Here are the full patch notes for the Destiny 2 Edge of Fate update (9.0.0.1), including major armor reworks, subclass tweaks, and sandbox changes.
Destiny 2’s latest expansion, Edge of Fate, is officially out today, July 15, 2025. Alongside the new story content, this update is packed with big changes across the board, from major system overhauls to the usual round of sandbox tuning.
Update 9.0.0.1 is now live on all platforms, and with it comes a long list of patch notes covering armor, weapons, subclasses, and more.
In this article, you’ll find the full breakdown of everything included in Destiny 2’s 9.0.0.1 patch, every major update Bungie has introduced with Edge of Fate.
Destiny 2 Edge of Fate 9.0.0.1 – Full Patch Notes
Bungie has now released the full list of patch notes for the Destiny 2 update 9.0.0.1. You can check them out below!
New Feature: The Portal
General
- The Portal is now the main access point for new activity content and is available directly from orbit.
- Kepler Destination access
- Portal Activity Ops access
- Event Card access
- Seasonal Hub access
- Tower access
- Quick Launch Activity Carousel
- Information Carousel
- The Portal contains links to the main Portal Activity nodes
- Solo Ops
- Fireteam Ops
- Pinnacle Ops
- Crucible Ops
Customization
- Allows players to choose modifiers and improve rewards.
- There are four primary sections to customization
- Difficulty Tiers
- Activity Modifiers
- Activity Preview
- Reward Forecast
Difficulty Tiers
- There are five selectable difficulty tiers at the moment:
- Normal – Power 10
- Advanced – Power 100
- Expert – Power 200
- Master – Power 300
- Grandmaster – Power 400
Activity Modifier Categories
- Challenges
- Unique sandbox-based challenges.
- Up to five per activity can be selected.
- Banes
- Random enemies have a unique effect that makes them more powerful.
- There are seven new bane types.
- Boons
- Beneficial player boosts.
- For example, Elemental Surges.
- Beneficial player boosts.
- Player Stakes
- Non-sandbox-based modifiers.
- For example, No HUD or No Starting Ammo.
- There is also a new set of static modifiers – the rules modifiers. These include:
- Information about how to score points.
- Enemy tier and faction composition.
- Enemy toughness.
- Bane frequency.
Activity Preview Section
- Visible on right side of activity menu during customization
- Shows relevant activity details
- Activity Power
- Power Level
- Difficulty Shield
- Easy, challenging, or impossible
Reward Forecast Section
- Visible on right side of activity menu during customization
- Rewards are based on the Reward Score
- Final Reward Score is based on two parameters:
- Challenge Multiplier
- This is fireteam based, shared by everyone on the fireteam.
- You increase this by increasing the difficulty tier, and selecting Challenges, Banes, and Player Stakes.
- Reward Multiplier
- This is player based, you have full control of your Reward Multiplier.
- You can increase this by increasing your Power level, wearing new or featured gear, and by obtaining scoring bonuses.
- Challenge and Reward Multipliers determines Reward Score Forecast
- Rewards that should be expected upon completing an activity.
- You will see an engram on the Rewards Display that lists the gear tier, loot pool, and Power – and it can be inspected to see exactly what it contains.
- Reward Score translates into rewards based no two parameters:
- Reward Rank
- You earn different Reward Ranks as you level up.
- Starts at Copper, caps at Diamond V
- Reward Package
- Each Portal activity you play, you will earn a grade: C all the way up to A based on the score you achieved.
- Eventually the A+ grade will be achievable as you reach the higher reward ranks.
- The Reward Package you get is the reward you earn: Gear tier and power of the engram(s), and any currencies alongside the gear rewards.
- Reward Ranks determine the score you need to achieve to get a specific Reward Package.
- Each Portal activity you play, you will earn a grade: C all the way up to A based on the score you achieved.
- Reward Rank
- Challenge Multiplier
Activity Type
- There are three activity types, as far as scoring points go:
- Final-blow scoring
- For example, strikes, Hunts, and Battlegrounds
- Kills award small amount of points.
- Objective scoring
- Solo Ops and Exotic Missions
- Completing objectives grant points.
- There are bonuses that players can find.
- Wave-based scoring
- Featured in Onslaught.
- Points are earned upon wave completion.
- Players must score enough points to reach the tickmark on the in-game scorebar to get the forecasted Reward Package.
- Each activity has 10,000 (and sometimes more) points available to earn before multipliers are applied once the activity is finished.
- Final-blow scoring
Bonus Timer
- Activities now have a bonus countdown timer.
- Rewards up to a 15% bonus to your score, depending on how much time is left.
Mid-Activity Rewards
- Mid-activity rewards can be earned in some activities.
- Longer activities (Exotic missions, the Coil, Onslaught) have reward chests spaced out at regular intervals.
- These chests aren’t scored like the end-activity reward, but have quality determined by Seasonal Power and Guardian Rank progress.
- Challenging enemies often drop rewards, like currencies, and sometimes engrams.
- Quality of the reward is determined by Seasonal Power and Guardian Rank progress.
- All mid-activity rewards come from the loot pool for that activity.
- Longer activities (Exotic missions, the Coil, Onslaught) have reward chests spaced out at regular intervals.
Scoring Experience
- New scorebar
- Shows a tickmark at the location where you are guaranteed to earn the projected Reward Package and turns from white to gold when you do.
- New killfeed
- Shows a total of recent scoring near the reticle.
- Only shows name or class for challenging opponents.
- Ghost Menu now shows your current Power.
- Reward Score and Reward Package are shown upon activity completion.
- Reward Package rewards come from a unique chest at the end of all PvE Portal activities.
- This includes new engram visuals that upgrade as the earned gear tier increases.
- The Post Game Carnage Report (PGCR) has been updated to show the following:
- Score
- Time bonus
- Challenge Multiplier
- Reward Multiplier
- Reward Score
Fireteam Power
- Fireteam Power is enabled for all activities in the Portal.
- Reward quality is determined by personal Reward Rank, so each player may earn different rewards.
- When Fireteam Power is active, each player’s Reward Multiplier brings their personal Reward Score down to that player’s natural Power level at the end of the activity.
- This is a similar change to how we score Matchmade and other Fixed Power content.
- When Fireteam Power is active, each player’s Reward Multiplier brings their personal Reward Score down to that player’s natural Power level at the end of the activity.
Portal Training & Tutorial
- Seven training tiers are available at Solo Ops and Fireteam Ops.
- They serve as a highlight and tutorial of Portal features.
- Training tiers have a slightly different selectable modifier availability.
Curated Quickplay Playlist
- Solo Ops and Fireteam Ops have four Quickplay playlists
- They don’t allow customization, but have a selection of challenges, banes, and boons.
- They have four difficulties, and you are always at a Power disadvantage.
- Normal – Fixed Power
- Advanced – 10 under
- Expert – 20 under
- Master – 30 under
- They have their own scoring system.
- The Challenge multiplier is based purely off of the base activity Power for the playlist.
- Instead of using the scoring adjustments for the modifiers, we add to the Reward multiplier based on the Power disadvantage.
- The final Reward Score will be the same as if you had re-created the activity with the appropriate Power disadvantage in the Customize screen.
- Starting in Week 2, Expert and Master matchmaking tiers are available on Fireteam Ops activities with a Bonus Focus.
- Similar randomized modifier scheme and scoring adjustment to the Quickplay playlists.
- Grandmaster difficulty unlocks in week 4.
Guardian Rank Refresh
- Guardian Ranks have been rebuilt to support the Portal and the new Core Game experience.
- All existing players will be reset one time to Guardian Rank 2.
- In future seasons, starting in Destiny 2: Renegades, Guardians will be reset to Rank 6, as they were previously.
- Any previously earned rewards from attaining Guardian Ranks are kept.
- Most of the feature unlocks that previously lived between Guardian Rank 3 and 7 have been moved to be earned by getting Guardian Rank 2 or 3.
- The final set of loadouts is still on Guardian Rank 7.
