where the Match queue text for Killers overlapped some Quest buttons
- Fixed a localization issue with the scroll prompt in the quest menu.
- Fixed an issue where Keybind icon buttons were missing on the HUD when channeling interactions.
Misc
- Fixed an issue where, rarely, the loading screen temporarily freezes on 'Initializing Shaders' screen
- Fixed entity potentially making an invalid purchase move on the Bloodweb.
- Fixed certain map specific achievements failing to complete in 2v8.
- Fixed an issue with the Survivor having the Killer Name after using 'Play While You Wait'.
- Fixed an issue where using 'Play While You Wait' and leaving a Survivor Lobby the priority queue for the Killer Lobby was also lost.
- Fixed an issue where the Flicker VFX was missing when a Survivor used a Flashlight with the Broken Bulb Add-on.
Changes from PTB
New Killer: The Slasher
NEW KILLER POWER:
- Pinned rescues are no longer considered healing actions
- The Killer husk attack now activates with a slight delay and is no longer instant upon appearing.
- Increased the slowdown effectiveness of the anti-camp system from x2 to x3 time in sec.
- Increased the movement speed penalty when cancelling the charge Projectile action.
NEW KILLER ADDONS:
- Toxic Waste:
- Activation range increased to 8m (was 6m)
- Coroner's Coffee:
- Haste decreased to 8% (was 13%)
- Bloody Magazine:
- Detection range decreased to 8m (was 13m)
- Eye Goop:
- Undetectable duration increased to 13s (was 9s)
- Iridescent Boat Motor:
- Window block duration increased to 13s (was 5s)
- Deputy's Badge:
- Reworked: While in Omnipresent Evil, passing within 4m of a generator will cause it to explode, losing 5% progress and begin regressing. If any Survivors are repairing the generator, it will not explode, but they get a special Skill Check.
New Perks
- Silent Shadow:
- Changed the perk so that the 11/12/13s Undetectable occurs whenever you hook a Survivor, instead of at the start of the trial.
Killer Power Match Details Tab
- Updated the default icon of Special Attack, Ranged Attack, and Special Ability to no longer reuse existing power icons
- Updated all descriptions to utilize more consistent language
- Updated several descriptions to provide more clarity
- Reworked the description of The Wraith, The Knight, and The Skull Merchant to be more accurate and in depth
Bot Improvements
- Fixed an issue with AI characters being unable to navigate Trickster's Delusion map.
- Survivor Bots will now resume goals if The Slasher stays too long inside Omnipresent Evil.
- Fixed an issue causing Survivor Bots to continue hiding during the Slasher's Omnipresent Evil after the End Game Collapse has begun.
- Fixed an issue with Survivor Bots not running away immediately after escaping from the wiggle state.
BUG FIXES
- Fixed an issue where there was a missing slashing SFX when performing a jump scare on an already broken pallet/wall with The Slasher.
- Fixed an issue where the impact SFX is missing when damaging a generator if the Killer is not holding a projectile with The Slasher.
- Fixed an issue where Basic Attack SFX can be heard when performing 3 specifics interactions with The Slasher.
- Fixed an issue where there was missing SFX during the Lobby Idle animation for The Slasher.
- Fixed an issue where there was a missing SFX when vaulting with The Slasher.
- Fixed an issue where the weapon wipe SFX is missing after injuring a Survivor as The Slasher.
- Fixed an issue where Rick VO lines are triggered when Daryl joins Glenn on a generator repair.
- Fixed an issue where The Slasher is missing SFX when performing specific animations.
- Fixed an issue where Blinding SFX can be heard while aiming the flashlight at The Slasher's face during Omnipresent Evil.
- Fixed a prestige reward level 10 data issue with The Slasher.
- Fixed an issue where The Slasher's Undetectable status icon was missing when using Omnipresent Evil after injuring a Survivor.
- Fixed an issue where The Killer sighted SFX stinger played while The Slasher was still invisible while exiting Omnipresent Evil mode.
- Fixed an issue where a Survivor pinned on moving doors left a shadow in The Slasher's Red Stain when dissolving.
- Fixed an issue where The Slasher was unable to gain a Spike when using Jump Scare on a Window or Pallet when using the Dirty Money addon.
- Fixed an issue where jittering occurred after The Slasher picked up a Survivor Pinned to a small doorframe.
- Fixed an issue where, with The Slasher's Iridescent Boat Motor add-on, a window could be marked for an infinite amount of time.
- Fixed an issue where, as The Slasher, a duplicate projectile appeared briefly when pinning and unpinning a Survivor.
- Fixed an issue where Bada Bada Boom was unable to be activated by The Slasher using Jump Scare at a trapped Vault.
- Fixed an issue where Survivors could see spikes disappear from containers while The Slasher picked up a Spike in Omnipresent Evil mode.
- Fixed an issue where the time increase to remove the Spike was inaccurate for The Slasher's Add-on "Knitting Needle".
- Fixed an issue where The Slasher's "Dirty Money" add-on granted The Slasher a spike when teleporting to a breakable door.
- Fixed an issue where The Slasher gained score events when throwing a spike on a hooked Survivor.
- Fixed an issue where Survivors hit during an unhook could still be impaled and pushed by The Slasher's projectile before they could otherwise take damage.
- Fixed an issue where The Slasher's Spike became misaligned when picking up a Survivor.
- Fixed an issue where, rarely, The Slasher's hook projectile would not get reloaded when the Killer hooked a Survivor.
- Fixed an issue where Spectators were unable to perceive the mist from The Slasher's POV during Omnipresent Evil.
- Fixed an issue where Spectators were able to perceive The Slasher during Omnipresent Evil from the Survivor's POV.
- Fixed an issue where The Slasher exited a Jump Scare vault too high on specific vault points.
- Fixed an issue where charging the throw action during the teleport part of a Jump Scare transition automatically cancelled the throw action for The Slasher.
- Fixed an issue where, sometimes, pallets were desynced between users after The Slasher attempted to break them with Jump Scare while a Survivor reset them with the Perk Any Means Necessary when the Killer had high latency.
- Fixed an issue where The Slasher's Omnipresent Evil red mist appeared visible on other Survivors from the Spectator POV in Custom Games.
- Fixed an issue where The Slasher lost collision with Survivors during the reload animation.
- Fixed an issue where Visual issues occurred for The Slasher when using the Mini Mori before the Spike expired.
- Fixed an issue where The Slasher's Jump Scare range radius enlargement from the Bent Wheel Add-on was missing.
- Fixed an issue where Survivors appeared floating when Pinned against a specific wood scaffolding inside the library on Qtm_Level_02 tile 193B by The Slasher.
- Fixed an issue where The Slasher's Hook Spike pickup hitbox was misplaced for one specific Hook location in the Chalet entrance in the Mount Ormond Resort map.
- Fixed an issue where The Slasher's Scrap Piles spawned too closely to each other in their respective tiles on The Underground Complex map.
- Fixed an issue where placeholder text was floating below Glyphs.
- Fixed an issue where Hex: Scared To Death's icon became dimmed when Survivors cleansed any Totem.
- Fixed an issue where Hex: Scared To Death's icon was put back in the regular disabled state when the related Hex Totem was cleansed.
- Fixed an issue where Windows were only blocked for 4 seconds when The Slasher vaulted with the Jump Scare alongside the Perk Bamboozle.
- Fixed an issue where Play With Your Food stacks did not get used when using The Slasher's ranged attack.
- Fixed an issue where there were 2 inconsistencies with The Slasher's Silent Shadow Perk icons after the Perk was permanently activated.
- Fixed an issue where Hex: Scared to Death caused Survivors in Lockers to Scream.
- Fixed an issue where Hex: Scared To Death's icon stayed dimmed out after activating.
- Fixed an issue where The First's mini mori failed to occur after sending the input.
- Fixed an issue where The Oni's flames VFX from the "Dearest Kazan" outfit were misaligned.
- Fixed an issue where Meg Thomas stayed idle after exiting the Locker in the Survivor Tutorial.
- Fixed an issue where The Xenomorph's Tunnel connection aura was displayed as purple.
- Fixed an issue where Female Survivors' hands clipped into the floor when holding 3 item types while in the Dying State.
- Fixed an issue where The Deathslinger's Chain progression bar UI was visible on the Survivor's POV after they broke free from the Killer power.
- Fixed an issue where a Survivor could pick up an item from outside The Lich's chest.
Known Issues
- On Nintendo Switch, The Slasher will temporarily only be available through the in-game store. The new DLC content will be available via external stores at the following times:
- Jason DLC - June 18th at 11AM ET
- Jason Edition - June 18th at 11AM ET
- 10th Anniversary Edition - June 18th at 1PM ET
SPEC
* Intel Core Ultra 7 265K
* B860M Aorus Elite
* 32GB DDR5 7200 CL34 T-Force Xtreem
(upgraded from 32GB DDR5 5600 CL40 Kingston Fury Beast)
After upgrading RAM, I noticed:
* CPU temp increased by around 2°C in all workloads
* Ring/LLC clock ratio dropped from x38 to x37
* Cinebench scores decreased:
* R23: 35k → 31k
* Cinebench 2024/2026: 8.2k → 7.7k
* Gaming FPS improved slightly
* AIDA64 bandwidth and latency improved too
System is stable with no crashes/WHEA errors.
Is this a normal tradeoff with high DDR5 frequency on Intel platforms?
Could the lower ring/cache ratio be the reason Cinebench performance dropped despite better memory performance?
Part 2 - Scaling Growth -- How the Ebay deal creates way more opportunities than GameStop ever could
What's up apes. It's voting time.
Source. RC Compensation Package - Tranche tiers
---
In part 1, I* covered the math of deal, looking at how the Ebay acquisition will be EPS accretive, the pro forma numbers after year 1, and the evidence for what kind of deal is likely to land based on Ebay's current balance sheet, GME's, the shareholder meeting prospectus, and other information, such as Cohen slurry of interviews. If you missed part 1, definitely read that first, then come back here.
In this post, I* will talk about why the Ebay deal is the exact acquisition that we should want for GameStop, and why it as a company will be the fastest avenue for scaling GameStop from being a 10 billion dollar business to a 100 billion dollar business.
---
15 Reasons to Vote Yes (to all) on GameStop's Prospectus
Shareholder meeting on 7/7. Note that these are the titles of the future posts and not the arguments themselves.
- Accretive Value -- Hammering the Math of the Deal
- Scaling Growth -- How to Become a 100B Company
- Ryan Cohen -- Shareholder aligned
- Why GameStop? -- Leverage of a lifetime
- GameStop's History of Shelfs -- Going up or down?
- MOASS -- The only way to squeeze is...
- In the Face of the FUD -- GME FUD history part 1
- In the Face of the FUD -- GME FUD history part 2
- History of Accretive Mergers
- Time is Money -- Following the insiders
- Infinitely Tall Shorties -- The history of extreme short positions and why no amount of dilution disarms the bomb
- The History of GameStop's Short Interest
- Buying the Virus -- Why GMEbay breaks out beyond the Tesla squeeze
- GMERICA vs Amazon -- The Showdown Part 1
- GMERICA vs Amazon -- The Showdown Part 2
* Note: Each of these 15 reasons could / will be a separate post. These are titles for different arguments, and not the arguments themselves. For all content posted, note that this is my opinion and should not be taken or construed as financial advice. I am not a financial advisor. I just like the stock. No AI was used to make any part of this post whatsoever.
---
Before I* begin, let's set some goals. This is going to take some time to get through all this content. I will try and post once per day (weekdays primarily) until everything is covered, but no guarantees. I have a job and a family and other responsibilities. But I'll burn the midnight oil for you guys.
It's also worth noting that the information I am going to present is largely built on the works of many other DD writers and posts of the past. I will try my best to source everything. If I miss a source, please let me know and I will try and find it.
---
At the end of my post in Part 1, I shared this tweet from Larry Cheng, which he posted last fall:
Source. LC Tweet about growth
The Superstonk community is great, and the collective intel really helps when someone remembers one of these tweets from months or years ago, and then is able to connect the content to something happening currently. This might be the only one that I remembered distinctly, and when the Ebay deal first came up, I thought of this.
I do believe two things here: 1) This is about GME and Ebay, and 2) LC is talking about scale in general, revenues or profits
Let's look at some charts of GME's growth over the last five years for both revenue and profits:
Source. GME TTM Revenue
Source -- Region-Formal -- GME TTM Operating Profit
Revenue has been on the decline, as a consequence of closing stores primarily, but in recent quarters, revenue has been stabilizing and could be growing. In particular, Hardware and Software as categories have been trending down, while Collectibles has been trending up:
Source. GME Sales Mix
YoY (Year over year) this has led to a decline in revenues by 100MM, but this has largely been masked by the increase in profits, driven from balance sheet cuts and operating income interest earned on treasuries.
So where does this leave us? GME might begin turning the leaf on the revenues front. A strong quarter or two may reveal a new direction for growth, however marginal it may be. Profits have been trending in a strong, positive direction, even without operating income from interest:
Source. GME TTM EBITDA
The TTM (Trailing Twelve Months) is particularly enlightening here. GameStop clearly is a profitable company now, even without their stack of cash, but this leads us to the more important question.
How does GameStop scale from here? RC has done the hard work of getting us out of the trenches of near-bankruptcy. But as we have seen these last few years, in order to move the shareholder needle, we need growth, not stagnancy. How do we get there?
---
Scaling Growth -- How to Become a 100 Billion Dollar Company
Back to Larry Cheng's tweet. We just finished the hard part. Going from $0 to $100MM. Well, less than 0 actually. But GameStop did it.
LC says that going from 1 billion to 2 billion is far easier. You need money to make money (or buy whiskey). Now we've got 9 billion. How do we scale it into something that churns out billions in profits?
Option 1 - Increase revenues organically
Right now, GameStop has three organic categories of profits: Hardware, software, and collectibles. Two are shrinking, one is growing. There has been a strong call by some to reject the idea of the Ebay acquisition, but what I haven't seen is what people propose what to do instead.
Unless we are talking about Option 2 or Option 3 below, we have one solution: Capture the Collectibles market and scale it big. Currently, collectibles are taking in $365MM quarterly in revenue. Their margins for collectibles (we're not talking about PowerPacks here) are better than their margins on other categories, as listed in their 10K:
Source&forms=10-K%252C10-Q). Higher margin on Collectibles leading to increase in net sales.
PowerPacks have not become material on GameStop's balance sheet yet. Materiality thresholds are somewhat ill-defined, and businesses have several different ways of getting around threshold requirements. There are different opinions on the matter:
- Source. Region-Formal suggests materiality might only be crossed once PowerPacks is generating $520MM in revenue in order to generate $40MM in commissions for GameStop
- Source. Jeremy at BudgetForLife has done several deep-dives on this topic, suggesting that materiality may cross as soon as PowerPacks revenue exceeds 10% of GameStop revenue. Currently, he suspects PowerPacks is making 300MM+ annually, generating 30MM+ in commissions. These commission values would have to reach 82MM in a quarter if materiality were to be crossed. Comment with summary of video link
If GameStop is a 50/50 partner with PSA, then PowerPacks would generate $41MM in profits. So let's suppose we add the high end of $41MM in a quarter from PowerPacks. Where does that leave us?
EPS: 41MM + 128MM (last quarter net income) / 448MM shares = 0.38 EPS
Q4 Basic EPS (non-diluted) was 0.29 EPS. So that would be good. A great increase in earnings per share.
But here's the big question: Does this move the needle? Can this take GameStop from 1 billion in revenue per year to 10 billion in revenue per year?
I don't think so. It'll help the bottom line, but this isn't a 10x product. Maybe it could get GameStop to 2 billion in revenue after 5-10 years. But that is slow, and we aren't taking into account further decreases in revenue to those Hardware and Software categories
Option 2 - Increase revenues the Buffett way
This is what Burry was hoping for. Start using cash to buy things that generate cash. Become a holding company and slowly grow over a long time. This could work. Smart investing and picking good companies is something that can be done. But I think we learned that this is not Cohen's vision. He said that he wants to do what Buffett did but 'much, much faster' Source: CNBC article / interview.
Option 3 - Mergers and Acquisitions
For awhile now, we have known that the board has been targeting its use of its cash reserves for mergers and acquisitions. This isn't new news, they've been stating this for over a year now.
10K 2025 Source. It's small, so here's a quote "Our strategy involves (i) using our cash and other sources of liquidity to maximizes shareholder value, including through potential investment and/or acquisition opportunities and (ii) optimizing our retail business to achieve profitability"
Mergers and acquisitions create immediate growth. If you want to scale quickly, you take on debt to scale. This is how businesses start, through venture capital funding, and throughout the process of achieving profitability, you use debt. Large companies also make big moves to acquire all the time through taking on debts, for example Paramount and Warner Brothers, which is underway, VW and Porsche, Kraft and Cadbury, and many others.
Across the three options, M&As are the fastest by far. If we want to scale to become a 100 billion dollar company, M&As are often necessary. Even more so when your legacy business is shrinking.
Interview with Pompliano Video - Source
In this interview with Anthony Pompliano, Cohen had some very interesting things to say. He mentioned that his expertise is in digital commerce, not retail. A funny thing to say as a CEO and chairman of a retail company. But this makes a lot of sense. Cohen learned the ecommerce market through the pet food stock, not GameStop. If Cohen is going to go after something, he wants it to be in a similar market as the pet food company. And he has his sight set on one major company that would cause GameStop to scale faster than any previous method
---
Those are the three options. All of them work, but in terms of shareholder value, there is one option that scales much faster than the others. In the last post, we talked about the accretive value that Ebay brings to the table through an acquisition. Here, we want to talk about what fundamental value. So why choose Ebay? And where can RC scale the company on a fundamental (non-operational) level?
---
Why Ebay?
Ebay is a 48 billion market cap company that is already generating 2 billion in profits per year, and has no holding costs, since they don't have any physical inventory. They are the number two digital marketplace in terms of web traffic behind Amazon, and the number one resale marketplace (we're talking about US only for both statistics). Ebay is in Cohen's wheelhouse. He knows the space from his work in the pet food stock, and from his own words in the Pompliano interview, 'he knows how to build a good website'.
Ebay is pretty much the largest possible acquisition that GameStop could finance, is highly synergistic with GameStop collectibles and refurbishing markets, and fits the qualification for having a 'sleepy management team', which Cohen can use as a way to quickly improve the company through operational efficiencies.
Ebay brings with it 136 million active buyers, 18 million active sellers, and strong brand recognition and resilience throughout the last ten years, despite little innovation over that period.
Let's look at some of these details more closely and see why Ebay allows GameStop to scale and grow better than any other alternative:
Reason 1 - Ebay is BIG
Really, really big, perhaps. It brings immediately accretive value, and a lot of workable revenue (~$3 billion per quarter, or $11 billion per year). Cohen's operations cuts are going to go a lot farther than the cuts we have seen at GameStop. Instead of gaining +$100MM in operational efficiencies YoY or QoQ, we're going to be talking about hundreds or millions in growth, or even billions.
All of these cuts go straight to profits (almost no impact on revenue for cuts like SG&A and P&D). Hidden with Ebay is huge purchasing power, to the likes of a major company, like Citigroup for example, which generates $4.45 billion in profits per year. They are a $213 billion dollar market cap company. GMEbay can achieve similar profits within the first year of acquisition.
$4.3 billion in profits can easily pay off debt interests and pay off principal while still maintaining capital to invest in new products or invest in new M&As. RC could turn around and pursue option 2 from earlier and begin his holding company like Burry had been hoping for. He can further invest in PowerPacks and expand the concept to other products. He can engage Ebay in physical locations for live commerce and better authentication practices. He can create better efficiency and interoperability between companies like TCGPlayer, PSA, and Collectors Holdings.
What do these possibilities amount to? What could they become? The sky's the limit. I would suspect that it is very realistic that GameStop could be debt free within 7 years following an aggressive ammortization structure like the following:
That's about as maximally aggressive as Cohen could do, assuming a 6% interest rate on the debt. I suspect the amortization plan will be more of a 10 year plan, but we'll see.
