{"data":{"items":[{"id":"61628f46-8879-4cd4-86d0-5c23c982f337","excerpt":"Update 2.8 - Road to Hell Starts Now — https://preview.redd.it/ixvkc5r6686h1.jpg?width=1440&format=pjpg&auto=webp&s=5fff05736f4f3d9f30ba35dbd6e1095f36d37d7f\n\nhttps://preview.redd.it/8fy1tl3a686h1.png?width=700&format=png&auto=webp&s=9f96ae14de0d689691c2e535cf2c75c3331887ad\n\n# Road to Hell \n\n*When two military scouts go","url":"https://www.reddit.com/r/HuntShowdown/comments/1u123rt/update_28_road_to_hell_starts_now/","role":"demand","weight":1.6241577,"occurredAt":"2026-06-09T11:19:26.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"HuntShowdown","intent":"alternative_search","painScore":0.6874366,"sentiment":-0.8348624,"confidence":0.9625,"matchedPatterns":["switching_from","missing_feature","manual_process"],"statement":"* Fixed a bug where shortcuts for the loadout would not update when switching from hunters in the Hunters screen.","title":"Update 2.8 - Road to Hell Starts Now","body":"https://preview.redd.it/ixvkc5r6686h1.jpg?width=1440&format=pjpg&auto=webp&s=5fff05736f4f3d9f30ba35dbd6e1095f36d37d7f\n\nhttps://preview.redd.it/8fy1tl3a686h1.png?width=700&format=png&auto=webp&s=9f96ae14de0d689691c2e535cf2c75c3331887ad\n\n# Road to Hell \n\n*When two military scouts go missing while investigating the Corruption in Louisiana and Colorado, their concerned Commander decides to go after them. But his request for an official mission is declined, and instead he goes rogue and forms the 26th Regiment. With the financial backing of The Delegate, the 26th are indignant at the lack of official support, but certain they can find their comrades and clean up the alleged Corruption themselves. They are professionals: well-trained and well-armed.*   \n  \n*Their first mistake is their arrogance. Their second is their optimism. The Corruption is like nothing they have encountered before. Beset by monsters on one side and enemy Hunters who don’t want outside involvement on the other, their arrogance is transformed into doubt and then twisted into madness as they all lose themselves to the Hunt.*\n\n# New Event Location: Strongholds\n\nhttps://preview.redd.it/cqejwtmn686h1.png?width=854&format=png&auto=webp&s=df7b0f44ed2e46f1eafd951f09e29040c64897f9\n\nThe Stronghold is where the 26th Regiment had their last stand. Few survived the experience, and many who didn’t now wander the area, corrupted and transformed into mindless Grunts. Here you won’t just find Destiny's Dial, Sealed Rewards, and Tarot Cards—but some new and interesting secrets…   \n  \nThe Strongholds are large and have 3 main areas to them, the trenches, the camp are and the fortified building. The camp area has a big mess tent where you will find: \n\n* The Scout Map  \n* Various Sealed Boons  \n* Tarot Cards and more...\n\n  \nAnd in the Fortified Building you will find: \n\n* The Caged Boss Target \n* The Maxim 1895 \n* The Sealed Explosives Box  \n* Many ways to restock your ammo.\n\n  \nIn addition, the military has dug in all across the maps with additional trenches and smaller checkpoints and campsites that can be discovered.\n\n# Caged Boss Target\n\nThe 26th Regiment tried to know their enemy. Originally, they captured this Boss Target with the intent of sawing it to size and sending it out for future study. But during the siege, the soldiers grew hungry, and Sgt. Riggins had a different idea.   \n  \nThese are Banishable  Boss Targets that can be found at the Stronghold. On successfully Banishing them they drop 1 bounty token. Before banishing this target, it will have Boss Whispers active allowing you to detect nearby players. For the duration of the Road To Hell Event and Caged Boss Target will be guaranteed in every mission, there will be only 1 Normal Boss Target in these missions and a chance of a secondary Wild Target as well. Which means there can now be a maximum of 3 bounty sources in a match.\n\n# New Event Location: Medical Supply Point\n\n\n\n* New Themed Supply on the map with unique loot \n* Players can find the following at the Medical Supply Point:  \n   * Full Health Restoration Kit \n   * Scout Map \n   * Four Shot Boon \n   * Random assortment of Shots \n   * Chance of a Tarot Card\n   * Consumable Medical Packs and more \n* The Medical Supply Point will be visible on the Map by default \n\n# New Event Location: Military Supply Point\n\nTeased in the final weeks of update 2.7 we have the Military Supply Point that return in update 2.8.\n\n* Players can find the following at the Medical Supply Point:  \n   * A Sealed Scarce Weapon Box\n   * Scout Map\n   * Sealed Full Ammo and Tools Restock Box\n   * Guaranteed un-sealed Catalyst Trait Spur\n   * An assortment of ammo and tool boxes\n* The Military Supply Point will be visible on the Map by default\n\n# Hidden Information Changes\n\nWith 2.8 we want to bring back the scouting mechanics we introduced in 2.7 but with some changes to address the community's feedback. \n\n* Scout Towers have been removed for 2.8, instead at the start of the mission the Stronghold, Medical Supply and Military Supply will all be visible at the start of the round. Other supply points and Extracts will be hidden. \n* These 3 locations have the Scout Map located in them, interacting with this map reveals all the hidden locations. \n* The Scout Map does not reveal the Wild Targets anymore. \n* Banishing Targets, picking up Bounty and using The Chariot card still reveals all Extracts. \n\n# Maxim 1895 - New World weapon\n\nhttps://preview.redd.it/16iqc880786h1.png?width=854&format=png&auto=webp&s=3b22a6e1779b2642836f34259209abdcd7875320\n\nThe Maxim is a new world weapon which can only be found at The Road to Hell event Stronghold, each containing only one due to limited numbers of the prototype weapons. Previously used as a mounted gun, this version has been ripped off the mount and had some makeshift adjustments allowing it to be used from the hip. To accommodate the makeshift portability, ammo bags have been affixed to the sides so that a limited amount of ammo can be carried with the gun.   \n\n\n* As a world weapon it cannot be extracted or carried in hunter's inventories, instead it acts like current Shovels and Lanterns etc do. \n* Even if taken to an extract, it will be left behind. \n* Due to its makeshift usage, it’s quite cumbersome and will slow hunters down by 25% when equipped. \n* Being fired from the hip means that there is a large spread, aiming will reduce the spread slightly but is still not accurate. \n* Due to poor cooling following its prototype nature, it can overheat under extended fire causing a malfunction which needs to be cleared manually, best to keep the fire rate low to avoid stoppages. \n* It has 50 incendiary rounds by default but cannot be resupplied. \n\n# Inventory Slot Rework\n\nWith update 2.8, we are launching an inventory rework that aims to open new possibilities, promote loadout diversity at all skill levels, and give more weapons unique, viable niches. \n\n* Weapons are assigned a size from 1 to 5, as opposed to the previous (small, medium, large range). \n* The player's default weapon capacity is 5 and can be extended to 6 with Quartermaster. \n* Tools and consumables are no longer restricted by type. Players can freely equip any tool or consumable to any slot, in any combination. \n* Consumables are restricted to 4 instances of the same type (Throwables, Placeables, Shots and Tarot Cards) \n\n# Other Changes \n\n* Toolboxes no longer supply consumables and only resupply used tools.\n* New filter options have been added to the arsenal menu to help sort for the different weapon sizes, tools, consumables as well as category filters for Throwables, Placeables, Shots and Tarot Cards. These have (for now) replaced some of the previous more granular filters for specific damage types for the sake of a better overview.\n* A lot of secondary balancing went in across the full arsenal to make weapons, tool and consumables fit their new categories. Certain traits, like Quartermaster have also been increased in cost. \n   * You can find the full list further below.\n\n***Dev note:*** *With this rework weapons that are equipped on already existing hunters and would no longer fit due to the slot size changes will be unequipped and placed into your arsenal. This also counts for contraband items, even if the contraband limit will be exceeded by this you will not lose your collected weapons.*\n\n# New Weapon: 1890 Cavalry\n\nhttps://preview.redd.it/38cdzzg2786h1.png?width=854&format=png&auto=webp&s=a1f636f294f732c3d673a3402d03f9717d0588da\n\n* Added 1890 Cavalry, a Size 3, single-shot Long ammo rifle. Compatible with Fast Fingers. \n* 1/18 Ammo Reserve \n* 139 damage \n* 380 m/s muzzle velocity \n* CATs: FMJ & High Velocity \n* **Dev note:** The weapon does not look like much at first glance, but once its role within the wider Inventory Slot Rework is better understood, the advantage of a punchy and cheap single-shot long ammo rifle at size 3 becomes a lot clearer. The 1890 Cavalry is a great companion weapon for some of the more diverse and affordable loadout choices we want to encourage with this system work. In addition, it is a very good thematic fit for the increased military presence in Road to Hell, where a lot of the service rifles the military brought along, would naturally end up in the hands of Hunters.\n\n# New Free Story Challenge: ‘Let the Gunshots Ring’\n\n>“Life is cheap, and sometimes the only way to learn is the hard way.”  \n  \n\\- John Victor\n\n# Structure Overview\n\n* Chapters: 4\n* Chapter Rewards: 4 \n   * Chapter 1 - Vanguard (Pax Skin)\n   * Chapter 2 - Hedera Mortiferum (Conversion Chain Pistol Skin)\n   * Chapter 3 - Bear’s Tooth (Mosin-Nagant Skin)\n   * Chapter 4 - Initiate (Player Title)\n\nhttps://preview.redd.it/94xf0v06786h1.png?width=700&format=png&auto=webp&s=7522e1cb430195e4b42ae8b69c64ed66a37c2684\n\n# Gunplay\n\n# Weapons\n\n* Updated the following Long ammo rifles to now use Special Long ammo instead:  \n   * Mosin-Nagant and Mosin Obrez variants \n   * Krag \n   * Lebel \n   * Berthier \n* Special Long ammo weapons share ammunition with one another, but cannot resupply or benefit from standard Long ammo reserve ammo pools \n* Special Long ammo can only be resupplied from Special Ammo crates, Ammo Box consumables or Full restock boxes. \n* Updated the icon for standard Long ammo to help differentiate between the new ammo type. \n\n***Dev note:*** *Alongside the Inventory Slot Rework, we are taking the opportunity to make significant balance changes to existing weapons to redefine their role and performance in the new weapon economy. Special long ammo weapons will continue to be among the best items in the arsenal, but with new constraints requiring adaptation and extra precision.