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The Final Shape Launch

6/4/2024

Andy
Andy
Updated
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Story

  • Starts by finally being able to go through the portal
  • Witness is trying to form a connection with the light, to create the final shape
  • Will answer questions at the grand scale, but will also be a personal journey, deepening relationships with Zavala, Ikora, our Ghost, Cayde.
  • "A story told around campfires, told by companions who have been fighting together for hundreds of years"
  • The core vanguard team is getting back together.
  • The early focus is singularly on the campaign, nothing distracting from it.

Raid

  • Releases on June 7th, 10AM Pacific
  • The Witness will be confronted in the raid.
  • "But, that might not be enough"
  • Need to "rally all guardians" in order to overcome the final shape and the witness.

Cayde

  • He's back in the story
  • Voiced by the original voice actor Nathan Fillion
  • Our guide through the new Pale Heart destination

The Pale Heart

  • The new destination, stage for the showdown with the witness, within the portal on the Traveler, "inside the Traveler".
  • Will initially be shaped around the Witness, because he was in there the longest. When Guardians show up, it begins to shape around there.
  • Traveler is creating the world in front of us, as it saw us on our journey.
  • Pieces of Destiny 1 areas seem to be brought back (unclear to what extent).
    • Destiny 1 tower is referenced directly, seems to be a pretty complete version of it
    • The wall outside the Cosmodrome in winter is also shown.
  • "There are a lot of things that are different with this destination"

Linear Destination

  • The destination is built in a literal line, from the portal to the Witness's monolith
  • You will begin your journey in a place of safety, and feel it escalate in danger and surrealness, a beautiful evolution of the space.
    • Things escalate as you move toward the Witness's monolith.
    • Things become deconstructed, put back together "wrong".
  • After finishing the campaign, the destination opens up. It will be generally locked down until that point.

Activities

  • Several story mission names can be seen through the gameplay video:
    • Transmigration: takes place in a greener section of The Pale Heart, shown with a "I." prefix in some footage, likely the first mission. Objective: "Clear the Obstacle. Obstacles cleared: 1 of 2"
    • Temptation: takes place in the old tower, presumably an early mission. Objective: "Search the Area. Conduits deactivated: X of 3"
    • Dissent: takes place in a Witness/Pyramid area, presumably a later mission. Objective: "Hunt down the Subjugators. Subjugators eliminated: 0 of 2", "Forge a Path to the Witness's Monolith"
  • At least one strike is shown in the video:
    • "Explore the Forgotten City", "The Forgotten City", greener area
    • Liminality: takes place in a Witness corrupted area. Objectives: "Push Forward".
    • These might be the same strike, but the above two objectives are only ever shown in the context of a Nightfall, where the title is not shown, so it's impossible to tell.
  • Some lost sectors are shown in the video:
    • The Broken Deep: Looks to take place in a version of the Cosmodrome.
    • The Forgotten Deep: Looks to take place in a transformed version of The Last City.
  • One activity "Overthrow the Landing" or "Overthrow" is shown:
    • The activity objective has the 4 phase encounter progression indicator, with the last phase being a boss. Objective text is: "Complete Overthrow Level 3. Progress: 85 of 1000"
    • Killing enemies causes the points to go up, progressing the activity.
    • Takes place in a greener area of The Pale Heart, the tower itself doesn't seem to be shown.

The Dread

  • New Witness race
  • Tormentors were the first enemy in the Dread race.

Grims

  • First flying enemy with wings
  • Fires rapid projectiles
  • Has a scream ability, which briefly suppresses and slows

Weavers and Attendants

  • Corrupted Psions
  • Weavers can launch Strand ground projectiles forward that look much like the Suspending projectiles from Titan's Drengr's Lash aspect. They can impact the player, and create an AoE that pulls players toward the Weaver.
  • Attendants can launch Stasis ground projectiles forward that slow on impact.

Husks

  • Melee enemy, with two large blades.
  • If killed the "wrong way" (likely by failing to crit), a Geist will pop out, fly towards the player and blow up.

Subjugators

  • New enemy type with two variants, one Strand and one Stasis.
  • "Backfield tactician", as compared to Tormentors that play extremely aggressive
  • CC abilities (Suspend, Freeze)
  • Have some kind of enrage mechanic (like tormentors), might trigger after a certain amount of damage is dealt, unclear what exactly the effect is.
  • Will buff other enemies on the battlefield
    • "pyramid buddies" are shown on many enemies surrounding the Subjugators, shooting darkness projectiles.

Strand Type

  • Attack that fires a woven lash, suspending guardians hit
  • Ranged attack with multiple Strand projectiles

Stasis Type

  • Ranged attack that looks like the Warlock melee, seems to freeze targets hit

New Light Supers/Aspects

Warlock Super

  • New Solar super, callback to Radiance from D1
  • The second first person super in Destiny, can shoot guns while using it.
  • Enhances abilities while active
    • Melee fires 6 projectiles.
      • Only snap is shown, unsure if snap and celestial fire are merged, or if only enhanced snap is available.
    • Grenade "almost is sentient", looks like a butterfly, floats between multiple enemies blowing up on each.
    • Supercharges solar weapons of yourself and allies, applying scorch when they're shooting.
  • Will not have self rez.
  • The super lets you do a lot of damage, especially when fireteam members can cause scorch.
  • They know Warlocks are relegated to Well of Radiance, they're working to fix this by giving more options for healing and buffing (like the new weapon frame).

Warlock Aspect

  • Solar aspect, casting rift creates a solar soul, which launches at enemies, damaging and scorching.

Titan Super

  • New Void super, will be the only ranged one-off offensive super for Titans in the game.
  • Titan jumps up in the air, summons a series of three axes and throws them one at a time.
  • Axes stick in the ground, pull enemies in and explode.
  • The axe remains, can be picked up and use it against enemies.
  • They've heard about the feedback of Titan supers being too similar, so they made the initial cast of the super unique for Titans, but still including the roaming melee fantasy by picking up the axe.