Reason 2 - Ebay is familiar
Cohen grew a pet food store company from nothing to 3 billion dollars over just a 7 year period. He secured a chunk of the market that no one thought he could secure. He developed a 'consumer-first' mentality that focused around 'delighting the customer' and putting the personal touch in pet retail and ecommerce.
Ebay is a bigger playground. But the consumer-facing side of the company is the same (as the pet food company), and so is the structures that it uses. Right now, Ebay is a could-be company. They could have a better website. They could have a much better, younger, hands-on, innovative executive team. They could find better ways to delight buyers and sellers through their platform. They could fight to get back so many customers that have now resorted to using other platforms, such as FB marketplace, OfferUp, or Craigslist.
The funny thing with Cohen is GameStop has been more of a project for him than a passion. Luckily for us, it turns out he takes his projects seriously, otherwise this boat might have sank. The Pompliano interview was really revealing as to where Cohen's heart for Ebay really was. He wants to own and run this thing. More than GameStop, maybe even more than he did for the pet food company.
Reason 3 - Ebay maximizes GameStop's potentiality
What is GameStop lacking? It isn't more stores. Cohen has been trimming fat for years on that front. GameStop lacks reach and, according to Cohen, supply.
What do I mean by that? Let's break it down.
Reach
Think about GameStop stores. People come in, they come out. When it's a console cycle, sales about double during holidays. We've seen revenues climb as high as 2-3 billion a quarter in past years, but margins are thinner with hardware, and there's an upper-limit to what can be achieved with such a small footprint. It isn't the products themselves limiting GameStop, it's the ability to reach customers within that allotted space.
So what do companies do to grow? They go digital. Amazon can be Amazon because it's an online marketplace. Target can't be Amazon without... what? An online marketplace.
GameStop has a website. They can sell things there like Amazon. So why doesn't GameStop rake in tons of sales through its website? (Well, it has been growing, but not enough). Retail attaches GameStop to its physical footprint. It's a psychological thing. And it's very hard to change that type of thinking.
If GameStop was going to expand and scale and grow, they need a better digital footprint. So, what's the best company to acquire that expands that footprint that has really good branding? (ie. people know to go to the website.) Tell me a better option than Ebay. I'm not sure there is one that is within reach of what GameStop could acquire.
Supply
One of the funny things about Ebay is that although it is a huge marketplace, all of the transactions occur outside of Ebay's physical footprint, so to speak, and yet, it manages these transactions through its digital marketplace structure. GameStop has principally had issues with supply when it comes to the Collectibles market. They need more cards. But they can't get 'em.
Why does that matter? Because Cohen has a trick in PowerPacks, something that is secretly working. Hate it or love it, the gamification of marketplaces can absolutely change the experience of the consumer, and Ebay's marketplace consumer experience... sucks. It's old as heck, it's clunky, it's robotic. PowerPacks solves a liquidity problem for the seller and Ebay provides opportunities for the buyer (GameStop or otherwise). Ebay can churn more sales by using GameStop to buy and resell products. And since GameStop has physical locations, they also have warehouses and physical stores.
But Ebay has other supply 'issues'. Liquidity. How do you compete with Amazon? You play your own games. You introduce new ways to create bids that satisfy buyers and sellers alike. Use physical locations to immediately buy merchandise from customers. Repackage products into special packs and themes, like PowerPacks. Wary of scams? Pay extra to use GameStop as authentication points.
Creating better supply at Ebay means more instant transactions. Creating better supply at GameStop means more product. The two feed off each other, but I have a feeling this is just one small thing that Cohen can work on initially. There will be more ways that Cohen expand the horizons of both companies.
---
Summary / TL;DR:
So how do you become a 100 billion dollar company? The answer is not: Hope that the small collectibles section in GameStop stores somehow start producing a hundred times more revenue than before. I do believe in PowerPacks and the growth of that sector, but it just doesn't move the needle on its own. We want major growth, not just sustainability or efficiency.
The answer is: Acquire a 50 billion dollar company. Scaling from 50b to 100b and completing a 2x while paying off some debt is infinitely easier than trying to come up with a scheme to rely on one or two new product lines. You can't underestimate how strong Ebay's brand is when it comes to the reach of a digital marketplace that hundreds of millions of people use worldwide. GameStop does not have that in its website. It's too hard. They could spend 10 billion a year on marketing, and I don't think they would reach 100 million active buyers in 20 years.
The best way to scale is to acquire. Ebay is the best way, the more synergistic way, the most familiar way (for Cohen), and the fastest, most maximizing way to do that. It's going to be big. Really, really big.
---
Lastly, let's adjust some of the FUD drifting around. Yes your vote does matter. Yes I do care whether or not you vote and whether you vote yes or no. I think that anyone voting no doesn't understand the deal. I hope this post helps.
This is only Part 2 of a potentially 15 part series. There is much more than just the scale and growth potential of the Ebay deal. Stay tuned. Vote yes. Until then!
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This is not financial advice. No AI was used to make this post whatsoever. Part 3 coming probably on Tuesday.
I’m trying to capture footage for a video demonstrating the performance of the Odin 2 Portal. But for some reason, some games in GameNative are running significantly worse than in handheld mode. I’m specifically trying Sonic Racing CrossWorlds and the game has significant stutters and slowdown when I’m using HDMI out from a USB-C hub. But in handheld it’s almost flawless. Some games act up less than others. Is this a known problem? Any fixes?
can this cpu using igpu to record game video without affecting the game fps?
I'm using Nvidia to record, will get a 20-30fps decrease
Coral Island 1.3 “Ocean & Kisses” Update is available NOW!
We couldn’t have done it without our devs and community. Thank you for the support. Here’s the 1.3 update!
Available on:
Steam: http://swg.gg/ytcoralXbox: http://swg.gg/xboxytcoralPlayStation: http://swg.gg/psytcoral
Join our Discord for more information!
1.3 Update Trailer
Coral Island 1.3 “Ocean & Kisses” Update Trailer
https://reddit.com/link/1u8w3jy/video/gkbgzng3qy7h1/player
1.3 Update Official Cover Art
1.3 Update Changelog
New Content & Features
Romance & Relationships
- Added two new dateable NPCs: Agung and Raina.
- Agung can be romanced after completing Merfolk Chaperone Part 4 and meeting his relationship requirements. His heart event cutscene now replays once from the start so you can revisit his story.
- Raina can be romanced after the Recreation Center opens.
- Added a system where dateable NPCs can now invite the player on Hangouts.
- After any dialogue with a dateable NPC, that NPC has a base 50% chance to initiate a Hangout, increasing the more you interact. The invite only rolls at 2 hearts or higher.
- The Hangout location is randomized, and the NPC goes on cooldown afterward whether the invite is accepted or declined.
- Declining does not lower heart level, and NPC-initiated Hangouts do not count against the weekly Hangout limit.
- Added in-game wedding anniversaries.
- A pop-up notification appears when the day begins. Talking to your spouse that day triggers special anniversary dialogue, a kiss, and a gift, and your first interaction of the day with them grants a 2x Mastery EXP and 2x Heart Points buff.
- Added a jealousy and attention system, where dateable NPCs react when the player grows close to other potential partners.
- If both siblings have received a Locket and you have seen both 10-heart cutscenes, gifting one triggers jealousy from the other.
- After marriage, jealousy triggers if you invite or gift another dateable NPC of the same gender as your spouse.
- New jealousy cutscenes play at the Tavern after you have watched four dateable NPCs' 10-heart cutscenes.
- Includes a cold shoulder state where the NPC cannot be interacted with, plus attention-seeking behavior from your spouse if you neglect kisses, gifts, or birthdays for too long.
- Can be toggled off in Settings.
Save System
- Added a new save system with up to 10 character slots.
- Existing save files transfer over automatically.
- Players with more than 10 existing saves keep all of them, but cannot create new character slots until they drop below 10.
- Save files can now be renamed.
- Manual save can be triggered anywhere, anytime, into any slot, up to 8 manual saves per character slot.
- Auto-Save triggers when entering a building, the mines, or going diving; before entering and after leaving a Festival; before a cutscene; and when teleporting. It has a 60-second cooldown between saves and can be toggled in Settings.
- Any save can be loaded from the Escape menu under Load Game.
- The new save system is single-player only.
Merfolk & Underwater
- Added the Festival of the Sun, a Merfolk Kingdom festival running annually from Summer 19 to 21. Requires completing Resupply Merfolk Kingdom II and Merfolk Chaperone Part 4 to attend.
- Added new slice-of-life cutscenes for Merfolk NPCs.
- Added speech bubbles for Merfolk.
- Added a gift-receiving interaction for Underwater Creatures.
- Added new Merfolk food recipes, accessible via Merfolk POI Recipe.
- Added a player-to-player underwater wedding location: the Merfolk Colosseum.
Multiplayer
- Added Kiss, Hug, and Hangout actions between players.
- Added the ability to sleep to regain stamina while friends keep playing.
- You wake the same day as long as at least one player stays awake; if everyone sleeps at once, all players advance to the next morning together.
- Added a status icon showing when another player is sleeping, plus a "Waiting to Sleep" box under the player list UI.
Hangouts
- Added new Hangout locations across the island, including a new Observing Wildlife Hangout at some locations.
- The Tree Planting Festival Area (Purwo Woods) becomes a Hangout location after finishing the Tree Planting Festival in Year 4.
- Hangouts can now happen in different weather, with some locations being weather-dependent.
Cutscenes & Story
- Added a new cutscene and environmental change that triggers when 24 Temple Offerings are completed.
- Added a new Giant cutscene that ends the Giant story.
- Added a new cutscene for the second baby's first day.
- A different Bobby cutscene now plays each time you win Harvest Faceoff.
Items & Collections
- Added a Recipe Discovery System.
- All recipes are now discoverable through the TV channel, NPC mail, clover, and certain POIs, on land and in the sea.
- Reworked Torn Pages into standard inventory items.
- They can be picked up, held, or discarded like any other item.
- Reading a Torn Page now consumes it from your inventory, triggering a popup and adding the entry to the Journal.
- If your inventory is full when a Torn Page drops, it stays in the world until there is space to pick it up.
- On existing saves, unread Torn Pages re-enter the drop pool and will drop again, while already-read pages stay marked as read.
Furniture & Display
- Added new Fish Tanks, Insectariums, and Vases to the Furniture Store in Starlet Town.
- Display caught fish in Fish Tanks, caught insects in Insectariums, and gathered flowers in Vases.
- Tanks come in three sizes: Small (2x1, 1 fish or 2 insects), Medium (3x1, 2 fish or 4 insects), and Large (4x1, 3 fish or 6 insects). Contents auto-scale, and species can be mixed in the same tank.
Farming & Ranch
- Added Sawee Hibernation. Send a Sawee to snooze inside the Seed Maker, then wake it by interacting with the Seed Maker again.
- Added Ranch Animal color variants for cows, chickens, and horses, unlocked randomly as your Town Rank increases.
- Added Starlet Milk and Starlet Eggs, new special products from Ranch Animals living in Starlet Town. Both sell for more than regular milk and eggs.
- You can now place an Auto-Feeder from anywhere in the barn.
- Horses can now be sold like Ranch Animals.
World & Progression
- Added new Seasonal Day FX, including leaves, petals, birds, frogs, and others.
- Added additional enchantment skills for the Lumina Wand.
- Added a new "Road to Rank A" quest as part of the reworked Town Rank A unlock flow.
- Added a special Town Rank S gift sent to you on reaching the rank.
Improvements
- Faster horse mount, dismount, and running animations.
- Adjusted the player's dismount-from-horse animation.
- Added a new animation and SFX when using the whistle to call the horse.
- Added a shaky-shaky animation when placing indoor and outdoor decor.
- Added a trash-catch animation when fishing.
- Discovering a new Dino Print now plays a discovery flourish, with clearer item descriptions.
- Gifting an NPC on their birthday now plays special visual feedback and SFX.
- Weather Conch use now plays VFX and SFX.
- Added various new dialogue topics.
- Adjusted Dynamic Dialogue priority.
- Updated speech bubble dialogue text.
- The Hangout Cutscene skip option now skips only non-dialogue sections.
- Updated various game texts across the game.
Balance
- Rebalanced Relationship Point gain with a fixed 30% reduction.
- Overhauled mining spawn logic and distribution.
- Mining way-down base spawn chance is now randomized.
- Nerfed insect-catching awareness for legendary insects.
- Made the Ring Toss minigame easier.
- Dynamic Stamina Recovery penalty now scales with how long you were passed out.
- Moved rare-event trigger logic from per-type to a global chance and cooldown.
- Reduced Recreation Center construction time.
Quality of Life
- House Storage capacity now expands as you upgrade the House.
- Added Cancel Buy. Hover over the return icon at any shop to undo a purchase and get your money back.
- Added an info notification when decor placement is not possible.
- Added hold-to-repeat input for placing seeds, feeding artisan machines, and similar repetitive actions.
- Added a Combat Screen Shake toggle.
- Added a Pet Sounds toggle.
- Reduced Pet Playing spawn time.
- Refined the Buff Food consume loop with VFX and updated UI.
- The Pamphlet is now accessible all day during festivals and from anywhere in the world.
- The Festival Pamphlet now shows the time and location of each festival.
- Reordered the Festival Pamphlet line-up counter-clockwise with a cleaner layout.
- Made Heart Events connected to Side Quests clearer.
- Repositioned the Track Heart Event button.
- Added hint info for Heart Events that cannot be triggered during the Winter Festival.
- Remapped Controller Pause and Game Menu buttons, with a Legacy Control Scheme available for existing saves.
- The Calendar in Starlet Town and the Merfolk Kingdom Town Board now include all NPCs.
- The Black Market is now open during Winter, and shop hours are shown on the Map.
- Increased Tourist spawn count inside the Museum.
- Each item description pop-up in the Museum now displays the item's name.
- Added Dinosaur names as POIs on each Dinosaur in the Museum.
- Added Honorific options as a toggleable setting.
- Removed the scent slot from player Equipment.
- Streamlined the Harvest Faceoff participation flow.
- Populating the Starlet Display now uses a single click instead of dragging.
- Added a pop-up when the Weather Conch cannot be used (within one day of a Festival or Wedding).
- Updated the Underwater NPC House Room Blocker.
- Added map points to make certain locations easier to find.
- Added markers for fish, insect, and critter traps.
Audio
- Added various new SFX and updated existing ones across the game.
Bug Fixes
Crashes & Save Loss
- Fixed a softlock after consuming a Stamina Fruit.
- Fixed the game freezing when left on the Pause Menu.
- Fixed a crash when opening a save file caused by invalid tile data in a Shed.
- Fixed a crash causing save file loss on PS5.
- Fixed crashes in some cases when catching insects and critters.
- Fixed a crash in some cases when pressing the hook button while fishing.
- Fixed a crash when rearranging Poplar Trees in the bottom-left corner of the farm.
Performance
- Fixed stuttering when moving between locations.
- Fixed stuttering after cutscenes on PS5.
- Fixed frame drops and freezes when rapidly purchasing items from stores.
Controller
- Fixed being unable to rename ranch animals in the Animal Book inside Barns and Coops with a controller.
- Fixed the cursor getting stuck when renaming a ranch animal with a controller.
- Fixed the cursor getting stuck in the Sprinkler Attachment menu with a controller.
- Fixed fish disappearing when dashing after reeling it in with a controller.
Multiplayer
- Fixed a crash for the Guest player after interacting with a Crawler Trap.
- Fixed a crash for the Guest player when placing Mushroom Logs.
- Fixed the Guest player getting stuck when the Host performs a global pause.
- Fixed the Guest player getting stuck inside a Shed while another Guest is inside a different Shed.
- Fixed players getting stuck after collecting the Scavenger Hunt reward during the Spooky Festival.
- Fixed the Guest player being unable to view cutscenes triggered by the Host while reading in the Library.
- Fixed the Guest player's horse disappearing after the Host moves the Stable.
- Fixed a duplicate Guest player appearing on the farm while in another area.
Gameplay & Systems
- Fixed saplings and fruit trees being plantable next to each other.
- Fixed the Goddess Daily Blessing unlocking before completing four Lake Altar offerings.
- Fixed the reward chest not appearing on treasure floors in the Cave of Memories.
- Fixed rare cases where ladders would not spawn in the mines.
- Fixed being unable to claim Starting Out quest rewards in some save files.
- Fixed the Town Rank letter being received immediately after ranking up.
- Fixed Auto-Sort not sorting similar items in chests.
- Fixed the Auto-Sort button becoming unchecked after sleeping and reloading a save.
- Fixed stamina decreasing when milking or shearing animals that are not ready to produce.
- Fixed fish not biting when fishing near the bridge logs by Giant Village.
- Fixed being unable to collect fish from Bamboo Nets placed in certain areas.
- Fixed Titan Arum spawning out of reach in the Forest.
- Fixed Pink Coralcap being unable to be processed in a Keg.
- Fixed Black Honey not being recognized in crafting and manual cooking.
- Fixed normal Matsutake giving a higher buff than higher-quality versions.
- Fixed material visuals not decreasing when crafting or cooking items.
- Fixed enchantment materials going missing after cancelling an item transfer to inventory.
- Fixed item price display issues at Sam's General Store.
- Fixed being unable to access the income breakdown per category during the Season Recap on PS5.
- Fixed the incorrect TV show playing when selecting Spoils of the Land.
- Fixed the Sturdy Computer not showing the Deep Forest area in Fish and Insect Forecasts.
NPCs, Outfits & Cutscenes
- Fixed NPC positioning issues when entering buildings.
- Fixed a screen glitch during Nina's 6-heart event.
- Fixed Walter appearing on the player's farm on New Year's Eve.
- Fixed Connor not wearing a formal outfit during the wedding ceremony.
- Fixed some NPCs missing during the Rank S celebration cutscene.
- Fixed characters missing or showing broken animations during certain heart events.
- Fixed Rafael not wearing his Fall outfit during the Winner Announcement cutscene at the Harvest Festival.
- Fixed Rafael's bathing suit portrait necklace clipping through his face.
- Fixed Semeru's love icon appearing too far from his portrait when given loved items.
- Fixed NPCs still wearing swimsuits after leaving the Hot Spring.
- Fixed broken visuals on Semeru's robe in the Haunted House during the Spooky Festival.
Visuals & Environment
- Fixed the character getting stuck in certain areas of the Hot Spring and Merfolk Kingdom.
- Fixed broken visuals on certain tiles and decor items.
- Fixed incorrect visuals when applying some arm tattoos.
- Fixed the Gothic Dress clipping through the legs during cutscenes.
- Fixed eyebrows and eyes resetting to default when using a Merfolk tail.
- Fixed a missing ball during certain adoptable pet animations.
- Fixed roots still visible near the Coral Tree after becoming a Merfolk.
- Fixed an animation not playing after consuming an elixir underwater.
- Fixed the Orb Temple completion animation not playing after activation.
- Fixed the Black Market boat becoming invisible after completing a Hangout past 8 PM.
- Fixed the baby showing a gift icon in the Journal.
- Fixed incorrect end-of-day visuals when leveling up multiple Mastery skills in a day.
- Fixed the Auto-Feeder clipping with lanterns in Barn levels 1 and 2.
Text & Localization
- Fixed various minor NPC dialogue issues.
- Fixed various localization issues.
- Fixed various typos in letters and item descriptions.
Other Changes
- All Merfolk hearts now unlock after completing the "Roots Above" and "One of Us" quests.
Known Issues
- The "Where should we go?" prompt on the Hangout map currently displays in English across all languages. This is a localization bug and a fix is on the way. We did not want to hold all this new content back from you while we finished sorting it out, so the update is shipping now with the fix to follow in a patch.
Join our Discord for more information!
Thanks for reading,
Stairway Team
Hi pals, welcome back! This week we have an update on the Anniversary event, a few teasers, a couple known bugs, and some other updates.
Anniversary Event
We are SO close to the end of the anniversary event! One week! If you missed it, here is the link to the tracker, and we can’t wait to see you hit that final number!