*   \n\n\n* The following ammo types have been made scarce:  \n   * All Dumdum ammo \n   * All Explosive ammo (includes frag arrows, explosive bolts and waxed frag charges) \n   * All Spitzer ammo \n* All but 3 instances of the above ammo types have been removed from players’ inventories, and their purchase price refunded. \n* Dolch FMJ ammo, previously scarce, has now been retired. All instances in players’ inventories have been refunded. \n\n***Dev note:*** *With update 2.8 we are approaching Scarcity differently, targeting high-value ammo types by category. As part of this effort, Dolch FMJ stood out as an exception that we wanted to resolve for consistency. We also want the new scarcity to mean more across the board, therefore we decided a reset of the current inventory for all players allows for a clean slate.*  \n\n\n* Extra ammo pools for a number of weapons have been updated based on inventory slot rework changes:  \n   * Weapons being updated to 3 size losing extra ammo in exchange for increased flexibility:  \n      * Berthier: reduced extra ammo from 3/18 to 3/12 \n      * Vetterli: reduced extra ammo from 6+1/20 to 6+1/16 \n      * Frontier 73C: reduced extra ammo from 7+1/28 to 7+1/21 \n      * Smaller variants & weapon families lose extra ammo capacity: \n      * Mosin Obrez: Reduced extra ammo from 5/10 to 5/7 \n      * Springfield 1866 compact variants: reduced extra ammo from 1/24 to 1/20 \n      * Drilling compact variants: reduced extra ammo from 2/20 to 2/16 \n      * Centennial Shorty: reduced extra ammo from 9+1/12 to 9+1/9 \n      * Vandal 73C: reduced extra ammo from 6+1/28 to 6+1/18 \n   * Weapons gaining extra ammo capacity alongside a size change, or now competing with different weapons:  \n      * Uppercut: increased extra ammo from 6/9 to 6/12 and to 6/18 on Precision variants \n      * Nitro Express: increased extra ammo from 2/4 to 2/6 \n      * Auto-4: Increased spread to from 57 to 65, reduced reserve ammo from 5 to 4 \n* Officer Carbine: Slightly increased horizontal recoil \n* Hand crossbow:  \n   * Increased standard bolt’s damage from 195 to 205; in practice, results in 120 damage to the arm at close range instead of 112, and greater damage retention over distance. \n   * Reduced Dragon Bolt’s impact damage from 17 to 11. Results in less initial charcoali","offTopic":false},{"id":"13fbeaaa-8588-4cd3-99fb-7beca1287275","excerpt":"Massive W Embark- this is only the first 2.5 months of release. — # Changes & Content/Bug Fixes + Known Issues\n\nEmbark is been COOKING, there is a lot to unfold here: [https://arcraiders.com/news/cold-snap-patch-notes](https://arcraiders.com/news/cold-snap-patch-notes)\n\n# Patch Highlights\n\n* Added Skill Tree Reset func","url":"https://www.reddit.com/r/ArcRaiders/comments/1pnxulp/massive_w_embark_this_is_only_the_first_25_months/","role":"pain","weight":1.4695624,"occurredAt":"2025-12-16T09:36:33.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"ArcRaiders","intent":"feature_request","painScore":0.6923944,"sentiment":-0.8309859,"confidence":0.86833334,"matchedPatterns":["missing_feature","urgent"],"statement":"* Fixed missing sound in Codex Records.","title":"Massive W Embark- this is only the first 2.5 months of release.","body":"# Changes & Content/Bug Fixes + Known Issues\n\nEmbark is been COOKING, there is a lot to unfold here: [https://arcraiders.com/news/cold-snap-patch-notes](https://arcraiders.com/news/cold-snap-patch-notes)\n\n# Patch Highlights\n\n* Added Skill Tree Reset functionality.\n* Added an option to toggle Aim Down Sights.\n* Wallet now shows your Cred soft cap.\n* Various festive items to get you into the holiday spirit.\n* Moved the Aphelion blueprint drop from the Matriarch to Stella Montis.\n* Added Raider Tool customization.\n* Fixed various collision issues on maps.\n* Improved Stella Montis spawn distance checks to address the issue of players spawning too close to each other.\n\n# Balance Changes\n\n# Weapons:\n\n# Bettina\n\nDev note: These changes aim to make the Bettina a bit less reliant on bringing a secondary weapon. The weapon should now be a bit more competent in PVP, without tipping the scales too much. Data shows that this weapon is still the highest performing PVE weapon at its rarity (Not counting the Hullcracker). The durability should also feel more in line with our other assault rifles.\n\n* Durability Burn Rate has been reduced from \\~0.43% to \\~0.17% per shot\n   * In practice, it used to take about 12 full magazines to fully deplete durability, but now it takes 26 (also accounting for the increased magazine size).\n* Base Magazine Size has been increased from 20 to 22\n* Base Reload Time has been reduced from 5 to 4.5\n\n# Rattler\n\nDev note: Even though the Rattler isn't intended to compete with the Stitcher or Kettle at close ranges, it is receiving a minor buff to bring its PVP TTK at lower levels a bit closer to the Stitcher and Kettle. The weapon should remain in its intended role as a more deliberate weapon where players are expected to dip in and out of cover, fire in controlled bursts, and manage their reloads.\n\n* Base Magazine Size has been increased from 10 to 12\n\n# ARC:\n\n# Shredder\n\n* Reduced the amount of knockback applied by weapons. Increased movement speed and turning responsiveness.\n* Increased health of the Shredder's head to prevent cases where its head could be shot off, leading to unintended behavior.\n* Improved Shredder navigation to reduce getting stuck on corners, narrow spaces, and short obstacles.\n* Increased the speed at which the Shredder enters combat when taking damage and when in close proximity to players.\n* Increased the number of parts on the Shredder that can be individually destroyed.\n\n# Content and Bug Fixes \n\n# Achievements\n\n* Achievements are now enabled in the Epic store.\n\n# Animation \n\n* Fixed an issue where picking up a Field Crate with a Trigger ’Nade attached could cause the character to slide or move without input.\n* Fixed an issue where combining Snap Hook with ziplines or ladders could store momentum and propel the player long distances.\n* Fixed an issue where the running animation could appear incorrect after a small drop when over-encumbered.\n* Interactions now end correctly when performing a dodge roll.\n* Interacting while holding items or deployables no longer causes arm twisting. \n* Added more animations to character skins and equipment to make them more natural.\n\n# ARC\n\n* Fixed an issue where deployables attached to enemies could cause them to launch or clip out of bounds when shot.\n* Missiles no longer reverse course after passing a target and can correctly track targets at different elevations.\n* Sentinel\n   * Fixed a bug where the Sentinel laser did not reach the targeted player over greater distances.\n* Surveyor\n   * Disabled vaulting onto ARC Surveyors to prevent unintended launches when they are moving.\n* Fixed an issue where Bombardier projectiles could shoot through the Matriarch shield from the outside.\n\n# Audio \n\n* Fixed an issue where Gas, Stun, and Impulse Mines did not play their trigger sound or switch their light to yellow when triggered by being shot.\n* Increased the number of simultaneous footstep sounds and increased their priority.\n* Fixed an issue where footsteps in metal stairs became very quiet when walking slowly.\n* Improved directional sound for ARC enemies.\n* Added sounds for sending and receiving text chat messages in the main menu.\n* Removed the unsettling \"mom?\" from Speranza cantina ambient sound.\n* Tweaked the loudness of announcements in various Main Menu screens.\n* Number of small audio bugfixes and polish.\n\n# Maps \n\n* Fixed an issue with spawning logic which could cause players who were reconnecting at the start of a session to spawn next to other players who had just joined.\n* Various collision, geometry, VFX and texture fixes that address gaps in terrain which made players fall through the map or walk inside geometry, stuck spots, camera clipping through walls, see-through geometry, floating objects, texture overlaps, etc.\n* Fixed an issue with the slope of the Raider Hatch that was too steep for downed raiders to crawl on top of it.\n* Security Lockers are now dynamically spawned across all maps instead of being statically placed.\n* Fixed Raider Caches not spawning during Prospecting Probes in some cases.\n* Fixed lootable containers and Supply Drops spawning inside terrain on The Dam and Blue Gate, ensuring they are accessible.\n* Fixed an issue where doors could appear closed for some players despite being open.\n* Electromagnetic Storm: Lightning strikes sometimes leave behind a valuable item.\n* Increased the number of possible Great Mullein spawn locations across all maps.\n* Dam Battlegrounds\n   * Moved the Matriarch's spawn point in Dam Battlegrounds to an area that better plays to her strengths.\n* Spaceport\n   * Adjusted the locked room protection area in Container Storage on Spaceport to not affect players outside the room.\n* Blue Gate\n   * Locked Gate map condition has been added.\n   * Adjusted map bounds near a ledge in Blue Gate to improve navigation and reduce abrupt out-of-bounds stops.\n   * Improved tree LODs in Blue Gate to reduce overly dark visuals at distance.\n   * Fixed the issue where loot would spawn outside the Locked Room in the Village.\n   * Added props and visual cues to the final camp in the quest ‘A First Foothold’ to make objective locations easier to find.\n* Stella Montis\n   * Increased some item and blueprint spawn rates in Stella Montis.\n   * Some breachable containers on Stella Montis no longer drop Rubber Ducks when using the A Little Extra skill (sorry).\n   * Adjusted window glass clarity in Stella Montis to improve visibility.\n\n# Miscellaneous\n\n* General crash fixes (including AMD crashes).\n* Added Skill Tree Reset functionality in exchange for Coins, 2,000 Coins per skill point.\n* Wallet now shows your Cred soft cap (800).\n   * Dev note: We decided to implement a cap so that players won’t be able to fully unlock new Raider Decks by accumulating Cred and added more items to Shani’s store to purchase using Cred. We believe that the Raider Decks offer a rewarding experience to enjoy while players engage with the game, and a large Cred wallet undermines this goal. We will not be removing Cred that has been accumulated before the introduction of the soft cap.\n* Added Raider Tool customization.\n* Fixed a bug that caused players to spawn on servers without their gear and in default customization resulting in losing loadout items.\n* For ranks up to Daredevil I, leaderboards now have a 3x promotion zone for the top 5 players. New objectives have been added.\n* Fixed an issue where the tutorial door breach could be canceled, preventing the cutscene from playing and blocking progression.\n* Fixed an issue where players could continue breaching doors while downed.\n* Fixed an issue where accepting a Discord invite without having your account linked could fail to place you into the inviter’s party.\n* Fixed an issue that sometimes caused textures and meshes to flicker between higher and lower quality states.