- Many Guardian Rank objectives have been retired and replaced with new ones to help guide players learning to use the Portal, as well as using it to track and reflect their seasonal journey(s).
- No objective in Guardian Ranks requires any purchase to complete.
Crucible Ops
Scoring
- All Crucible Ops activities in the Portal are scored activities.
- Crucible Ops shares the same Reward Rank system as the rest of Portal activities.
- Your Power determines your Reward Rank, which determines the score thresholds for Performance Grade and Reward Package.
- Reward Score is determined by Match Score and Crucible Reward Multiplier.
- PvP does not have a Challenge Multiplier.
- Fixed to 1.0x
Match Score
- Determined by match outcome and player performance.
- A fixed amount is awarded for wins/losses/ties.
- A variable amount is awarded based on Player Score (scoreboard stat) and team rank (i.e. whether you’re first, second, third, etc. on your team).
- Bonus score is awarded for achieving mode-specific superlatives (ex. most kills, most zones captured, longest killstreak, etc.).
- These are lobby-wide.
- Round-based modes award a smaller amount of bonus score per round.
- Joining-in-progress and team imbalances are accounted for and factored into match score for disadvantaged players.
Crucible Reward Multiplier
- Increases with Power, equipping new or featured gear, and Rewards Pass bonuses.
- Exclusive to PvP, this also increases with:
- Crucible Reward Rank
- Competitive Division
- Trials Passage
Crucible Reward Rank
- Previously Crucible Rank
- Your current rank determines your Reward Rank Multiplier, which factors into your final Crucible Reward Multiplier.
- Progression is based on individual performance.
- The higher your Player Score (scoreboard stat), the more points you gain, the faster you rank up.
- Higher ranks require a minimum performance grade to gain any points
- Fabled requires a C+, Mythic and Legend require a B.
- Each major rank up grants you an additional weapon and/or armor and currency.
- Gear tier and Power of these rewards are equivalent to the highest potential Reward Package at your current Reward Rank.
- Rank resets not currently available.
Additional Rewards
- Crucible Ops activities may grant an Additional and MVP Rewards, on top of the guaranteed scored reward.
- Gear tier and power of these rewards are determined by Reward Package, equivalent to scored rewards.
- In 6v6 modes, the top scorer (rank 1) of each team earns an additional piece of gear (MVP Reward). A random player between rank 2 and 5 is also awarded an additional piece of gear (Additional Reward).
- In 3v3 modes, a random player on each team is awarded an additional piece of gear (Additional Reward).
- In Free for All modes, the top scorer earns an additional piece of gear (MVP Reward). A random player between rank 2 and 5 is also awarded an additional piece of gear (Additional Reward).
- Trials of Osiris does not grant any additional or MVP rewards.
- It will come with a later, mid-season update.
New Feature: Seasonal Hub
- New home to challenges and rewards to help your Guardian power up during the Season.
- Challenges Hub
- Daily and Weekly Challenges
- Weekly Reward Track
- Play Now Hub
- Features Conquests
- Seasonal Title Hub
- Set of Triumphs that awards the Seasonal Title
- Challenges Hub
Challenges Hub
- Features two types of challenges and a Weekly Reward Track.
- Daily Challenges
- Three challenges that target Portal activities..
- Progress resets each day.
- Identical each day to provide a consistent, predictable base of progress for Seasonal Hub progress.
- Award one rank on the Weekly Reward Track, as well as some Bright Dust and XP.
- Weekly Challenges
- Five challenges that also target Portal activities but ask for a bit more focus and effort to complete than the dailies.
- Progress resets each week.
- Three weeklies are identical each week and correspond to daily challenges.
- Two weeklies change each week, so be sure to check the requirements before diving into activities.
- Award four ranks on the Weekly Reward Track, as well as some Bright Dust and XP.
- Weekly Reward Track has a set of rewards to support Power progression.
- Resets weekly and account-scoped
- Rewards include
- Currencies
- Exotic Ciphers, Unstable Cores, Strange Coins, and Bright Dust
- Powerful Gear Engrams
- Provides a Legendary New Tiered Gear drop
- Armory Requisitions
- Allows to claim one Armory Reward from Zavala during the current week.
- Arsenal Credit
- Allows you to claim one Arsenal Reward from Zavala during the next week.
- Currencies
- Daily Challenges
Conquests
- Added six conquest activities in the Seasonal Hub designed to offer unique challenges and powerful rewards on your seasonal journey.
- Two conquests at Expert difficulty, each offering a one-time reward of Tier 3 engrams.
- Two conquests at Master difficulty, each offering a one-time reward of Tier 4 engrams.
- Two conquests at Grandmaster difficulty, each offering a one-time reward of Tier 5 engrams.
- Updated the Conqueror Seal to remove Nightfall triumphs and add new Conquest Triumphs for earning the Title and gilding.
Armory and Arsenal Rewards
- Commander Zavala now offers a selection of powerful New Gear items each week.
- Requires two new currencies: Armory Requisitions and Arsenal Credit.
- The Armory includes a selection of New Gear armor choices each week.
- Up to two such Armory Rewards can be earned each week.
- Armor choices are present for each slot across both the PvE and PvP pools.
- Each Armory Reward selection must be different. The same Armory Reward cannot be claimed twice each week.
- Armory Rewards have a predefined Tier, which increases as the season progresses.
- The Arsenal features a different New Gear seasonal weapon each week, with up to five options to choose from.
- One weapon can be claimed using a Credit earned the previous week.
- Arsenal Rewards have a predefined Tier, which increases as the season progresses.
- Your options to choose from start at three with a Credit earned the previous week. For each Arsenal Expansion earned the previous week, options to choose from increase, up to a maximum of five.
- For each Credit or Expansion unearned the previous week, there is an option to unlock in the current week, available for Bright Dust.
- To acquire a Credit, which provides one reward from three options, the cost is 1500 Bright Dust.
- To acquire an Expansion, which provides one additional option, the cost is 250 Bright Dust.
- Expansion I can only be purchased if the Credit is unlocked.
- Expansion II can only be purchased if the Credit and Expansion I are unlocked.
- For Season: Reclamation, the Arsenal rewards will begin on Week 2, based on the credits and Expansions earned in Week 1.
Activities
New Campaign and Destination
- The Edge of Fate Campaign launches at 10 AM Pacific on July 15, 2025
- Welcome to Kepler!
- Story Missions
- Quests
- General Quests
- Exotic Quests
- Exotics
- Destination Weapons
- Destination Armor
- Destination Activities
- Secrets
- You’ll have to go find these on your own.
Crucible
Trials of Osiris
- Trials of Osiris has new loot.
- New Armor
- New Weapons
- Refreshed Weapons
- Power advantages have been disabled in Trials of Osiris.
- The minimum Power requirement for accessing Trials of Osiris has been adjusted to align with the Power Cap.
- For Season: Reclamation, players must reach the Power Cap of 200.
- Passage status determines Trials Multiplier, which factors into the Crucible Reward Multiplier.
- Trials of Osiris Passage
- Wins up to seven increases Trials Multiplier.
- Upon reaching seven wins, you can claim a reward on the Passage itself.
- Lighthouse Passage
- Wins up to seven increases Trials Multiplier.
- Active win streak continues after seven wins.
- Lighthouse chest rewards have been rebalanced, but the general structure remains the same.
- For example, your longest win streak leading up to seven wins still determines your Lighthouse Chest rewards.
- Trials of Osiris Passage
- Featured weapon rotation will not be available until the mid-Season update.
- The minimum Power requirement for accessing Trials of Osiris has been adjusted to align with the Power Cap.
Competitive
- New Competitive Rewards
- Competitive Weapon
- Season: Reclamation Ascendant emblem
- Note: This emblem will be added in a later patch.
- Players who reach Ascendent Rank within Competitive Crucible this season will be granted this emblem when it is introduced.
- Competitive Division determines Competitive Multiplier, which factors into Crucible Reward Multiplier.
- The Competitive weapon rewards now drops at a percent-chance on wins.
- The chance increases with your highest seasonal Competitive Division.
- 20% chance at Copper, up to 50% chance at Ascendant.