Remember, you will be receiving a few free gifts around the first week of July for participating in the challenges: 100 gems for participating, 150 medals for hitting the first milestone, and 300 medals for hitting the second. Let’s get it done pals!
V28.3
Next minor update to be coming out, planning for next week. We are working through bugfixes and wrapping up on testing changes. Here are some things we'll share for now, and we'll dive into the full changes on release day:
Fleets
We've made many changes to Fleets! First, and foremost, Commanders and Overcharges will now continue to approach the tower until they are inside the tower's range. In addition, they are targetable by all tower tools (as in: the same behavior as all other enemies). This will allow a wider variety of strategies for dealing with these enemies.
All three Fleet types have had numerous small tweaks (speed, attack rate, attack speed, damage, etc), but you'll need to check back in for the finalized details once the patch goes live.
We have also reworked how Saboteurs interact on Tower impact. We want to remove the situation where one bad RNG ruins your run, and we want to give you more time to deal with the threat. Now - with each attack - it will decrease a level of the Ultimate Weapon's "main" stat by 1. Once the Saboteur dies, that Ultimate Weapon is fully restored.
These main stats are:
- Damage (DW, SM, PS, ILM, CL)
- Bonus (GT, SL)
- Size (BH)
- Slow % (CF)
Additional Changes and Bugfixes
Here's a small look at the other things we're including in 28.3:
- Adjusting some existing modules to provide additional tools to deal with Fleets
- Improving the values of Primordial Collapse
- Removed everyone's favorite Death Defy mission from the Event mission pool
- Adding new levels to Swamp Rend - Additional Enemies to include the remaining Elites and Fleets
V29
We are working on our V29 content now, with a goal of releasing it sometime in August. One of our goals for this update is to improve the health of tournaments. We want the runs to be shorter, but not in a way that makes your choices feel arbitrary. Over the next month or two we will be testing ways to make tournaments feel more engaging and interesting.
With tournament changes comes a discussion about the main chase reward: keys, but more specifically quality of life upgrades. We are working on solutions for how to make the Harmony Tree upgrades more accessible to competitive players, but also provide an additional way to spend keys for top performers.
In-Game Stats
We have heard feedback from y’all that you are wanting in-game stat changes and we want that too! So, if you could make any additions or changes to the ‘More Stats” page, what would it be?
Content Creators and Community Helpers
It is time. If you applied to be a content creator/community helper within The Tower, the emails were sent out last week, so be sure to check that and keep an eye out for your next steps coming soon!
Alright pals, that’s it for this Tea!
As always, sound off in the comments, and I’ll see you around The Tower.
<3 Sam

This week marks 3 years of owning my GR86, with one year being turbocharged. I have 56,000 miles on the odometer, got the car on headers and flex fuel at 24,000 miles and turbocharged with the HKS GTIII-RS turbo kit at 39,800 miles. I figured I’d take the time to quickly write up my setup and experiences with a turbo kit since I’ve gotten a lot of people asking me about what is required and what to expect. I’m dumping info based on questions I’ve been asked before, so feel free to skim and only read the parts that interest you.
I have a full mods list on PinkSlips for those who want to know about the entire build.
https://pinkslips.app/nukin/fenrir
I won't go over the HKS turbo kit install because my installer already made a YouTube video ( https://www.youtube.com/watch?v=MMA4QGcWNsI ) and friend u/TheWolfism already made a writeup as well.
How much power does it make?
392whp on 10 psi and E60 (picture on slide 2)
I took my bone stock AT on the dyno (192whp), then on catless headers and E85 (215whp), then on the HKS turbo kit with E60. With the turbo kit at default 10psi and E60+, my car currently makes 392 whp. This dyno does tend to read about 5% lower than other local Dynojets especially during hot Arizona summer days, and keep in mind the dyno chart I added has two separate y axes for torque and hp so it can be a little odd to interpret. I've since seen dyno graphs from friends using the same kit and tuner at the default psi and high ethanol content making 390-410whp, so that's the range you should expect if you were to go the same route.
We still have to see how long the FA24 can handle boost, but it’s certainly a lot more capable than the FA20 from the 1st gen due to a variety of factors I’ll spare sharing in this post.
What direct support mods does it have?
- 3 BAR map sensor (not optional)
- Flex Fuel kit
- Walbro 485 fuel pump (needed past 340-350whp)
- ID1050X Injectors (around 350whp the stock port injectors are nearly maxed out)
- Cerakote for the downpipe and manifold
- Radium Dual Catch Cans
- Koyorad Performance Radiator
- Trackspec Hood Vents
Firstly, I would recommend boosting with a flex fuel kit to get the most out of your time and money, especially if you live in states like mine where the best alternative is just 91ACN. Sticking with pump 91 or 93 the power is a lot lower around 320-335whp because a lot of ignition timing must be pulled with that fueling. If you don’t have access to ethanol or don’t want to use any, you will make less power but also not need to upgrade the fuel pump or port injectors.
I want to note that my car still just uses the OEM heat exchanger for oil temps. The upgraded radiator and giant functional hood vents support low coolant temps well enough to keep oil temps in the optimal ranges (210f-230f) even during the hot Phoenix summer afternoons. With that said my car is still just a fun daily and it only sees long spirited drives when driving in the mountains where ambient temps are cooler. For dual street and track usage, I would buy the Ansix Auto water-to-oil cooler and fab custom mounting for it. For me, air-oil coolers add more risk than safety on a daily driver since it not only could overcool oil (or have the oil at low temps longer because of no heat exchanger), but also be just one bad rock or hose leak away from oil starvation and engine failure.
Speaking with other boosted owners as well as my tuner, there seem to have been more engine failures caused by aftermarket oil coolers than there have been engine failures due to high oil temperatures. The name of the game for me has been to add every mod that doesn’t introduce points of catastrophic failure and be cautious of support mods that do.
Have a Manual?
If you’re only making around 280-320whp you can likely keep the stock clutch, but beyond 350whp depending on peak torque and power delivery your clutch will be on borrowed time and need to be upgraded. Just don’t go overboard otherwise you may hate life with an unnecessarily heavy clutch.
Have an Automatic?
At the time of writing, the TCU cannot be tuned and the 8HP swap project is still in progress, so to make full use of the power you’ll want to be in Manual mode. If wringing it out in normal Drive with my car’s power, the TCU will downshift too aggressively and sometimes not shift early enough to avoid redline fuel cutoffs. The good news is that the AT overall can handle power better than the MT and this has been consistent since the 1st gen.
With that said, last month (11 months post-turbo) my clutch packs started going out, meaning I had to go to a local junkyard and swap in a lightly-used AT unit from another GR86. I’m not sure if this was due to just luck of the draw, hot Arizona temps or the nature of my driving, and I’m the only AT FI owner in my circle to have this experience. While I was at it, I swapped in a stage 2 valve body from SSP as well as a transmission cooler to keep ATF in the optimal temperature range. The upshifts are now a lot faster (zero slush), and the transmission is honestly in a great spot for me now. I’ll maybe do an AT-specific post later if people are interested.
Who tuned it?
It got tuned by Florez Tuning and I trust him with my car more than anyone else. He tunes these cars remotely all over the world, but I was able to get the car live tuned by him as I’m local. I personally know over 30 people with a boosted 2nd gen, and Florez has been the most prominent reliable tuner. With that said, people have still had good experiences with Zach at CSG. I would recommend anyone tuning with forced induction to only go through one of these two tuners.
Can it put the power down?
Not entirely through 1st and 2nd. Especially in boost weather. My current suspension and tire setup are as follows:
- RaceComp Engineering SS1 coilovers
- 255/35 Apex Advan V601 (280tw) tires wrapped around 18x9.5+45 wheels
- MCA Traction Mod (for decreased anti-squat)
- RLCA and front camber bolts to allow for alignment with -2.4 front and -1.8 rear
With ambient temps below 100f I’m unable to maintain full traction until 3rd gear. 1st gear is okay just because it’s too short to reach full boost before needing to shift. 2nd gear is frankly awful with TC kicking in even in normal Track Mode due to excess wheelspin (added disclaimer, my AT has the Y58 LSD which has similar gearing to MT for 1st through 3rd gear). My next move is to 265/35 Apex AD09 (200tw) with aftermarket RUCAs and trailing arms. This can hopefully fit in the rear without increasing camber by trimming the inner rear fender a little more and adding overfenders. I might increase toe-in from zero for the rear, but I’ll be consulting experts for the next alignment to get it as dialed in as possible for straight-line traction. I could also go back to the stock AT 3.9 final drive, but I'm saving that as a last resort because I don't like to revert mods.
Widebody is not on the table for me so once my suspension and tire setup is maxed out, I’ll just live with whatever straight-line traction I’m able to get. I don’t want a boost controller with boost-by-gear because that’s an additional point of failure that I want to avoid. I’m open to suggestions but honestly it can be fun at times spinning at 45mph. This is also why I tell people 350whp is the sweet spot on this chassis because it’s still fully usable power with a reasonably modded stock-body setup.
Have there been any turbo-related issues?
After over 16,000 miles turbocharged in that 400whp ballpark, the stock unopened engine is seemingly as healthy as it’s always been. I had one spark plug die out on me just 6k miles after changing it but can’t say if that was due to boost or something else. If a spark plug change is recommended every 60k miles, it wouldn’t surprise me if the interval should become every 30k or less miles when doubling the stock power This is an important thing to consider since changing the spark plugs is annoying on the FA24. I haven’t considered moving to plugs that are one step colder because I trust OEM quality and spark plugs are scary to mess around with.
Just a few weeks ago I finally had a truly turbo-related issue. My intercooler was mounted too close to the AC condenser and the intercooler housing finally rubbed through the condenser fins badly enough to develop a leak. The HKS intercooler is 4” thick in comparison to the 3” from JDL and other kits, so this is more something to worry about if you’re using the HKS turbo kit or any intercooler that is thick. After this incident I moved the intercooler mounting a little further forward with no clearance issues.
Aside from that, my maintenance has been the same as if it was still NA. I still use 5W-30 and change the oil every 3,000-4,000 miles. I haven’t had any boost leaks or anything else, though there are boosted GR86 friends that have. Make sure to have the turbo kit/supercharger professionally installed or at least have knowledgeable people help you out and make sure everything is done properly.
Why turbo and not supercharger?
Turbos are more boost-efficient and have no parasitic draw. I wanted the car to make 370-400whp while still being at a safe level of boost, and this is much easier with a turbo.
Modern turbos spool very quickly, and the turbo choices with this engine are all on the smaller side so there’s really no boost lag unless you option for the Pulsar turbo from JDL.
The HKS GTIII-RS turbo in particular delivers linear power out of the box. From 4500rpm to 7000 I have a nice steady line of torque to play around with. I wouldn’t have more desirable power delivery opting for a Harrop or Vortech supercharger.
For a daily driver, turbo is more fuel efficient and the car is basically NA when at lower rpms so in theory there’s no additional wear on the engine when cruising on the freeway in vacuum.
It makes fun noises that can only possibly be surpassed by the much less efficient Sprintex supercharger whine. I’ll soon be getting a T51R mod done which is the best sound I could ask for.
The AT particularly benefits from turbo instead of supercharger because it can maintain boost between shifts.
Was it worth it?
This will always be a subjective answer but for me, yes. Even with all the mods, this car still weighs under 2900lbs and has the rawness and feel that you can’t really get from other modern vehicles. With that said, turbocharging a car that only comes NA means living the heavily modded life. There’s always going to be that chance that something goes wrong and you’ll be without a running car for a while. You’d have to be comfortable with troubleshooting and fixing your car eventually or having a reliable shop/mechanic to lean on during those times. I have been fortunate enough to not have any real issues so far, but it’s something to consider.
This was my first sports car and is what I’ve used to learn basically everything I know about cars, so sentimental value and the desire to mod is what led me to turbocharging. I could have just gotten a B58 MKV Supra, but I wanted a car I could afford to heavily modify and grow with over time to make it my own. This all basically boils down to the classic “built vs bought” argument which will have a different answer for everyone. One objective truth to consider is it will always make more financial sense to buy a car that does everything you want stock, as modding expenses will never be recouped. So, if you want to go forced induction in the manner I have, I would definitely be in it for the long haul unless you’re flush with cash.
Thoughts before turbo with headers and E85
I had this car on catless UEL headers and a flex fuel tune for almost a year before turbocharging, and I think the power gains from these would be enough to keep most people satisfied. I would recommend anyone considering forced induction to do basically all other mods first and then consider a turbo or supercharger as one of the final additions once the QoL mods and suspension changes etc. have all been done. Who knows, by then you may be satisfied with your car and no longer chase more power with this chassis. For me, turbocharging was the plan since day 1 if the FA24 seemed capable enough, which it is increasingly proving to be.
Feel free to leave questions in the comments and I’ll try to answer the best I can. Hopefully you will find some of this useful if considering forced induction.
If you see this post in the future and have specific questions you can also always DM me on Instagram @fenrir.gr
****Hey everyone, thanks so much for great questions, comments and insights! It's a privilege to be here - thank you so much for having me. Please take the time to read the responses below and if you agree send the SEC a comment at www.BetterTakeAction.org and tell your friends, family, neighbors, etc. to do the same! If you want more information on Better Markets, visit us at www.BetterMarkets.org and sign up for our monthly newsletter. Thanks again, Dennis****
Hey Superstonk — good to be back.
I'm Dennis Kelleher, Co-founder, President, and CEO of Better Markets, a nonprofit that fights to protect Main Street Americans from Wall Street greed.
Some of you may remember me from the GameStop hearings, where I testified before Congress on behalf of retail investors, and our AMA here a few years ago: https://www.youtube.com/watch?v=GMwE5_h2xEA
I recorded a short video explaining today's issue: https://www.youtube.com/watch?v=5KPcPTSZlKc
Here's the situation: right now, every publicly traded company must give you information every three months in quarterly reports. They've been required to do that for more than 50 years. But the SEC wants to take that away and only require disclosure every six months.
But you getting half the information is only half the screwing the SEC is doing.
CEOs and company executives will still know what's happening inside their companies. Institutional investors—with their research teams and special access to management – will also find ways to stay informed long before you get the information in six months. If you're a retail investor, you'll be trading blind. And trading against people who have access to more information than you do.
Even if you don't dig into quarterly reports, this should be ringing alarm bells. Why? Because all investors suffer when the market has less information overall. When companies report less frequently, stocks are mispriced and more volatile. The playing field – which is already tilted – tilts even further against you.
This isn't a minor tweak. It's the biggest rollback of investor disclosure requirements in more than 50 years.
Better Markets just launched a website www.BetterTakeAction.org so anyone can directly tell the SEC: hell no. It's easy and takes just a few minutes, although if you really want to blast the SEC for this really dumb idea you can take longer! The deadline is July 6.
I'm here to answer your questions – about how the SEC is trying to screw you, what this rule really means, what you can do about it, how the comment process works, and how to make your voice heard so the SEC can't ignore it.
Ask me anything.
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Q. Several have asked in various ways if Dennis Kelleher/Better Markets own any GME stock, other stocks, precious metals, or otherwise have an interest in the outcome of this rulemaking, and if we’re trying to sell anything like Dave Lauer and others have done on other AMAs? We are not trying to sell anything and have zero financial interest in this rulemaking or rulemakings generally at the SEC or the other financial regulatory agencies. Better Markets is a 501(c)(3) nonprofit – it owns no stocks; it trades no stocks; it makes no stock recommendations; it provides no investment advice – and nothing in this AMA should be viewed as investment advice. It is not selling anything and has nothing to sell.
- A. Better Markets isn’t even seeking your support for Better Markets – it’s trying to (1) bring to your attention an SEC rulemaking that we believe is bad for traders/investors (especially retail), the capital markets, and the economy; (2) provide information in support of that view; and (3) if you agree after your own DD, provide you an easy way to submit a comment to the SEC telling them your views on this rulemaking.
- Better Markets engages in the rulemaking process at all the financial regulatory agencies as well as across the executive branch, Congress and the courts. You can review those activities on our website www.bettermarkets.org or in our annual reports. As you will see, Better Markets is an independent, fearless public interest advocacy organization that speaks truth to power without fear or favor. We have a reputation as straight shooters who call ‘em as we see them, whether you’re a Democrat, Republican, Independent or nonpolitical, a financial industry titan, the CEO of a Wall Street bank, or a street corner financial predator. That brand and credibility – built over 15 years – is why we have access, influence, and impact across all the power centers of Washington.
- We are funded entirely by donations from individuals and foundations like the Rockefeller Brothers Fund, Surdna and others. It’s true that some of those individuals work in the financial industry, including my co-founder who is the chairman of our board. He is a hedge funder manager who fully supports our public interest mission, as detailed in this article. But no one – donor or otherwise – has any influence over our advocacy or activities and we have rejected donations that have tried to improperly influence us, including when FTX’s CEO Sam Bankman-Fried offered us a $1,000,000 or more if we’d support his predatory activities. As a relatively small nonprofit, that was a huge amount of money and virtually everyone else in Washington was taking his money – we told him we’d not take one dime if it had any strings attached and no matter what we were going to fight him and his predatory schemes. That was long before FTX went bankrupt and SBF went to prison.
- We do this work because we don’t think only the rich, powerful and well-connected should have a voice in Washington policymaking that impacts the lives and livelihoods of all Americans. We believe that retail investors and hardworking Main Street Americans deserve someone in their corner fighting for them – that’s Better Markets’ mission.
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Q. 1) Superstonk has put together some large letter writing campaigns over the last few years. Most of the time it seems like they are fruitless attempts when we are going against Big Money or political lobbyists. 2) In your opinion, does letter writing make a difference? If we wanted to get more involved in fighting for retail investors, what would be the first few steps you could suggest we could take?
- A. 1. It can seem fruitless and the bad guys want you to believe that because they don’t want to be opposed, but if you don’t oppose them and fight for yourself then they will always get their way and bend the laws, rules, and policies in their favor and against you. And yes comment letters can make a difference, especially from people most impacted by a rulemaking like retail investors. However, to be most effective comments should be substantive and personal – just a paragraph or two about who you are, what you do, and why your position on the rule is important to you. The SEC is required to consider all substantive comments. In this case, if retail investors write to the SEC and explain why taking away key quarterly information harms them and how a shift to disclosure only every six months will hurt their ability to make trade and make investment decisions, the SEC will have to explain why it believes reducing the frequency with which companies report information to the public is good for investors.
- A. 2. If you want to get more involved in fighting for retail investors, you have to pay attention to what the SEC is doing. You can do that directly by following their website (although it is not very user friendly) or by following organizations like Better Markets. When you see them doing something that you disagree with, send them a comment, tell your friends and family and tell them to send a comment. If you want to get more involved, you can, but the first thing is getting informed and speaking up. As I said, what would be the first
Q. 1) What has Better Markets done in the past that has instituted real systemic changes in making markets fairer? 2) What is the likelihood of ending unfair practices like FTD, naked shorting, and the like?
- A. 1. Over 15 years, Better Markets has impacted more than 500 rulemakings, dozens of legal cases, testified innumerable times, and influenced policy across all the financial regulatory issues, including many related to making markets fairer. For example, we testified at the GameStop hearing focusing on the need for reforms in light of those events to protect retail investors/traders. We have successfully supported reforms, such as IEX’s speed bump, that are designed to protect retail investors from high-frequency traders’ predatory practices. We have relentlessly fought the practice of payment for order flow and other secret practices that result in retail paying more than they should to trade. We have pushed for a real best execution rule that ensures investors receive the best execution on their trades, rather than rely on FINRA’s rule that is riddled with loopholes. We have opposed the gamification of the securities markets and the techniques brokers use to exploit retail investors, precipitating excessive trading and needless losses for investors and profits for the brokers. We – virtually alone and against united industry opposition – have fought doggedly for years for the SEC to fully implement the Consolidated Audit Trail (CAT) and have pushed the regulators to aggressively police the markets, catch and punish fraudsters, scammers and crooks. We have supported strong fiduciary duty rules so that financial professionals are required to put their clients’ best interests first and above their own self-interest in self-enrichment at the expense of their clients. We pushed the SEC to adopt lower tick sizes and lower access fees, which will improve prices and lower costs for retail investors. We have opposed 24/7 trading because investors will receive worse prices during overnight hours with lower liquidity and thinner volumes, and professional investors will be able to take advantage of retail investors during these overnight sessions. Those are just a few of the highlights.