\n* Depth of field amount is now scaled correctly depending on your resolution scale.\n* Fixed an issue where returning to the game after alt-tabbing could prevent movement and ability inputs while camera controls still worked.\n* Improved input handling when the game window regains focus to avoid unexpected input mode switches.\n* Skill Tree\n   * Effortless Roll skill now provides greater stamina cost reduction.\n   * The Calming Stroll skill now applies while moving in ADS.\n\n# Movement \n\n* Fixed a traversal issue that blocked jumping/climbing in certain areas while crouched.\n* Fixed an issue where climbing ladders over open gaps could cause automatic detachment.\n* A slight stamina cost has been added for entering a slide.\n* Acceleration has been reduced when doing a dodge roll from a slide.\n\n# UI \n\n* Added an option to toggle Aim Down Sights.\n* Added a new ‘Cinematic’ graphics setting to enhance visuals for high end PCs.\n* Codex\n   * Improved accuracy of tracking damage dealt in player stats.\n   * Field-crafted items now properly count toward Player Stats in the Codex.\n   * Fixed missing sound in Codex Records.\n   * Added a Codex section to rewatch previously seen videos.\n* Console\n   * Updated PlayStation 5 controller button prompts with improved icons for Options and Share.\n   * Fixed a crash when using Show Profile from the Player Info on Xbox.\n* Customization\n   * You can now rotate your character in the customization screen. Also fixed an issue where the first equip could trigger an unintended unequip.\n   * Added notifications in Character Customization to highlight recently unlocked items.\n   * Fixed an issue where equipment customization items bought from the Loadout screen were not equipped after pressing Equip on the purchase screen.\n* End of round\n   * Further reduced the frequency of the end of round feedback survey pop up.\n   * Added an optional Round Feedback button on the final end-of-round screen to open a short post-match survey.\n* Expedition Project\n   * Added a show/hide tooltip hint to the Raider Projects screens (Expedition and Seasonal).\n   * Added 'Expeditions Completed' to Player Stats.\n   * Added resource tracking for Expedition stages: Raider Projects now display required amounts and progress, with the tracker updating during rounds.\n   * Added reward display to Raider Projects, showing the rewards for each goal and at Expedition completion.\n   * Fixed an input conflict in Raider Projects where tracking a resource in Expeditions could also open the About Expeditions window; the on-screen prompt is now hidden while adding to Load Caravan.\n* Inventory\n   * Fixed an issue where closing the right-click menu in the inventory could reset focus to a different slot when using a gamepad.\n   * Fixed flickering in the inventory tooltip.\n   * Opening the inventory during a breach now cancels the interaction to prevent a brief animation glitch.\n   * Adjusted the inventory screen layout to prevent tooltips from appearing immediately upon opening.\n   * Fixed an issue where the weapon slot right-click menu in the inventory would not appear after navigating from an empty attachment slot with a controller.\n* In-game\n   * Fixed an issue where the climb prompt would not appear on a rooftop ladder in Blue Gate.\n   * Resolved an issue where certain interaction icons could fail to appear during gameplay.\n   * Fixed \"revived\" events not being counted.\n   * Fixed an issue where the zipline interaction prompt could remain on a previously used zipline, preventing interaction with a new one; prompts now clear when out of range.\n   * Quick equip item wheel now has a stable layout and no longer collapses items towards the top when there are empty slots in the inventory.\n   * Updated in-game text across multiple languages based on localization review and player survey feedback.\n   * Added a cancel prompt when preparing to throw grenades and other throwable items.\n   * Fixed in-game input hints to match your current key bindings and show clear hold/toggle labels. Clarified binoculars hints when using aim toggle and updated hints for Snap Hook and integrated binoculars to support aiming.\n","offTopic":false},{"id":"ca70d61f-65f3-4af2-ac91-a219c190da24","excerpt":"Patch Notes 1.7.0 — # Patch Highlights\n\n* Added Skill Tree Reset functionality.\n* Added an option to toggle Aim Down Sights.\n* Wallet now shows your Cred soft cap.\n* Various festive items to get you into the holiday spirit.\n* Moved the Aphelion blueprint drop from the Matriarch to Stella Montis.\n* Added Raider Tool cus","url":"https://www.reddit.com/r/ArcRaiders/comments/1pnxu3d/patch_notes_170/","role":"pain","weight":1.4298261,"occurredAt":"2025-12-16T09:35:42.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"ArcRaiders","intent":"feature_request","painScore":0.69043475,"sentiment":-0.82608694,"confidence":0.84583336,"matchedPatterns":["missing_feature","urgent"],"statement":"* Fixed missing sound in Codex Records.","title":"Patch Notes 1.7.0","body":"# Patch Highlights\n\n* Added Skill Tree Reset functionality.\n* Added an option to toggle Aim Down Sights.\n* Wallet now shows your Cred soft cap.\n* Various festive items to get you into the holiday spirit.\n* Moved the Aphelion blueprint drop from the Matriarch to Stella Montis.\n* Added Raider Tool customization.\n* Fixed various collision issues on maps.\n* Improved Stella Montis spawn distance checks to address the issue of players spawning too close to each other.\n\n# Balance Changes\n\n# Weapons:\n\n# Bettina\n\n**Dev note:** These changes aim to make the Bettina a bit less reliant on bringing a secondary weapon. The weapon should now be a bit more competent in PVP, without tipping the scales too much. Data shows that this weapon is still the highest performing PVE weapon at its rarity (Not counting the Hullcracker). The durability should also feel more in line with our other assault rifles.\n\n* Durability Burn Rate has been reduced from \\~0.43% to \\~0.17% per shot\n   * In practice, it used to take about 12 full magazines to fully deplete durability, but now it takes 26 (also accounting for the increased magazine size).\n* Base Magazine Size has been increased from 20 to 22\n* Base Reload Time has been reduced from 5 to 4.5\n\n# Rattler\n\n**Dev note:** Even though the Rattler isn't intended to compete with the Stitcher or Kettle at close ranges, it is receiving a minor buff to bring its PVP TTK at lower levels a bit closer to the Stitcher and Kettle. The weapon should remain in its intended role as a more deliberate weapon where players are expected to dip in and out of cover, fire in controlled bursts, and manage their reloads.\n\n* Base Magazine Size has been increased from 10 to 12\n\n# ARC:\n\n# Shredder\n\n* Reduced the amount of knockback applied by weapons. Increased movement speed and turning responsiveness.\n* Increased health of the Shredder's head to prevent cases where its head could be shot off, leading to unintended behavior.\n* Improved Shredder navigation to reduce getting stuck on corners, narrow spaces, and short obstacles.\n* Increased the speed at which the Shredder enters combat when taking damage and when in close proximity to players.\n* Increased the number of parts on the Shredder that can be individually destroyed.\n\n# Content and Bug Fixes \n\n# Achievements\n\n* Achievements are now enabled in the Epic store.\n\n# Animation \n\n* Fixed an issue where picking up a Field Crate with a Trigger ’Nade attached could cause the character to slide or move without input.\n* Fixed an issue where combining Snap Hook with ziplines or ladders could store momentum and propel the player long distances.\n* Fixed an issue where the running animation could appear incorrect after a small drop when over-encumbered.\n* Interactions now end correctly when performing a dodge roll.\n* Interacting while holding items or deployables no longer causes arm twisting. \n* Added more animations to character skins and equipment to make them more natural.\n\n# ARC\n\n* Fixed an issue where deployables attached to enemies could cause them to launch or clip out of bounds when shot.\n* Missiles no longer reverse course after passing a target and can correctly track targets at different elevations.\n* **Sentinel**\n   * Fixed a bug where the Sentinel laser did not reach the targeted player over greater distances.\n* **Surveyor**\n   * Disabled vaulting onto ARC Surveyors to prevent unintended launches when they are moving.\n* Fixed an issue where Bombardier projectiles could shoot through the Matriarch shield from the outside.\n\n# Audio \n\n* Fixed an issue where Gas, Stun, and Impulse Mines did not play their trigger sound or switch their light to yellow when triggered by being shot.\n* Increased the number of simultaneous footstep sounds and increased their priority.\n* Fixed an issue where footsteps in metal stairs became very quiet when walking slowly.\n* Improved directional sound for ARC enemies.\n* Added sounds for sending and receiving text chat messages in the main menu.\n* Removed the unsettling \"mom?\" from Speranza cantina ambient sound.\n* Tweaked the loudness of announcements in various Main Menu screens.\n* Number of small audio bugfixes and polish.\n\n# Maps \n\n* Fixed an issue with spawning logic which could cause players who were reconnecting at the start of a session to spawn next to other players who had just joined.\n* Various collision, geometry, VFX and texture fixes that address gaps in terrain which made players fall through the map or walk inside geometry, stuck spots, camera clipping through walls, see-through geometry, floating objects, texture overlaps, etc.\n* Fixed an issue with the slope of the Raider Hatch that was too steep for downed raiders to crawl on top of it.\n* Security Lockers are now dynamically spawned across all maps instead of being statically placed.\n* Fixed Raider Caches not spawning during Prospecting Probes in some cases.\n* Fixed lootable containers and Supply Drops spawning inside terrain on The Dam and Blue Gate, ensuring they are accessible.\n* Fixed an issue where doors could appear closed for some players despite being open.\n* Electromagnetic Storm: Lightning strikes sometimes leave behind a valuable item.\n* Increased the number of possible Great Mullein spawn locations across all maps.\n* **Dam Battlegrounds**\n   * Moved the Matriarch's spawn point in Dam Battlegrounds to an area that better plays to her strengths.\n* **Spaceport**\n   * Adjusted the locked room protection area in Container Storage on Spaceport to not affect players outside the room.\n* **Blue Gate**\n   * Locked Gate map condition has been added.\n   * Adjusted map bounds near a ledge in Blue Gate to improve navigation and reduce abrupt out-of-bounds stops.\n   * Improved tree LODs in Blue Gate to reduce overly dark visuals at distance.\n   * Fixed the issue where loot would spawn outside the Locked Room in the Village.