- Gear tier is determined by Reward Package, while Power is capped relative to your current Power.
- The chance increases with your highest seasonal Competitive Division.
Cutting Edge
- New loadout-restricted playlist that requires a full set of New Gear.
- The full New Gear bonus is applied to the Crucible Reward Multiplier.
- Rotates weekly through different game modes and fireteam sizes.
- Each mode has a curated set of five maps for the week.
- This playlist is locked until Friday of the first week of the Season.
Ammo Changes
- The Special Ammo Meter has been reenabled in Crucible, with some changes.
- Filling your meter will notify enemies that you have generated an ammo brick.
- In 3v3 Modes, all players will have ammo icons underneath their Super icons in the HUD to alert opponents and teammates as to who has ammo.
- Initial Special ammo crates now spawn after 30s instead of immediately in all game modes, matching their behavior in Trials.
- You can now retain up to 3x starting ammo after death. Ammo above that amount will be lost.
- You will continue to start the game with one kill’s worth of Special ammo, but you will no longer spawn with fresh ammo every life or at the beginning of rounds.
- Note: The Heavy Ammo meter and bonus ammo bricks from 100+ weapon stat are not enabled in the Crucible.
Modifiers
- Notswap modifier is now active in all Crucible activities that are accessed via the Portal.
- A new modifier is now visible in orbit and in game when you bring up the Ghost menu that tells you your quitter status, and while in game it will tell you what will happen should you leave.
Heavy Metal
- Brig and Drake Tank look stick controls now respect player’s sensitivity settings when using controller.
- Secondary weapon target lock time reduced for both Drake Tank and Brig.
- Brig base movement speed has been increased to match the Drake Tank.
- Brig firing animation has been adjusted to better reflect firing cadence. Timing matches Drake Tank.
- Brig’s projectile speed now matches the drake tank.
- Drake Tank’s destruction garbage bits no longer collide with Brig. Garbage bits fade quicker.
Raids and Dungeons
New Raid – The Desert Perpetual
- Launches Saturday, July 19 at 10 AM Pacific
Sundered Doctrine
- Fixed an issue where alternate characters were unable to advance beyond step 2 of The Drowning Labyrinth quest.
Vesper’s Host
- Fixed an issue where some players are not able to advance beyond step 6 on the Rogue Network quest.
- Fixed an issue where Radiation debuff was not clearing when dropping a nuclear core or safe distance from Puppets.
Warlord’s Ruin
- Fixed an issue where, on the final stand of the last encounter, players were sometimes not being teleported.
Spire of the Watcher
- Corrected an issue where Arctrician buff was not being displayed in the intended space below the health bar.
Garden of Salvation
- Fixed an issue where the Consecrated Mind would run away faster than it should when hit by certain weapons and abilities.
Legacy Content Changes
Vanguard
- Nightfalls are now on a daily rotation and include all strikes and Battlegrounds.
- Grandmaster Nightfalls have been removed.
- Onslaughts have been moved to the Fireteam Ops node in the Portal, starting in Week 2.
Crucible
- Only 3v3 Quickplay, 6v6 Quickplay, Rumble, and Private Match are available on the legacy Crucible screen.
- Control, Competitive, and Trials of Osiris have been moved to the Crucible Ops node in the Portal.
- The modified playlist has been removed.
Lost Sector Changes
- Each destination with higher difficulty Lost Sectors has its own daily rotation, with one active each day, rather than a single global rotation.
UI&UX
General fixes
- Fixed an issue where opening the Character menu by clicking on the button prompt in the Director UI would load a blank character screen.
- Fixed an issue in the Loadout screen where Masterwork borders in specific cases would not appear correctly after overwriting a Loadout.
- Fixed an issue that made the ‘Manage Invites’ icon flash without any actions to perform.
- Fixed an issue in which the Triumph Score was not being updated correctly when removing Triumphs from the records.
- Fixed an issue in which the Clan screen was not displaying the correct name for the season in progress.
- Fixed an issue in which the radius of the cursor hover on Europa was too wide.
General
- New Title screen for The Edge of Fate
Director
- Director – Destinations and Map tabs have been merged together under a newly named World tab.
- Navigate between current map and Destinations using up/down arrows on console and W/S buttons on PC.
Activity Launch Screen
- Clicking a difficulty no longer closes the legacy Difficulty Select screen, making input a bit more consistent with other details screens such as weapon and armor inspect.
Items
- All seasonal, expansion, and event icons in the corner of gear have been updated to accommodate gear tier and New Gear iconography.
Item Hovering Menu
- Consolidated the display of most perks and modifiers to show as a row of icons at the bottom of the screen.
- Moved the ‘Comparison’ / ‘More Info’ button hints to be above standard button. Hints on the screen so that they are easier to see.
- Added back flavor text to the screen.
Character Screen
- Added a display that shows your currently active armor set bonuses.
- Updated the character stat hovering menu to show incremental bonuses from stats, as well as when stats are granting enhanced benefits.
Gear Details Screen
- Added a Help section that describes a variety of gear concepts.
- Enhanced perk tabs now show a short description of their enhanced benefits.
Collections
- Added a Featured Gear section for both Exotic weapons and Exotic armor which shows all Exotics that benefit from the New Gear bonus for the current season.
HUD
- Added an Ammo Meter display which shows progress towards the next Special or Heavy ammo brick.
- Enemies display their nameplates if they have a bane, and which bane is active.
- Added a display to the right side of the HUD which shows buffs or debuffs from the current activity’s selected modifiers.
Gameplay and Investment
Difficulty Changes
- Several adjustments have been made game-wide to damage curves and Power ranges.
- Difficulty is now more linear.
- 100 over: this should feel roughly equivalent to even Power during The Final Shape.
- Even Power: this should feel slightly more difficult than the same during The Final Shape.
- 40 under: equivalent to Grandmaster difficulty in The Final Shape.
- 100 under: Immune enemies
- Matchmade Activities in the Portal have the following values, depending on what you choose
- Normal – Even
- Advanced – 10 under
- Expert – 20 under
- Master – 30 under
- Grandmaster – 40 under
- Ultimate – 50 under
- Note: the new difficulty curve affects Majors and Ultras (orange and yellow bar enemies) more than it does regular enemies (red bars).
- With the previous scaling, all enemy types scaled evenly.
- Now, red bars to do not increase in health nearly as quickly as elites and bosses as they grow in Power.
- Kill-triggered perks will be more useful in high-end content than previously.
Difficulty Curve in Legacy Content
- Returning content in high difficulty tiers now have fixed difficulty similar to the corresponding Portal tiers.
- Some modifiers have been removed from these activities or updated for new game mechanics.
- Surges are now a bonus on top of the expected baseline player performance.
- These modifiers no longer rotate.
- Legacy raid and dungeon content also has been converted to fixed Power difficulty level.
- Normal mode matches the previous difficulty setting.
Armor System
Stats
- Armor stats no longer require round numbers of 10 to improve their effects.
- Instead, their effects scale with each individual point.
- Armor stats now provide two benefits:
- One benefit is provided from 1 to 100 points.
- A secondary “enhanced” benefit is provided (in addition to the maximum 1-100 effect) from 101 to 200 points.
- Replaced the six core Guardian stats with new behavior:
- Mobility is now Weapons
- 1-100
- Improves weapon reload and handling speeds.
- Improves damage versus minor and major combatants.
- (0-15% for Primary and Special, 0-10% for Heavy)
- 100-200
- Grants a chance for ammo bricks produced to contain more ammo than normal.
- Improves damage versus boss combatants and Guardians.
- (0-15% for Primary and Special, 0-10% for Heavy).
- Bonus weapon damage vs. players (0-6%).
- 1-100
- Resilience is now Health
- 1-100
- Grants 0-70 healing when picking up an Orb of Power.
- Grants 0-10% flinch resistance.
- 100-200
- Shields start recharging 0-25% more quickly and take 0-50% less time to fully recharge.
- 0 – 20 Additional shield capacity vs combatants.