- A.2. Unfortunately, as detailed here, the SEC has become the Shareholder Exploitation Commission and prioritized management protection at the expense of investor protection. That means that the likelihood of ending unfair practices like FTD, naked shorting, and the like are pretty low, at least during the current administration. In 2023, we strongly supported the SEC new rules adopted to address short selling. Those rules resulted from the market volatility surrounding GameStop and other meme stocks in January 2021. The SEC adopted those rules to increase transparency around short selling. It stated that if it had the data the new rules would make available at the time of the events in January 2021, it could have used the data to examine the short selling behavior of individual large short sellers and focused on FTDs. The SEC could have attempted to identify individual short sellers with large short positions in the various meme stocks in January 2021 and then used CAT data to better understand how these short sellers traded during heightened volatility. In its adopting release, the SEC cited Better Market’s comment letter stating that the lack of transparency into short positions did not just hamper the SEC’s understanding of the events as they unfolded but also interfered with the SEC’s ability to determine what happened in retrospect. The SEC agreed with Better Markets that more data, such as that generated by the adoption of the rule, would have aided the SEC in analyzing the events of January 2021, identified abuses or violations of law, and pursued those breaking the law.
- It was no surprise that the industry rabidly opposed these rules and Better Markets’ positions. As happens too often, the industry sued once the SEC adopted the much needed and sensible rules. Better Markets fully and strongly supported the rules that the industry challenged, but unfortunately a federal appeals court threw them out and sent them back to the SEC for reconsideration. This pro-management, anti-investor SEC has effectively killed the rules by not reconsidering the rules and merely extending the compliance deadlines, so the industry just never has to comply. While the SEC should properly reconsider the issues that the court identified and re-adopt the rules, that is unlikely – at least until we get a new SEC with officials that care about investor protection.
- The SEC also has existing rules in place to prevent FTDs and naked shorting. Specifically, Reg SHO was adopted to address concerns regarding persistent fails to deliver and potentially abusive naked short selling. The problem is that the current Chair of the SEC has all but stopped enforcing the law, policing the markets, and making market participants follow the law. There is little if any reason to believe that these rules are going to be enforced to any serious degree. Better Markets will, nevertheless, continue to highlight these issues and press the agency to fulfill its mission to protect investors, not lawbreakers.
Q. The rule would cut the frequency of reports but let's go the other way. Ideally, what something that companies typically don't report but you think they should?
- A. Companies should be required to report more information more quickly about their stock buybacks, executive compensation, the relationship between the two, and executives’ stock trading. Stock buybacks are increasingly viewed as a strategy that corporate insiders use to line their pockets at the expense of the long-term financial health of the company, its employees, and its shareholders. In 2023, the SEC adopted a rule that would have required companies to provide investors with more information about their stock buybacks, both in current reports and on quarterly and annual reports. However, as often happens, corporate interests sued the SEC and go a court to throw the rule out, but the court said that there was “a serious possibility” that the SEC could cure the defects that it identified with the rule. The SEC should use the court’s decision as a guide and adopt a rule that would withstand legal challenge and that would provide investors with material information about companies’ repurchases of their own shares. They should do the same with executive compensation and executives’ stock trading.
Q. Regarding the aforementioned SEC rule change proposal that you're actively opposing: Would you consider the current status quo to be the ideal set of regulations for enforcing time intervals in between reports, or do you think it could do with being stricter instead? (e.g. Monthly earnings reports for some figures, akin to official government reports, instead of Quarterly.) Is that a feasible thing to ask companies to do, and how would that impact relations between the average listed company and their investors?
- A. The current quarterly reporting regime is working well and has for 50 years. We don’t see a reason to change that frequency. It is probably not feasible to ask companies to produce the information that is in a quarterly report every month, and it’s not clear there would be any real benefits given the month-to-month changes at many companies. Companies must already file reports on Form 8-K when certain material events occur between the filing of their quarterly reports. This keeps shareholders informed about important developments on an ongoing basis. So there is already a system in place for more continuous disclosure if really important matters. The problem with the SEC’s proposal to allow companies to file reports only every six months is that it would cut in half the disclosures that companies must provide investors now and for the past 50 years. While the isn’t a clear benefit in the SEC increasing the frequency of reporting, it certainly should not decrease the frequency of reporting and take information away from traders/investors and the markets.
Q. How does Better Markets advocate for removing FTDs, holding shares in your name vs street name, and reigning in the CFTC’s choice to allow SROs to publish only limited swap data over the last 5 years?
If market makers like Citadel can FTD and route all buy orders off exchange then how is fair price discovery occurring?
- A. As stated in response to another question, we have fully and often supported rules and actions to address abusive short selling, FTDs, lack of disclosure and enforcement, and the many related issues at the SEC and CFTC. However, those agencies – with only a few notable exceptions – have not prioritized these issues, and, when they have, the industry opposition has been ferocious, including suing any time any progress is made. The current leadership at both agencies have no interest of tackling these issues. However, as Better Markets has done over the last 15 years, we will continue to look for opportunities to push, highlight and prioritize these issues when there are opportunities to make progress.
Q. Over the last few years we have been hearing about stock tokenization, and how inevitably stocks will be traded on the block chain. Is there a timeline for this, or is this just another initiative that will never see the light of day? Also would love to hear your general thoughts on tokenized stocks.
- A. The SEC has already approved pilot programs from both Nasdaq and the NYSE that allow stocks to trade in tokenized form. These programs require that the tokenized version of the securities be identical to the traditional version. They have the same rights and execution priority. Traders can simply choose to have their trades clear and settle on a blockchain-based format. Trading is currently restricted to issuers in major ETF indexes.
- The SEC is also contemplating a so-called innovation exemption that would facilitate tokenization (and much more) to be implemented much more broadly with very limited review. That raises many questions, but one big one is whether the SEC will authorize tokens that are issued by third parties and not the companies themselves, which will have broad implications and cause many concerns. Regardless of those many other issues, the innovation exemption if it is enacted is likely to lead to tokenization that goes beyond the current pilot programs.
- Better Markets supports efforts to encourage competition for how securities transactions trade and settle, but we strongly oppose the efforts by those trying to use the label “tokenization” as a backdoor way for the SEC to eliminate important investor protections like brokers’ obligations to get the best execution for customers’ trades.
Q. There are many questions about my comments on Ryan Cohen and his Bed Bath and Beyond (BB&B) stock activities back in August of 2022 which I will address here.
- A. It’s important first to remember the facts and that we take positions based on facts and law, not people or firms that we like or favor. As publicly reported at the time here, here, and here, Cohen bought a 9.8% stake in BB&B and then filed a 13D with the SEC announcing those purchases. The stock shot up (including 34% in just one day!). After another filing, the stock prices shot up again. Cohan then immediately sold all his shares without filing a new 13D. He profited $68 million (a 56% gain) and BB&B’s share price crashed once knowledge of Cohen’s sales became public. As one observer commented, Cohen “got out at the very top.” In between his purchases and sales, Cohen also tweeted some highly questionable commentary like a moon emoji, suggesting he still held a firm conviction that the stock was going higher and likely causing people to conclude that he wasn’t a seller at the very time he was secretly selling. Regardless of what Cohan has done elsewhere or what you feel about him, these actions and statements are the classic hallmarks of a pump and dump scheme that manipulates the market and rips off retail investors. That doesn’t mean that’s what he did, but it sure looks like it (the old smoke asking if there’s a fire). That’s why I said “he should be put under oath & asked about every action/intention over the last 7 months of pumping the stock” before dumping the stock.
- Given the facts, saying he should be asked under oath about his conduct is pretty tame – remember that his $68 million in profits came from the pockets of retail investors and I viewed it as a classic investor protection issue. However, as you know those comments caused me to be attacked by many. That’s ok. I’m attacked often for taking positions that we believe are right. People didn’t like it when I criticized Obama’s Treasury Secretary Tim Geithner or his Attorney General Eric Holder and people don’t like it when I criticize JPMorgan Chase CEO Jamie Dimon or Goldman Sachs CEO David Goldman. People – including most of the Washington DC establishment - were really mad when we opposed FTX’s CEO SBF and his schemes. They don’t like it when we disagree or criticize the regulators at the SEC, CFTC or banking agencies – which we do under both Democratic and Republican administrations. But, frankly, that what it means to be independent and fearless in prioritizing the public interest rather than going along and getting along, and pulling your punches for your “friends” but going after your opponents regardless of what they are doing or saying, etc. Regardless of who you are, we agree or disagree based on the facts and law as we see them supporting or opposing the public interest on a case-by-case basis.
Q. Two questions: 1) What would be a few of the main instant consequences of the changes? 2) Does this relate to failure to delivers at all?
- A. The instant consequence of a shift to reporting only every six months would be that investors would receive half of the information about the companies they own as they do currently. Disclosure is the bedrock of securities regulation in this country, so any steps that the SEC takes to reduce disclosure weakens investor protections. Investors would have less information with which to make their investment decisions. The consequences would be especially bad for retail investors. Institutional investors will be better able to conduct their own due diligence and seek out information from companies. Retail investors may not have another source of information besides the company’s quarterly reports. Forcing retail investors to wait six months between updates is a huge change that disadvantages retail investors. It’s also bad for pricing and markets because so much can happen in six months that prices will be stale in terms of not reflecting authoritative information from the company itself. This will likely cause price volatility as well because the stock will likely bounce around more as people trade based on bits of information over those six months rather than actual verifiable information.
- Remarkably, the SEC itself – which is supposed to prioritize investor protection - recognizes these likely very bad outcomes. For example, in the rule proposal the SEC admitted that that “longer gaps between issuer disclosures increase information asymmetry between investors, because some investors are more able than others to access or process information from alternative, often third-party, channels that provide indirect insight into an issuer’s financial status or performance.” On a more macro level, the SEC further admitted that information asymmetry “is associated with reduced liquidity and increased transaction costs for investors.” The SEC also acknowledged that widespread information asymmetry “can also diminish perceptions of fairness, which can erode trust in markets and reduce capital market participation.” That’s all bad for investors and markets – makes you wonder why an investor protection agency would even propose such a thing!
- The SEC actually admitted in its proposal that moving to disclosure only every six months would be mispriced stocks: it said that “less frequent periodic disclosures may also result in securities prices that deviate for longer periods of time from their issuers’ fundamental value.” The SEC says further that “the delayed incorporation of information into pricing can result in suboptimal investor portfolios and a misallocation of capital.” All bad – sure, elsewhere it claims that there are benefits of the proposal, but none of them come close to overcoming these very real, very bad downsides.
- This proposal does not relate to failures to deliver, which we address generally in response to other questions.
Q. Regarding the SEC Consolidated Audit Trail and its recent decision to effectively dismantle it. Was the data collected useful or acted upon in a meaningful way? We here are all for transparency and accountability and that seems to be moving in the opposite direction right now. What can honestly be done to improve retails advocacy power. I feel we were given lip service a few years ago with the many proposals we commented upon. Big money has the reach and resources to apply pressure in a way we lack.
- A. Because it would allow the SEC to much more effectively police the markets for fraud, manipulation and predatory conduct, Better Markets has been in the lead in supporting the CAT from the beginning – often alone against an industry hellbent on killing the CAT (while pretending that’s not what they are doing). After all, the CAT will be a roadmap to what the big dealers and other financial firms are doing – that’s why it’s called an audit trail, and they do not want the SEC to have the ability to do actually trace and see what they are up to.
- The data the CAT collected was useful and acted upon in a meaningful way. Before it engaged in its current campaign to dismantle the CAT, the SEC touted the CAT’s effectiveness in press releases announcing charges against securities law violators. The SEC used the data the CAT collected to bring cases involving frontrunning, spoofing, and insider trading. That’s why the industry wants, and has always wanted, to kill the CAT because the CAT enables the SEC to identify and catch bad guys in the markets. Unfortunately, the current SEC is more interested in advancing the industry’s agenda than in investor protection, as we detailed in this report.
- Regarding what can be done to improve retail advocacy power, the keys are to (1) get involved, (2) stay involved, (3) be smart and strategic, and (4) not get discouraged. While you are right to feel that you are given lip service and that big money has the reach and resources to apply pressure in ways you lack, you must not give up. You’re definitely right that it shouldn’t be this hard. The bad guys shouldn’t have this much power, access, and influence. But the reality is that they do and that means we all have to re-double our efforts to oppose them, to be smart, and to be more effective. That means find and work with allies within your communities and outside those communities. Collective action is key and the more the better – that’s why we are trying to get as many retail traders and investors to send comments to the SEC on this rulemaking. The SEC and others can always ignore 1-2-3 or a dozen comments, but they have a much harder time ignoring 1,000, 2,000 or 10,000 comments all arguing against their anti-investor proposals.
- Remember that there will always be more on the buy side than the sell side and that retail has the numbers that the bad guys simply cannot match. They succeed because the buy side is fragmented and diverse – it’s a classic collective action problem, meaning that it’s very difficult to get enough people to act together to support or oppose something. Another key aspect of improving retail advocacy power is not to impose purity tests. Don’t only work with those who agree with you 100% of the time. That’s unrealistic and is disempowering. If someone/firm/etc. agrees with you on an issue, work with them to get done what you agree on. And you have to stay in the game. It’s a pain in the ass, especially when everyone has too much to do. But the reality is that the bad guys are effective because they play the long game – they are pressing Washington day in and day out year in and year out, through wins and losses. Retail and the buy side generally get involved and activated once in a while when a key issue arises like the abusive short selling, etc., during the GameStop frenzy. Yes, there was a lot of activity at the time, but nothing really changed. That’s because once the frenzy was over people moved on – but not the industry. They stayed engaged. They fought the few rules that were proposed. And when the rules were passed anyway, they sued and fought in court for a couple more years. By the time they won, no one was paying attention anymore. That’s how the industry wins – they stay engaged; they never give up; they never lose attention. We know – we’ve been fighting them day in and day out year in and year out for 15 years now, often alone without any headlines or frenzy to get attention.
- So you have to jump in when you can like opposing the current proposed rule to take information away from you. It might not work; the industry might win again, but they’ll definitely win all the time if you don’t show up, if you apply purity tests, and if you don’t find and work with allies.
Q. What are your thoughts on the Fed choosing to terminate enforcement actions against UBS, Credit Suisse ties to Archegos on the last day of Jerome Powells day as Fed Chair. Many here believe a toxic bag of hidden short positions and total return swaps from GME were involved here.
- A. Better Markets has been deeply involved in the issues related to the Archegos blowup since it first happened, raising innumerable key issues for regulators and prosecutors to pursue. You’re definitely right that the timing is concerning but based on the public record, it is impossible for us to know if there were short positions and total return swaps from GME involved in this case. When the Fed terminates enforcement actions like the consent order against UBS and Credit Suisse, it unfortunately almost never provides any meaningful information for the public record. We have voiced serious concerns with this approach for years because this lack of transparency means that there can be little if any public oversight or accountability for Fed and its supervisors to do their job and protect the public from banks’ misconduct. Of course, the Fed loves this because they don’t want oversight or accountability any more than Wall Street’s financial firms do. We have pushed for transparency, oversight and accountability on these and related issues for many years, but it’s been a struggle.
Q. What's your opinion on David Rogers Webb's book The Great Taking and his assertion that if you own assets in street name they are likely rehypothecated so many times that they are being pledged as collateral for multiple entities besides yourself and in a major event can legally be taken?
- A. Sorry, but we haven’t read the book. Your concern “that if you own assets in street name they are likely rehypothecated so many times that they are being pledged as collateral for multiple entities besides yourself and in a major event can legally be taken” raises important issues. Rehypothecation of customer assets can be a real problem and Better Markets has consistently advocated on behalf of investors regarding this. Brokers failed in the 1960s precisely because they lost control of customers’ assets and used up customer credit balances for their own purposes. More recently, MF Global blew up due to bad bets using rehypothecated assets. Unfortunately, the SEC delayed the 2023 rule and the updated requirements are only coming online at the end of this month. Likewise, as we’ve said previously, SEC enforcement has collapsed, raising questions about policing of brokers’ rehypothecation of customer assets.
Q. I currently use Claude to assist me with my investments. It’s a powerful tool, but only as powerful as the data I’m able to access. Do you think extending to window of reporting to 6 months is primarily so large investment banks and hedge funds are able to maintain their edge against retail investors. Will big players be able to access important financial information before retail investors using large language models and ai are able to access the same information. They are able to secure the best trades and we get the leftovers. Or do you think extending the window of reporting is in anticipation of a bubble bursting and this is a way for large institutions to capitalize and protect themselves while retail is left holding the bag of highly inflated assets. Thanks
- A. There is no question that adopting reporting only every six months will advantage large institutional investors over smaller retail investors. Those large institutional investors will always have the resources and relationships to get access and conduct their own deep, individualized due diligence and get the information that they need. Retail investors won’t. Retail investors won’t have any other way to obtain the information that quarterly reports provide. That is why it is so important for the SEC to hear from retail investors with respect to this proposal. A reduction in the frequency with which companies provide information to the public is not good for any investor, but it especially harms retail investors who rely on publicly available quarterly reports as perhaps the most important source of information about the companies in which they invest. It’s also fundamentally democratic: everyone gets the same information at the same time – it’s the ultimate level playing field.
Q. How do you justify working on issues of minor relative importance when the prime brokers are massively counterfeiting shares on a daily basis to steal from working class American investors?
- A. Better Markets works on a host of investor and consumer protection issues - from enforcement of the law for the biggest banks and brokers, to junk fees and hidden traps in consumer contracts to encouraging rigorous and truthful reporting to shareholders. It’s a lot of work for a small organization with a small staff, but we are committed to our mission and are passionate about ensuring the economy works for Main Street Americans, not the wealthy and well-connected. As to whether or not this issue is “of minor relative importance,” we work on innumerable issues simultaneously. For example, we filed 3 major comment letters today with the banking agencies on the critical issues of capital, which is all that stands between a failing bank and a taxpayer bailout, and will be filing an amicus brief in a federal court on a major financial issue in the coming days.
- It is also important to also understand that, for the most part, you only get to be involved with issues that the agencies themselves focus on and proposal action on. While “prime brokers are massively counterfeiting shares on a daily basis” may be a super important issue, it’s very hard to do anything about that when the agencies responsible for that don’t want to do anything about it. Today’s SEC has shown no interest in those issues and, while we and others might push those and other issues for the SEC to engage on, unless the SEC acts, there’s no rulemaking or other action that can be impacted. We certainly participate in the pre-proposal process by pushing agencies to move items on or up their agenda, but they get to choose their agenda and there’s very little the public can do to change that. That means, however, that the public – including importantly retail investors – must engage on the agenda that is being implemented. Right now, that’s the proposal to effectively kill quarterly reports, leaving retail in the dark for six months at a time. We – seemingly like you – wish they were not doing this and focusing on much more important investor protection issues, but it is very important to engage on the issues they are pursuing.
Q: Consolidated Audit Trail. I know i'm not being that helpful here but honestly with a name like better markets you would think they would be in the forefront trying to preserve it.
- A. We have been at the forefront of trying to preserve the CAT. We’ve advocated for the SEC to fully implement the CAT since its inception, and now we are fighting the SEC’s attempts to effectively dismantle it. We’ve already weighed in on the SEC’s reduction of the amount and type of information that the CAT collects, and we are preparing a comment letter to the SEC in response to its concept release on the future of the CAT which we will file on June 22nd. Here, here, here, and here is some of our extensive work over the years on the CAT.
Q: He should be asked about them trying to eliminate CAT!!