\n   * Added props and visual cues to the final camp in the quest ‘A First Foothold’ to make objective locations easier to find.\n* **Stella Montis**\n   * Increased some item and blueprint spawn rates in Stella Montis.\n   * Some breachable containers on Stella Montis no longer drop Rubber Ducks when using the A Little Extra skill (sorry).\n   * Adjusted window glass clarity in Stella Montis to improve visibility.\n\n# Miscellaneous\n\n* General crash fixes (including AMD crashes).\n* Added Skill Tree Reset functionality in exchange for Coins, 2,000 Coins per skill point.\n* Wallet now shows your Cred soft cap (800).\n   * Dev note: We decided to implement a cap so that players won’t be able to fully unlock new Raider Decks by accumulating Cred and added more items to Shani’s store to purchase using Cred. We believe that the Raider Decks offer a rewarding experience to enjoy while players engage with the game, and a large Cred wallet undermines this goal. We will not be removing Cred that has been accumulated before the introduction of the soft cap.\n* Added Raider Tool customization.\n* Fixed a bug that caused players to spawn on servers without their gear and in default customization resulting in losing loadout items.\n* For ranks up to Daredevil I, leaderboards now have a 3x promotion zone for the top 5 players. New objectives have been added.\n* Fixed an issue where the tutorial door breach could be canceled, preventing the cutscene from playing and blocking progression.\n* Fixed an issue where players could continue breaching doors while downed.\n* Fixed an issue where accepting a Discord invite without having your account linked could fail to place you into the inviter’s party.\n* Fixed an issue that sometimes caused textures and meshes to flicker between higher and lower quality states.\n* Depth of field amount is now scaled correctly depending on your resolution scale.\n* Fixed an issue where returning to the game after alt-tabbing could prevent movement and ability inputs while camera controls still worked.\n* Improved input handling when the game window regains focus to avoid unexpected input mode switches.\n* Skill Tree\n   * Effortless Roll skill now provides greater stamina cost reduction.\n   * The Calming Stroll skill now applies while moving in ADS.\n\n# Movement \n\n* Fixed a traversal issue that blocked jumping/climbing in certain areas while crouched.\n* Fixed an issue where climbing ladders over open gaps could cause automatic detachment.\n* A slight stamina cost has been added for entering a slide.\n* Acceleration has been reduced when doing a dodge roll from a slide.\n\n# UI \n\n* Added an option to toggle Aim Down Sights.\n* Added a new ‘Cinematic’ graphics setting to enhance visuals for high end PCs.\n* **Codex**\n   * Improved accuracy of tracking damage dealt in player stats.\n   * Field-crafted items now properly count toward Player Stats in the Codex.\n   * Fixed missing sound in Codex Records.\n   * Added a Codex section to rewatch previously seen videos.\n* **Console**\n   * Updated PlayStation 5 controller button prompts with improved icons for Options and Share.\n   * Fixed a crash when using Show Profile from the Player Info on Xbox.\n* **Customization**\n   * You can now rotate your character in the customization screen. Also fixed an issue where the first equip could trigger an unintended unequip.\n   * Added notifications in Character Customization to highlight recently unlocked items.\n   * Fixed an issue where equipment customization items bought from the Loadout screen were not equipped after pressing Equip on the purchase screen.\n* **End of round**\n   * Further reduced the frequency of the end of round feedback survey pop up.\n   * Added an optional Round Feedback button on the final end-of-round screen to open a short post-match survey.\n* **Expedition Project**\n   * Added a show/hide tooltip hint to the Raider Projects screens (Expedition and Seasonal).\n   * Added 'Expeditions Completed' to Player Stats.\n   * Added resource tracking for Expedition stages: Raider Projects now display required amounts and progress, with the tracker updating during rounds.\n   * Added reward display to Raider Projects, showing the rewards for each goal and at Expedition completion.\n   * Fixed an input conflict in Raider Projects where tracking a resource in Expeditions could also open the About Expeditions window; the on-screen prompt is now hidden while adding to Load Caravan.\n* **Inventory**\n   * Fixed an issue where closing the right-click menu in the inventory could reset focus to a different slot when using a gamepad.\n   * Fixed flickering in the inventory tooltip.\n   * Opening the inventory during a breach now cancels the interaction to prevent a brief animation glitch.\n   * Adjusted the inventory screen layout to prevent tooltips from appearing immediately upon opening.\n   * Fixed an issue where the weapon slot right-click menu in the inventory would not appear after navigating from an empty attachment slot with a controller.\n* **In-game**\n   * Fixed an issue where the climb prompt would not appear on a rooftop ladder in Blue Gate.\n   * Resolved an issue where certain interaction icons could fail to appear during gameplay.\n   * Fixed \"revived\" events not being counted.\n   * Fixed an issue where the zipline interaction prompt could remain on a previously used zipline, preventing interaction with a new one; prompts now clear when out of range.\n   * Quick equip item wheel now has a stable layout and no longer collapses items towards the top when there are empty slots in the inventory.\n   * Updated in-game text across multiple languages based on localization review and player survey feedback.\n   * Added a cancel prompt when preparing to throw grenades and other throwable items.\n   * Fixed in-game input hints to match your current key bindings and show clear hold/toggle labels. Clarified binoculars hints when using aim toggle and updated hints for Snap Hook and integrated binoculars to support aiming.\n   * Tutorial hints now stay on screen briefly after you perform the suggested action to improve readability and avoid abrupt dismissals.\n   * Fi","offTopic":false},{"id":"66f247f0-a3a1-44e2-8b03-3cfd420cd63b","excerpt":"Update 41.1: Vauban Heirloom — [Source](https://forums.warframe.com/topic/1492778-update-411-vauban-heirloom/)\n\n**UPDATE 41.1: VAUBAN HEIRLOOM**\n\nThe first update of 2026 is here! \n\nWelcome the commanding Vauban Heirloom Collection with his new digs and new groove thanks to the Vauban Retouch. New Lunar New Year (of th","url":"https://www.reddit.com/r/Warframe/comments/1r21bva/update_411_vauban_heirloom/","role":"pain","weight":1.4147363,"occurredAt":"2026-02-11T16:04:27.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"Warframe","intent":"feature_request","painScore":0.61530304,"sentiment":-0.71428573,"confidence":0.87583333,"matchedPatterns":["free_tier","missing_feature"],"statement":"* Quests: * Isleweaver * Jade Shadows * 1999 * Lotus Eaters * The New War - Added Breacher Moa lines * Duviri Paradox - A minor line was missing * 1999 & Round Table Protoframe Voice Lines (romance, vendor, Gemini Skins and mission lines)…","title":"Update 41.1: Vauban Heirloom","body":"[Source](https://forums.warframe.com/topic/1492778-update-411-vauban-heirloom/)\n\n**UPDATE 41.1: VAUBAN HEIRLOOM**\n\nThe first update of 2026 is here! \n\nWelcome the commanding Vauban Heirloom Collection with his new digs and new groove thanks to the Vauban Retouch. New Lunar New Year (of the Kaithe) Collections are also here featuring the Dagath Yfari Skin and Gynfas Kaithe Skin, as well as many other fiery Kaithe-themed items. Cuddle up with The Devil’s Triad, who have been Floof-ified in the new Squishy Triad Floof Bundle. The Old Peace Quest can now be replayed! Return to the battlefields of Tau once again and be rewarded for doing so with the new Somatic Bearer Memorial Decoration (rewarded via inbox after quest completion – more details below). We also have a great list of top changes and fixes. \n\nWe look forward to another exciting year of Warframe with you, Tenno!\n\n**Download Sizes:**\n\n  * PC DirectX 11: ~367.53 MB\n  * PC DirectX 12: ~368.76 MB\n\n\n\n[ade1eb557a596afe2dcddf1839be1ce0.png](https://www-static.warframe.com/uploads/ade1eb557a596afe2dcddf1839be1ce0.png)\n\nImage Description: Vauban Heirloom stands poised to throw his Minelayer crackling with electrical energy. Covering his glass-like azure skin is the signature Overcoat of the collection which is complemented by his matching Signa.\n\n**VAUBAN HEIRLOOM COLLECTION**\n\nRefine the legacy of a genius tactician with this collection of bold Heirloom items.\n\n**Vauban Heirloom Skin**\n\nHonor Vauban's legacy of ingenuity in bold style. Heirloom skins signify the passage of time and the dedication of the Tenno.\n\n[2289b3c9e04238322c76ccd639c7db25.png](https://www-static.warframe.com/uploads/2289b3c9e04238322c76ccd639c7db25.png)\n\nImage Description: Screenshots of the different ways to wear Vauban Heirloom’s Overcoat. From left to right you can wear the Overcoat, the Overcoat Sleeveless, or no coat at all.\n\n**Vauban Heirloom Overcoat**\n\nVauban Heirloom’s signature overcoat has the following options from the Auxiliary attachments – the Overcoat is customized via the Attachment colors:\n\n  * Vauban Heirloom Overcoat \n  * Vauban Heirloom Sleeveless Overcoat \n  * None – Will remove the coat entirely! \n\n\n\nNote: The team was able to find a way to allow attachment offsets to adjust on Vauban based on his overcoat state. However, there may be cases where these offsets are not perfect from state to state, let us know if you come across any issues.\n\n**Vauban Heirloom Signa**\n\nVauban Heirloom’s Signa, fashioned from coils of living energy.\n\n**Vauban Heirloom Color Palette**\n\nA selection of bold colors honoring Vauban’s legacy.\n\n**Vauban Heirloom Sigil**\n\nA sigil that celebrates Vauban’s legacy.\n\n**Vauban Heirloom Glyph**\n\nA glyph that celebrates Vauban’s legacy.\n\n**Vauban Heirloom Prex Card**\n\nFight smarter and harder.\n\n[image.png.0630f9cc9d5791f6c3db65b72cd484](https://media.invisioncic.com/Mwarframe/monthly_2026_02/image.png.0630f9cc9d5791f6c3db65b72cd4849e.png)\n\nImage Description: Vauban the tactician looks off into the distance while posing intimidatingly. \n\n**VAUBAN RETOUCH**\n\nWith Vauban’s shiny new Heirloom Skin, it’s only fair for his kit to match his newly-buff exterior. Below is a full overview of Vauban’s “retouch” — not a full rework, but rather some much-needed changes to make him more viable in 2026. \n\nAs part of this retouch, we have updated Vauban’s tips, including clarification on what Abilities scale with Enemy Level (Tether-Flechette, and Photon Strike). \n\n**Passive**\n\n  * Updated Vauban’s passive description to match how we communicate multiplicative damage: “Deal x1.25 Damage to incapacitated enemies”\n  * Enemies affected by Electricity Status Effects from Tesla Nervos will also receive bonus damage via his Passive.