Titan Aspect

  • Void aspect, consuming grenade turns it into a shield, which can absorb damage and release it in a blast.

Hunter Super

  • Arc super, you throw a knife and can warp to it, damaging all enemies around it
  • Can cast it three times, damaging enemies each time.
  • They're watching how strong it will be in Crucible, trying to not make it too strong.

Hunter Aspect

  • Can take your staff and spin it in the air, propelling the hunter upward
  • Gives Amplified to you and allies near you.
  • Acts sorta like another jump, which can be refreshed (likely by being attached to melee or class ability)

Prismatic

  • A new subclass that allows players to combine certain abilities and aspects from the other subclasses into one.
  • Aspects and other effects have been made more loose, to work better with other abilities or effects from other subclasses.
    • For examples, Diamond Lance and Feed the Void now activate from ability kills with any damage type, and Stylish Executioner activates when defeating an enemy afflicted by any elemental debuff, not just Void
    • More tweaks will be revealed closer to The Final Shape release
  • All movement and and class ability options from all subclasses are available
  • One ability per slot per element will be available, and one aspect per element is available.
  • After the first mission players will have Prismatic available with a selection of abilities, and then earn more as mission rewards, or through post-campaign quests and collectibles. No currencies are needed for the unlocks.

Transcendence

  • Dealing damage with light and dark fills two meters respectively. When both meters are filled, you can use Transcendence.
  • The amount of the bar that gets filled scales with the amount of damage done.
  • Kinetic damage charges both bars at a reduced rate, but when one bar fills up it will charge the remaining bar faster.
  • While Transcendent, you get a new grenade that combines light and dark.
  • Both grenade and melee will get instantly refunded, and have shorter cooldowns.
  • You get a weapon damage buff that stacks with other weapon damage buffs.

Hunter

  • Transcendent Grenade: Hailfire Spike - Throw a device charged with Stasis matter and Solar energy that attaches to surfaces or targets and then erupts into a slowing storm. After a short duration, the device ignites, creating a deadly scorching cyclone
  • Supers
    • Storm's Edge (Arc) (New in TFS)
    • Golden Gun: Marksman (Solar) (starting)
    • Silence and Squall (Stasis) (starting)
    • Silkstrike (Strand)
    • Shadowshot: Deadfall (Void)
  • Class Abilities
    • Marksman's Dodge (starting)
    • Gambler's Dodge (starting)
    • Acrobat's Dodge (Solar) (starting)
  • Movement Modes
    • High Jump (starting)
    • Strafe Jump (starting)
    • Triple Jump (starting)
    • Blink (Arc) (starting)
  • Melees
    • Combination Blow (Arc)
    • Knife Trick (Solar) (starting)
    • Withering Blade (Stasis) (starting)
    • Threaded Spike (Strand) (starting)
    • Snare Bomb (Void)
  • Grenades
    • Arcbolt Grenade (Arc)
    • Swarm Grenade (Solar) (starting)
    • Duskfield Grenade (Stasis) (starting)
    • Grapple (Strand)
    • Magnetic Grenade (Void)
  • Aspects
    • Ascension (Arc) (New in TFS)
    • Gunpowder Gamble (Solar)
    • Winter's Shroud (Stasis) (starting)
    • Threaded Specter (Strand)
    • Stylish Executioner (Void) (starting)

Titan

  • Transcendent Grenade: Electrified Snare - Throw an explosive device energized with Strand matter and Arc energy that detonates in a supercharged suspending burst. The suspended target takes heavy damage over time and chains jolting lightning to any nearby targets.
  • Supers
    • Twilight Arsenal (Void) (New in TFS)
    • Thundercrash (Arc) (starting)
    • Bladefury (Strand) (starting)
    • Hammer of Sol (Solar) (starting)
    • Glacial Quake (Stasis) (starting)
  • Class Abilities
    • Towering Barricade (starting)
    • Rally Barricade (starting)
    • Thruster (Arc) (starting)
  • Movement Modes
    • High Lift (starting)
    • Strafe Lift (starting)
    • Catapult Lift (starting)
  • Melees
    • Shield Throw (Void)
    • Thunderclap (Arc) (starting)
    • Frenzied Blade (Strand) (starting)
    • Hammer Strike (Solar)
    • Shiver Strike (Stasis)
  • Grenades
    • Suppressor Grenade (Void)
    • Pulse Grenade (Arc) (starting)
    • Shackle Grenade (Strand) (starting)
    • Thermite Grenade (Solar)
    • Glacier Grenade (Stasis)
  • Aspects
    • Unbreakable (Void) (New in TFS)
    • Knockout (Arc) (starting)
    • Drengr's Lash (Strand)
    • Consecration (Solar)
    • Diamond Lance (Stasis) (starting)

Warlock

  • Transcendent Grenade: Freezing Singularity - Throw a mass of Void energy and Stasis matter. On impact, it deploys a miniature black hole orbited by a halo of slowing ice. After a short duration, the black hole implodes, suppressing and dealing heavy damage to all nearby targets.
  • Supers
    • Song of Flame (Solar) (New in TFS)
    • Nova Bomb: Cataclysm (Void) (starting)
    • Stormtrance (Arc)
    • Winter's Wrath (Stasis) (starting)
    • Needlestorm (Strand) (starting)
  • Class Abilities
    • Healing Rift (starting)
    • Empowering Rift (starting)
    • Phoenix Dive (Solar) (starting)
  • Movement Modes
    • Burst Glide (starting)
    • Strafe Glide (starting)
    • Controlled Glide (starting)
    • Blink (Void) (starting)
  • Melees
    • Incinerator Snap (Solar)
    • Pocket Singularity (Void) (starting)
    • Chain Lightning (Arc)
    • Penumbral Blast (Stasis) (starting)
    • Arcane Needle (Strand)
  • Grenades
    • Healing Grenade (Solar)
    • Vortex Grenade (Void) (starting)
    • Storm Grenade (Arc)
    • Coldsnap Grenade (Stasis) (starting)
    • Threadling Grenade (Strand)
  • Aspects
    • Hellion (Solar) (New in TFS)
    • Feed the Void (Void) (starting)
    • Lightning Surge (Arc)
    • Bleak Watcher (Stasis) (starting)
    • Weaver's Call (Strand)

