Destiny 2: Forsaken is less than a week away and Bungie is ramping up their marketing efforts to get games ready for the significant changes on the way for both the gameplay, as well as the main storyline of the game.
A new launch trailer has been released ahead of next week’s launch, and it shows off some more of what the storyline has in store along with some glimpses into the gameplay changes that will arrive when the game officially drops on September 3rd.
To prep for the launch, players can start downloading the pre-path update, called 2.0.0, right now, and the patch notes can be found just below the launch trailer:
General changes
- Year 2 Weapon Slots will be live for all players
- During this transition, weapons that overflow players’ inventories will be sent to the Postmaster
- Year 1 slots equipped with weapons that are moved during this update will remain empty until players equip another weapon
- These Year 1 Power weapons will become Kinetic in Year 2: Alone as a God, Baligant, The Frigid Jackal, Hawthorne’s Field-Forged Shotgun, Perfect Paradox, Shepherd’s Watch, Silicon Neuroma
- These Year 1 Power weapons will have their elemental attribute changed and locked to Solar for Year 2: IKELOS_SG_V1.0.1, IKELOS_SR_v1.0.1
- These Year 1 Exotic Power weapons will remain in the Power slot, as exceptions to Year 2 weapon slot changes: D.A.R.C.I., Legend of, Acrius, Tractor Cannon, Whisper of the Worm
- ll other Year 1 Energy and Power weapons will have their elemental attribute locked for Year 2
- New ammo economy will be live to support Year 2 weapon slots
- Exotic weapons, armor, and emblem collections will become unavailable until September 4
- Players should grab their desired items before August 28
- Updated collections will return on September 4
- Some tooltips may not reflect actual item behaviour during the August 28-September 4 transition
- Exotic weapons will lose their +5 Power mods in preparation for September 4
- All remaining Legendary and Exotic gear will lose their +5 Power starting on September 4
- Year 1 armour mods will be deprecated entirely starting on September 4
- Nightfalls will not feature strike scoring until September 4
- Xur will no longer display a vendor icon on destination maps
- Xur will no longer be tied to Flashpoints
- Xur’s Fated Engrams will grant only pre-Forsaken Exotics
- Swords will have the ability to accept shaders
- Adding a timer to the status effect for Healing Rift, Empowering Rift, and Rally Barricade to communicate the time remaining before they expire
- Wanted escapees from the Prison of Elders will roam the open world (they won’t drop rewards until September 4, 2018)
- Increasing the difficulty of all Lost Sectors (example: EDZ Lost Sectors will now require 240 Power)
Class changes
Hunter
- Marksman’s Dodge is now considered a reload; it can interact with Kill Clip, Rat King, etc
- Celestial Nighthawk will grant 33% of your Super energy back if a target is killed by the Golden Gun shot
- Wormhusk Crown will no longer start regeneration of health and shields
- Wormhusk Crown will now grant a larger health and shield bump at the beginning of dodge instead of at the end
Warlock
- Increased Healing Rift effectiveness
- Empowering Rift now increases precision damage (previously, bonus damage was capped at the weapon’s precision damage in PvP)
- Skull of Dire Ahamkara grants increased Super energy gained from Nova Bomb kills
- Killing higher-ranked enemies will grant more Super energy with Skull of Dire Ahamkara equipped
- Transversive Steps has enhanced mobility, and will automatically reload your currently equipped weapon after you sprint for a short time
Titan
- Rally Barricade no longer requires players to take cover to reload—it now feeds ammo to your magazine over time
- Helm of Saint-14 now grants allies an overshield for a short duration when they’re passing through Ward of Dawn
- Mask of the Quiet One now increases energy gain from incoming damage, and will grant health from kills while critically wounded
Grenade changes
Axion Bolt
- Increased base damage
- Increased the amount of time it takes for tracking strength to lessen
Flashbang
- Increased base damage
- Incendiary Grenade
- Increased base damage
Storm Grenade
- Increased base damage
Scatter Grenade
- Re-tuned range and falloff ranges for the detonations for more reliable damage
Magnetic, Fusion, and Flux Grenade
- Increased base damage
- Damage is now the same whether a target has been stuck or simply walked over grenade when detonating
- Magnetic Grenade now detonates a second time only if it’s attached to a target
- The second detonation no longer only occurs on the grenade itself and will now be applied to each individual target hit by the initial detonation
Skip Grenade
- Increased impact damage of each Skip Drone impact for a higher total potential damage
Void Wall
- Increased the damage of initial Void Wall wave
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