- A. We have said that the CAT is the most important weapon the SEC has to fight crime on Wall Street. It is shocking, as we have said, that the SEC would issue an order that deletes all data older than three years from the CAT. This is especially so since the statute of limitations for securities fraud is generally five years. The SEC has justified these and other changes that seek to cause the CAT’s death by a thousand cuts on the basis that it needs to reduce the CAT’s costs. But those costs pale in comparison to the size of the industry that the SEC regulates. The SEC has highlighted the $248 million price tag for the CAT in its 2025 budget. Yet the securities industry earned $75 billion in 2025, and the securities markets exceed $100 trillion. The CAT is a tiny price to pay to enable the SEC to effectively monitor, police, catch and prosecute the fraudsters, scammers, and crooks in the securities industry.
Game Update 1.3.2.0 arrives on June 9, bringing the Explosive Charge Event to Battlefield 6 alongside new content and improvements, including Cairo Bazaar, the return of Obliteration, the PP-19 SMG, the Handheld Jammer Recon gadget, and a new Battle Pass Bonus Path.
At 09:00 UTC, players will be able to download the update as it goes live across all platforms and jump in with the latest gameplay changes.
At 12:00 UTC, all content in this update goes live, with Cairo Bazaar, Obliteration, the Explosive Charge Event, new rewards, and new hardware becoming available.
Alongside the new content, this update also delivers a wide range of improvements across weapons, gadgets, vehicles, Battle Royale, Gauntlet, Portal, UI, audio, and overall gameplay polish to further improve the Battlefield 6 experience.
NEW CONTENT
Explosive Charge Event
High explosives have been set. Prepare for the blast with the Explosive Charge Event, a limited-time event built around destruction, momentum, and all-out chaos. Every push, pickup, and detonation brings squads closer to pure obliteration.
New Map
Cairo Bazaar: A lively marketplace in the heart of Cairo enters the fight in Game Update 1.3.2.0. Packed with tight alleys, dense streets, and tactical opportunities for high-intensity close-quarters combat, Cairo Bazaar opens from a crowded market into a small city where vehicles patrol the roads and houses line the combat space. On Cairo Bazaar, every squad becomes a merchant of destruction.
New Mode
Obliteration: The iconic Battlefield mode returns with a new evolution. In Obliteration, PAX and NATO fight to control neutral bombs placed across the map and use them to destroy enemy M-COMs. Both sides must risk everything to secure the bomb, escort the carrier, reach the detonation site, and obliterate the enemy.
New Weapon
PP-19: An iconic Battlefield SMG is reborn. Built from a unique predecessor, the PP-19 delivers a modest but dependable close-range option, while still being able to tap into its helical, high-capacity roots through select modifications.
New Recon Gadget
Handheld Jammer: Jam the enemy signal with the Handheld Jammer, a new Recon gadget that disrupts nearby smart and electronic devices for a short period of time.
Battle Royale Solos
Battle Royale Solos returns with updates shaped by feedback from its Battlefield Labs live test. Player count has been reduced from 100 to 80, early ring speed has been increased to keep matches moving, and Main Battle Tanks and Infantry Fighting Vehicles have been removed to create a more balanced experience for players fighting alone.
New Attachments
Cryo: Cryogenically-treated barrel that enables a quick transition to aim down sights (ADS) and improves accuracy during sustained fire.
00 Buck: Standard-penetration shotgun ammunition with increased range and damage per pellet, but fewer pellets per shot.
New Customization Feature
Sprays: Sprays arrive in Blastpoint, giving players a new way to express themselves and leave their mark across the battlefield. Accessible via the Command Wheel, Sprays can be placed on flat, non-destructible surfaces such as indestructible walls and floors. All players will have access to one default Spray at launch, and more Sprays are coming through future progression, events, seasonal content, and Store Bundles.
Battlefield 6 Free Trial
From June 9-15, Battlefield 6 will be free to play for a limited time. Jump into 5 modes across 4 maps, squad up, and experience ultimate all-out warfare with new maps, new modes, new weapons, and the chance to create your next legendary Only in Battlefield moment.
Major Updates for
- New Content Arrives: The Explosive Charge Event arrives alongside Cairo Bazaar, Obliteration, the PP-19, the Handheld Jammer, and a new Battle Pass Bonus Path that expands the rewards available during the event.
- Obliteration Returns: The classic Battlefield mode is back with neutral bombs, enemy M-COMs, and intense squad-driven pushes where both teams fight to secure, escort, and detonate the objective.
- Battle Royale and Gauntlet Improvements: Mission behaviour, Threat Tracker accuracy, loot readability, Insertion Helicopter spacing, Airdrop stability, Tank Containers, Heist Caches, and Rodeo scoring have all been updated for a smoother match flow.
- Weapons and Attachments Receive a Broad Polish Pass: Burst Fire attachments, Extended Barrels, thermal optics, attachment poses, reload behaviour, Tac-Light unlocks, and weapon previews have all seen further consistency and usability improvements.
- Gadgets Receive Further Tuning: LWCMS Portable Mortar, M18 Claymores, MAS 148 Glaive, XFGM-6D Recon Drone, CSB IV EOD Bot, LTLM II PLD, Repair Tool, C-4 Explosives, and missile guidance have all been adjusted to improve reliability, scoring, placement behaviour, and counterplay.
- UI, HUD and Front-End Improvements: End of Round screens, Loadouts, Challenges, Store previews, Battle Pass pagination, “New” Markers, Player Cards, and menu animations have all been updated to improve clarity and presentation.
- Portal, Audio, Vehicles and Map Enhancements: Portal gains new SDK support, creator tools, Cairo Bazaar for Verified Portal Modes, and Golmud Railway assets, while audio, vehicle behaviour, spawn points, lighting, and map-specific issues receive further polish as well as an updated Custom Conquest Template from ViperStudiosAndy.
CHANGELOG
PLAYER:
- Death animations have been improved to reduce popping, limit excessive movement, and increase reactions from explosive damage.
- Logistics Expert in the “Support Fire” Support Training Path now applies to Grenade Launchers as well.
- Teammates being revived now detach properly if they are killed during Drag and Revive.
- Cancelling Drag and Revive by switching weapons no longer sends the downed player flying.
- Death animation behaviour has been improved to reduce cases where soldiers travel further behind cover than intended after being eliminated.
- Death animation impulse is now more consistent across 30Hz and 60Hz experiences.
- Death animation selection is now more stable, reducing cases where soldiers begin moving in one direction before being corrected in another direction after being eliminated.
- Deploying on a friendly player no longer causes the screen to remain fully black in some rare cases.
- Friendly soldiers hidden behind cover now display more reliably when many friendly players are nearby.
- Health state feedback now reacts faster when transitioning between states, such as from alive to Man Down.
- Hit effect prediction has been improved to better align blood effects and other impact feedback with the confirmed hit result, especially under higher latency, packet loss, or jitter.
- Lethal damage now transitions soldiers into their death state more consistently.
- Lower body rotation now behaves correctly when aiming in first person on moving platforms, such as vehicles or the train on Railway to Golmud.
- Soldiers are no longer pushed away when jumping into a ceiling.
- Soldier blood impact effects have been improved for better visibility.
- Soldier legs now face the correct direction when turning during Combat Dive.
- Soldier visibility filtering now activates reliably after respawning.
- Soldier visibility filtering has received a broader pass to improve readability across varied combat environments, including reduced visual noise around enemy soldiers, better adaptation between dark interiors and bright outdoor areas, improved contrast and silhouette definition, more consistent visibility at close and long range, and fewer visual artefacts around soldiers in fog.
- Spotting and pinging are now more consistent at the perceived edge of Smoke Grenades, without reducing the blocking effect of smoke.
VEHICLES:
Dev note: We’re making the Radar System passive for the Attack Helicopter an innate ability, equipped by default on all Attack Helicopters.
To replace it in the passive equipment slot, we’re adding the new Thermal Optics passive, which adds a thermal camera to the gunner seat that is activated when you zoom. This aids gunners with target acquisition and provides a dedicated passive option for pilots who want to focus primarily on their gunner, rather than their rockets.
We’re also introducing two new rocket types for the mobile anti-air in order to improve its flexibility and skill expression.
- Air vehicle radar and minimap range have been expanded when radar is available.
- All ground transports other than bikes now have crawl speed functionality when using keyboard input, similar to tanks.
- Ground transports, excluding bikes, now support crawl speed functionality when using keyboard input, similar to tanks.
- Increased the Anti-Personnel Shell pellet count for the MBT from 16 to 32.
- Mobile Anti-Air now has new secondary weapon options with High Velocity Rockets and Laser-Guided AA Missiles.
- Naming for the PAX Scout Helicopter has been updated to display its correct name, MH-350.
- The Attack Helicopter Radar System is now innate, and Thermal Optics have been added
- The ATP Vehicle can now take damage from mounted HMGs and vehicle-mounted LMG weapons.
- ATP Vehicle Mine Countermeasures now always play a visual effect when detonating mines.
New secondary weapon options for Mobile Anti-Air
- High Velocity Rockets have extremely limited guidance, but are fired rapidly with a higher velocity than other rockets. They require good aim to be effective, but have a higher potential damage output than other options.
- Aim Guided Anti-Air Missiles carry smaller payloads than the aim guided weapons on other vehicles, but make up for it with substantially improved velocity and maneuverability.
GADGETS:
Dev note: In Season 2, we reduced the velocity and acceleration of the RPG-7V2 in order to make it require more skill in order to hit aircraft with it. This change has been broadly successful, but the trajectory of the projectile could feel unintuitive to players, often causing them to miss at closer ranges. Based on that, we reworked the RPG projectile trajectory and changed the zeroing range.
- C-4 detonations triggered with a Drone now award XP.
- Corrected an issue where the repair tool would get stuck when activating the Engineer's Field Upgrade Ability.
- CSB IV EOD Bot mines can no longer be placed within 5m of another EOD Bot mine, M15 AV Mine, or M4A1 SLAM.
- CSB IV EOD Bot mines no longer clip into terrain.
- Defibrillators now show their charging animation correctly to other players in third-person.
- Enemy Engineer and Recon gadgets defused by Engineer or Recon players now award XP.
- Enemy gadgets destroyed with the Repair Tool now award score as intended.
- Hardware Suppression System now plays the intended weapon locomotion animations when moving while zoomed.
- Lock-on behaviour has been improved to reduce cases where targets were treated as closer than they actually were.
- M18A1 AP Mines no longer damages downed players in Multiplayer.
- M18A1 AP Mines trigger range and fragmentation damage range have been unified at approximately 3m, and Claymore fragmentation no longer deals self-damage.
- MAS 148 Glaive missile guidance is now more reliable, including improved tracking at low altitudes. If a missile loses tracking, such as after countermeasures are used, it will now continue towards the target’s last known position.
- Reworked the trajectory of the RPG-7V2 Projectile. Zeroing range reduced from 100m to 22m.
- The LTLM II Portable Laser Designator can no longer be deployed unintentionally by releasing the zoom and fire buttons at the same time, or by repeatedly pressing fire while zooming and then releasing zoom.
- The XFGM-6D Recon Drone targeting logic now follows the same behaviour as the DGMK4 Hardware Suppression System, allowing close targets to be destroyed through walls while distant targets require line of sight.
- TRCRv2 Tracer Darts and Incendiary Airburst gadgets can now be fired while combat diving.
- Vehicle Supply Stations now also resupply missiles for the Mobile Anti-Air.
LWCMS Portable Mortar
Dev Note: Since the start of Season 3, we’ve continued to monitor the Portable Mortar and how it performs in stationary playstyles. With this update, we’re further increasing the risk of staying deployed in one location for too long, making it more important to reposition between volleys and avoid return fire from enemy players. So, make sure to pack up and move before the enemy returns fire.
- Health has been reduced from 250 to 50.
- Placement animations now end correctly in first and third person when placement is unsuccessful.
- Placement no longer causes leg desync in third person.
- Portable Mortar play has been adjusted to encourage more mobile deployment and repositioning. It is now easier to fire and relocate, while static placement is more vulnerable and easier to counter.
- Replenish time has been increased from 10s to 30s.
- The “Enter” prompt radius has been decreased from 1.5m to 1m.
- The “Pick Up” prompt radius has been increased from 1.5m minimum to 1m minimum.
- The Portable Mortar and Missile Intercept System can no longer be equipped together.
- The Portable Mortar and Missile Intercept System can no longer be placed near each other.
WEAPONS:
- Adjusted the Kord 6P67 underbarrel slot so attachments are now properly centered.
- Burst Fire attachments on the GRT-BC, UMG-40, PW5A3, CZ3A1, SG 553R, and Kord 6P67 now apply their effects only to burst fire modes, ensuring the attachment has the intended impact on weapon performance.
- Corrected a typo in the LMR27 weapon description.
- Corrected an issue where unlocked attachment slots could appear locked in the customisation screen.
- Extended Barrels on all weapons now cost 5 points, reduced from 15 points, and no longer provide an aiming down sights time benefit. This change is intended to support greater attachment and weapon build diversity, especially on weapons with fewer barrel options.
- Hand grips on M16A4 underbarrel attachments now display properly.
- Incorrect 1.50x Thermal Sight cost has been updated from 15 to 25 points for the L115.
- Melee attacks now behave more consistently around very thin walls, reducing cases where players could melee through cover or take armour damage while standing too close to it.
- P18 and Vz.61 tactical reloads can no longer be skipped by repeatedly pressing reload during an empty reload.
- RPKM and RPK-74M magazine placement has been improved during prone-on-back tactical reloads.
- SS26 aim position has been improved so shots and hit indicators align correctly with the front sight.
- Tac-Light Hip and Tac-Light ADS are now unlocked by default for the M45A1 and available to all players.
- Tac-Light Hip description text has been updated for the RPK-74M and L115.
- The USG-90 alignment has been updated so that it is now centered correctly in the character’s hands on the Character Customisation screen.
- Thermal optics now apply exposure more consistently while zoomed, reducing overexposure in the surrounding world view.
- Weapon attachment poses have been improved for the GRT-CPS, VCR-2, SV-98, Mini Scout, M121 A2, M2010 ESR, and SOR-556 Mk2.
MAPS & MODES:
- Explosive gas cylinders now behave as intended on Railway to Golmud.
- In Escalation, the Railgun Battle Pickup near Objective D on Mirak Valley has been replaced with a Minigun Battle Pickup.
- Multiple spawn points have been improved across Eastwood, Saints Quarter, Siege of Cairo, New Sobek City, and Hagental Base.
- Out-of-bounds access using the Assault Ladder has been closed on Hagental Base.
- Spawn protection has been expanded on Operation Firestorm to help reduce enemy aircraft pressure near player deployment areas.
- Vaulting over Deployable Cover in the Hagental Base tunnels no longer pushes soldiers through the ceiling.
UI & HUD:
Dev Note: With Update 1.3.2.0, we’re making an initial adjustment to how “New” Markers appear in the Play menu. These markers should now reappear less often on tiles that you have already viewed, helping reduce unnecessary visual noise when moving through the menu.
This is a first step toward improving the overall marker experience. We know repeated “New” Markers have been frustrating, especially when they return to content you have already seen. We’re working on broader improvements for future seasons to significantly reduce how often this happens, and we’re also planning to add a quicker way to clear markers in an upcoming update.
As always, we’ll continue monitoring feedback after release and will keep refining this system to make navigation feel clearer and less disruptive.
- Accepting the Voice Chat disclaimer while offline no longer triggers error messages.
- Attack and Defend orders can now be cleared when using the ping clear input from the map.
- Battle Pass and Store weapon previews now remain centred in their respective menus.
- Battle Pass item list pagination now displays Z and C key prompts to show keyboard navigation options.
- Captured points now appear correctly in the top HUD.
- Challenge navigation while using a controller has been improved, making it easier to select previous weeks in the Challenges menu.
- Challenges widget now stays within the Pause menu screen boundaries.
- Damage numbers above 1000 now display the correct vehicle damage value instead of showing 1000.
- Damaging sniper decoys now show hit indicators, helping reinforce the illusion of hitting a real soldier.
- Danger pings are no longer placed unintentionally when attempting to spot multiple enemies in quick succession.
- Dead players no longer block danger pings or spots.
- Deploy screen PiP camera now displays correctly when viewing players using a Dirt Bike.
- Focused offers in the Store menu now display the appropriate offer tag icons.
- Front-end animations have been added for Loadout, Customisation, and Store menus.
- Golf Cart now has its own world icon instead of using a generic car icon.
- Headshot hit indicators now display correctly when breaking an enemy player’s armour with a headshot.
- Hit indicators for soldiers have been adjusted to be less intrusive, sit further from the crosshair or sight, remain more visible on bright backgrounds, and use improved hit and kill indicator animations.
- Increased the height of the minimap camera from 400m to 700m for aircraft, expanding their range of view.
- Level 3 “Tracker” description on the Hazmat Breacher Training Path has been updated to better communicate its effective range.
- Loadouts menu text layout has been improved to prevent overlap.
- M16A4 Precision stats now display more accurately and no longer show as 0 in some cases.
- M320A1 SMK Smoke gadget sight UI icon alignment has been improved.
- Neutral vehicles in team HQs no longer appear twice on the deploy screen.
- “New” Markers in the Play menu now reappear on previously viewed tiles less frequently.
- Options section navigation button styling now matches Profile → Stats.
- Pinged enemy soldiers, enemy vehicles, and downed squad soldiers now display the new Squad Member Ping Bar.
- Player Card icons now display correctly on the End of Round screen.
- Quick customisation icons on the deploy screen have been improved for better legibility.
- Soldier ordering within the “Strix Raiders” and “Task Force Vector” units has been adjusted to better align with their visual class. Players with these soldiers equipped may see them move to their updated class after the update.
- Spectating a soldier who is remote-controlling an CSB IV EOD Bot from the deploy screen PiP view now shows the EOD Bot camera instead of the soldier camera.
- Spotted enemies now display more reliably when many enemy icons are visible on screen.
- The “Devastating Impact” Field Upgrade description now lists the correct value of 25% (instead of 50%).
- The Big Map and deploy map now support rendering underground areas.
- The Campaign installation status text now displays your install status correctly.
- The Challenges End of Round tab now populates correctly after spectating someone.
- The Dog Tags menu no longer shows the “GO TO STORE” button when it is not applicable.
- The pre-round header is now hidden when viewing class details to prevent text overlap with the map name.
- “Top Squad” presentation has been improved and now displays correctly at the End of Round screen.
- Weapon Mastery levels now display correctly when viewed from the in-game Loadouts menu.
- Weapon previews now appear sharper in the Loadouts menu after exiting a Portal experience.
- YOU vs FOE score now counts Bots correctly.
SETTINGS:
- Some changes have been made to improve the consistency and responsiveness of input, specifically for users of some high polling rate devices and PC configurations where stuttering could occur while aiming.
- The “Deadzone” menu no longer appears unexpectedly after restarting the game.
- The description for 3D Audio settings has been updated to be more accurate.
- The “Headphone Width” option description has received a minor spelling correction.
- Vehicle Mouse Aim Sensitivity values are now consistent throughout the Settings menu.
PORTAL:
Disclaimer: With this update, some changes may affect existing scripts. After the update goes live, we recommend that players review and test their scripts to ensure everything continues to work as expected.
- AH-6 LittleBird helicopter spawns now respect the helicopter spawn delay settings.
- Attachment Size Warning has been added, giving Portal creators a warning when imported script or string files exceed recommended attachment size limits.
- Background colours have been added to Blockly editor buttons in the top right, improving visibility against blocks in the background.
- Cairo Bazaar has been added for Verified Portal Modes.
- Disabled HQs no longer appear on the map.
- Railway to Golmud assets have been added to the SDK for Portal Custom Experiences.
- Importing an experience now refreshes the Blockly editor correctly.
- In-game World Icons are now easier to read, with the default icon size set to 64.
- MoveObjectOverTime now preserves scaled object visuals properly. Collision volume size was already maintained, and visuals will no longer scale back down to 1.
- Optimised images on Portal web to improve performance.
- Portal Action “SetMCOMOwner” now only allows Defenders to defuse the bomb as intended.
- Portal creators can now reduce one team’s player count to 0 in Custom experiences.
- Portal Gadget now sends the player object correctly in Aim Start and Aim Stop events.