- 1-100
- Recovery is now Class
- 1-100
- Improves base cooldown of your class ability.
- Improves the amount of class energy gained from external sources and any class regeneration speed scalars from other sources.
- 100-200
- Grants a 0-40 HP Overshield (0-10 in PvP) on casting your class ability.
- Duration is determined by the ability used.
- Grants a 0-40 HP Overshield (0-10 in PvP) on casting your class ability.
- 1-100
- Strength is now Melee
- 1-100
- Improves the base cooldown of your melee ability.
- Improves the amount of melee energy gained from external sources and any melee regeneration speed scalars from other sources.
- 100-200
- 0-30% increased melee ability damage.
- This includes powered, unpowered, and Glaive melees.
- 0-30% increased melee ability damage.
- 1-100
- Discipline is now Grenade
- 1-100
- Improves the base cooldown of your grenade ability.
- Improves the amount of grenade energy gained from external sources and any grenade regeneration speed scalars from other sources.
- 100-200
- 0-65% increased grenade ability damage.
- 1-100
- Intellect is now Super
- 1-100
- Improves the Super energy gained from damaging targets.
- It does not change the base cooldown time of your Super.
- Improves the amount of Super energy gained from external sources and any Super regeneration speed scalars from other sources.
- Improves the Super energy gained from damaging targets.
- 100-200
- 0-45% increased Super ability damage.
- 1-100
- Effects for your current stat investment, including your equipped ability’s cooldown, are displayed in each stat’s hovering menu.
- Note: For ability stats that affect cooldowns, 70 should roughly equivalent to that ability’s previous stat being at 100, and 30 should be roughly equivalent to 0.
- Mobility is now Weapons
Deprecated Stats
- Stats which have no equivalent effect in the Edge of Fate have had their effects applied to all Guardians, based on a specific value:
- For all Guardians, the effects previously granted by 100 Resilience are applied by default.
- For all Guardians, the effects previously granted by 60 Recovery are applied by default.
- For Titans and Warlocks, the effects previously granted by 30 Mobility are now applied by default.
- For Hunters, the effects previously granted by 40 Mobility are now applied by default.
Updated Stat mods
- Now provide the new Armor 3.0 stats.
- All stat mods have the same mod energy cost: mods that provide +10 stats cost three, and mods that provide +5 stats cost one.
Armor 2.0 Conversion
Including existing rolls of Exotic armor, will be updated to align with the above changes.
- Stats will be converted 1:1 into the new system.
- Note: Rolls may appear different at first glance, as the order stats are displayed in has changed.
- Artifice mod slots, Exotic Artifice upgrades, and Armor 2.0 Masterworks will remain unchanged for all Armor 2.0 armor (with the exception of Stoicism, Solipsism, and Relativism). Some examples:
- A piece of armor that provided +28 Mobility will now instead provide +28 Weapons.
- A Masterworked Armor 2.0 class item with a Strength artifice mod inserted will now provide a total of +2 Health, +5 Melee, +2 Grenade, +2 Super, +2 Class, and +2 Weapons.
New Armor Set Bonuses
- Added the Armor 3.0 system, which is used for all new armor sets added in The Edge of Fate and beyond:
- Armor will provide up to two set bonus perks, provided for equipping two and four pieces of armor from the same set.
- All Armor 3.0 will drop with full Mod Energy.
- Masterworking now provides +1 to your three lowest stats on the armor per level, up to a maximum of +5.
- This is instead of the previous +2 benefit to all stats when fully Masterworked.
- Armor will now roll with three stats – a primary stat (highest), secondary stat (second highest), and tertiary (lowest) stat.
- A randomly selected armor archetype determines the primary and secondary stat of that armor.
- A piece of armor’s total stats are determined by its gear tier.
Exotic Armor Stat Updates
- Exotic armor has been updated to use the Armor 3.0 system:
- Exotic armor pieces are not tiered.
- Instead, they will roll stats as if they were Tier 2, with 58-63 total stats (73-78 when Masterworked).
- Fixed Collections rolls for each Exotic armor piece have been assigned based on their playstyle, as an “emergency option” for players that don’t have a roll on hand.
- These rolls have 52 total stats (before Masterworking).
- To support Guardians that need to re-arrange their stats based on the above changes, one-time Exotic armor focusing will be available during the Year of Prophecy:
- All accounts that have full Tower access (i.e. completed New Light on at least one character) prior to the release of The Edge of Fate are eligible.
- Twenty Exotic requisition orders can be claimed from Ada per account. Each Exotic requisition order can be exchanged for one Exotic with Ada.
- Available options include all non-class item Exotic armor from before The Edge of Fate’s release that you have acquired.
- Each armor piece will focus with an Armor Archetype of your choice.
- Exotic class items (Stoicism, Solipsism, and Relativism) have been updated to use the Armor 3.0 system.
- Unlike the above updates, this includes ALL copies, including those already in your inventory or vault.
- The archetype of Stoicism, Solipsism, and Relativism is determined by their left-column perk.
- The tertiary stat of Stoicism, Solipsism, and Relativism is determined by their right-column perk.
- These items will no longer have access to the Exotic Artifice upgrade and will lose any existing Artifice mod slot.
- Exotic armor pieces are not tiered.
Ammo System Changes
- Ammo is now earned deterministically game wide by filling a meter, with progress gained from kills and assists.
- The inventory stat has been deprecated from weapons and replaced with the Ammo Generation stat, which improves how many points kills and assists contribute towards the Ammo Meters.
- Inventory for most weapon types has been fixed or greatly reduced in its variability (based on ROF and magazine size).
- We have several new or reworked sets of mods that allow you to modify the Ammo Meter.
- Ammo finders now improve contributions to the corresponding meter and can stack, and Special Ammo finders are enabled in Crucible.
- Reserves mods on chest armor have been deprecated and replaced with Ammo Generation mods, which improve the Ammo Generation stat of weapons matching their damage type, and can stack.
- Scavenger mods will continue to work as before (and continue to be disabled in the Crucible) and cannot stack.
- Scout weapon mods have been deprecated.
- New activity modifiers have been created which can increase or decrease Ammo Meter contributions.
- This system provides us with a significant number of new tuning levers for balance, and we look forward to gathering your feedback and further improving the system after launch.
- Note: Due to a backend limitation, Swords do not currently have an Ammo Generation stat and will all deal the same amount of progress. This progress can still be scaled by Ammo Finders, though Ammo Generation-specific weapon and armor mods will have no effect.
Melee Damage Scaling Update
Systemic Updates
- All melee-damage-increasing buildcrafting atoms have been converted to use additive damage stacking. Every item that has been changed as part of this has been listed below.
- There is a single exception to this: the Melee stat increases the damage of melee abilities from 100 to 200, stacking multiplicatively with additive damage buffs.
- Melee damage increases no longer scale Scorch and Ignition damage caused by melee attacks.
Glaives
- Glaive melee is now considered to be a type of unpowered melee ability.
- They now receive melee damage increases at full effect in all cases where an unpowered melee ability would, including the damage increases from Synthoceps, Knockout, Offensive Bulwark, Combination Blow, Spark of Feedback, Wormgod Caress, Banner of War, and Stylish Executioner.
- Glaive melee now triggers all effects that are triggered by any melee ability.
- They will no longer benefit from some weapon damage bonuses (such as Radiant).
- Effects that modify the behavior of basic melee attacks (such as the Titan Aspect “Knockout” changing the damage type of basic melee attacks from kinetic to Arc) will not affect the behavior of Glaive melee.
- Glaive melee damage in PvE has been adjusted to compensate for their increased access to melee damage-increasing effects.
- Glaive melee damage against minors and majors has been reduced by 40%.
- Glaive melee damage against Champions and minibosses has been reduced by 28.5%.
- Glaive melee damage against bosses and vehicles has been reduced by 50%.
Abilities
Titan
- Roaring Flames
- Maximum PvE melee damage bonus increased from 73% to 200%.
- As a note, Roaring Flames increases Solar ability damage, and Glaive melee is always kinetic. We have opted to follow the rules as written for this one for now, so Roaring Flames does not scale Glaive melee damage.