Facets

  • Most Prismatic aspects have 3 Fragment slots, with only the most potent aspects having 2. This is to compensate for the multiple gameplay loops you can take advantage of by focusing on one individual element in a subclass, whereas Prismatic forces you to use multiple elements.
  • There will be 21 Fragments (called Facets) on day 1 of The Final Shape, more than the usual 14-16.
  • Some Facets are reimaginations or combinations of existing fragments from other subclasses, some are completely new.
  • Facet unlocks are shared, so earning them on one character will unlock them on all your other characters immediately.

Some of the available Facets:

  • Facet of Balance: Rapidly defeating targets with Light damage grants melee energy. Rapidly defeating targets with Dark damage grants grenade energy.
  • Facet of Bravery: Defeating targets with grenades grants Volatile Rounds to your Void weapons. Defeating targets with powered melee final blows grants Unraveling Rounds to your Strand weapons.
  • Facet of Dawn (starting): Powered melee hits against targets make you Radiant. Powered melee final blows make both you and nearby allies Radiant.
  • Facet of Defiance: Finishers create a detonation that either Jolts, Scorches, Slows, Severs, or makes targets Volatile, based on the damage type of your equipped super.
  • Facet of Dominance: Your Void grenades Weaken, and Arc grenades Jolt targets.
  • Facet of Generosity: Defeating targets while Transcendent creates Orbs of Power for your allies.
  • Facet of Grace: Damaging targets with Kinetic weapons grants you bonus Transcendence energy. Defeating targets with your Super grants you and nearby allies bonus Transcendence energy.
  • Facet of Hope (starting): While you have an elemental buff, your class ability regenerates more quickly.
  • Facet of Justice: While Transcendent, your ability final blows explode.
  • Facet of Protection (starting): While surrounded by enemies, you are more resistant to incoming damage.
  • Facet of Purpose (starting): Picking up an Orb of Power grants either Amplified, Restoration, Frost Armor, Woven Mail, or Overshield, based on the damage type of your equipped super.
  • Facet of Ruin (starting): This increases the size and damage of the burst when you shatter a Stasis Crystal or Frozen target and increases the size of Solar Ignitions.

Exotic Class Items

  • Bungie is adding Exotic Class Items, that will be randomly rolled and drop with 2 perks that are adapted from other existing exotic armor.
  • They will drop from an activity that will launch at the start of week 2 (after the raid's world first race). The activity will be farmable, and you will get a drop of the exotic class item every time you run it.
  • The perks on these class items will be borrowed from a selection of other exotics. Most of these perks have been reduced or simplified vs their normal counterparts. Some have also been adjusted to work with a wider range of abilities or effects.
  • If a perk has the same effect as the normal exotic armor, it's likely that either the normal exotic armor is getting buffed in The Final Shape, or the class item perk has been tuned down.
    • For example, Armamentarium and Sixth Coyote will both be tuned to create Orbs of Light from your grenade and dodge respectively.
  • There are a selection of 6 perks, 2 from each class, that are available on every classes' exotic class item. Those perks are:
    • Column 1
      • Spirit of the Assassin (Assassin's Cowl, Hunter): Finishers and powered melee final blows grant invisibility.
      • Spirit of the Inmost Light (Heart of Inmost Light, Titan): Using an ability empowers the other two abilities granting them improved energy regeneration.
      • Spirit of the Ophidian (Ophidian Aspect, Warlock): Weapons ready very quickly.
    • Column 2
      • Spirit of the Star-Eater (Star-Eater Scales, Hunter): While your Super energy is full, picking up an Orb of Power overcharges your Super, granting it bonus damage.
      • Spirit of the Synthoceps (Synthoceps, Titan): Improved melee damage when you're surrounded.
      • Spirit of Verity (Verity's Brow, Warlock): Weapon final blows with a damage type matching your grenade grant a stacking grenade damage bonus.
  • The rest of the perks available are from exotic armor that belong to the class the class item drops for. The perks above are the only perks that are shared between classes.
    • Hunter (Essentialism)
      • Column 1
        • Shared column 1 perks
        • Spirit of the Dragon (Dragon's Shadow): Using your class ability reloads all weapons and increases weapon handling speeds for a brief time.
        • Spirit of Galanor (Shards of Galanor): Hits and final blows with your Super will return Super energy after it ends.
        • Spirit of the Foetracer (Foetracer): Damaging a powerful combatant or Guardian with an ability grants you a temporary damage bonus for weapons matching that ability's element.
        • Spirit of Caliban (Caliban's Hand): Powered melee final blows trigger an ignition.
        • Spirit of Renewal (Renewal Grasps): Allies inside the Duskfield take reduced damage, and targets inside the area deal reduced damage.
      • Column 2
        • Shared column 2 perks
        • Spirit of the Cyrtarachne (Cyrtarachne's Facade): Gain Woven Mail when you use your grenade.
        • Spirit of the Gyrfalcon (Gyrfalcon's Hauberk): Your Void weapons gain Volatile Rounds after you emerge from being invisible.
        • Spirit of the Liar (Liar's Handshake): Dealing damage with a powered melee or being hit by a melee attack will allow you to follow up with an extremely powerful melee counterpunch.
        • Spirit of the Wormhusk (Wormhusk Crown): Dodging gives a small health and shield bump.
        • Spirit of the Coyote (Sixth Coyote): Gain an additional class ability charge.
    • Titan (Stoicism)
      • Column 1
        • Shared column 1 perks
        • Spirit of Severance (Severance Enclosure): Powered melee or finisher final blows unleash a damaging explosion.
        • Spirit of Hoarfrost (Hoarfrost-Z): Your Barricade becomes a wall of Stasis crystals that slows nearby targets when created.
        • Spirit of the Eternal Warrior (Eternal Warrior): Gain a damage bonus for weapons matching your Super's element when your Super ends.
        • Spirit of the Abeyant (Abeyant Leap): Improves Drengr’s Lash. Drengr’s Lash projectiles track targets more aggressively and travel further.
        • Spirit of the Bear (Ursa Furiosa): Move faster while guarding with the Unbreakable shield. Damage blocked with Unbreakable is converted to Super energy.
      • Column 2
        • Shared column 2 perks
        • Spirit of Contact (Point Contact Cannon Brace): Damaging a target with a powered melee causes all nearby enemies to suffer lightning strikes and become jolted.
        • Spirit of Scars (Precious Scars): Final blows with weapons that have a damage type matching your Super's element create a burst of healing around you that grants allies restoration.
        • Spirit of the Horn (Khepri's Horn): Your Barricade unleashes a blast of Solar energy that scorches targets.
        • Spirit of Alpha Lupi (Crest of Alpha Lupi): Generates a healing pulse when Barricade is activated.
        • Spirit of the Armamentarium (Armamentarium): Gain an additional grenade charge.
    • Warlock (Solipsism)
      • Column 1
        • Shared column 1 perks
        • Spirit of the Stag (The Stag): Your Rift provides damage reduction to allied Guardians standing in it.
        • Spirit of the Filaments (Secant Filaments): Casting an empowering rift will grant you Devour.
        • Spirit of the Necrotic (Necrotic Grip): Damaging combatants with your melee poisons them. Defeating a poisoned enemy spreads the condition.
          • Since this effect seems to be the same as the normal exotic, and it's unlikely that they are going to buff Necrotic Grip, it's likely that this perk will be tuned down in some way unwritten here.
        • Spirit of Osmiomancy (Osmiomancy Gloves): Your grenades recharge quicker on hits. The seeker spawned from Coldsnap grenades travels further.
        • Spirit of Apotheosis (Apotheosis Veil): Temporarily gain greatly increased melee and grenade regen after your Super ends.
      • Column 2
        • Shared column 2 perks
        • Spirit of Vesper (Vesper of Radius): Rifts periodically release Arc shockwaves.
        • Spirit of Harmony (Mantle of Battle Harmony): Final blows with weapons that have a damage type matching your Super's element grant you Super energy.
        • Spirit of Starfire (Starfire Protocol): Grenades recharge from empowered weapon damage, with empowered weapon final blows granting more energy.
        • Spirit of the Swarm (Swarmers): Destroying a Tangle spawns Threadlings.
        • Spirit of the Claw (Claws of Ahamkara): Gain an additional melee charge.