\n    * We are looking to expand this to shocks from all Electricity Status Effects, but this required more work than anticipated, meaning we couldn’t squeeze it in for the release of his Heirloom.\n\n\n\n**Ability One: Tesla Nervos**\n\nThe following changes address our two main concerns: Tesla Nervos are hard to keep track of, and can be unreliable when targeting enemies.\n\n  * Tesla Nervos’ Status Chance now scales with Power Strength.\n  * AI Improvements:\n    * Tesla Nervos will prioritize enemies who are outside of the range of other Nervos to spread their impact wider across the battlefield.\n      * Since their Electricity Status effects now trigger Vauban’s passive, spreading out ensures more enemies are affected by this damage buff.\n    * Improved targeting logic to avoid invalid targets; the coil will now switch to another target if they struggle to attach (notably for flying enemies).\n    * Tesla Nervos can now target Ragdolled enemies in Bastille.\n  * Nervos now attach to enemies on first contact.\n  * Tesla Nervos’ shock now triggers immediately when latching on to a target.\n  * Added a trail VFX to Tesla Nervos to help players track them better in-mission.\n\n\n\nAugment - Tesla Bank:\n\n  * Added a marker to enemies with a Nervos attached so players can more easily identify who to target.\n\n\n\n**Ability Two: Minelayer**\n\nVauban’s Minelayer offers four different mines, but one has stood out among the rest: Flechette. Our goal is to keep the mechanics of the various mines within Vauban’s kit, but make them easier to access. Instead of having to cycle through 4 different mines, we are merging them into two mines: Tether-Flechette Orb (Tether Coil and Flechette) and Vector-Overdrive Pad (Vector Pad and Overdriver).\n\n  * Merged Tether Coil and Flechette into one Mine with the following mechanics: Tether-Flechette Orb\n    * Retained all existing Flechette mechanics.\n    * The mine spawns tethers that pull enemies to it, and will search for new targets if their current target enters a Bastille.\n    * This mine can stick to walls and ceilings.\n    * Improved tether mechanic so enemies have less chance of getting stuck.\n  * Merged Vector Pad and Overdrive into one Mine with the following mechanics: Vector-Overdrive Pad\n    * Stepping on a Vector Pad now gives Overdriver buffs to any player (or Ally) who triggers them, meaning Vauban is no longer capped at 4 Overdriver buffs.\n      * Player triggers also receive a 1.25x speed boost.\n      * Speed and Damage buffs also now apply to the player’s Companion.\n    * Enemies who step on this pad are lightly staggered after they are boosted off.\n  * Changed Minelayer casting to work with the Tap/Hold mechanic (Tap for Tether-Flechette, and Hold for Vector-Overdrive)\n    * This Ability works with the Invert Tap/Hold setting.\n    * Removed special HUD element for swapping between Mines since that mechanic is no longer present in this ability.\n  * Updated VFX and SFX for each mine to make it clear which one is being cast.\n\n\n\n[7A154B_1.mp4](https://media.invisioncic.com/Mwarframe/monthly_2026_02/7A154B_1.mp4.d06dc89f61388f29130f9fde634eead6.mp4)\n\n**Ability Three: Photon Strike**\n\nPhoton Strike is a flashy ability that is unfortunately overshadowed by other elements of Vauban’s kit (coughcough Flechette). The goal of our changes is to increase its overall damage output so players are incentivized to reach for it more often.\n\n  * Damage changes:\n    * Enemies impacted by the explosion now receive forced Blast Status Effects. \n    * Photon Strike deals double damage to Overguard.\n  * Reduced Energy cost to 50.\n  * Increased blast radius from 5m to 7m. \n  * Enemies trapped in Bastille no longer get thrown about by Photon Strike.\n  * Reduced VFX intensity for squadmates.\n  * Added new sound layers to Photon Strike’s cast SFX and added a new explosion sound. \n\n\n\nAugment - Photon Repeater: \n\n  * If Photon Strikes hits at least 5 enemies, the next cast will cost no Energy and fire two additional strikes.\n\n\n\n**Ability Four: Bastille**\n\nVauban’s Bastille is an iconic element in his kit, but suffers from some outdated mechanics: namely the enemy cap, which heavily punishes those not investing in Ability Strength. These changes allow for Bastille to compete with other Crowd Control Abilities, and make its Armor Strip mechanic apply consistently to all enemies in its range.\n\n  * Removed the enemy cap on how many enemies Bastille can hold.\n    * To avoid possible performance or gameplay issues related to this change, we have capped the number of Bastilles/Vortexes that Vauban can create to **4 of each**(cap of 4 Bastilles and 4 Vortexes).\n      * Casting additional Bastilles/Vortexes will replace the oldest one.\n  * Enemy Armor Strip applies to all enemies in Bastille’s range, not just those immobilized by the Bastille itself (including enemies who are ragdolled).\n  * Increased the Armor Bonus Cap from 1,000 to 1,500. \n    * Vauban and Allies receive Armor at double the rate if an Enemy’s Armor is actively being stripped by Bastille. \n      * This was implied via one of Vauban’s Ability Tips, but this mechanic never really worked as written. Now it does!\n  * Updated casting VFX and SFX to make it clearer whether Bastille (tap) or Vortex (hold) is being used.\n  * Vortex’s Magnetic Status Effect now scales with Power Strength.\n  * Reduced VFX intensity for squadmates.\n\n\n\n[45CCB7CBR_1.mp4](https://media.invisioncic.com/Mwarframe/monthly_2026_02/45CCB7CBR_1.mp4.ee3b3821fae2c96916d73fcdf4736339.mp4)  _Note: Vauban has been modded for Range (and survivability) in this video to better showcase the Bastille enemy cap change._\n\n**Augment - Repelling Bastille:**\n\n  * Renamed to “Enduring Bastille”.\n  * Removed the repelling mechanic as Bastille no longer has an enemy cap.\n  * Killing an enemy in Bastille will now increase its duration by +2s. \n    * The time increase scales with Duration, and the total bonus duration is capped at 2x of Bastille’s modded Duration.\n  * Vortex’s duration is increased by 70% of its Maximum Duration for each additional Vortex thrown into it. (unchanged)\n\n\n\n[e067f2dfebb3d22b466a14cc6bd02841_1600x90](https://www-static.warframe.com/uploads/thumbnails/e067f2dfebb3d22b466a14cc6bd02841_1600x900.png)\n\nImage Description: The Lunar Renewal Horse Sigil depicts a golden horse standing on its hind legs with flower motifs on its body. Enclosed within a golden ring, it sits on a red background with gold borders emblematic of the Lunar New Year.\n\n**LUNAR NEW YEAR**\n\n2026 is the Year of the Horse, and we’re celebrating with new Kaithe-themed collections and more! Items in the collection can also be purchased separately from the in-game Market. \n\nReminder that you can still earn Dagath for free by completing the available [Alerts](https://www.warframe.com/news/dagath-alerts-2026) until February 18th for her Blueprint and components! \n\n[d3a366d3d9ce570f33e68c3f91d4e0c9.png](https://www-static.warframe.com/uploads/d3a366d3d9ce570f33e68c3f91d4e0c9.png)\n\nImage Description: Dagath Yfari stands poised with her hand in front of her head while adorned in red ghostly flames that accentuate her Kaithe-like helmet and orange armor accents. Beside her in ghastly majesty is the Gynfas Kaithe, mirroring her flames as her trusted steed.\n\n**Dagath Yfari Collection**\n\nKindle the ghostly light of wrath with the Dagath Yfari Collection. The sight of her spectral cavalry strikes fear into the hearts of those with ill intent. \n\n**Dagath Yfari Skin**\n\nDagath Yfari alights with ghostly flames. Her phantom cavalry also assumes a new and macabre aspect, their haunting visitation betiding woe for those who unwisely turn them away.\n\n**Indomitable Kaithe Floof**\n\nA cuddly Kaithe floof, to honor the most steadfast of the zodiac animals.\n\n**Malaen Ephemera**\n\nBring forth the fiery steeds of Dagath Yfari’s signature ephemera to follow in your footsteps.\n\nThe Collection also includes the following: \n\n  * 7-Day Resource Booster\n  * 7-Day Credit Booster\n  * 30,000 Kuva\n  * 300,000 Credits\n  * Zaw Riven Mod\n  * Kitgun Riven Mod\n\n\n\n**Year of the Kaithe Collection**\n\nCelebrate the Year of the Horse in style with this equine collection.\n\n**Gynfas Kaithe Skin**\n\nThe Tales of Duviri tell of the Gynfas Kaithe visiting homes on a m","offTopic":true},{"id":"2e22deb1-587f-4584-b553-c29e69b9dc47","excerpt":"Title Update: Devoid of Liberty: 7.0.0 — Patch notes video: [https://youtu.be/fpF8gI71Vjo](https://youtu.be/fpF8gI71Vjo)\n\n# 🌍 Overview\n\n**INCOMING TRANSMISSION FROM SUPER EARTH HIGH COMMAND**\n\nHelldivers, you are needed on the battlefield of a new frontier – one more wild and uncertain than any we have faced prior. We ","url":"https://www.reddit.com/r/Helldivers/comments/1vma2by/title_update_devoid_of_liberty_700/","role":"demand","weight":1.3938638,"occurredAt":"2026-08-12T10:15:08.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"Helldivers","intent":"tool_discovery","painScore":0.6052174,"sentiment":-0.9130435,"confidence":0.86833334,"matchedPatterns":["looking_for","manual_process"],"statement":"It should now destroy anything in its path and stop when hitting a wall • Gatekeeper spawn rate has been increased to closely match Veracitor in Encounters • Fixed a bug for Gatekeeper sometimes appearing to turn in place without moving th…","title":"Title Update: Devoid of Liberty: 7.0.0","body":"Patch notes video: [https://youtu.be/fpF8gI71Vjo](https://youtu.be/fpF8gI71Vjo)\n\n# 🌍 Overview\n\n**INCOMING TRANSMISSION FROM SUPER EARTH HIGH COMMAND**\n\nHelldivers, you are needed on the battlefield of a new frontier – one more wild and uncertain than any we have faced prior. We are so close to entering the Void.\n\nStay frosty, divers. As you fight your way toward the Void, you’ll encounter new, hideously mutated organisms. We have received intelligence reports that indicate these metamorphosed creatures are emerging from the heart of the Void – they are ghoulish diversions wrought into existence by the Illuminate scourge to threaten our freedom.\n\nWe aren’t sending you in without backup. You may now gain all 300 ranks of security access and privileges, and we have commissioned SEAF platoons to aid you on the surface of the Void planets.\n\nThis is our opportunity to strike and avenge the citizens, SEAF, and Helldivers lost in the Battle for Super Earth.\n\nThis is our chance to destroy them.\n\n# 📍 Patch Highlights\n\n**New Illuminate Enemies** A new biome full of fresh horrors awaits, the void warps everything it touches and your foes have taken new hideous forms.   \n• The Crusher is on a deathmarch, capable of regenerating while taking heavy damage, and needs to be worn down quickly and consistently without a moment of pause.   \n• The Wretch is a relentless and nimble enemy that requires quick trigger fingers and focused aim, as they are able to dodge and leap at the player while advancing to quickly dismantle its weapons along with their will to live.\n\n**SEAF Support**  \nSEAF have entered the battle!  \nSuper Earth Armed Forces (SEAF) can now appear as a planet modifier, joining you in battle in your missions and enhancing your combat capabilities with a range of new tools (Stim pistols, Heavy Machine Guns and more)   \n• The SEAF take to the stars. Super Earth High Command has mandated the SEAF be deployed directly to the frontlines of the Galactic Campaign for Democracy. Helldivers will be able to be supported by friendly SEAF NPC troops, with new and improved behavior, weaponry and updated visuals\n\n**Level Cap Increased**  \nWe've expanded the Helldiver rank system beyond Level 150, adding 15 new ranks and titles that carry Helldivers all the way up to Level 300. Each new rank comes with its own unique title and icon to recognize the most dedicated defenders of Managed Democracy. Super Earth thanks you for your continued service. The fight never ends, and neither does your potential.\n\n**Expanded Emote Slots**  \nHelldivers, you now have twice as many ways to express yourself on the battlefield! The emote wheel capacity has been raised from 4 to 8 emotes.\n\n**CASTELLAN'S CREED Warbond**   \nChannel the formidable battle prowess of the Astra Militarum’s finest in the HELLDIVERS™ 2 x Warhammer 40,000: Castellan’s Creed Legendary Warbond.\n\n# 🤝 Community Feedback Changes\n\nWe’re trying out a new section to shout out some of the fixes and changes that are high up on the community’s wishlist!\n\n**GATER Upgrades**   \nSuper Earth engineers have replaced the engine and transmission in the GATER in favor of a much more powerful Super V48 Interceptor engine, this has improved its speed and handling.\n\n**The Constitution**   \n… has stripper clips!\n\n**Assisted Reload Rework**   \nProblem we want to solve:   \n   • The original intent was a tactical action that needed collaboration with a designated reloader that carries the backpack   \n   • We have reevaluated how this works and with how the game has evolved since launch we reached the conclusion that the assisted reload action requires too much coordination which leads to it rarely happening  \n  \n Intent and expectation with the change:   \n   • We want to reduce the complexity with assisted reloading to promote using it more.   \n   • Allow players to keep their backpack and reload whenever you need, while also allows a teammate to easily help you if the opportunity arises.   \n  \nThe change we made:   \n   • Helldivers can now assist reload as long as one of the wielder and/or reloader of the weapon has the correct backpack\n\n# ⚖️ Balancing\n\n**Updated icons for backpack weapons and expendable weapons**   \nProblem we want to solve:   \n   • Finding a specific weapon in the loadout can be hard to do with all the new weapons added to the arsenal   \n   • It can be hard to know if a support weapon needs a backpack or cannot be reloaded when only looking at the icon.   \n  \nIntent and expectation with the change:   \n   • We want to make it easier to find specific weapons and to plan your loadout. • It should be easier to know when a weapon needs a backpack or cannot be reloaded when only looking at the icon.  \n  \nThe change we made:   \n   • Stratagem Weapons that require a backpack now have a backpack icon included on their loadout icons   \n   • Stratagem Weapons that cannot be reloaded now have a drop weapon icon included on their loadout icons.\n\n**Decreased heavy landing duration**   \nProblem we want to solve:   \n   • The original intent was to make the heavy landing feel like you recovered from a high fall.   \n   • The player lost control for a long time when landing on their feet from a higher fall.   \n  \nIntent and expectation with the change:   \n   • We wanted to make it smoother to recover from the heavy landing state and not remove the control for too long.   \n   • While still making it feel like a heavy landing recovery   \n  \nThe change we made:   \n   • Decreased the duration for the heavy landing animation by around 40%\n\n**Stim action input smoothing**   \nProblem we want to solve:   \n   • Players can experience dead input when trying to stim when the stim action was not allowed.   \n  \nIntent and expectation with the change:   \n   • We want to lessen the feeling of dead input when using the stim action.   \n  \nThe change we made:   \n   • We changed so the stim input is remembered for a short duration when the action is not allowed and will be executed if the stim action is allowed within that duration.   \n   • This works similarly to how the reload input action changes from the last patch.\n\n**Ammo re-balance for Short magazines attachments and Secondaries**   \nProblem we want to solve:   \n   • The benefits of the short magazines are too few compared to drum magazines.   \n   • The benefits of some of the anti-personnel sidearms do not have enough benefits compared to other sidearm options.   \n  \nIntent and expectation with the change:   \n   • Give more benefits to short magazines to make the items more useful compared to drum magazines for the same weapon.   \n   • Give more benefits to some of the lesser used anti-personnel sidearms to make the items more useful   \n  \nThe change we made:   \n   • Short magazines got more max spare and starting magazines.   \n   • Some of the anti-personnel sidearms got more max spare and starting magazines.\n\n# Primaries\n\n**R-2124 Constitution** \n\n* Added a full stripper clip reload when reloading if the magazine is empty\n\n**Primaries attachments**   \n  \nShort magazines for:\n\n* AR-23 Liberator\n* AR-23P Liberator Penetrator\n* AR-23C Liberator Concussive\n* AR-23A Liberator Carbine\n* AR-59 Suppressor\n* Increased spare magazines 12 to 16\n* Increased starting magazines 7 to 9\n\nShort magazines for:\n\n* SMG-37 Defender\n* SMG-72 Pummeler\n* Increased spare magazines 9 to 12\n* Increased starting magazines 6 to 8\n\nShort magazines for:\n\n* SMG/FLAM-34 Stoker\n* Increased spare magazines 10 to 13\n* Increased starting magazines 6 to 7\n* Decreased reload duration 2.8 sec to 2.3 sec\n\nShort magazines for:\n\n* SG-225 Breaker\n* SG-225IE Breaker Incendiary\n* Increased magazines spare magazines 9 to 11\n* Increased magazines starting magazines 6 to 7\n\nShort magazines for:\n\n* SG-225SP Breaker Spray&Pray\n* Increased spare magazines 16 to 20\n* Increased starting magazines 11 to 12\n\n# Secondaries\n\n**P-113 Verdict**\n\n* Increased max spare magazines from 8 to 10\n* Increased starting magazines from 4 to 6\n\n**M6C/SOCOM Pistol**\n\n* Increased max spare magazines from 8 to 10\n* Increased starting magazines from 5 to 6\n\n**P-19 Redeemer**\n\n* Increased spare magazines from 4 to 6\n\n# Stratagems\n\n**Eagle Napalm Airstrike**   \nProblem we want to solve:   \n• The Eagle napalm did not feel as effective compared to other Eagle stratagems and napalm stratagems   \n  \nIntent and expectation with the change:   \n• Create a larger area of effect for the napalms fire   \n• Make it more effective compared to other napalm stratagems   \n  \nThe change we made:   \n• Increased explosion radius 8 to 10m • More spread out bomb pattern to cover a larger area\n\n**MD-17 Anti-Tank Mines**   \nProblem we want to solve:   \n• The explosion of the mines looks like they can destroy larger things   \n  \nIntent and expectation with the change:   \n• The effect of the explosion match should match the visuals better   \n• Make the mines work in more situations like destroying colony walls and bug holes from the outside   \n  \nThe change we made:   \n• Increased Demolition strength from 30 to 40\n\n# Enemies\n\n**Terminids**   \n  \n**Hunters**   \nProblem we want to solve:   \n• Hunters and their variants were unable to attack FRVs consistently   \n• They could only use their tongue to attack, and struggle to find a proper position to launch it Intent and expectation with the change:   \n• When Helldivers enter a FRV, Hunters should be able to attack the vehicle more naturally   \n  \nThe change we made:   \n• We allowed one melee attack to be correctly triggered against FRVs   \n  \n**Illuminate**   \n  \n**Veracitor**  \nProblem we want to solve:   \n• When the Helldiver got attacked by a Veracitor while holding a ballistic shield it could create a clipping issue where the arm of the Veracitor could merge with the body of the Helldiver, sometimes resulting in sending the Helldiver at high speed into the air   \n  \nIntent and expectation with the change:   \n• Fighting an exomech with a ballistic shield still protects against damage, but Helldivers will now ragdoll when blocking an attack   \n• Helldivers won’t be sent to low orbit anymore after blocking an attack with ballistic shield. Ballistic shield will break after around 15 direct hits   \n  \nThe change we made:   \n• Increased Exomech melee’s force strength from 25 to 40   \n• Conformed Exomech melee’s attack armor penetration to all correctly be Anti-tank.\n\n# 🔧 Fixes\n\n# Crash Fixes\n\n• Fixed rare crash that could happen when dropping down the core drill  \n• Fixed a crash which could occur when spreading fire  \n• Fixed a very rare crash which could occur when mortar sentries update their targeting aim  \n• Fixed a crash that could happen sometimes when dropping in on CR7+ missions on Cyberstan  \n• \\[PS5\\]\\[Xbox\\] Fixed a crash-on-boot that would occur after going into the settings menu with no prior saves, restoring settings to default and restarting  \n• Fixed a rare UI crash on shutdown  \n• Fixed a crash when using multiple monitors with different DPI scales in Windows \n\n# Weapons & Stratagem Fixes\n\n• Sway and reload weapon stats now display decimals for better accuracy  \n• Stratagem Weapons that require a backpack now have a backpack icon included on their loadout icons   \n• Stratagem Weapons that cannot be reloaded now have a drop weapon icon included on their loadout icons   \n• You can now assist reload a Helldiver, using ammo from their backpack  \n• Fixed glitch where Veto pistol would receive one extra round (translating to one extra 6 bullet reload!) from the Siege-Ready armor passive.   \n◦ Also corrects a few other weapons which also received one erroneous extra round, magazine or heat-coil. We continue to round partial bonus rounds/mags/coils up in favor of the player.   \n• Fixed a bug where the camera clipped through the R-36 Eruptor with 2x Tube Red Dot equipped, when inserting the next bullet in ADS at max FoV  \n• Enemies will no longer spontaneously attack the GATER unless the Helldiver is inside it or if they are drilling. Enemies famously hate the democrat","offTopic":false},{"id":"0347c372-00e3-4cbd-83b9-e26f2e9bbcaf","excerpt":"MACHINERY OF OPPRESSION: 6.1.0 — https://preview.redd.it/4452a9lsxkpg1.png?width=4000&format=png&auto=webp&s=9d487a6b167d2a8eb36a1205a4de20fddf944631\n\n# IF YOU'RE NOT GETTING THE UPDATE:                                      SWITCH BACK FROM THE BETA VERSION TO THE DEFAULT VERSION OF THE GAME\n\n`(right click HELLDIVERS 2","url":"https://www.reddit.com/r/Helldivers/comments/1rw2dho/machinery_of_oppression_610/","role":"demand","weight":1.3913958,"occurredAt":"2026-03-17T10:06:23.