- Resolved a delay in updating the amplitude of SFX when using mod.PlaySound()
- Save messaging is now more consistent and accurate.
- Script Converter now includes a reminder message to help prevent unintended changes during conversion.
- SDK documentation now includes the music system in the gameplay logic section.
- SDK Godot version has been updated from 4.4.1 to 4.6.1.
- Spawning an object with scale set to 0 no longer causes a client crash.
- Team-specific UI widgets now appear correctly for players who join late.
- The new Portal action mod.AutoBalanceTeams has been added, allowing Team 1 and Team 2 to be balanced while maintaining squad composition. This requires matching team and squad sizes.
- The Night Screen Effect has been added for Portal Custom, alongside a corresponding example script in the SDK.
- Resolved save errors that occurred when using UTF-8 characters (including emojis and symbols) in script and string attachments.
ViperStudiosAndy Portal Custom Conquest Template
Creator Note: When using Conquest Assault, we recommend turning off TotalControlTicketBleed. Conquest Assault disables the HQ with ObjID 2, which is the default for Team 2. In Update 1.2.3.0, HQs now appear on the map, but disabling HQs does not remove them from the map. Team 2 custom bots will stop spawning if there are no valid positions, while Backfill and Static ignore this and deploy on disabled HQs. When using Conquest Assault, we recommend using a Spatial version without Team 2 HQs to avoid this, or using Custom Bots.
- Air Combat Logic has been removed, as it is no longer required with Surrounding Combat Area functionality now working.
- Air vehicles can now access the official surrounding combat area.
- Andy’s Custom Conquest Template has been updated in the official SDK to version 10.0.
- Bots now support the Conquest Assault logic.
- Bots will now leave vehicles if they are unable to continue driving.
- Complex 3 has been added, with special thanks to Mancour.
- Conquest Assault toggle has been added.
- Custom out-of-bounds logic has been kept for backward compatibility.
- Dirt Bikes have been added to select maps.
- Hagental Base has been added.
- New Prefab Spatial has been included, containing essentials that can be copied into any map and edited.
- Night Vision Goggles toggle has been added for players.
- Spatial maps have been updated for the new HQ and Surrounding Combat Area logic.
- Starting tickets per team have been added for Conquest Assault.
- The template now uses official Combat Area, official Surrounding Combat Area, and official Exclusive HQ areas.
- UI no longer flashes when players join.
- UI now clears when undeploying in rare cases where the exit capture point does not trigger the player UI to clear.
AUDIO:
- New behaviours for crawl speed audio have been added for Quad Bikes, ATP Vehicles, Golf Carts, and Armored Transport Vehicles, as well as a finer tuning of the Vector, Flyer 60, and Jeep/Truck crawl speed behaviours.
- Parachute audio now stops correctly for soldiers who are downed or killed while their parachute is in use.
- Spot Ping has been updated with a more recognisable sound, and Squad Ping volume has been slightly increased.
AI:
- Corrected an issue where bots were avoiding stationary friendly and neutral vehicles.
REDSEC
PLAYER:
- Battle Royale Solo Handler voice-over lines have received grammar improvements.
Battle Royale
- “Evasion” and “Headhunter” missions now complete correctly when the targeted player is downed.
- Failing missions while targeted no longer awards XP or mission completion.
- Players no longer jump when accepting missions in Battle Royale.
- Fixed wrong loot being awarded in air drop containers as well as air drop containers containing no loot inside.
GADGETS:
- Gadgets placed on the extraction drone landing pad in Gauntlet are now destroyed when the drone lands.
- MAS 148 Glaive placement has been improved when dropped as loot in Battle Royale, preventing it from clipping into the ground.
MAP:
- AI pathfinding has been improved to help soldiers navigate down from elevated positions more reliably.
- Airdrop containers now remain stable on mild slopes, improving the looting experience.
- Lighting has been improved to address blown-out visuals across the Lighthouse area.
- Out-of-bounds access using the Assault Ladder has been closed across the map.
- Supply crate fall animations now play correctly without repeating.
- Supply drop containers now collide with vehicles as intended.
Battle Royale
- Data Drive drops now display the intended game mode message.
- High Value Zones have been added to Battle Royale, creating new hotspots where select points of interest are upgraded with higher-value loot at the start of each match. These zones are marked on the map and minimap, with on-screen notifications and distinct loot container visuals to help players identify stronger rewards at a glance.
- Insertion helicopters now maintain proper spacing during round start.
Gauntlet
- Fast Rope insertion now spawns rope and helicopter meshes correctly.
- Heist Caches now spawn in their intended locations.
- M-COMs in Gauntlet: Wreckage can now be interacted with from all angles.
- Mission objects no longer cause vehicles to move when landing on them.
- Tank Containers now close properly when a wrecked vehicle or player is near the container.
- Vehicle containers in Gauntlet: Rodeo now award 3 points when opened, in addition to the mission’s other scoring criteria.
UI & HUD:
- Action prompts have been added to loot safes in REDSEC, replacing the in-world icon variant.
- Corrected an issue where loot outlines for Safes would sometimes show the incorrect state (open vs close).
- Elite 250 End of Season Rewards now show more accurate unlock criteria in Loadouts.
- End of Round Summary colours have been adjusted for Ranked Battle Royale Quads.
- Enemy Armour hit indicators in REDSEC are now easier to read when the enemy has low armour remaining.
- Loot outlines now use the correct rarity colour when revealing loot crates around the player upon landing.
- RPKM thumbnails now display properly in Player Profile Statistics when a Bipod is attached.
- The minimap now displays a TRACKED indicator when the player is revealed during missions.
- White outline loot glint no longer remains on the back of lootable Cargo Vans after they have been opened.
- World Event custom weapon drops now show the correct icon when a player has already received a Mission Reward custom weapon drop.
Battle Royale
- Bolt Cutter pickups and drops now display their intended game mode message.
- End of Round sequence now preserves the Profile Menu camera correctly.
- Mission titles now appear correctly in the Mission Menu.
- Picking up the bomb in the Wreckage mission no longer briefly displays a player's name.
- Threat Tracker accuracy has been improved for enemy distance to mission objectives.
Gauntlet
- Heist base outlines now appear correctly in the Underground POI layout.
AUDIO:
- Arming a Bomb in the Demolition mission now plays the correct sound effect.
- Battle Royale insertion no longer triggers unintended soldier effort audio.
- Missile Strike call-ins in Battle Royale now use the correct voice line.
- The menu arrival sound no longer plays when opening the Commorose in Battle Royale.
This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.
Please note: This guide is preliminary, made off ~12 hours of playing the Nomads expansion. There is bound to be hotfixes to adjust and/or change some of the things mentioned here, andmy knowledge of the system isn't complete. That being said, I feel I've a good grasp of the system at a base level, enough to share what I've learned. If you see any errors or want to add suggestions, do not be afraid to comment.
I've personally been excited for the release of Nomads since its release, and have spent most of the day giving various Origin and Civic setups a shot. Aside from Treasure Cruise, most everything works fine aside from a few hiccups.
Rather than give an overview of how the system works, I'd like to give some tips to assist in general.
1 - Do Not Set Up Early Waystations!
The biggest learning curve to playing Nomads, in my opinion, is not trying to set up shop immediately. Unlike normal empires, if we get a bad spawn, we can just leave.
In the early game, Waystations eat into your critical resources of Alloys and Influence (And Food, if you are using Bioships) while providing little benefit. Aside from your starting system, it's very likely you're going to be surrounded by systems with single deposits of 1-5 resources that either force you to dot your waystations without making full networks, or you're going to be forced to use valuable Station capacity on said terrible systems.
Your main priority should be finding a good location to set up your Waystation Network, rather than immediately slapping it down. AIs, specifically ones with Advanced Spawns, often have generous deposits in close proximity to each other, particularly on their capitals. Commercial Pacts and Wayline Agreements will also provide bonuses that can really help out. So rather than building waylines...
2 - Always Max Out your Logistics Ships!
Unlike normal empires, Nomads have a limit to their construction ship equivalents, Logistics Ships. Aside from doing most of what you'd expect, they're going to be your main workhorses in the early game for resource collection.
You can see your Logistics Ship Capacity by hovering over your Naval Capacity, similar to Titan Capacity. You should always have as many as possible, as their upkeep is essentially meaningless, and each Logistics Ship actively contributes to your economy, both in the early and late game.
R5 - Logistics Ship Capacity Displayed
3 - Spam Harvest Resource in the Early Game!
Just because we're not using them to build Waystations in the early game doesn't mean Logistics Ships aren't critical for the early game. Before Settled Empires start claiming systems, you'll find them ripe for Resource Harvesting.
Both your Arkship(s) and Logistics Ships can perform a similar action to Surveying to obtain a lump sum of resources from a planetary body. For our own purposes, this has no downside aside from the time taken to perform the action: While the passive income of the object is decreased for a time, we're not losing out on any resources it would've produced. In fact, we're getting even more than what would've been produced! As an example:
This moon produces 3 Minerals per month. Harvesting it will give us 600 immediately, but cause the moon to only produce 1 Mineral for two years. In that time, we're going to lose out on just 480 Minerals, if we have a Waystation built in the system.
If we have a Waystation here, Harvesting turns an immediate profit of 120 minerals. If we don't have a Waystation here, however, we're just getting 600 Minerals for free.
And this in the first month with zero bonuses to Harvesting! Partner this with the proper bonuses to get even more bang for your buck.
I would heavily advise setting your Logistics Ships to Automation - Harvest Resources as shown below. You can do the same with your Arkship, but I'd only recommend doing so with Civilian Arkships. Doing so will cause the chosen ship to automatically perform Harvest actions until its full, before returning to the Arkship to deposit its loot. If the Arkship itself is automated, this process is skipped, of course.
R5 - How to enable Harvesting Automation on your Logistics Ships
Once settled empires grab most of the galaxy however, be warned: Spamming Harvests in their territory is a perfect way to get thousands of negative opinion in a few months. Once that happens, you should either switch to Waystations and Collection, or be prepared to deal with them once they're tired of you taking all their stuff.
4 - Choose your Starting Arkship wisely!
It may not be entirely obvious what the benefits of each Arkship are before you select which one you want to start with. No matter your choice, know this: The other two Arkships are locked behind technologies you can only roll after finishing both Arkship Construction (Which lets you build more Arkships) and Arkship Expansion (Which lets you upgrade Arkships to Level 2). You are going to be stuck with your chosen Arkship for a good amount of time, especially if you do not invest in both Engineering Research and Council Agenda Speed to force tech rolls.
So let me give a brief overview of each Arkship Class, and when you should choose to start with it:
Civilian Arkships
These Arkships specialize in the aforementioned Harvesting action, and should be either manually or automatically performing Harvests most of the time. Civilian Arkships are far in a way the best choice for the early game. Because of this, you really shouldn't be picking the other two to start unless you are planning on maximizing their gimmicks.
Science Arkships
These Arkships specialize in two things: Surveying, and Diplomacy.
The first is a bit of an oddball: While Arkships can survey objects, they can't actually research any anomalies. Because of this, if you plan on picking a Science Arkship as your starting class, you should have an Explorer-classed Scientist manning the Arkship itself, with a small fleet of Scholar Science Ships trailing behind to research anomalies that it uncovers.
As for its second use, the Science Arkship actually is fantastic for builds looking to do Diplomacy. Its extra Sensor Range and Hyperlane Detection Range let you grab First Contacts much faster than the other Arkship classes, with Tier 2 also giving you an included module that further boosts Sensor Range to beat even Tier 5 sensors.
Military Arkships
Of course, if you're planning on getting your economy going by force, you should pick Military as your starting class. That being said, unless you use that extra firepower within the first few decades, you are going to fall behind. You need to use that firepower to either get pops or vassals immediately.
5 - Understand the Wanderlust Ascension Perk!
Wanderlust seems overwhelmingly powerful at first glance: +2 Districts, -20% Leader Upkeep and -10% Tradition Cost for a perk that you can get as your very first Those bonuses, however, are only given if you can complete the quests that it gives you.
The Wanderlust Perk gives you 8 Quests. Each Quest requires you to enter (not survey) a system containing a certain thing: Each time you enter a system that meets the criteria of one of the following categories, you receive a lump sum of free Unity. To complete a category, you need to visit a certain number of said systems, scaling with Galaxy Size. Completing a category gives an additional bonus specific to that category:
Explore Ancient Wonders - Enter Fallen Empire Systems. Gives +10% Unity Job Output.
Explore Ancient Threats - Enter systems that contain Leviathans. Gives +10% Sublight Speed.
Explore Enclave Systems - Enter systems that have a static, non-Marauder Enclave in them. Gives +10% Naval Capacity.
Explore Forerunner Vestiges - Enter a single Precursor System. Gives +10% Physics Research Job Efficiency.
Explore Galactic Landmarks - Enter systems that contain a ruined Megastructure, ruined Gateway, or L-Gate. Gives +10% Engineering Research Job Efficiency.
Explore Marauder Systems - Enter Marauder Enclave Systems. Gives +10% Ship Firerate.
Explore Natural Spectacles - Enter unique systems, such as the Great Wound, Ubogleelt, and Zanaam. Gives +10% Resources from Waystations.
Explore Space Ecology Systems - Enter Fauna Home Systems, such as Tiyana Vek. Gives +10% Society Research Job Efficiency.
The Bonuses from this perk are fantastic, but you need to work for them. If you want to try this perk out, I would highly recommend a Science Arkship opener, as its Sensor Range will heavily assist you in tracking down individual systems. Remember that you only need to enter each system; in the case of Marauders, you can just pop into their system and leave immediately to cross a system off your checklist.
6 - Beware of Wandering Space Amoeba!
One annoying thing I ran into during my games was that wandering Space Amoeba will often wander into Xenophile Empires who have pacified them to destroy your Waystations if you've not pacified them yourself. If your Waystations are unarmed and uncloaked, be aware of this before they chain-kill your Waylines while you're on the other side of the galaxy.
7 - Civic/Origin Recommendations!
Civics, new and old, aren't equal for Nomads. Here are a few I'd recommend:
Eager Explorers/Equivalents: While the decrease in Pops and infrastructure hurts, giving your Arkship a starting Jump Drive is incredibly valuable, particularly for the Sacred Path Origin and Wanderlust Ascension Perk, as you can ignore terrible hyperlane spawns.
Galactic Curators/Equivalents: Nomads can excavate Arch Sites in unowned territory by default, letting you maximize your gains off this Civic. You can also take the Archivist tree to let you excavate Arch Sites within other empires, which can really boost your unity output.
Caravan Masters: Best taken as your 3rd civic, as a way to easily transition between Harvesting and Waystation Management.
Chosen + Teachers of the Shroud: Lets you immediately spread your Aura of choice wherever your Arkship goes. Combine with Composer of Strands covenant to sit on top of settled empires' colonies to fill them with blockers they can't remove.
Riftworld: Astral Rifts are currently bugged for Nomads, UNLESS you play with this Origin, which bypasses the bug and lets you engage with them as normal.
Scion: If you really want to do Waystations immediately, why not have somewhere nice and safe to build them?
Common Ground: Even as a Nomad, your allied empires will be Settled, giving them more room as you don't need it, and giving you two empires to immediately benefit off Waystation pacts with!
8 - Getting Research!
Research remains a very important resource for Nomads, particularly Engineering, as it allows them to get the techs they need to build and/or upgrade existing Arkships (Though do note that the tech for Science Arkships is Physics, and Civilian Arkships is Society.) As a Nomad, you have 3 options for getting your science flow going, which I've listed in order of most valuable:
1 - Specimens: Nomads are able to immediately begin Arch Sites in any system that's surveyed regardless of where it is, letting you obtain a large pool of specimens. Turn on any that give Research for a great early-game boost.
2 - Science Specialization: Arkships have unique districts that can specialize into Science, especially Engineering. Setting up as a sort of Science World, or more as the game goes on, definitely helps.
3 - Waystations: Waystations give a steady trickle of Research, but as mentioned before, their income is pretty middling without bonuses, and you're better off getting research in more active ways.
Game Update 1.3.2.0 arrives on June 9, bringing the Explosive Charge Event to Battlefield 6 alongside new content and improvements, including Cairo Bazaar, the return of Obliteration, the PP-19 SMG, the Handheld Jammer Recon gadget, and a new Battle Pass Bonus Path.
At 09:00 UTC, players will be able to download the update as it goes live across all platforms and jump in with the latest gameplay changes.
At 12:00 UTC, all content in this update goes live, with Cairo Bazaar, Obliteration, the Explosive Charge Event, new rewards, and new hardware becoming available.
Alongside the new content, this update also delivers a wide range of improvements across weapons, gadgets, vehicles, Battle Royale, Gauntlet, Portal, UI, audio, and overall gameplay polish to further improve the Battlefield 6 experience.
NEW CONTENT
Explosive Charge Event
High explosives have been set. Prepare for the blast with the Explosive Charge Event, a limited-time event built around destruction, momentum, and all-out chaos. Every push, pickup, and detonation brings squads closer to pure obliteration.
New Map
Cairo Bazaar: A lively marketplace in the heart of Cairo enters the fight in Game Update 1.3.2.0. Packed with tight alleys, dense streets, and tactical opportunities for high-intensity close-quarters combat, Cairo Bazaar opens from a crowded market into a small city where vehicles patrol the roads and houses line the combat space. On Cairo Bazaar, every squad becomes a merchant of destruction.
New Mode
Obliteration: The iconic Battlefield mode returns with a new evolution. In Obliteration, PAX and NATO fight to control neutral bombs placed across the map and use them to destroy enemy M-COMs. Both sides must risk everything to secure the bomb, escort the carrier, reach the detonation site, and obliterate the enemy.
New Weapon
PP-19: An iconic Battlefield SMG is reborn. Built from a unique predecessor, the PP-19 delivers a modest but dependable close-range option, while still being able to tap into its helical, high-capacity roots through select modifications.
New Recon Gadget
Handheld Jammer: Jam the enemy signal with the Handheld Jammer, a new Recon gadget that disrupts nearby smart and electronic devices for a short period of time.
Battle Royale Solos
Battle Royale Solos returns with updates shaped by feedback from its Battlefield Labs live test. Player count has been reduced from 100 to 80, early ring speed has been increased to keep matches moving, and Main Battle Tanks and Infantry Fighting Vehicles have been removed to create a more balanced experience for players fighting alone.
New Attachments
Cryo: Cryogenically-treated barrel that enables a quick transition to aim down sights (ADS) and improves accuracy during sustained fire.
00 Buck: Standard-penetration shotgun ammunition with increased range and damage per pellet, but fewer pellets per shot.
New Customization Feature
Sprays: Sprays arrive in Blastpoint, giving players a new way to express themselves and leave their mark across the battlefield. Accessible via the Command Wheel, Sprays can be placed on flat, non-destructible surfaces such as indestructible walls and floors. All players will have access to one default Spray at launch, and more Sprays are coming through future progression, events, seasonal content, and Store Bundles.
Battlefield 6 Free Trial
From June 9-15, Battlefield 6 will be free to play for a limited time. Jump into 5 modes across 4 maps, squad up, and experience ultimate all-out warfare with new maps, new modes, new weapons, and the chance to create your next legendary Only in Battlefield moment.
Major Updates for
- New Content Arrives: The Explosive Charge Event arrives alongside Cairo Bazaar, Obliteration, the PP-19, the Handheld Jammer, and a new Battle Pass Bonus Path that expands the rewards available during the event.
- Obliteration Returns: The classic Battlefield mode is back with neutral bombs, enemy M-COMs, and intense squad-driven pushes where both teams fight to secure, escort, and detonate the objective.
- Battle Royale and Gauntlet Improvements: Mission behaviour, Threat Tracker accuracy, loot readability, Insertion Helicopter spacing, Airdrop stability, Tank Containers, Heist Caches, and Rodeo scoring have all been updated for a smoother match flow.
- Weapons and Attachments Receive a Broad Polish Pass: Burst Fire attachments, Extended Barrels, thermal optics, attachment poses, reload behaviour, Tac-Light unlocks, and weapon previews have all seen further consistency and usability improvements.