- Melee damage bonus against is no longer decreased when used with Peregrine Greaves, Wormgod Caress, One-Two Punch, or Synthoceps.
- Maximum PvE melee damage bonus increased from 73% to 200%.
- Knockout
- PvE uncharged melee damage bonus increased from 100% to 160%.
- PvE charged melee damage bonus increased from 50% to 160%.
- Increased melee damage now works with Glaive melee at full effect.
- Offensive Bullwark
- PvE melee damage bonus increased from 100% to 160%.
- Increased melee damage now works with Glaive melee at full effect.
- Melee damage bonus is no longer decreased when used with Synthoceps.
- Banner of War
- Melee damage bonus for user and allies increased from 40% to 100%.
- Melee damage bonus is no longer decreased when used with Wormgod Caress, Synthoceps, or Glaive Melee.
- The damage bonus provided to Bladefury’s melee attacks is unchanged.
Hunter
- Stylish Executioner
- PvE melee damage bonus increased from 200% to 300%.
- Now works with Glaive melee at full effect.
- Now works with every melee ability if the ability makes contact while you are leaving invisibility.
- In other words, projectile melee abilities like Threaded Spike will benefit from the damage increase if you use it at point-blank.
- Facet of Courage
- PvE melee damage bonus increased from 10% to 50%.
- Spark of Feedback
- PvE melee damage bonus increased from 75% to 100%.
- Now works with Glaive melee at full effect.
- PvE melee damage bonus is no longer decreased when used with Synthoceps, Liar’s Handshake, Knockout, Wormgod Caress, One-Two Punch, or Winter’s Guile.
- Combination Blow
- Maximum PvE damage bonus increased from 309% to 400%.
- Increased melee damage now works with glaive melee at full effect.
- Now works with Ascension in PvE at full effect.
- Now works with Grapple Melee in PvE at full effect.
Armor
- Hunter Exotic: Athrys’s Embrace
- PvE Weighted Throwing Knife damage bonus increased from 200% to 300%.
- Hunter Exotic: Liar’s Handshake (and Spirit of the Liar)
- PvE basic and Arc melee damage increased from 200% to 400%.
- Hunter Exotic: Ophidia Spathe
- Maximum PvE Throwing Knife damage bonus increased from 100% to 200%.
- Hunter Exotic: Triton Vice
- PvE Glaive melee damage bonus increased from 100% to 200%.
- Titan Exotic: Heart of Inmost Light
- Maximum PvE melee damage bonus increased from 20% to 50%.
- Now increases the damage of unpowered and Glaive melee abilities.
- Titan Exotic: Peregrine Greaves
- Shoulder charge ability impact damage bonus against non-Champion, non-Tormentor, and non-miniboss targets increased from 363% to 400%.
- Titan Exotic: Synthoceps (and Spirit of the Synthoceps)
- Melee damage bonus is unchanged.
- Melee damage bonus is no longer decreased when used with Combo Blow, Stylish Executioner, and Glaive melee.
- Damage bonus is still decreased against players when used with Lightning Surge.
- Titan Exotic: Wishful Ignorance
- Maximum PvE Frenzied Blade melee damage bonus increased from 100% to 200%.
- Maximum PvE Flechette Storm melee damage bonus increased from 50% to 200%.
- Titan Exotic: Wormgod Caress
- Maximum PvE melee damage bonus increased from 275% to 400%.
- Melee damage bonus is no longer decreased when used with Roaring Flames or Glaive melee.
- Warlock Exotic: Winter’s Guile
- Maximum PvE melee damage bonus increased from 275% to 400%.
Weapons
- Close to Melee
- PvE Glaive melee damage bonus increased from 30% to 60%.
- One-Two Punch
- PvE melee damage bonus increased from 100% to 150%.
- Now works with all melee abilities!
- Melee damage bonus is no longer decreased when used with Liar’s Handshake.
- Increased the time the perk is active tothree3 seconds.
- Bastion
- Saint’s Fists PvE melee damage bonus increased from 100% to 300%.
- Now works with all melee abilities.
- Increased the time the perk is active to three seconds.
- Monte Carlo
- Catalyst melee attack no longer deals reduced melee damage to bosses, minibosses, and Champions.
- Winterbite
- Is now able to receive melee damage bonuses from a variety of sources.
- Reduced enhanced melee damage with ammo to +20% vs bosses, down from +50%.
- Is now able to receive melee damage bonuses from a variety of sources.
Armor
Legendary Armor
- Removed Seasonal Armor perks released as part of The Witch Queen and Lightfall seasonal content, as well as intrinsic perks on Episode: Echoes, Episode: Revenant, and Episode: Heresy armor.
Exotic Armor
- The following Exotic armors that grant ability energy or scale ability energy recharge rates now are scaled by their respective character stats:
- The Stag
- Speedloader Slacks
- Crest of Alpha Lupi
- Radiant Dance Machines
- Mask of Bakris
- Fr0st-335
- Heart of Inmost Light
- And Spirit of Inmost Light
- Hallowfire Heart
- Contraverse Hold
- Eye of Another World
- Crown of Tempests
- Nezarec’s Sin
- Sunbracers
- Graviton Forfeit
- Caliban’s Hand
- Vesper of Radius
- Prometheum Spurs
- Mask of Fealty
- Khepri’s Sting
- Omnioculus
- Point-Contact Cannon Brace
- Lucky Raspberry
- Young Ahamkara’s Spine
- Ursa Furiosa
- Starfire Protocol
- Also Spirit of Starfire
- Osimomancy Gloves
- Also Spirit of Osmiomancy
- Ashen Wake
Hunter Exotics
- All these changes are in addition to the melee damage changes outlined above.
- Speedloader Slacks
- Adjusted the Tight Fit perk.
- Dodging reloads all weapons and grants increased handling and reload speed for you and nearby allies.
- While this buff is active, additional dodges increase the strength of the buff and refresh the timer.
- Dealing sustained damage will grant chunks of class ability energy.
- Adjusted the Tight Fit perk.
- Dragons Shadow
- Your weapons now passively are more stable and ready quicker.
- Activating Wraithmetal mail:
- Increases passive stability and handling.
- Reloads equipped weapon.
- Grants increased move speed.
- Sprint, Slide, and ADS strafe speeds are all improved.
- Increases class ability stat.
- Mask of Bakris
- Dropped Surge damage bonuses.
- Light Shift now grants +10% damage for Stasis and Arc weapons (and Lord of Wolves).
- Kills while Light Shift is active grant a portion of class energy.
- Light Shift now stacks 3x.
- Now also legal on Arc subclasses and Arc Supers.
- Khepri’s Sting
- Dropped the truesight and smoke punch perks.
- Added new perk:
- Killing weakened targets creates a burst of weakening smoke and returns smoke bomb energy.
- Blight Ranger
- Fixed an issue where cancellation damage was not consistently scaling based on Voltaic Mirror progress.
- Adjusted Voltaic Mirror meter behavior: now it takes 25% less reflections to reach maximum, fills more evenly, and blocked melee attacks count as a reflection.
- Maximum cancellation damage increased by 50%.
- This is in addition to the fix above.
- Minimum cancellation damage increased by 150%.
- Now always applies Blind before dealing damage.
- Updated visuals, audio, and timing of the blinding shockwave to better reflect its impact.
- Oathkeepers
- Increased top end of damage bonus to +200% from +150%.
- Bent the curve on the damage bonus to give more of the total damage bonus earlier in the overdraw.
Titan Exotics
- In addition to the melee damage changes outlined above:
- Phoenix Cradle
- Added new perks:
- “Dealing sustained Solar weapon damage in a Sunspot extends its duration.”
- “Providing Solar buffs to allies has the chance to create a Sunspot at your feet.”
- Updated VFX on Sunspots while the user has Phoenix Cradles to look more clearly supportive to allies.
- Crest of Alpha Lupi
- Sustained damage behind a barricade now triggers another smaller healing pulse.
- Added a new perk: “Healing your allies grants barricade energy.”