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"Helldivers","intent":"alternative_search","painScore":0.645,"sentiment":-0.75,"confidence":0.84583336,"matchedPatterns":["switching_from","missing_feature"],"statement":"* **GL-52 De-Escalator** * Faster reload * Full reload around 2 second faster from around 7.5 to 5.5 sec * One reload around 1 sec faster from around 3.5 to 2.5 sec * **AC-8 Autocannon** * Faster reload * Full reload around 1 second faster…","title":"MACHINERY OF OPPRESSION: 6.1.0","body":"https://preview.redd.it/4452a9lsxkpg1.png?width=4000&format=png&auto=webp&s=9d487a6b167d2a8eb36a1205a4de20fddf944631\n\n# IF YOU'RE NOT GETTING THE UPDATE:                                      SWITCH BACK FROM THE BETA VERSION TO THE DEFAULT VERSION OF THE GAME\n\n`(right click HELLDIVERS 2 > Properties > Game Versions & Betas > Default Public Version)`\n\n  \nPatch notes overview with the devs: [https://www.youtube.com/watch?v=H9hQLRj3Pas&feature=youtu.be](https://www.youtube.com/watch?v=H9hQLRj3Pas&feature=youtu.be)\n\n# 🌍 Overview\n\nHelldivers, The Galactic War never rests, and neither can you. While you lick the wounds caused by the Automatons on Cyberstan, Super Earth’s other numerous enemies seek opportunities to rob us of our Democracy. It’s time to rally.\n\n**On Friday, March 20, 2186**, we are mobilizing our divers based on new intelligence gathered by High Command.\n\nThis time, the Illuminate have put new pieces on the board. Illuminate Appropriators have made themselves known–shielded, powerful, and arriving in Illuminate Fleets, as well as hordes of Fleshmobs and Voteless.\n\nBut that’s not all. New planetary conditions have been detected, and the squids have commanded nature itself to work against us in the form of the Illuminate Exostorms with intense wind and lightning strikes. You will have to destroy their Exospires to calm the storm.\n\nWe have already authorized the launch of new tools to help you: the Entrenched Division Premium Warbond should aid in tackling this new mission: flame, gas, or the safe haven of a freshly-dug trench are the new tactics.\n\nAs you weather the storms of Illuminate space, never forget: the squids are no match for Managed Democracy.\n\n# 📍 Patch Highlights\n\n\\*\\*\\* This content will unlock on Friday, March 20. \\*\\*\\*\n\n* New enemies\n   * VERACITOR: capable of fighting at close quarters.\n   * GATEKEEPER: engages targets at ranged distance.\n   * A new variant of the Watcher:\n      * OBTRUDER: inserts itself where it is not wanted.\n* New Sub-Faction: Illuminate Appropriators\n\n# Introducing the Illuminate Fleets\n\n* The Mindless Masses are set on taking over swaths of territory, with fewer Illuminates units deploying vast hordes of voteless and fleshmobs.\n* The Appropriators field only Illuminate units, supported by a variety of constructs---piloted and otherwise.\n\n# Illuminate Exostorms\n\nPlanets in Illuminate space have been sieged by powerful Illuminate Exostorms, with high-intensity wind and lightning strikes.\n\n* Planets experiencing Exostorms will be visible on the Galactic Map, but the danger will ramp up when you dive to the planet’s surface.\n* The strength of the storms can vary, with higher class storms presenting greater risk. In order to contain these planetwide storms, you must complete the new “Destroy Exospire” mission.\n\n# New Mission - Destroy Exospire\n\nThe powerful storms seem to originate from Illuminate technology in the form of Exospires. Work with your squad to destroy the Exospires and clear the storm looming over the region.\n\n* Sub-objective: The Exospire is protected by a force shield. The squad will first have to locate the access nodes that connect to the subterranean shield generators, and overload them with an electrical surge of liberating force.\n* Primary Objective: Once the force shield has been deactivated, the squad will enter the Exospire’s chamber and destroy its core by eliminating the Dark Fluid cells that maintain it.\n\n# ⚖️ Balancing\n\n**General changes overview**\n\n**Flamethrowers**\n\n* Some enemies now think its very inconvenient to be flamed in the face:\n   * Smaller to medium sized enemies will in general be slower while getting flamed with a flamethrower\n   * Small to medium automatons, small to large terminids and small to medium illuminates will be confused and panic when getting flamed in the face, which leads to them attacking randomly\n\n**Primary weapons**\n\n* **AR/GL-21 One-Two**\n   * Moved the underbarrel weapon function from down to left\n\n**Sidearms**\n\n* **PLAS-15 Loyalist**\n   * Increased magazine capacity from 7 to 8\n   * Shorter charger-up time on full charge up from 1 sec to 0.75 sec\n* **P-11 Stim Pistol**\n   * Increase Heal effect with 100%\n   * Increase Muzzle velocity from 200 to 300\n\n**Stratagems**\n\n* **Resupply**\n   * You can now climb it again! But the autoclimb will not climb it. It's literally the best of both worlds!\n* **GL-21 Grenade Launcher**\n   * Reverted the change made in the previous patch - the launcher has medium armor penetration again\n* **CQC-1 One True Flag**\n   * Moved and increased the size of the melee ability\n   * The One True Flag is DESPISED by the enemies of Democracy. They will attempt to target anyone waving it\n* **CQC-20 Breaching Hammer**\n   * Increased damage from 2100 to 2200\n* **M-1000 Maxigun**\n   * Increased ammo capacity from 750 to 1000\n* **LAS-98 Laser Cannon**\n   * Increased beam length from 200m to 1000m\n* **GL-28 Belt-Fed Grenade Launcher**\n   * Increased ammo from 100 to 120.\n* **GL-52 De-Escalator**\n   * Faster reload\n   * Full reload around 2 second faster from around 7.5 to 5.5 sec\n   * One reload around 1 sec faster from around 3.5 to 2.5 sec\n* **AC-8 Autocannon**\n   * Faster reload\n   * Full reload around 1 second faster from around 5.5 sec to 4.5 sec\n   * Half reload around 0.5 sec faster from around  2.3 sec → 1.8 sec\n* **B/MD C4 Pack**\n   * Moved the switch from  weapon function from right to left\n* **Exosuits Step damage zone**\n   * Made the damage zone closer to the size of the legs.\n   * Helldivers and enemies were killed when not in close proximity\n   * This effects EXO-45 Patriot Exosuit and EXO-49 Emancipator Exosuit\n\n**Enemies**\n\n* Small to medium automatons, small to large terminids, and small to medium illuminates will be confused and panic when getting flamed in the face, which leads them to randomly attack anyone in their vicinity\n\n# 🔧 Fixes\n\n**Crash Fixes**\n\n* Fixed a crash that would occur during the Hellpod drop\n* Fixed a rare crash that occurred when a grenade entered a Vox Engines weakpoint\n* Fixed a rare crash caused by Cyborgs taking cover\n\n**Weapons & Stratagem Fixes**\n\n* Fixed an issue where the Cyborg Agitator and Radicals armor did not break properly when attacked by laser weaponry\n* Fixed B-1 Supply Pack being usable by Helldivers that are already full on ammo on Xbox\n* Orbital lasers will no longer target enemies in caves\n* Fixed stratagems bouncing on fuel depots in factory cities\n* Guard dog drones will no longer obscure your view while interacting with terminals or other mission items\n* Helldivers will now start with 4 Arc Grenades instead of 3\n* Fixed an issue where the G-50 seeker grenade would not deal damage\n* Fixed \"low ammo\" and other notifications showing on weapons with infinite ammo\n* Stats for melee weapons are now more accurate. Showing damage, weapon attack speed and stamina drain per attack\n* Fixed a glitch that would let a player take multiples of the same stratagem\n\n**Enemies**\n\n* Fixed an issue where Brood Commanders would not summon reinforcements when detecting a client player\n* Overseers will now stagger when their armour and shields are destroyed\n* Enemies will now be alerted to the sound of the CQC-20 Breaching Hammer exploding\n* The unarmored limbs attached to the Hiveguard's protective front legs now have lower armor\n* Fixed an issue where surge modifiers spawned more enemies than intended\n* Vox engine changes:\n   * Reduced spawn rate\n   * Reduced upper body turn rate\n   * Increased the spread of main cannon shots\n   * MG turrets on the side will now die instantly when the Vox Engine dies\n   * Vox Engine now tries to avoid shooting targets with its main cannons on targets that are too close\n* Fixed an issue where enemies could walk through the Vox Engines tracks to attack the player\n* Fixed a bug that would cause Bastion Tanks to be launched into the upper atmosphere when running over cars on colonies.\n* Fixed an issue where scout walkers with rockets would not die when those rockets were shot, stealth divers rejoice\n* Fixed a bug where Levers on Cyborg Assembly unit would not work if you were killed/ragdolled while interacting with them\n\n**Miscellaneous Fixes**\n\n* Sending an invite via the social menu on PS5 will now also send a system invite\n* Fixed an issue where login error messages would go out of bounds, making them difficult to read\n* Fixed red lighting occurring on the super destroyer after leaving a Magma planet/Cyberstan\n* Fixed a minor issue where UI would go out of bounds when dying with 3 types of Samples\n* Removed the redundant \"Compare\" option when equipping stratagems\n* Fixed an issue where foliage that slowed a Helldiver would also slow projectiles passing through them\n* Added the correct “Stun” and “Arc” tags to items that were missing the tags from their descriptions\n* Purge Illuminate mission has been renamed to Eliminate Overseers to be more accurate\n* Helldivers can now melee while falling or using the LIFT-850 Jump Pack\n* Fixed weapons with stationary reload being reloadable while using LIFT-850 Jump Pack\n* Illuminate Overships can now only be destroyed by the Planetary Defence Cannon\n\n# 🧠 KNOWN ISSUES\n\nThis is a link to our most reported issues, but does not represent *every* issue currently being tracked internally. [https://arrowhead.zendesk.com/hc/en-us/articles/15916898652700--HELLDIVERS-2-Known-Issues](https://arrowhead.zendesk.com/hc/en-us/articles/15916898652700--HELLDIVERS-2-Known-Issues)","offTopic":false},{"id":"9adcab08-5545-4156-95e5-a4795d896b59","excerpt":"This Week in Destiny - 08/21/2025 — Source: https://www.bungie.net/7/en/News/Article/twid_08_21_2025\n\n---\n\nThis Week in Destiny, we are sharing more details about new content coming to The Desert Perpetual raid, as well as some changes we have planned for The Portal in September. It might look like that's still very fa","url":"https://www.reddit.com/r/DestinyTheGame/comments/1mwi7hg/this_week_in_destiny_08212025/","role":"demand","weight":1.3396001,"occurredAt":"2025-08-21T17:55:36.