New Exotics

  • Khvostov
  • Red Death
    • Will be solar
  • They mention some exotic weapon concepts, unclear if they are coming in TFS, but concept art was shown
    • "What if Golden gun was a sniper rifle"
    • Weapon letting us wield the Traveler's laser

New Weapon Frames

  • Support Frame Auto Rifle
    • Switch seamlessly from firing at enemies to healing allies (by shooting them)
  • There will also be a new weapon archetype attached to the first Episode that they haven't revealed yet.
    • Joe says people might want to bring it to the world's first race

New Weapons

  • Strand Rapid-Fire(?) Machine Gun with Demolitionist.
    • Also seemingly shown with a perk effect called "Ability Rampage" (likely will change) that stacks up on kills up to 3x. No obvious effect is shown.
  • Stasis Hand Cannon
  • Kinetic Shotgun with Swashbuckler and To Excess
  • Strand Sidearm with Danger Zone
  • Special Sniper Rifle
  • Solar Sword with Surrounded
  • Solar New Frame 600RPM Auto Rifle

Power Level Changes

Fireteam Power

Fireteam Power

  • When in a fireteam, the person with the highest power level will become the Power Leader, and all other players will be set to 5 below their power level, or their own power level, whichever is higher.
  • Your personal power level will still determine the rewards you get.

Removing Power Limits

  • Guns that have been sunset will have their power limits removed.
  • Since these guns are now usable, but with no available acquisition source, they hope to re-add some (or all) of the sunset weapons in future content drops, with added features like origin traits and updated perks.

Power Bands

  • They're reducing the size of the gap from the power floor to soft cap, from 150 power to 40.
  • The power caps in The Final Shape will be as follows:
    • Power Floor: 1900
    • Soft Cap: 1940
    • Powerful Cap: 1990
    • Hard Cap/Pinnacle Cap: 2000

Activity Power

  • In The Final Shape, activities will be divided into two groups: Power Disabled and Power Enabled. Power Disabled Indicator
    • Power Disabled activities play the same for anyone, power level will make no difference in difficulty. These include Campaigns (both difficulties), Seasonal story missions, destinations, Crucible, and some legacy content. Power Enabled Activities
    • Power Enabled activities are those where your power level influences the difficulty of an activity, up to a power cap (which is now shown in UI).
  • Power Enabled activities will either use one of the standard difficulty tiers (listed below), or a unique one for that specific activity
    • Standard, 1945 cap: Vanguard Ops, Seasonal activities, Exotic missions, raids, and dungeons
    • Advanced (previously Hero), 1995 cap: Nightfalls
    • Expert (previously Legend), 2005 cap: Nightfalls, Lost Sectors, Seasonal activities, Exotic missions
    • Master, 2010 cap: Nightfalls, Lost Sectors, raids, and dungeons
    • Grandmaster, 2020 cap: Nightfalls

Artifact Bonus Power

  • Earning power from the seasonal artifact is staying the same at its core, but is being rebalanced such that artifact power is a rewarding pursuit throughout episodes despite being longer than seasons
    • The implication here is that artifact power levels will be slower to gain now
  • There will be more weeks with Seasonal Challenges, and they will be receiving buffs to their XP rewards

Account-Wide Power

  • Now, when you receive a powerful drop, that gear's power level will be relative to the power level of the highest leveled character on your account, not just the one you're currently playing.
  • Because cross-character progression is now built in to the game, they are no longer selling power boosts after one of your characters completes the campaign (they will still be selling campaign skips however)

Reward Power

  • Almost all activities in the game will now have a chance to drop a +1 powerful reward, like ritual activities have been able to do for some time.
  • Items purchased from vendors will now drop no lower than 3 below your highest possible power level.
  • Items pulled from collections will now be 5 below.