- 44 Stand Asides
- Sprinting with Juggernaut active periodically grants you a stack of Static Charge.
- Sprinting while amplified creates an area behind you that grants allies Speed Booster.
- Path of Burning Steps
- Increase Solar weapon damage and solar Ignition damage based on the number of stacks of Roaring Flame you have.
- Reduces time you are suspended, slowed, and frozen.
- Abeyant Leap
- Increase the suspend duration when applied by enhanced Drengr Lashes.
- Actium War Rig
- Kills with Auto Rifles or Machine Guns increase their stability, ammo generation and damage.
- Stacks 10x, higher stacks bleed off more quickly.
- Kills with Auto Rifles or Machine Guns increase their stability, ammo generation and damage.
Warlock Exotics
- In addition to the melee damage changes outlined above:
- Starfire Protocol
- Now also activates on Radiant damage.
- Increased the on-damage gain to 5% (from 2.5%).
- Reduced the on kill gain to 15% (from 20%).
- Wings of Sacred Dawn
- Combatants are less accurate towards you while the perk is active.
- Similar to Manticore
- Solar weapon final blows now grant resto and reload your stowed weapons.
- Combatants are less accurate towards you while the perk is active.
- Sanguine Alchemy
- Switching to the Exotic now applies a ten-second cooldown before its perk can be activated.
- We are eyeing a future release for a more holistic solve on curbing mid encounter swapping behavior, when that comes this will be removed.
- Switching to the Exotic now applies a ten-second cooldown before its perk can be activated.
- Felwinters Helm
- Added: “Powered melee damage weakens targets.”
- This is 15% weaken; powered melee defeats still create the 30% weaken burst.
- Added: “Powered melee damage weakens targets.”
- Promethium Spurs
- Reworked the perk Embers of Light:
- While a Solar Super is equipped, weapon defeats grant class ability energy.
- Weapon defeats in a rift grant a different Solar verb depending on the Rift:
- While in a healing rift, weapon defeats create a pulse that grants radiant to you and nearby allies.
- While in an Empowering rift, weapon defeats instead grant cure to you and nearby allies.
- Reworked the perk Embers of Light:
- Boots of the Assembler
- Noble Seeker behavior improvements:
- Noble Seekers no longer spawn in waves and instead spawn at a constant rate based on fireteam size.
- Average number of Noble Seekers produced per eight seconds is unchanged – it will produce one per ally in that time period.
- Noble Seeker tracking range changed from 20 to 40 meters based on time alive to 40 meters always.
- Noble Seekers will prioritize allies who have not been healed in the last eight seconds, then allies who are closer.
- Noble Seekers can now target allies standing in the rift producing them.
- Noble Seekers will not target an ally more than once every four seconds.
- Noble Seekers will not detonate when passing near an ally they are not targeting.
- They will still detonate if they make direct impact with an ally they are not targeting.
- No longer grants extended rift duration on Noble Seeker impact with allies.
- Instead, grants class ability energy on Noble Seeker impact with allies (scales based on fireteam size).
- Noble Seekers no longer spawn in waves and instead spawn at a constant rate based on fireteam size.
- Noble Seeker behavior improvements:
- Geomag Stabilizers
- Reduced Super energy granted by ionic traces to 4% (from 7%).
- Retuned sprinting to top off Bolt Charge.
- Sprinting to top off Bolt Charge now activates at five stacks (down from six).
- Sprinting continuously for 1 second will start granting Bolt Charge (down from 2 seconds).
- Grants a stack every 0.33 seconds of further sprinting (down from every 1.5s).
Exotic Class Item
- Stoicism
- Spirit of Alpha Lupi
- Added a new perk: “Healing your allies grants class ability energy.”
- Spirit of Alpha Lupi
- Solipsism
- Spirit of Starfire
- Inherits the changes from the base Exotic.
- Spirit of Starfire
- Relativism
- Spirit of the Dragon
- Updated the perk based on the above changes.
- “Your weapons ready quicker and are more stable. Using your class ability temporarily increases this benefit and reloads your equipped weapon from reserves.”
- Updated the perk based on the above changes.
- Spirit of the Dragon
Masterworking
- Only for New Armor: masterwork levels reduced from 10 to 5..
- Only for New Armor: masterworking now increases stats, not Armor Mod slots.
- All armor mods are available without masterworking.
- Infusion costs of new Armor changes based on their tier.
Armor Mods
- Reduced the benefit granted by the “Font” armor mods from +30/+50/+60 for 1/2/3 stacks to +20/+40/+50
- Reduced the healing granted by collecting an Orb of Power with the Recuperation armor mod equipped from 70 to 15.
- Added a new legs armor mod, “Enhanced Athletics”, which increases your base movement speed and jump height.
- For 1/2/3 stacks, provides the equivalent of +30/+50/+60 of the previously available Mobility stat.
- Armorer Ghost Mods that no longer match the stats armor have been deprecated in favor of a new set of mods.
Weapons
Systems
- New weapons in The Edge of Fate have a new cosmetic mod socket called Combat Flair.
- For players who have obtained Sweaty Confetti, it can be applied to these new weapons in this location and is not consumed on these weapons.
- Weapons before Edge of Fate can still apply the consumable version of Sweaty Confetti in the weapon mod socket.
- Staged Reload
- Machine Guns now have a “staged reload.” This places “checkpoints” in a reload animation; when a player cancels a reload animation and starts it again, it will resume from the latest of these checkpoints.
- Weapons that contained fragile Weapon Mods from Episode Heresy will have those mods removed as they have expired.
- Players can apply their normal mods.
- Updated weapon crafting progress in Trials so that losses contribute the same amount as wins.
- Deepsight drop rates are improved in Dares of Eternity upon the retirement of the guaranteed weekly Deepsight reward from the Legend version of the activity.
- Updated The Pale Heart so that, after resetting the Ghost vendor, the drop rate of Deepsight Pale Heart weapons increases.
Impact Stat
- The Impact stat is now considered an “expert” stat and only shows upon inspecting the weapon
Archetypes
- Wave Frame Weapons
- Fixed an issue where wave-frame damage would make a target immune to similar-archetype wave frame damage from other players for a short time.
- Area Denial Grenade Launchers
- The VFX of the lingering pools now scale appropriately when perks such as Reverberation and Danger Zone are active.
- Glaives
- Reduced projectile tracking behavior at close range to avoid some behavior that made the projectiles less accurate.
- Shotguns
- Heavy Burst – Corrected an issue where they were not receiving the intended damage buff from an earlier patch.
- Rocket Launchers
- Most Rocket Launchers now get two shots per ammo crate pickup in Crucible.
- Linear Fusion Rifles
- Corrected an issue where some Burst LFRs were not getting the right amount of ammo from Heavy ammo crates in Crucible.
Weapon Tiering
- New weapons will drop with gear tiering.
- Tier 1: Base Weapon, can use new seasonal mods.
- Tier 2: Enhanced Traits
- Tier 3: Drops with two traits per Column
- Tier 4: Enhanced Weapon Mods, enhanced components (ie: Barrels/Mags/etc.)
- Tier 5: Enhanced Origin Traits, three traits per column, access to a Unique Ornament, and Combat Flair
- New tiered weapons from the current season will benefit from the New and Featured Gear Bonus gaining additional damage depending on their weapon tier.
- Tier 1: 2%
- Tier 2: 4%
- Tier 3: 6%
- Tier 4: 8%
- Tier 5: 10%
Exotics
- Two-Tailed Fox
- Corrected an issue where it was not receiving two bursts per ammo crate in Crucible.
- Choir of One
- Updated the hip fire reticle to better show spread state.
- Vigilance Wing
- Bonus can now activate when running solo in PvE activities.
- Hierarchy of Needs
- Players now gain charges of Guidance Ring with any hit from Hierarchy of Needs. Players now only need three charges to deploy the ring.
- Hierarchy’s spawned Guidance Ring duration increased from 13s to 20s.
- Hierarchy’s spawned Guidance Ring now rotates to face its owner.