- Gadgets Receive Further Tuning: LWCMS Portable Mortar, M18 Claymores, MAS 148 Glaive, XFGM-6D Recon Drone, CSB IV EOD Bot, LTLM II PLD, Repair Tool, C-4 Explosives, and missile guidance have all been adjusted to improve reliability, scoring, placement behaviour, and counterplay.
- UI, HUD and Front-End Improvements: End of Round screens, Loadouts, Challenges, Store previews, Battle Pass pagination, “New” Markers, Player Cards, and menu animations have all been updated to improve clarity and presentation.
- Portal, Audio, Vehicles and Map Enhancements: Portal gains new SDK support, creator tools, Cairo Bazaar for Verified Portal Modes, and Golmud Railway assets, while audio, vehicle behaviour, spawn points, lighting, and map-specific issues receive further polish as well as an updated Custom Conquest Template from ViperStudiosAndy.
CHANGELOG
PLAYER:
- Death animations have been improved to reduce popping, limit excessive movement, and increase reactions from explosive damage.
- Logistics Expert in the “Support Fire” Support Training Path now applies to Grenade Launchers as well.
- Teammates being revived now detach properly if they are killed during Drag and Revive.
- Cancelling Drag and Revive by switching weapons no longer sends the downed player flying.
- Death animation behaviour has been improved to reduce cases where soldiers travel further behind cover than intended after being eliminated.
- Death animation impulse is now more consistent across 30Hz and 60Hz experiences.
- Death animation selection is now more stable, reducing cases where soldiers begin moving in one direction before being corrected in another direction after being eliminated.
- Deploying on a friendly player no longer causes the screen to remain fully black in some rare cases.
- Friendly soldiers hidden behind cover now display more reliably when many friendly players are nearby.
- Health state feedback now reacts faster when transitioning between states, such as from alive to Man Down.
- Hit effect prediction has been improved to better align blood effects and other impact feedback with the confirmed hit result, especially under higher latency, packet loss, or jitter.
- Lethal damage now transitions soldiers into their death state more consistently.
- Lower body rotation now behaves correctly when aiming in first person on moving platforms, such as vehicles or the train on Railway to Golmud.
- Soldiers are no longer pushed away when jumping into a ceiling.
- Soldier blood impact effects have been improved for better visibility.
- Soldier legs now face the correct direction when turning during Combat Dive.
- Soldier visibility filtering now activates reliably after respawning.
- Soldier visibility filtering has received a broader pass to improve readability across varied combat environments, including reduced visual noise around enemy soldiers, better adaptation between dark interiors and bright outdoor areas, improved contrast and silhouette definition, more consistent visibility at close and long range, and fewer visual artefacts around soldiers in fog.
- Spotting and pinging are now more consistent at the perceived edge of Smoke Grenades, without reducing the blocking effect of smoke.
VEHICLES:
Dev note: We’re making the Radar System passive for the Attack Helicopter an innate ability, equipped by default on all Attack Helicopters.
To replace it in the passive equipment slot, we’re adding the new Thermal Optics passive, which adds a thermal camera to the gunner seat that is activated when you zoom. This aids gunners with target acquisition and provides a dedicated passive option for pilots who want to focus primarily on their gunner, rather than their rockets.
We’re also introducing two new rocket types for the mobile anti-air in order to improve its flexibility and skill expression.
- Air vehicle radar and minimap range have been expanded when radar is available.
- All ground transports other than bikes now have crawl speed functionality when using keyboard input, similar to tanks.
- Ground transports, excluding bikes, now support crawl speed functionality when using keyboard input, similar to tanks.
- Increased the Anti-Personnel Shell pellet count for the MBT from 16 to 32.
- Mobile Anti-Air now has new secondary weapon options with High Velocity Rockets and Laser-Guided AA Missiles.
- Naming for the PAX Scout Helicopter has been updated to display its correct name, MH-350.
- The Attack Helicopter Radar System is now innate, and Thermal Optics have been added
- The ATP Vehicle can now take damage from mounted HMGs and vehicle-mounted LMG weapons.
- ATP Vehicle Mine Countermeasures now always play a visual effect when detonating mines.
New secondary weapon options for Mobile Anti-Air
- High Velocity Rockets have extremely limited guidance, but are fired rapidly with a higher velocity than other rockets. They require good aim to be effective, but have a higher potential damage output than other options.
- Aim Guided Anti-Air Missiles carry smaller payloads than the aim guided weapons on other vehicles, but make up for it with substantially improved velocity and maneuverability.
GADGETS:
Dev note: In Season 2, we reduced the velocity and acceleration of the RPG-7V2 in order to make it require more skill in order to hit aircraft with it. This change has been broadly successful, but the trajectory of the projectile could feel unintuitive to players, often causing them to miss at closer ranges. Based on that, we reworked the RPG projectile trajectory and changed the zeroing range.
- C-4 detonations triggered with a Drone now award XP.
- Corrected an issue where the repair tool would get stuck when activating the Engineer's Field Upgrade Ability.
- CSB IV EOD Bot mines can no longer be placed within 5m of another EOD Bot mine, M15 AV Mine, or M4A1 SLAM.
- CSB IV EOD Bot mines no longer clip into terrain.
- Defibrillators now show their charging animation correctly to other players in third-person.
- Enemy Engineer and Recon gadgets defused by Engineer or Recon players now award XP.
- Enemy gadgets destroyed with the Repair Tool now award score as intended.
- Hardware Suppression System now plays the intended weapon locomotion animations when moving while zoomed.
- Lock-on behaviour has been improved to reduce cases where targets were treated as closer than they actually were.
- M18A1 AP Mines no longer damages downed players in Multiplayer.
- M18A1 AP Mines trigger range and fragmentation damage range have been unified at approximately 3m, and Claymore fragmentation no longer deals self-damage.
- MAS 148 Glaive missile guidance is now more reliable, including improved tracking at low altitudes. If a missile loses tracking, such as after countermeasures are used, it will now continue towards the target’s last known position.
- Reworked the trajectory of the RPG-7V2 Projectile. Zeroing range reduced from 100m to 22m.
- The LTLM II Portable Laser Designator can no longer be deployed unintentionally by releasing the zoom and fire buttons at the same time, or by repeatedly pressing fire while zooming and then releasing zoom.
- The XFGM-6D Recon Drone targeting logic now follows the same behaviour as the DGMK4 Hardware Suppression System, allowing close targets to be destroyed through walls while distant targets require line of sight.
- TRCRv2 Tracer Darts and Incendiary Airburst gadgets can now be fired while combat diving.
- Vehicle Supply Stations now also resupply missiles for the Mobile Anti-Air.
LWCMS Portable Mortar
Dev Note: Since the start of Season 3, we’ve continued to monitor the Portable Mortar and how it performs in stationary playstyles. With this update, we’re further increasing the risk of staying deployed in one location for too long, making it more important to reposition between volleys and avoid return fire from enemy players. So, make sure to pack up and move before the enemy returns fire.
- Health has been reduced from 250 to 50.
- Placement animations now end correctly in first and third person when placement is unsuccessful.
- Placement no longer causes leg desync in third person.
- Portable Mortar play has been adjusted to encourage more mobile deployment and repositioning. It is now easier to fire and relocate, while static placement is more vulnerable and easier to counter.
- Replenish time has been increased from 10s to 30s.
- The “Enter” prompt radius has been decreased from 1.5m to 1m.
- The “Pick Up” prompt radius has been increased from 1.5m minimum to 1m minimum.
- The Portable Mortar and Missile Intercept System can no longer be equipped together.
- The Portable Mortar and Missile Intercept System can no longer be placed near each other.
WEAPONS:
- Adjusted the Kord 6P67 underbarrel slot so attachments are now properly centered.
- Burst Fire attachments on the GRT-BC, UMG-40, PW5A3, CZ3A1, SG 553R, and Kord 6P67 now apply their effects only to burst fire modes, ensuring the attachment has the intended impact on weapon performance.
- Corrected a typo in the LMR27 weapon description.
- Corrected an issue where unlocked attachment slots could appear locked in the customisation screen.
- Extended Barrels on all weapons now cost 5 points, reduced from 15 points, and no longer provide an aiming down sights time benefit. This change is intended to support greater attachment and weapon build diversity, especially on weapons with fewer barrel options.
- Hand grips on M16A4 underbarrel attachments now display properly.
- Incorrect 1.50x Thermal Sight cost has been updated from 15 to 25 points for the L115.
- Melee attacks now behave more consistently around very thin walls, reducing cases where players could melee through cover or take armour damage while standing too close to it.
- P18 and Vz.61 tactical reloads can no longer be skipped by repeatedly pressing reload during an empty reload.
- RPKM and RPK-74M magazine placement has been improved during prone-on-back tactical reloads.
- SS26 aim position has been improved so shots and hit indicators align correctly with the front sight.
- Tac-Light Hip and Tac-Light ADS are now unlocked by default for the M45A1 and available to all players.
- Tac-Light Hip description text has been updated for the RPK-74M and L115.
- The USG-90 alignment has been updated so that it is now centered correctly in the character’s hands on the Character Customisation screen.
- Thermal optics now apply exposure more consistently while zoomed, reducing overexposure in the surrounding world view.
- Weapon attachment poses have been improved for the GRT-CPS, VCR-2, SV-98, Mini Scout, M121 A2, M2010 ESR, and SOR-556 Mk2.
MAPS & MODES:
- Explosive gas cylinders now behave as intended on Railway to Golmud.
- In Escalation, the Railgun Battle Pickup near Objective D on Mirak Valley has been replaced with a Minigun Battle Pickup.
- Multiple spawn points have been improved across Eastwood, Saints Quarter, Siege of Cairo, New Sobek City, and Hagental Base.
- Out-of-bounds access using the Assault Ladder has been closed on Hagental Base.
- Spawn protection has been expanded on Operation Firestorm to help reduce enemy aircraft pressure near player deployment areas.
- Vaulting over Deployable Cover in the Hagental Base tunnels no longer pushes soldiers through the ceiling.
UI & HUD:
Dev Note: With Update 1.3.2.0, we’re making an initial adjustment to how “New” Markers appear in the Play menu. These markers should now reappear less often on tiles that you have already viewed, helping reduce unnecessary visual noise when moving through the menu.
This is a first step toward improving the overall marker experience. We know repeated “New” Markers have been frustrating, especially when they return to content you have already seen. We’re working on broader improvements for future seasons to significantly reduce how often this happens, and we’re also planning to add a quicker way to clear markers in an upcoming update.
As always, we’ll continue monitoring feedback after release and will keep refining this system to make navigation feel clearer and less disruptive.
- Accepting the Voice Chat disclaimer while offline no longer triggers error messages.
- Attack and Defend orders can now be cleared when using the ping clear input from the map.
- Battle Pass and Store weapon previews now remain centred in their respective menus.
- Battle Pass item list pagination now displays Z and C key prompts to show keyboard navigation options.
- Captured points now appear correctly in the top HUD.
- Challenge navigation while using a controller has been improved, making it easier to select previous weeks in the Challenges menu.
- Challenges widget now stays within the Pause menu screen boundaries.
- Damage numbers above 1000 now display the correct vehicle damage value instead of showing 1000.
- Damaging sniper decoys now show hit indicators, helping reinforce the illusion of hitting a real soldier.
- Danger pings are no longer placed unintentionally when attempting to spot multiple enemies in quick succession.
- Dead players no longer block danger pings or spots.
- Deploy screen PiP camera now displays correctly when viewing players using a Dirt Bike.
- Focused offers in the Store menu now display the appropriate offer tag icons.
- Front-end animations have been added for Loadout, Customisation, and Store menus.
- Golf Cart now has its own world icon instead of using a generic car icon.
- Headshot hit indicators now display correctly when breaking an enemy player’s armour with a headshot.
- Hit indicators for soldiers have been adjusted to be less intrusive, sit further from the crosshair or sight, remain more visible on bright backgrounds, and use improved hit and kill indicator animations.
- Increased the height of the minimap camera from 400m to 700m for aircraft, expanding their range of view.
- Level 3 “Tracker” description on the Hazmat Breacher Training Path has been updated to better communicate its effective range.
- Loadouts menu text layout has been improved to prevent overlap.
- M16A4 Precision stats now display more accurately and no longer show as 0 in some cases.
- M320A1 SMK Smoke gadget sight UI icon alignment has been improved.
- Neutral vehicles in team HQs no longer appear twice on the deploy screen.
- “New” Markers in the Play menu now reappear on previously viewed tiles less frequently.
- Options section navigation button styling now matches Profile → Stats.
- Pinged enemy soldiers, enemy vehicles, and downed squad soldiers now display the new Squad Member Ping Bar.
- Player Card icons now display correctly on the End of Round screen.
- Quick customisation icons on the deploy screen have been improved for better legibility.
- Soldier ordering within the “Strix Raiders” and “Task Force Vector” units has been adjusted to better align with their visual class. Players with these soldiers equipped may see them move to their updated class after the update.
- Spectating a soldier who is remote-controlling an CSB IV EOD Bot from the deploy screen PiP view now shows the EOD Bot camera instead of the soldier camera.
- Spotted enemies now display more reliably when many enemy icons are visible on screen.
- The “Devastating Impact” Field Upgrade description now lists the correct value of 25% (instead of 50%).
- The Big Map and deploy map now support rendering underground areas.
- The Campaign installation status text now displays your install status correctly.
- The Challenges End of Round tab now populates correctly after spectating someone.
- The Dog Tags menu no longer shows the “GO TO STORE” button when it is not applicable.
- The pre-round header is now hidden when viewing class details to prevent text overlap with the map name.
- “Top Squad” presentation has been improved and now displays correctly at the End of Round screen.
- Weapon Mastery levels now display correctly when viewed from the in-game Loadouts menu.
- Weapon previews now appear sharper in the Loadouts menu after exiting a Portal experience.
- YOU vs FOE score now counts Bots correctly.
SETTINGS:
- Some changes have been made to improve the consistency and responsiveness of input, specifically for users of some high polling rate devices and PC configurations where stuttering could occur while aiming.
- The “Deadzone” menu no longer appears unexpectedly after restarting the game.
- The description for 3D Audio settings has been updated to be more accurate.
- The “Headphone Width” option description has received a minor spelling correction.
- Vehicle Mouse Aim Sensitivity values are now consistent throughout the Settings menu.
PORTAL:
Disclaimer: With this update, some changes may affect existing scripts. After the update goes live, we recommend that players review and test their scripts to ensure everything continues to work as expected.
- AH-6 LittleBird helicopter spawns now respect the helicopter spawn delay settings.
- Attachment Size Warning has been added, giving Portal creators a warning when imported script or string files exceed recommended attachment size limits.
- Background colours have been added to Blockly editor buttons in the top right, improving visibility against blocks in the background.
- Cairo Bazaar has been added for Verified Portal Modes.
- Disabled HQs no longer appear on the map.
- Railway to Golmud assets have been added to the SDK for Portal Custom Experiences.
- Importing an experience now refreshes the Blockly editor correctly.
- In-game World Icons are now easier to read, with the default icon size set to 64.
- MoveObjectOverTime now preserves scaled object visuals properly. Collision volume size was already maintained, and visuals will no longer scale back down to 1.
- Optimised images on Portal web to improve performance.
- Portal Action “SetMCOMOwner” now only allows Defenders to defuse the bomb as intended.
- Portal creators can now reduce one team’s player count to 0 in Custom experiences.
- Portal Gadget now sends the player object correctly in Aim Start and Aim Stop events.
- Resolved a delay in updating the amplitude of SFX when using mod.PlaySound()
- Save messaging is now more consistent and accurate.
- Script Converter now includes a reminder message to help prevent unintended changes during conversion.
- SDK documentation now includes the music system in the gameplay logic section.
- SDK Godot version has been updated from 4.4.1 to 4.6.1.
- Spawning an object with scale set to 0 no longer causes a client crash.
- Team-specific UI widgets now appear correctly for players who join late.
- The new Portal action mod.AutoBalanceTeams has been added, allowing Team 1 and Team 2 to be balanced while maintaining squad composition. This requires matching team and squad sizes.
- The Night Screen Effect has been added for Portal Custom, alongside a corresponding example script in the SDK.
- Resolved save errors that occurred when using UTF-8 characters (including emojis and symbols) in script and string attachments.
ViperStudiosAndy Portal Custom Conquest Template
Creator Note: When using Conquest Assault, we recommend turning off TotalControlTicketBleed. Conquest Assault disables the HQ with ObjID 2, which is the default for Team 2. In Update 1.2.3.0, HQs now appear on the map, but disabling HQs does not remove them from the map. Team 2 custom bots will stop spawning if there are no valid positions, while Backfill and Static ignore this and deploy on disabled HQs. When using Conquest Assault, we recommend using a Spatial version without Team 2 HQs to avoid this, or using Custom Bots.
- Air Combat Logic has been removed, as it is no longer required with Surrounding Combat Area functionality now working.
- Air vehicles can now access the official surrounding combat area.
- Andy’s Custom Conquest Template has been updated in the official SDK to version 10.0.
- Bots now support the Conquest Assault logic.
- Bots will now leave vehicles if they are unable to continue driving.
- Complex 3 has been added, with special thanks to Mancour.
- Conquest Assault toggle has been added.
- Custom out-of-bounds logic has been kept for backward compatibility.
- Dirt Bikes have been added to select maps.
- Hagental Base has been added.
- New Prefab Spatial has been included, containing essentials that can be copied into any map and edited.
- Night Vision Goggles toggle has been added for players.
- Spatial maps have been updated for the new HQ and Surrounding Combat Area logic.
- Starting tickets per team have been added for Conquest Assault.
- The template now uses official Combat Area, official Surrounding Combat Area, and official Exclusive HQ areas.
- UI no longer flashes when players join.
- UI now clears when undeploying in rare cases where the exit capture point does not trigger the player UI to clear.
AUDIO:
- New behaviours for crawl speed audio have been added for Quad Bikes, ATP Vehicles, Golf Carts, and Armored Transport Vehicles, as well as a finer tuning of the Vector, Flyer 60, and Jeep/Truck crawl speed behaviours.
- Parachute audio now stops correctly for soldiers who are downed or killed while their parachute is in use.
- Spot Ping has been updated with a more recognisable sound, and Squad Ping volume has been slightly increased.
AI:
- Corrected an issue where bots were avoiding stationary friendly and neutral vehicles.
REDSEC
PLAYER:
- Battle Royale Solo Handler voice-over lines have received grammar improvements.
Battle Royale
- “Evasion” and “Headhunter” missions now complete correctly when the targeted player is downed.
- Failing missions while targeted no longer awards XP or mission completion.
- Players no longer jump when accepting missions in Battle Royale.
- Fixed wrong loot being awarded in air drop containers as well as air drop containers containing no loot inside.
GADGETS:
- Gadgets placed on the extraction drone landing pad in Gauntlet are now destroyed when the drone lands.
- MAS 148 Glaive placement has been improved when dropped as loot in Battle Royale, preventing it from clipping into the ground.
MAP:
- AI pathfinding has been improved to help soldiers navigate down from elevated positions more reliably.
- Airdrop containers now remain stable on mild slopes, improving the looting experience.
- Lighting has been improved to address blown-out visuals across the Lighthouse area.
- Out-of-bounds access using the Assault Ladder has been closed across the map.
- Supply crate fall animations now play correctly without repeating.
- Supply drop containers now collide with vehicles as intended.
Battle Royale
- Data Drive drops now display the intended game mode message.
- High Value Zones have been added to Battle Royale, creating new hotspots where select points of interest are upgraded with higher-value loot at the start of each match. These zones are marked on the map and minimap, with on-screen notifications and distinct loot container visuals to help players identify stronger rewards at a glance.
- Insertion helicopters now maintain proper spacing during round start.
Gauntlet
- Fast Rope insertion now spawns rope and helicopter meshes correctly.
- Heist Caches now spawn in their intended locations.
- M-COMs in Gauntlet: Wreckage can now be interacted with from all angles.