Episodes

  • Instead of 4 seasons a year, we will get 3 episodes
  • The first 3 episodes are called Echos, Revenant, Heresy
  • Each episode has 3 acts, where new weapons, artifact mods, new missions, new story moments.
    • Each episode will also have a new Exotic weapon and mission
    • Each episode has a new season pass, and acts 2 and 3 will add 50 more ranks, totaling 200 ranks
      • The last rank will be an armor ornament that every class can use.
    • There will be a similar system for Artifact Perks, with 25 perks in act 1 (same as current), and each new act in the episode will add an extra row.
  • The first episode will be delayed until after The Final Shape story beats resolve, to give that story the spotlight.
    • The majority of the narrative and mission content will begin the reset after the raid, but some things from the episode like some weapons and the season pass will be early.
  • TFS year will have more cinematic moments than any year of seasons.
  • Episodes are playable standalone, can be experienced whether you are new or old to the game. Can be played in any order.
  • Focus on frequent change, deeper story moments, and more loot more often.
  • Episodes and acts will let them be more dynamic with content, get more experimental and weird.
  • As per the Final Shape marketing page, two dungeons will still be released this year as well, sold as a dungeon key.

Xur Rework

  • They want to make Xur more useful for veteran players, not just new players.
  • They're letting strange coins drop from ritual activities.
  • They're don't say what they will be spent on
    • They could be used to buy weapons or other wares, as was vaguely hinted in the legendary shards removal TWID.

Clan Updates

  • Hawthorne will be given a vendor reputation track. Clan rep will be earned by playing activities, with higher difficulty activities giving more, and playing with clanmates giving a large bonus.
  • Clan bounties are being tweaked, with the Nightfall bounty no longer being level locked, and two new bounty types for Seasonal content and for dungeons. All bounties will grant some clan reputation.
  • Clan perks are being reworked, see the new perks below:
    • Level 2: Live Fire Sale - Raid Banners sold from Hawthorne cost less
    • Level 3: Bountiful Bounties - The first clan bounty completed each week grants an Exotic engram
    • Level 4: Of Hawks and Pigeons - Raid Rotator Challenges grant Spoils of Conquest. Trials wins grant additional Trials reputation
    • Level 5: Weapon Ritualist - Earn bonus crafted weapon XP from completing ritual playlist activities
    • Level 6: Allow Completionist - Completing all clan challenges in a week grants an Ascendant Allow.
  • Clan XP itself is getting reworked to be more consistent, and more fair with the XP rewards that come from each source.

Rahool Rep

  • Rahool is being given a new reputation track. Decoding engrams will progress the track.
    • Precision decryption (the current most precise option) gives the most rep, followed by Advanced decryption (the decryption that gives any armor from a specific release), then just opening an exotic engram, then opening a prime engram.
  • The reputation track rewards enhancement cores, prisms, and some shards, as well as the typical powerful reward every 3 levels.
  • Resetting the reputation track will give an Exotic Cipher, and also unlock an additional focusing option (seemingly named "Engram Ensiders").
  • Engram Ensiders will allow you to spend an Exotic Engram and an Exotic Cipher to acquire any exotic armor for any character.
    • NOTE: they heavily imply that this will also let you acquire any exotic armor you don't own yet, and in fact be the only way to unlock new exotic armor, but they somehow don't specifically state that so I guess be wary that I could be reading this wrong.
  • Lost Sectors will keep the same drop rate, but drop Exotic Engrams instead of Exotic Armor.
  • Vex Strike Force will continue to drop new exotic armor that you don't have yet from its current pool, but its pool will not be changing moving forward.
  • A full inventory of Exotic Engrams decrypted through Precision decryption should almost completely reset Rahool's reputation track, so prepping some engrams and ascendant shards for The Final Shape is advisable.

Shader Icon Revamp

  • Shaders have 6 different textures that they apply to armor, but currently shader icons only show 4 of them. This might lead to the shader looking much different than expected when applied to armor.
  • Current shader icons also visually weigh all 4 textures shown equally, which doesn't appropriately indicate which textures are the "main" ones typically used on armor.
  • Glows are also not present on the current shader icons at all.
  • To resolve all of this, they have redesigned the shader icon to more prominently show the main textures, include all 6 textures, and the glows as well. New Shader icon showcase
  • A specific comparison with the Gambit Jadestone icon: Old Gambit Jadestone icon New Gambit Jadestone icon

HUD

  • In The Final Shape, there will be two new areas where buffs can appear:
    • The "Critical info channel" at the top center of the screen, right below the health bar
    • The "Weapon channel" above the super meter. New weapon channels
  • Critical info, such as wipe mechanics, roles (like in DSC), or other special activity mechanics will be placed in the Critical info channel at the top of the screen
  • Weapon-related modifiers will show up in the weapon channel above the super bar.
  • As part of the changes, they've made a pass over the priorities of the buffs, to make sure that the most important buffs always stay on screen.
  • Buffs are now split into 4 priority categories, from most to least important.
    • Activity information: Buffs that guide your play in an activity, should always be available (the most important buffs of these will be shown in the Critical info channel)
    • Second-to-second gameplay choices: Buffs that are required to play your build effectively (like Armor Charge) or ability cooldowns (like Tangles)
    • Short-to-medium-term gameplay choices: Subclass verbs, weapon damage buffs, or temporary ability bonuses like those from Aspects and Fragments
    • Passive buffs for learning or confirming intuition: Ability regeneration buffs and temporary stat boosting buffs

Buff Appearance

New buff icons

  • Buff icons are also getting another pass to increase readibility.
  • All green buffs or red debuffs now have a thick line on the top or bottom of the icon respectively, to make them more identifiable for colorblind players.
  • Subclass buffs/debuffs retain their diamond shape.
  • Buff timers are now on the left side of the buff icon, making it easier to glance at them quickly.