- Players are now limited to one Guidance Ring in the world per player. Spawning a second one will remove your previous ring.
- All bows now spawn missiles when fired through an allied player’s Guidance Ring.
- Yes, all bows.
- Fixed an issue where Hierarchy’s seeker missiles would not play detonation visual effects when colliding with world geometry.
- Dead Man’s Tale
- Each stack of cranial spike now grants:
- +3.4% damage vs combatants (max 17% at 5 stacks)
- +1 rounds reloaded
- Each stack of cranial spike now grants:
- Duality
- Added a secondary activator for On Black Wings, now gives the buff when landing most of your pellets on a target.
- The Navigator
- Added a damage bonus for the weapon while the user has Woven Mail.
- 25% in PVE
- 5% in PVP
- Also increases the weapon’s Ammo Generation stat while the user has Woven Mail.
- Added a damage bonus for the weapon while the user has Woven Mail.
- Wicked Implement
- Now is Rapid Fire RPM.
- Now takes one additional hit to start slowing and to freeze to account for the faster rate of fire.
- Bumped up magazine size.
- Heartshadow
- Increased ammo reserves.
- Reduced cost of Heavy attack to three (from four).
- Added: “Defeats while Shot in the Dark is active make you invisible once more.”
- Worldline Zero
- Increased lunge distance of the heavy Tesseract attack by 3m.
- Removed the ability to chain two blink attacks back-to-back.
- Added a new effect: “Defeating a target with Tesseract allows you to Tesseract again for a short duration.”
- These extra blink attacks cost less ammo and consume less guard energy.
- Devil’s Ruin
- Removed fire on release behavior.
- Beam is now behind special reload.
- Kills make firesprites, firesprites enable the special reload.
- Beam now scorches on hit and ignites on kills.
- Increased magazine size to 20.
- Tommy’s Matchbook
- General
- Added a burning screen effect while the player takes self-damage from Ignition Trigger. Other players who are taking self-damage from Ignition Trigger will have a burning effect surrounding their model.
- Ignition Trigger
- In the HUD, the “Overheated” debuff has been removed and replaced with a buff that reads as “Ignition Trigger.” This buff now appears as a bar.
- While Ignition Trigger is active, the bar charges as you fire the weapon and drains when you don’t.
- So long as the bar has some charge, Ignition Trigger will remain active.
- Heat Sink
- Hip-fire self-damage now deals 50% less damage than ADS self-damage, previously 33% less damage.
- Catalyst
- Removed improved health regen.
- Now final blows while Ignition Trigger is active grant Cure x1 to the user.
- The Scorch on hit is unchanged.
- General
- Winterbite
- Reduced enhanced melee damage with ammo to +20% vs bosses, down from +50%
- This is to account for this now being able to receive melee damage bonuses from a variety of sources.
- Reduced enhanced melee damage with ammo to +20% vs bosses, down from +50%
- Ace of Spades
- Reduced the delay of the precision kill explosion.
- Increased the damage the explosion does against players by 15%.
- Deterministic Chaos
- Fixed an issue where the weapon was unable to pierce non-Champion shields.
- Fixed an issue where the weapon’s intrinsic anti-Champion properties could get wiped away from outside sources of anti-Champ such as Radiant.
- Vex Mythoclast
- Fixed an issue where this weapon’s automatic fire couldn’t be interrupted by initiating a reload.
Perks
- Reconstruction
- Increased the amount of ammo transferred per activation from 10% to 25%.
- Paracausal Affinity
- Added a visible timer to the buff.
- Kinetic Tremors
- Decreased shots to activate on certain weapons and subfamilies.
- High-Impact Auto Rifles require nine hits down from 12.
- Aggressive and High-Impact Scout Rifles require five hits down from six.
- Hand Cannon subfamilies have received specific tuning
- Aggressive Hand Cannons require four hits down from six.
- Adaptive Hand Cannons require five hits down from six.
- Precision Hand Cannons are unchanged and still require six shots to activate.
- Decreased shots to activate on certain weapons and subfamilies.
- One Two Punch
- Now works with all melee abilities. Perk active time increased from 1.22 seconds to 3 seconds.
- Attrition Orbs
- Increased perk progress by 20% across the board.
- Reduced perk progress by 80% with area denial Grenade Launchers (this is surprisingly not as noticeable as it sounds).
- Increased perk progress by an additional 30% on Swords.
- Eager Edge and Valiant Charge
- While active, melee search angle is now reduced 50% at the start of lunge range and 88% at the edge of lunge range.
- This requires the player to look more at their target to strike it, improving specific target acquisition in PvE and requiring a more direct look in PvP.
- Eager Edge
- Fixed an issue where the perk could briefly remain active when swapping weapons during a third person animation.
- Chain Reaction
- Threadlings created by weapon perks will no longer activate the detonation from Chain Reaction.
- Chain Reaction, Dragonfly, Firefly
- These perks no longer use weapon archetype scaling against combatants and instead use a unified damage scaling that is more normalized between different weapon types. This buffs many weapons with these perks against most targets.
- Destabilizing Rounds
- This perk will no longer activates Volatile Rounds when a Void Burst occurs.
- Wild Card
- Fixed an issue where the Telesto bolts generated by this origin trait would delete themselves when colliding with objects like ammo bricks.
- Recycled Energy
- Fixed an issue where Enhanced Recycled Energy generates no energy.
- Fixed an issue where the perk would only grant grenade energy.
Other
- Updated instances of “The Immortal (Adept)” so that players can properly toggle barrels.
- Fixed an issue where Le Monarque did not generate light transcendence energy for the Prismatic subclass when fired with perfectly-drawn shots.
- Fixed an issue where shatter damage from freezing with Tesselation could be attributed to Tesselation and not count as shatter damage.
- Fixed an issue where Support-Frame Auto Rifles could have their sustained heal effect application fail during certain encounters or when certain buffs were present on the player.
- Fixed an issue where Support-Frame Auto Rifles could fail to interact with or break certain objects when fired too close to them.
- This also reduces the chance of enemy’s health bars rubberbanding and changing over the network while using Support Frame weapons.
- Fixed an issue where the Qua Xaphan V Gambit Machine Gun could be acquired through New Light quests without barrels and magazines.
- Fixed an issue where the Rose Hand Cannon could be acquired with incorrect perks for players competing in Competitive placements for the first time.
- Updated the Perfect Pitch Submachine Gun so that instances can properly weapon level through kills and activity completions.
Abilities
Bugfixes
- Fixed an issue where switching grenades on Prismatic while alive could make some armor and weapon perks fail to grant grenade energy until you die, fast travel, or return to orbit.
Warlock
- Prismatic
- Reduced the number of fragment slots provided by the following Aspects:
- Hellion (from three to two)
- Bleak Watcher (from three to two)
- Reduced the number of fragment slots provided by the following Aspects:
- Prismatic/Strand
- Weaver’s Call (Aspect)
- Can now generate Threadlings on any final blow instead of just Strand final blows.
- Weaver’s Call (Aspect)
- Void
- Pocket Singularity (melee)
- Increased Pocket Singularity damage vs. non-boss combatants by 20%.
- Increased Pocket Singularity damage vs. boss combatants by 56%.
- Pocket Singularity (melee)
Titan
- Prismatic
- Reduced the number of fragment slots provided by the following Aspect:
- Consecration (from three to two)
- Reduced the number of fragment slots provided by the following Aspect:
- Solar
- Consecration (Aspect)
- Increased Fragment slots provided from two to three.
- Throwing Hammer (melee)
- Energy returns on pickup are now instant.
- Consecration (Aspect)
- Prismatic/Strand
- Drengr’s Lash (Aspect)
- Increased tracking strength of base Suspend wave and Abeyant Leap Exotic-armor Suspend wave.
- Increased base Suspend wave travel distance from 20m to 30m.
- Increased Abeyant Leap Suspend wave travel distance from 30m to 35m.
- Drengr’s Lash (Aspect)
- Prismatic/Solar
- Consecration (Aspect)
- Ignition no longer has +20% bonus damage.