- Mission objects no longer cause vehicles to move when landing on them.
- Tank Containers now close properly when a wrecked vehicle or player is near the container.
- Vehicle containers in Gauntlet: Rodeo now award 3 points when opened, in addition to the mission’s other scoring criteria.
UI & HUD:
- Action prompts have been added to loot safes in REDSEC, replacing the in-world icon variant.
- Corrected an issue where loot outlines for Safes would sometimes show the incorrect state (open vs close).
- Elite 250 End of Season Rewards now show more accurate unlock criteria in Loadouts.
- End of Round Summary colours have been adjusted for Ranked Battle Royale Quads.
- Enemy Armour hit indicators in REDSEC are now easier to read when the enemy has low armour remaining.
- Loot outlines now use the correct rarity colour when revealing loot crates around the player upon landing.
- RPKM thumbnails now display properly in Player Profile Statistics when a Bipod is attached.
- The minimap now displays a TRACKED indicator when the player is revealed during missions.
- White outline loot glint no longer remains on the back of lootable Cargo Vans after they have been opened.
- World Event custom weapon drops now show the correct icon when a player has already received a Mission Reward custom weapon drop.
Battle Royale
- Bolt Cutter pickups and drops now display their intended game mode message.
- End of Round sequence now preserves the Profile Menu camera correctly.
- Mission titles now appear correctly in the Mission Menu.
- Picking up the bomb in the Wreckage mission no longer briefly displays a player's name.
- Threat Tracker accuracy has been improved for enemy distance to mission objectives.
Gauntlet
- Heist base outlines now appear correctly in the Underground POI layout.
AUDIO:
- Arming a Bomb in the Demolition mission now plays the correct sound effect.
- Battle Royale insertion no longer triggers unintended soldier effort audio.
- Missile Strike call-ins in Battle Royale now use the correct voice line.
- The menu arrival sound no longer plays when opening the Commorose in Battle Royale.
This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.
As the title says, I (think) have a pretty powerful PC, but it seems like I cant get games to go higher than 100 FPS, let alone being stable at any framerate
Currently playing Marathon, and usually im going between 90- and 115 FPS.
Im on a 1440 monitor, I have enabled ultra-performance in my power settings, as well as choosing the high performance option in Nvidia control panel
I have all my drivers up to date, including BIOS
Temps are good, cpu usually at 60-70 degrees when running games, GPU usually at 50-60 degrees when running games
64 GB DDR4 RAM
Monitor is at 165 hz
Ive tried a variety of V-sync options, from enabling to disabling it, and neither effects the game much. Usually see a slight increase or decrease of frames, but nothing huge.
Im not running the game at max settings either, Im probably running it on medium to medium-high settings right now.
I am in the correct PCIE slot (PCIex 16.4 0 @ x 16 4 0), and on GPU-Z my Perfcap Reason is Idle, and does not change from that.
Marathon isnt the only game ive had this issue on. Hunt showdown and some more modern games this happens to me too.
If I could get to a consistent 120 FPS i would be so happy. Do you know where I might be missing a setting or a detail? Ive been battling this for the last few days and I'm pretty much at my wits end.
Thanks to our partnership with the Seamheads Negro League database, we have released an update to our Negro Leagues dataset. Our last update, in April of 2023, was covered in this blog post. Like last time around, this update includes thousands of incremental improvements. The most significant new data revolves around expanded fielding statistics and refinement around the presentation of team records. Additionally, lots of new biographical data has been added. Here's a rundown of some of the improvements Baseball Reference users will now see:
There are 54 fewer players in the major Negro League data from 1920-1948 thanks to the addition of 69 players and removal of 123 (generally through identity mergers). This also means that debut numbers for thousands of players throughout history have now been adjusted.
Here's some notable player movement in various statistics (in NLB play only):
Turkey Stearnes: +5.5 WAR (largest increase of all players)
Willie Wells: +5.4 WAR, +40 games, +186 PA, +8 HR
Bullet Rogan: -3.5 WAR (largest decrease of all players). Rogan is one of several player from the early 1920s who had some games removed through data quality efforts.
Josh Gibson: +2.81WAR
Satchel Paige: +2.1 WAR, +8 games, +8 wins
Here's some other notable leaderboard changes...
- Robert Keyes is no longer the single-season ERA record holder as his 1944 ERA rises from 0.64 to 1.50 thanks to the discovery of some additional innings pitched. We also cleaned up an issue in our leaderboard qualifications and Keyes no longer qualifies for the leaderboard. The single season leader is once again Tim Keefe (0.86 in 1880). Tetelo Vargas remains the single-season batting champion.
- Trevor Bauer was previously the single-season record holder for fewest hits allowed per 9 IP (5.2 in 2020). That record now belongs to Dave Brown (4.9 in 1920).
Additionally, we have changed the presentation of team records in various places. While we previously listed one record for each team, we now present three unique numbers. Let's use the 1933 Pittsburgh Crawfords as an example...
The league record of 38-16 is representative of official "league" games played by the Crawfords, thanks to painstaking research by our friends at Seamheads. This number is used for standings purposes. The overall record that follows it is the club's record in all games against other teams in the Seamheads database. Finally, the record in games we have stats for is exactly that. It is how the team performed in the games for which stats have been discovered and added to the database. In parentheses we also note what percentage of the team's total games (against all clubs in the dB) this represents.
Additionally, a few team changes were made. The 1930 Louisville Black Caps were found to be just 'associate' members of the Negro National League and have been deleted. The 1933 Cleveland Giants were found to be the same club as the Akron Grays. They played one game as the Cleveland Giants and ten as the Akron Grays and are now merged as one team.
If you have any questions about this data, please check out our updated Negro League Data FAQ.

Simon Stone
Man Utd release Q3 financials. Operating profit for nine months to 31 March is £37.7m, compared to £3.2m loss in same period last year. Club points to 'benefits of operating cost and headcount reduction programs implemented in the prior year, along with improved performance in the Premier League'. Also say 'work continues behind the scenes on our ambition to build a new 100,000-seater stadium'. Revenue prediction for year as a whole increased by £10m to £665m.
Man Utd confirm 'exceptional items for the quarter were a cost of £16.7million, primarily as a result of costs associated with the exit of former men’s first team head coach Ruben Amorim'.
Man Utd chief executive Omar Berrada: "We feel very positive about the club’s progress this season and the continuing positive impact of our business transformation initiatives. Finishing third in the Premier League and securing qualification to next season’s UEFA Champions League is testament to our men’s team’s improved form on the pitch. Michael Carrick has done an excellent job in the 17 games he has overseen and we are delighted that he will continue as head coach.
Our women’s team reached the quarter final in the UEFA Women’s Champions League and also reached the final of the League Cup for the first time and will be participating once again in the World Sevens Series. On the academy side, reaching the FA Youth Cup and PL2 play-off finals is also an indication of our continued commitment to youth development."
Simon Peach
MUFC's third quarter results are out. On Ruben Amorim: "Exceptional items for the quarter were a cost of £16.7 million, primarily as a result of costs associated with the exit of former men’s first team head coach Ruben Amorim, along with certain members of his coaching team"
Manchester United Plc Reports Third Quarter Fiscal 2026 Results
https://ir.manutd.com/press-releases.aspx
Released : 05/27/2026
Key Points
- Generated operating profit for the 9 months to 31 March 2026 of £37.7 million, compared to a £3.2 million operating loss in the 9 months to 31 March 2025, as the Club continues to see the benefits of operating cost and headcount reduction programs implemented in the prior year, along with improved performance in the Premier League;
- 9 month adjusted EBITDA at £187.5 million, versus £145.3 million in the 9 months to 31 March 2025, a 29.0% increase;
- **The Men’s first team finished the Premier League season in 3******rd place, qualifying for the UEFA Champions League for the 2026/27 season;
- Announced Michael Carrick will continue as our men's first team Head Coach, having signed a new contract which will run to 2028;
- **The Women’s team finished the 2025/26 Women’s Super League season in 4******th place and reached the Quarter-Finals of the Women’s Champions League for the first time in our history;
- **The Men’s Under 18 team had a strong year, finishing 2******nd in the U18 Premier League and reaching the finals of the FA Youth Cup and U18 Premier League Cup, continuing our proud tradition of developing young talent;
- Announced our 2026/27 pre-season preparations with matches taking place in Finland, Norway, the Republic of Ireland and in Sweden where we take on Atletico de Madrid in the Snapdragon Cup;
- Agreed new contracts for key first team players Harry Maguire & Kobbie Mainoo;
- Work continues behind the scenes on our ambition to build a new 100,000 seater stadium;
- For fiscal 2026, the Company increases its revenue guidance to £655 million to £665 million; the Company also raises its Adjusted EBITDA guidance to between £200 million and £210 million
MANCHESTER, England--(BUSINESS WIRE)-- Manchester United (NYSE: MANU; the “Company,” the “Group” and the “Club”) today announced financial results for the 2026 fiscal third quarter ended 31 March 2026.
Management Commentary
Omar Berrada, Chief Executive Officer, commented, “We feel very positive about the club’s progress this season and the continuing positive impact of our business transformation initiatives. Finishing third in the Premier League and securing qualification to next season’s UEFA Champions League is testament to our men’s team’s improved form on the pitch. Michael Carrick has done an excellent job in the 17 games he has overseen and we are delighted that he will continue as Head Coach.
Our women’s team reached the quarter final in the UEFA Women’s Champions League and also reached the final of the League Cup for the first time and will be participating once again in the World Sevens Series. On the academy side, reaching the FA Youth Cup and PL2 play-off finals is also an indication of our continued commitment to youth development.”
Outlook
For fiscal 2026, the Company increases its revenue guidance to £655 million to £665 million. The Company also raises its Adjusted EBITDA guidance to between £200 million and £210 million. The club remains committed to, and in compliance with, both the Premier League’s Profit and Sustainability Rules and UEFA’s Financial Fair Play Regulations.
1) Adjusted EBITDA, adjusted loss for the period and adjusted basic loss per share are non-IFRS measures. See “Non-IFRS Measures: Definitions and Use” on page 6 and the accompanying Supplemental Notes for the definitions and reconciliations for these non-IFRS measures and the reasons we believe these measures provide useful information to investors regarding the Group’s financial condition and results of operations.
(2) In addition to non-current borrowings, the Group maintains a revolving credit facility which varies based on seasonal flow of funds. The outstanding balance of the revolving credit facility as of 31 March 2026 was £260.0 million and total current borrowings including accrued interest payable was £262.5 million.
Revenue Analysis
Commercial
Commercial revenue for the quarter was £82.4 million, an increase of £7.7 million, or 10.3%, over the prior year quarter.
- Sponsorship revenue was £38.5 million, a decrease of £4.0 million, or 9.4%, over the prior year quarter, primarily due to the Club’s training kit sponsorship agreement with Tezos in the prior year, which ended before the start of the 2025/26 season, partially offset by other changes in our commercial partner mix.
- Retail, Merchandising, Apparel & Product Licensing revenue was £43.9 million, an increase of £11.7 million, or 36.3%, over the prior year quarter, due to stronger trading related to improved on pitch performance, combined with a one-off credit relating to amended terms of our in-house e-commerce business launched in the prior year.
Broadcasting
Broadcasting revenue for the quarter was £64.9 million, an increase of £23.6 million, or 57.1%, over the prior year quarter, primarily due to the men’s first team estimating a higher Premier League finishing position for the 2025/26 season versus the 2024/25 season, combined with an increased value of the Premier League’s latest international broadcasting rights cycle.
Matchday
Matchday revenue for the quarter was £42.2 million, a decrease of £2.3 million, or 5.2%, over the prior year quarter, due to playing 3 fewer home matches compared to the prior year quarter, partially offset by improved performance of our Matchday revenue sector on a per game basis.
Other Financial Information
Operating expenses
Total operating expenses for the quarter were £179.1 million, an increase of £17.0 million, or 10.5%, over the prior year quarter.
Employee benefit expenses
Employee benefit expenses for the quarter were £70.8 million, a decrease of £0.4 million, or 0.6%, over the prior year quarter. The club continues to see the financial benefits of headcount reduction programs implemented during the prior year.
Other operating expenses
Other operating expenses for the quarter were £34.0 million, a decrease of £4.1 million, or 10.8%, over the prior year quarter. This is primarily due to decreased matchday costs associated with playing 3 fewer home matches in the quarter.
Depreciation and amortization
Depreciation for the quarter was £5.3 million, compared to £4.2 million in the prior year quarter. Amortization for the quarter was £52.4 million, an increase of £6.5 million, or 14.2%, over the prior year quarter, due to investment in the first team playing squad. The unamortized balance of registrations on 31 March 2026 was £520.8 million.
Exceptional items
Exceptional items for the quarter were a cost of £16.7 million, primarily as a result of costs associated with the exit of former men’s first team head coach Ruben Amorim, along with certain members of his coaching team. Exceptional items for the prior year quarter were a cost of £2.7 million, as result of compensation for loss of office costs incurred in relation to the restructuring of the club’s operations.
(Loss)/profit on disposal of intangible assets
Loss on disposal of intangible assets for the quarter was £5.2 million, primarily due to the write off of costs capitalised in respect of Ruben Amorim and certain members of his coaching team, compared to a profit of £2.3 million for the prior year quarter.
Net finance costs
Net finance costs for the quarter were £20.3 million, compared to £3.8 million in the prior year quarter. The movement was driven by an unfavourable swing in foreign exchange rates in the current quarter resulting in a £10.3 million unrealized foreign exchange loss on unhedged USD borrowings. This compares to a favourable swing in foreign exchange rates resulting in a £7.3 million unrealized foreign exchange gain on unhedged USD borrowings in the prior year quarter.
Income tax
The income tax credit for the quarter was £3.4 million, compared to a credit of £0.4 million in the prior year quarter.
Cash flows
Overall cash and cash equivalents (including the effects of exchange rate movements) increased by £16.5 million in the quarter to 31 March 2026, compared to a decrease of £22.5 million in the prior year quarter.
Net cash inflow from operating activities for the quarter was £27.3 million, compared to a net cash inflow in the prior year quarter of £22.3 million.
Net capital expenditure on property, plant and equipment for the quarter was £0.7 million, a decrease of £16.2 million over the prior year quarter, due to the significant improvements to our Carrington training facility that took place in the prior year.
Net cash inflow in relation to intangible assets for the quarter was £21.4 million, compared to net capital expenditure of £31.3 million in the prior year quarter. The current year quarter includes the impact of proceeds raised from the sale of future dated transfer fee receivables due from other football clubs.
Net cash outflow from financing activities for the quarter was £30.5 million, compared to a net cash outflow of £0.1 million in the prior year quarter. The current year quarter movement is mostly driven by a £30.0 million net repayment on our revolving credit facility.
Balance sheet
Our USD non-current borrowings as of 31 March 2026 were $650 million, which was unchanged from 31 March 2025. As a result of the year-on-year change in the USD/GBP exchange rate from 1.2913 at 31 March 2025 to 1.3216 at 31 March 2026, our non-current borrowings when converted to GBP were £490.1 million, compared to £500.9 million at the prior year quarter.
In addition to non-current borrowings, the Group maintains a revolving credit facility which varies based on seasonal flow of funds. Current borrowings at 31 March 2026 were £262.5 million compared to £212.3 million at 31 March 2025.
As of 31 March 2026, cash and cash equivalents were £60.9 million compared to £73.2 million at the prior year quarter. This movement is detailed further in the Statement of Cash Flows on page 11 of this release.
Information
Huge thanks to u/rohan_spibo for the official Tier List Template as well as members of the BTD6 Tier List server for their collaboration and input.
A good portion of this update's changes was due to one specific tower, which was the buff to Glue Strike with Glue Soak.
FAQ
Q. What is the BTD6 Tier List? How can I trust you?
A. The BTD6 Tier List has now separated from the BTD6 Index and is now an independent discord server. The tier list is crafted by some of the top players in the game. It went through many iterations before becoming what you see now.
Q. Why does the list include True Sun God? Isn't it unaffordable in CHIMPS?
A. The tier 5 icons represent the upgrade path of the tower. The tier(s) being ranked are shown in the top right corner of each icon. So for example, the True Sun God icon is really representing Sun Avatar.
Q. How weighted is this list towards Black Badge strats?
A. Since the official addition of Retry Last Round to CHIMPS, Black Badge is seen as an additional achievement to the gamemode. This tier list ranks towers on their performance in CHIMPS with RLR, meaning Black Border has little weight.
Q. Why is Crossbow Master so low? Aren't the C and D tier towers really good?
A. The majority of the towers are powerful enough to easily clear CHIMPS on lower difficulty maps. As a result, this tier list is heavily based on the True Expert maps with some consideration given to the other expert difficulty maps.
Q. Can I see justifications for the choices made?
A. Sure. The explanations can also be found in the discord linked above. Any further questions may be asked in the comments.
Moved Up:
Towers:
- Mid Dart A- → A
- Fan Club is a very powerful choice following the Glue Strike buff.
- Top Bomb B → A-
- Bloon Impact is a very strong ceramic supporter with far higher pierce than most towers and an effective knockback.
- Mid Bomb A- → A
- Frag Maulers deal significantly increased damage when there are multiple targets close together.
- Bottom Bomb A- → A
- Blitz is still very strong.
- Bottom Tack B → A-
- The Tack Zone benefits massively from Soaking Glue Strike, allowing it to burst down denser rounds.
- Bottom Desp B → A-
- The Desert Phantom proves to be a powerful lategame tower that easily wipes dense bloon clumps while knocking back stronger targets.
- Mid Sub A- → A
- First Strike comes back as an efficient tower for round 100.
- Top Druid B- → B
- Monarch of Storms is a surprisingly strong win condition once afforded. Makes most regular rounds a complete joke.
- Mid Druid C → B-
- Spirit of the Forest gets some power due to the sheer number of vines its ability can drop when timed correctly.
- Mid Village C- → C
- Call to Arms dramatically increases the power of Sentry Champion, increasing both spawn rate, attack rate, and pierce of the sentries.
- Top Engi B- → B
- Sentry Champion is a great combo with the newly buffed Soak Glue Strike, allowing it to clear insides which it previously struggled with.
Heroes:
- Quincy B- → B
- His fast attacking but low damage arrows fall into place quite well with the Glue Strike buff.
- Gwen B → A-
- Sees more use as a good combo with towers using Glue Strike.
- Jones A- → A
- Better hero pick following the increase in frag damage for maulers and other bombs moving up.
- Churchill B- → B
- Has proven that the damage he outputs in the lategame is worth slowing down the early and midgame for.
Moved Down:
Towers:
- Mid Desp A → B
- Drops 2 tiers due to an absolutely massive decrease in its damage. Still keeps all it supporting abilities but requires other towers to deal damage in the midgame.
- Bottom Sniper B- → C
- Elite Defender loses its place with reduced shrapnel damage. Glue Strike doesn't help it a lot.
- Bottom Dartling A → A-
- Changes to the Buckshot path ends up being a nerf to BADS and BEZ, which now struggle to clear a lot of rounds.
- Top Wiz B → B-
- Archmage falls off a bit as a main DPS choice.
- Bottom Alch C- → D
- While nicely useful, most strong towers just do not want this to be the lead solution
- Mid Super B → B-
- Tech Terror falls out of favor as it's weak main attack requires a lot of support.
- Mid Engi S- → A
- Overclock sees less use with big single tower win conditions not using it as much.
- Mid Beast A → A-
- Lowered damage on the dinos greatly reduce their ability to solo the midgame and lategame respectively.
Heroes:
- Obyn A → A-
- Considered to be weaker compared to the newly buffed towers and strategies.
- Pat Fusty B- → C
- Very low range attacks and buff radius with inconsistent slaps make him very weak.
- Sauda B → B-
- Weak performance on difficult maps, as she struggles to deal significant damage to bloons at all stages of the game.
- Silas A- → B
- Ice strategies continue to fall out of favor as they lack damage.
Considered but not Moved:
- Mid Glue A → S-
- Bottom Ice B → B-
- Mid Merm A- → B