Extra Buff Channel

  • In the Final Shape gameplay preview, there was a third new buff channel shown on the right side of the screen that seemed to be used exclusiveuly for debuffs.
  • They received feedback during development that this was uncomfortable, as player eyes were drawn to unfamiliar parts of the screen, so they decided it was too much change at once and removed it.
  • They will be listening to player feedback on this, and may reconsider in the future.

Crafting

Enhancement

  • Starting in The Final Shape, weapons that are active drops in the following activities will become enhanceable:
    • Vow of the Disciple Adepts
    • King's Fall Adepts
    • Prophecy Dungeon
    • Iron Banner
    • Guardian Games
    • Trials of Osiris
    • Crucible
    • Competitive Crucible
      • Bungie says "all of them" for this one, which I assume to mean that all past competitive weapons will be included as enhanceable as well
    • Vanguard Ops
    • Nightfalls
    • Gambit
  • Older instances of these weapons will be enhanceable as well, provided that it has an origin trait, is actively dropping, and is not under the legacy focusing options.
  • If any older weapons from these playlists are reissued, older versions with origin traits will become enhanceable as well.

Mementos

  • Starting in The Final Shape, Mementos will no longer be stored in the consumables inventory. Any mementos currently stored there can be dismantled to transfer it to the new storage location in a separate bucket that can be directly pulled from on the weapon screen.
  • Additionally, you will be able to apply mementos directly from the weapon screen, instead of having to visit the Relic.
  • The stack limit of mementos is also being raised from 1 to 3.
    • When dismantling deprecated mementos that might be stored in postmaster or other locations, you will be able to stack up to over 3 temporarily, but no mementos will drop until you have less than 3.

Legendary Shards

  • Shards will cease to drop at all, and will be completely removed from the game. There will not be a currency exchange for them.
  • To compensate for the removal of shards from weapon dismantling, they are boosting the glimmer rewards for dismantling many pieces of gear:
    • Rare weapons: 75 glimmer
    • Legendary weapons/armor: 1000 glimmer, 25% chance at an enhancement core, 10 gunsmith reputation
    • Exotic weapons/armor: 2000 glimmer, 60% chance at an enhancement core, 20 gunsmith reputation
    • Legendary ghosts: 1000 glimmer
    • Exotic ghosts: 1500 glimmer
    • Ships/sparrows: all costs to purchase and rewards for dismantling will be removed.

Into the Light After TFS

  • Once TFS launches, certain elements of Into the Light will be leaving, and some will be staying.

What's Leaving

  • Pantheon and associated emblems will only be available April 30 - June 3. The intention was to create a challenging, limited time event. They've seen the support for the mode though, and will take that into consideration for future plans.
  • The Godslayer title for Pantheon, and the Brave title for Into the Light, both will be unobtainable after The Final Shape launches.
  • Limited-Edition (shiny) brave weapons will be unavailable to earn after The Final Shape launches.
  • The Hall of Champions, and some of the content within (including Arcite quests, bounties, armor chests, weapon attunement) will be removed when The Final Shape launches.

What's Staying

  • The Onslaught activity and the brave weapons will move to Vanguard Ops as a dedicated playlist when The Final Shape releases.
    • NOTE: they're somewhat vague on whether all or just some of the difficulty modes will be available after The Final Shape releases. It's possible the only variant available will be the 10 wave version.
  • All 3 PvP maps from the map pack will stick around past The Final Shape launch.
  • The Whisper and Zero Hour missions will be moved to the Legends tab once The Final Shape launches. The weapons and catalysts will be earnable from Eris Morn and Ada-1.

Vaulted Year 7 Content

  • Seasonal destinations, narratives, activities, bounties, vendors, and keys/currencies
  • Seasonal quests will be removed, including quests for exotic weapons (the weapons and activities themselves will still be available in the exotic mission rotator)
  • Ritual bounties (replaced with the new Pathfinder system)
  • Spec mods
  • Legendary Shards
  • Resonant and Harmonic Alloys

Content Pack Changes

  • Currently, all expansion and year 6 seasons are available to all players for free until The Final Shape. Additionally, the Lightfall expansion is free to own on PlayStation Plus until June 3.
  • When The Final Shape launches, the campaigns for Shadowkeep and Beyond Light, as well as the Stasis subclass, will remain permanently free to play.
  • The non-campaign content for Shadowkeep and Beyond light (including exotics, nightfalls, the Pit of Heresy dungeon, and both raids) will be packaged into content packs available for an unannounced price.
  • Additionally, all Destiny 2 content available to purchase (except The Final Shape) will be available in one large "Legacy Collection 2024" pack (price TBA). This includes:
    • Lightfall
    • Witch Queen
    • 30th Anniversary Pack
    • Beyond Light Pack
    • Shadowkeep Pack
    • Forsaken Pack

Final Shape Loot Pools

  • Trials will have its loot pool reduced to 6, to give more opportunities to farm specific Adept weapons.
  • Nightfalls will have their loot pool expanded to 8, because this season and Episodes are much longer than previous normal seasons.
  • Iron Banner will have a loot pool of 8 weapons, no comments on reasoning.
  • The loot pools in The Final Shape will be as follows:

Trials

  • Two unrevealed weapons
  • The Summoner Solar Auto Rifle
  • The Prophet Stasis Scout Rifle
  • Incisor Strand Trace Rifle
  • Eye of Sol Kinetid Sniper Rifle

Iron Banner

  • Two unrevealed weapons
  • Multimach CCX Kinetic SMG
  • Tusk of the Boar Strand Breech-Loaded Grenade Launcher
  • Lethal Abundance Strand Auto Rifle
  • Riiswalker Kinetic Shotgun
  • Point of the Stag Arc Bow
  • The Guiding Sight Strand Scoud Rifle

Nightfalls

  • Two unrevealed weapons
  • Wild-Style Solar Breech-Loaded Grenade Launcher
  • The Slammer Stasis Sword
  • Undercurrent Arc Breech-Loaded Grenade Launcher
  • Uzume RR4 Solar Sniper Rifle
  • Warden’s Law Strand Hand Cannon
  • Pre Astynanax IV Solar Bow

PvP

Modes

  • Bring more modes to the core playlists

Private Matches

  • Modifiers such as Mayhem or Scorched will be options in any game mode.
  • There will be more control for things like Special ammo delivery, ability cooldowns, reviving, respawning, and more.

Trials

  • Larger changes to trials rewards

Ritual content changes

  • "changes to ritual content"

Pathfinder

  • Replacement for bounties on the Pale Heart vendor, as well as in all 3 ritual activities. Pathfinder UI Preview

Sandbox

  • Changes to reduce the dominance of Ward of Dawn and Well of Radiance (in PvP).
  • Improve the viability of Supers with longer recharge times in objective game modes.

Weapon Archetypes

  • All "Spec" mods (Boss, Taken, Minor, Major, Adept Big Ones) are being removed
  • Exotic Primaries and Exotic Trace Rifles (except Fighting Lion) are having their minor enemy damage buff reduced 40% -> 30%
  • The damage buff that kinetic weapons receive is being removed from damage against bosses. Now a kinetic and stasis weapon with the same archetype will do the same damage to boss enemies specifically.

Base PvE Damage Buffs

  • Pulse Rifles: 20%
    • Exceptions: Graviton Lance and Revision Zero's Heavy Burst mode
  • Pellet Shotguns: 10%
    • Exceptions: Legend of Acrius, Tractor Cannon, Conditional Finality, The Fourth Horseman
  • Slug Shotguns: 9%
  • Fusion Rifles: 7%
    • Exception: One Thousand Voices
  • Sniper Rifles: 7%
    • Exceptions: Izanagi's Burden's Honed Edge shots and Cloudstrike's storm
  • Glaive projectiles: 7%
  • Linear Fusion Rifles: 5%

Increased Damage vs Red Bars

  • Sidearms, Trace Rifles, Scout Rifles, Bows: 20%
  • Auto Rifles and Pulse Rifles: 15%
    • This Pulse Rifle buff stacks with the above, making them deal 38% more damage to red bars vs currently.
    • This buff does apply to Graviton Lance and Revision Zero's Heavy Burst mode
  • Submachine Guns: 10%
  • Hand Cannons: 5%

Quality of Life

  • All intrinsic frame names for burst weapons have been normalized:
    • Heavy Burst: 2 burst weapons, including Sidearms, Hand Cannons, Pulse Rifles
    • Adaptive Burst: 3 burst weapons, including Sidearms, Linear Fusion Rifles, and Adaptive Pulse Rifles
    • Aggressive Burst: 4 burst weapons, just Pulse Rifles.
  • Removed foundry names from Viest Rapid-Fire, Hakke Precision, and Omolon Adaptive weapon frames.
  • Improved scout rifle hip fire reticle to better show accuracy and aim assist state
  • Crimil's Dagger and Something New are both returning in The Final Shape, but have lower stats than the best Aggressives, so they are getting stat buffs
    • Crimil's Dagger
      • Stability: 23 -> 31
      • Handling: 23 -> 31
      • Magazine Size: 8 -> 9
      • Airborne Effectiveness: 10 -> 21
    • Something New (Solstice)
      • Stability: 27 -> 30
      • Handling: 24 -> 30
      • Magazine Size: 8 -> 9
  • Minimum sniper ammo reserves buffed 14 -> 17, maximum reserves unchanged.
  • Adaptive Burst Linear Fusion Rifles are strong but very hard to control, so they are reducing the animation kick and recoil for the archetype.
  • Blast Radius on Wave Frame Grenade Launchers did not actually have an effect on the weapon, so now it will affect the size of the wave, mostly in width, but length and height is also affected:
    • The previous Blast Radius value at 100 will now be shown as 50, with potential to go higher and lower.
    • All special wave frame grenade launchers (except Dead Messenger) are having their wave length reduced 22m -> 15m.
  • The sword reticle now better indicated its charge state. Additionally, when energy is consumed, the delay before recharge begins is now shown in the reticle.
    • Various bug fixes for swords are also being made, including: Overwhelming Battlesong sometimes preventing swords from recharging or using energy while guarding, unpowered caster sword heavy attacks not resetting charge delay, and uncharged adaptive sword attacks costing the same ammo as their charged versions (now unpowered heavy attacks cost 1 ammo)

Miscellaneous

  • Increased Trace Rifles' damage versus orange bar enemies: 20%
  • Increased global damage (PvE and PvP) of Machine Guns and Swords: 7%
  • Reduced splash damage of Sunshot, Trinity Ghoul, Polaris Lance, Graviton Lance: 10%