- Consecration (Aspect)
- Void
- Shield Throw (melee)
- Increased projectile tracking strength by 77%.
- Shield Throw (melee)
- Arc
- Storm’s Keep (Aspect)
- Benefits no longer stack when standing behind multiple barricades.
- Storm’s Keep (Aspect)
Hunter
- General
- Gambler’s Dodge
- Melee energy return no longer requires dodging near an enemy.
- Gambler’s Dodge
- Prismatic
- Reduced the number of fragment slots provided by the following Aspects:
- Ascension (from three to two)
- Winter’s Shroud (from three to two)
- Reduced the number of fragment slots provided by the following Aspects:
- Prismatic/Solar
- Gunpowder Gamble (Aspect)
- Reduced self-damage from Gunpowder Gamble detonation by 60%.
- Final blows of all kinds now grant Gunpowder Gamble progress instead of just Solar kills.
- Gunpowder Gamble (Aspect)
- Solar
- On Your Mark (Aspect)
- Final Blows while at three stacks of On Your Mark now make you Radiant for a short time.
- Activating your class ability now gives one stack of On Your Mark instead of three stacks.
- On Your Mark (Aspect)
- Arc
- Ascension (Aspect)
- Ascension can now activate the following perks:
- Armor mods
- Reaper
- Powerful Attraction
- Outreach
- Distribution
- Bomber
- Dynamo
- Exotics
- Heart of Inmost Light
- Gryfalcon’s Reserve Overshield
- Armor mods
- Ascension can now activate the following perks:
- Ascension (Aspect)
All Classes
- General
- Increased damage vs. bosses, minibosses, and Champions by 15% to the following grenades
- Arc
- Flux grenade
- Arcbolt grenade
- Flashbang grenade
- Storm grenade
- Void
- Axion Bolt grenade
- Suppressor grenade
- Solar
- Firebolt grenade
- Tripmine grenade
- Kinetic
- The Rock grenade (Forerunner)
- Ability energy returns from perks and passive regen now scales based on the requisite stat.
- Arc
- Increased damage vs. bosses, minibosses, and Champions by 15% to the following grenades
- Prismatic
- Facet of Courage
- Fixed an issue where Facet of Courage could stack with Well of Radiance.
- Facet of Courage
- Void
- Devour
- Reduced Devour heal amount from 200hp to 140hp.
- Devour
- Strand
- Suspend
- Increased base Suspend duration from 5s to 6s.
- Suspend
- Stasis
- Stasis Shatter
- Stasis Shatter damage now stuns Overload Champions instead of Unstoppable Champions.
- Stasis Shatter
- Arc
- Flux Grenade
- Significantly reduced base cooldown time.
- Increased projectile size to make it a bit easier to stick targets.
- Flux Grenade
Power and Progression
- Power Floor refreshed to 10.
- Power Cap is now 200.
- Earn Power up to 200 by finding gear anywhere across Destiny 2.
- Activities on the Portal will offer increased progression.
- Completing missions and finding secret chests in Fate Saga Expansions will offer the fastest progression.
- Artifact Bonus Power is being removed and replaced with the new “Seasonal Bonus Power” band.
- Seasonal Bonus Power will now live right on your weapons and armor.
- Earn New Gear with Seasonal Bonus Power levels by playing activities on the Portal.
- Completing harder activities will grant more and higher levels of Seasonal Bonus Power.
- Seasonal Bonus Power will go to 450 when the Edge of Fate first launches, and receive an increase to 550 with the Ash & Iron major update later this Season.
- Like Artifact Bonus Power before it, Seasonal Bonus Power will refresh at the end of the Season.
- Ex: An item at 350 Power (with 150 levels of Seasonal Bonus Power) will refresh to 200 at the start of the next Season.
- Infusion
- Infusing gear will now use Enhancement Cores directly and no longer require Upgrade Modules.
- Upgrade Modules can be dismantled for one Enhancement Core + Glimmer.
- Infusing items with Seasonal Bonus Power can be done using Unstable Cores
- Dismantling items with Seasonal Bonus Power will reward Unstable Cores.
- The amount of Unstable Cores required for infusion depends on the amount of Seasonal Bonus Power levels being infused.
- Unstable Cores will have a large cap and refresh at the end of the season alongside Seasonal Bonus Power.
- Infusing gear will now use Enhancement Cores directly and no longer require Upgrade Modules.
Fireteam Finder
- All Portal activities, aside from Solo Ops, have been added to Fireteam Finder.
- New titles and tags have been added to support advertising and searching for the appropriate group.
Titles and Seals
- The following Titles are now Legacy Titles:
- Intrepid
- Slayer Baron
- Heretic
- Reveler
- Updated Deadeye Seal gilding Triumphs to focus on activities in the Portal.
- Updated the Conqueror Seal to remove Nightfall triumphs and add new Conquest triumphs.
Clans
- Updated some Clan Perks to align with changes to the core game.
Bounties and Pursuits
- Fixed an issue where the Wander On emblem was no longer available and the flowers in the Pale Heart were no longing blooming in celebration of the Witness’ defeat
- The Rogue Network pursuit for the “Vesper’s Host” dungeon is now hosted by Hawthorne in the Tower rather than by the Spider.
Vendors
- Ritual Reputation Reward Tracks have been removed from all vendors in the Tower except Hawthorne.
- Removed all weekly Activity Challenges and Vendor Challenges.
Xûr
- Updated Xûr’s Xenology quest to award progress for completing activities in the Portal, with progression bonuses based on performance grades, average activity duration, and succeeding with clanmates.
- Xûr will not sell Legendary Armor in The Edge of Fate; Legacy Armor Sets that Xûr previously sold have been moved to Ada-1.
- Xûr will now sell two Exotic armor pieces, per class, per week.
- One will be from the existing pool of Exotics that Xûr has always sold.
- One will be from the Beyond Light, The Witch Queen, Lightfall, and The Final Shape pools.
- Players must own the expansion these Exotics are associated with in order to purchase them from Xûr.
- Xûr will now sell three Legendary weapons per slot per week.
- Xûrwill no longer sell: Nightfall Ciphers, Osirian Ciphers, Upgrade Modules, or Ritual Engrams.
- Xûr has had weapons from the following sources added to his wares: Nightfalls, Trials, Brave Arsenal, Episode Echoes, Episode Revenant, Episode Heresy, Legacy Competitive Crucible.
- Xûr will have a rare chance at selling Adept versions of weapons for 41 Strange Coins.
- Non-Adept Legacy Weapons will continue to cost 17 Strange Coins each.
- Xûr will continue to sell catalysts but they have been moved to the Strange Gear Offers submenu.
- Gunsmith Engrams, Iron Engrams, Trials Engrams, Crucible Engrams, Gambit Engrams, and Vanguard Engrams have been removed from the game.
- Nightfall rewards will no longer be on a weekly rotator; legacy rewards will now be on a knockout list.
Ada-1
- Transmog bounties have been overhauled.
- PvE bounties that can be completed anywhere in PvE activities, no longer sends players to specific destinations (ie: Blind Well, Altars of Sorrow).
- PvP bunties that can be completed in any PvP mode (Crucible, Trials, etc.)
- Raids and dungeons – Unchanged from previous version.
- Updated clan bounties to focus on activities in the Portal, reducing the overall number of available bounties by one.
- Clan progression and experience rewarded from clan bounties has been rebalanced to maintain the same value with fewer bounties.
Rahool
- Rahool has had the Reputation Track removed.
- Novel focusing for Exotic armors from past expansions will be available to players immediately, with no need to decrypt engrams to unlock access, costs remain the same for novel focusing.
- Focusing submenu has been reordered to put the most used screens up front.
Zavala
- Brave Arsenal weapons will be moved to be part of Xûr’s wares.
- Only the Standard (Non-Foil) versions of these weapons will be available.
- Zavala will no longer offer Onslaught attunement.
That’s everything included in Destiny 2’s Edge of Fate 9.0.0.1 update. What do you think of the new patch? Did your favorite build get buffed or hit with the nerf hammer? Let us know your thoughts.