Exotic Weapons

  • Divinity has too high an uptime currently, so they are increasing the number of shots needed to generate the crit bubble by 75% in PvE. This will also make it harder to use against bosses that move around a lot, where it's hard to keep the beam on the boss consistently.
  • Rat King's firing animation is hard to use at high rate of fire, so it's being swapped out for the animation used by other automatic sidearms.
  • Fixed an issue where Devil's Ruin's firing animation could be applied to other sidearms by swapping weapons at a specific time.
  • Symmetry's catalyst now provides +10 reload speed, +10 handling, and Eddy Current, in addition to its existing effects.
  • Gjallarhorn's Wolfpack Rounds always looked like Arc projectiles regardless of the element of the legendary rocket being used. Now those Wolfpack Rounds will be themed to the element of the legendary rocket that spawned them.
  • Touch of Malice's burn from the Darkness Ball didn't last long enough in PvE, so the duration is extended from 2s -> 3.5s
  • Osteo Striga made it too easy to spread poison across a whole arena from a couple of kills, so they are adding a 4 second cooldown to the poison burst from kills (the burst from sustained damage doesn't receive this cooldown).
  • Nechrocasm wasn't as strong at add clear as they wanted, so the following changes are being made:
    • The intrinsic perk now provides reload speed after precision kills
    • The burn applied by the Cursed Thrall explosion is extended from 2s -> 3.5s
    • The catalyst now applies a new perk, One for Thrall: Damaging 3 combatants in quick succession provides a period of increased damage, range, and aim assist.
  • Lament's damage is roughly equivalent to other swords, but the healing removed an intended downside of sword damage, and the heavy attack was too strong:
    • Reduced healing effect by 20%
    • This weapon does receive the 7% buff to swords, but is also having the damage of the high end of the chained heavy attack nerfed by 20%. Combos at lower stacks are less effected.
  • Dead Man's Tale isn't langing the fantasy as well as they'd like, and favors mouse and keyboard over controller, so they're making a slew of changes:
    • Cranial Spike stacks now grant stability, and more reload speed, in addition to the aim assist and range already given.
    • When hipfiring with the catalyst, accuracy benefits are slightly reduced, magnetism falloff is increased (1.6 -> 1.7), baseline fire rate is increased (130rpm -> 140rpm), and deals 15% more damage in PvE and PvP when at max stacks (although the previous PvE only buff to damage based on Cranial Spike stacks has been removed)
  • Colony now spawns additional robots on final blows, more robots (up to 5) spawn from tougher combatants.
  • Truth has fallen behind other rockets mostly due to lackluster damage, so they are increasing the AoE damage, and increasing the total reserves by 3.
  • The Queenbreaker's damage it outpased by Linear Fusion Rifles, so they are increasing the damage against bosses, minibosses, Champions, and vehicles by 12%, and buffing reserves by 3.
  • Cerberus+1's catalyst's strength was limited due to being always available, so now the catalyst can only be activated folowwing a kill, and no longer reduces range or rpm.
  • Bastion has too much competition with fusion rifles in the kinetic slot, so they are leaning into Saint-14's playstyle by making melee damage increase charge rate, damage, and reload speed by a short duration. Additionally, landing a majority of pellets in a burst increases melee damage.
  • Eriana's Vow has fallen behind other anti-barrier special weapons, since it's a solar weapon they are buffing it such that breaking a matched shield or piercing a champion's barrier will trigger an ignition.
  • Deterministic Chaos doesn't have a clear niche, so they're giving it intrinsic anti-barrier, and making every 4th shot apply volatile, and every 16th shot weapon.
  • Weapons that can change elements with special reload (Borealis, Hard Light, Dead Messenger) now retain the previously selected element after a respawn.

Perks

  • Alacrity is intended to work in solo activities, but having 100% uptime in Rumble was too much, so it no longer works there
  • Archer's Gambit has been nerfed so it can be used on legendary weapons, by reducing the draw time buff 66% -> 60%, and reducing the buff duration from 8s -> 4s (but it can be stacked up to 8s)
  • Grave Robber is underperforming, so now it will activate on dealing damage with a powered melee, in addition to standard melee kills
  • Chain Reaction is too strong on special ammo weapons, so on those weapons the AoE will be reduced by 15%, and deal 20% less damage. Conversely, on heavy weapons it will have the same AoE as before, but deal 30% more damage.
  • Eddy Current is a bit slow to activate, and the bonus wasn't strong enough, so now it activates in 1.5 seconds of sprinting (down from 3s), gives a bonus to handling and a 5% buff to all stats at base, and being amplified will immediately activate the perk.
  • Underdog was deprecated a while ago, so they are swapping out any instances of it on older weapons with Pulse Monitor.
  • Osmosis and Permeability no longer disappear when pulling out a ghost or similar, and now partially refill a weapon's magazine on activation
  • Chill Clip's previous nerf hurt slow fire rate weapons disproportionately, leaving rapid fire fusions as the best option. Now the amount of stacks applied varies depending on the weapon, rapid fire fusions need 3 shots to freeze but all other weapon archetypes only need 2
  • High Ground wasn't delivering on the concept well enough, so now at base it will act as a stacking damage buff on kills (like rampage), which instantly gets bumped to max stacks when damaging an enemy from high ground. Additionally, the max buff has been increased to 25% in PvE and 15% in PvP.
  • Killing Tally on the original 21% Delirium has been updated to match the version found on random-rolled weapons
  • Osmosis and Tessellation have been changed to match the damage type of your equipped grenade.
  • Permeability and Elemental Capacitor now match the damage type of your equipped super.
  • Deconstruct now refills from reserves instead of thin air, and should trigger more reliably.

Miscellaneous

  • Purchasing fragments from Ikore is now discounted from 25000 to 10000
  • 100 more vault slots, bringing the total up to 700
  • Exotic mission from the year of Lightfall will be added to rotator
  • The death screen no longer has a red tint.
  • Taken in The Pale Heart have an orange glow in their eyes, indicating Witness control.
  • The stacking buff "Light Shield Breaker" is seen multiple times through the video, it's unclear what it does. It seemingly is gained by stepping into certain glowing green pools of light, or by becoming Transcendent.
    • Stepping in one of the glowing green pools causes a "Shieldbreaker Ritual" to occur.