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"DestinyTheGame","intent":"alternative_search","painScore":0.36,"sentiment":0.5686275,"confidence":0.985,"matchedPatterns":["frustrating","switching_from","please_add"],"statement":"* Onslaught, The Coil, and Tomb of Elders will be moving from Fireteam Ops to Pinnacle Ops.","title":"This Week in Destiny - 08/21/2025","body":"Source: https://www.bungie.net/7/en/News/Article/twid_08_21_2025\n\n---\n\nThis Week in Destiny, we are sharing more details about new content coming to The Desert Perpetual raid, as well as some changes we have planned for The Portal in September. It might look like that's still very far away, but nope: the Ash & Iron update is dropping on September 9. That's just a bit over two weeks! But let's stay focused on the present for now; here are the topics for today:\n\n\n\n* Introducing the epic raid\n* Updates coming to The Portal in Ash & Iron\n* A Monument to Seasons Past\n* Complete your Seasonal Challenges soon\n* Mayhem, Mayhem, Mayhem\n##The Desert Perpetual Expands Soon\n\n\nOn July 19, The Desert Perpetual raid was released to the world. We wanted to deliver a unique experience that allowed for replayability, challenging encounters, and more customizable difficulty thanks to the new feats system. But that was not all.\n\n\n\nGet ready for the epic version of The Desert Perpetual which will permute and expand on the original starting September 20, 10am PT.\n\n\n\n[Image Link](https://images.contentstack.io/v3/assets/blte410e3b15535c144/bltc578258b064e008a/68a71df48ecdb2eea5bed435/TDP_Epic_Hero_16x9_EN.jpg)^^^[imgur](https://i.imgur.com/iZHYtyC.jpeg)\n\nBuilding on the original experience, the epic version introduces new challenges, rewards, and pursuits. Changes to the mechanics of each encounter will test the coordination of your fireteam. Complete them to earn new Legendary weapons and new set bonuses on armor drops. A new quest further unravels the mysteries of space and time, unlocks an attunement system for the raid vendor, and rewards a catalyst for the raid’s Exotic weapon, Whirling Ovation. \n\n\n\nAll this and more, but we aren’t going to spoil it all here, you’ll have to dive in for yourself on September 20.\n\n\n###Contest Mode On\n\n\nFor the first 48 hours after the epic raid version of The Desert Perpetual has launched, Contest Mode will be active. During this time, enemies are a lot tougher and more aggressive, and you'll be playing at a fixed Power level disadvantage, so teamplay, good strategies, and inventive approaches are key for success.\n\n\n\nWe’ve updated loot for Contest Mode, so now your first clear of each encounter in Contest will drop Tier 5 gear, and if you complete all of them, you can claim an exclusive emblem, the raid Exotic, and its catalyst. Also, you’d better start organizing your fireteam if you want to compete in our World First Race!\n\n\n###World First Race Info\n\n\n[CbGray](https://www.twitch.tv/cbgray) and [Evanf1997](http://www.twitch.tv/Evanf1997) are returning to Bungie studios to host the World First Race for the epic version of The Desert Perpetual. Many will try their hand, but just one will be crowned winner. Here's some entry requirements to know beforehand.\n\n\n\n* Completion of The Edge of Fate campaign.\n* Fireteam leader must have completed the regular version of The Desert Perpetual.\n* A fireteam of six players.\n\nOnce the first team has completed the epic version of The Desert Perpetual in Contest Mode, the normal version will be unlocked for the players that just want to experience the new content without the extra difficulty. Totally understandable!\n\n\n###Not Swap Update\n\n\nWith the release of the Epic Raid, to keep success in encounters focused on action gameplay and create a level playing field for players across platforms, we are rolling out a new version of Not Swap for Contest mode.\n\n\n\nThis modifier will now reset your Super and ability energy, Special ammo, and Heavy ammo, as well as remove all ammo and orbs on the ground, when you change Exotic or Legendary Armor or weapon ammo types. This modifier will also take effect when 3 or more feats are activated in the standard difficulty of the epic raid. The experience has been tuned around this modifier. We'll share more information in a future TWID.\n\n\n###Featured Gear and Seasonal Mods\n\n\nThe bonuses to damage and damage resistance granted by the Artifact when using currently Featured Gear will be active this time during the Contest Mode weekend. Similarly, Seasonal Mods that can be slotted into featured Weapons will be also available during this time.\n\n\n\nWe know this will impact your buildcrafting plans, so we wanted to share this info a bit early. We can't share a list of banned items yet, though. This will be available on a date closer to the raid release, but it might look a bit different to last time given the changes to build swapping we are implementing .\n\n\n###Integrity of the Challenge\n\n\nThe launch weekend of a raid is a unique moment for Destiny 2 players. Teams all over the world will face one of our toughest challenges, so we want a clean competition. That’s why our Security team will be watching closely, analyzing every encounter and raid completion, to find any player that's breaking our Terms of Service.\n\n\n\nWe won't hesitate to remove players during the race and issue bans as needed to defend the integrity of the World First Race. In other words, don't cheat and don't play with cheaters, or you will face the consequences.\n\n\n###Upcoming Raid Reward Changes\n\n\nSince we are talking about the raid, let's share some new information about the updated rewards that will be available after the Destiny 2 Update 9.1.0 dropping along with Ash & Iron.\n\n\n\n* You can earn extra rewards from clearing all encounters of The Desert Perpetual.\n\n   * Defeat all three bosses before beating Koregos to earn an extra piece of gear.\n* In addition to this, we are introducing two weekly challenges.\n\n   * The first challenge gives an extra piece of loot from your first clear of an encounter each week in either version of the raid.\n   * Completing this challenge will unlock an additional one that provides bonus loot from just the epic raid.\n   * The loot from these challenges drops has bonus Seasonal Power and drops at an upgraded Tier based on the number of active feats\n\nWe’re also making some improvements to Gear Tier in The Desert Perpetual.\n\n\n\n* We’re removing the requirement to complete the “Combined Mastery” Triumph to increase your gear drop tier.\n\n   * Now, all Desert Perpetual gear will now drop at Tier 2 in the standard version and Tier 3 in the epic raid, no matter your current Power level.\n* In addition, we have added a chance for all gear earned during a full clear to drop at up to +2 from your base Tier.\n\n   * Add feats to increase your chances!\n\nAnd last, an often-requested feature for raids is arriving with Ash & Iron.\n\n\n\n* Players who complete the “Map and Compass” quest as well as the epic raid can then approach the Simulant Ansible to receive a new quest.\n* Completing this new quest will unlock the ability to attune to any previously acquired piece of gear from The Desert Perpetual, improving its chances of dropping from any encounter.\n###Bungie Rewards Extension\n\n\nThe Desert Perpetual Bungie Rewards dates have been extended! Players now have until Dec. 5th 9:59am PT to complete The Desert Perpetual raid, regular or epic, and unlock the raid jacket and raid sling bag Bungie Rewards. These Bungie Rewards will be available for purchase until Jan. 6, 2026 9:59am PT.\n\n\n\nLaunch The Desert Perpetual and earn your [Bungie Rewards](https://bungiestore.com/rewards) today!\n\n\n\n[Image Link](https://images.contentstack.io/v3/assets/blte410e3b15535c144/blt9294f5a607a08d2a/68a71e6c7daf94d30edbf802/Desert_Perpetual_Lifestyle_04_1920x1920.jpg)^^^[imgur](https://i.imgur.com/NRiHxug.jpeg)\n\n[Image Link](https://images.contentstack.io/v3/assets/blte410e3b15535c144/blta5c07bbbb5c12da9/68a71e6cbae7fd2d1a8bc3b7/Desert_Perpetual_Lifestyle_01_1920x1920.jpg)^^^[imgur](https://i.imgur.com/lno9mWZ.jpeg)\n##The Portal Updates\n\n\nHey Guardians! The Portal dev team here. We see that you are all loving [*checks notes*] Caldera and K1 Logistics! A lot! Maybe too much? [...] What do they mean by *the mines*? The Salt Mines? [...] Oh. [...] *Oh no...* Either way, in Ash & Iron we are adding more variety to the Portal, keeping all activities worthwhile, but also making them more time-equivalent and risk and challenge-equivalent while you progress your Power.\n\n\n\n[Image Link](https://images.contentstack.io/v3/assets/blte410e3b15535c144/bltc62d7044f47a5839/68a71e8992473784b11c68e8/Portal_FrontPageBanner_PC_1920x590.jpg)^^^[imgur](https://i.imgur.com/x6Slmso.jpeg)\n###Incoming Improvements\n\n\nThe Portal is a better place when there are more options to play that are optimal, or close enough that you don't feel constrained to a handful of missions to play. We need Fireteam Ops to be a better place to play, either with your friends, with new friends via Fireteam Finder, through matchmaking, or even as a solo Guardian wishing to solo a strike! So, some Ops categories are going to get increased rewards, and some Ops categories/activities are going to get slightly reduced rewards.\n\n\n\nThe Solo Ops dominance is especially stark between 400 and 450, where the best way to attain Prime engrams is to get A grades as fast as possible. We want to make this a more interesting portion of the game, one that makes attaining Prime engrams in The Portal more rewarding.\n\n\n\nStarting next week with Destiny 2 Update 9.0.0.8, we are increasing the time limits in Fireteam Ops direct launch matchmaking tiers, giving players significantly more time to complete challenging matchmade Grandmasters. This should help players reach A grades more consistently, resulting in better rewards.\n\n\n\nAdditionally, we have some other improvements planned for The Portal in Ash & Iron and forward:\n\n\n\n* The time bonus system should give more value in trading off speed vs. killing everything in kill-based activities in Fireteam Ops and have a meaningful role in earning scores in Solo and Pinnacle Ops.\n* Good grades in Fireteam Ops should be less risky and less challenging to get than they are now, and closer to Solo and Pinnacle Ops activities.\n* Fireteam Ops should be at least as good a place to earn Power as Solo or Pinnacle Ops, and matchmade Fireteam Ops should be more viable at high Power levels.\n* The way that equipped Power and Account Power work is confusing. We are fixing that.\n* We would like more variety in Pinnacle Ops, including a way to earn Pinnacle Ops gear via matchmaking.\n* We would like to give more regular opportunities to matchmake into marquee activities like Onslaught and The Coil.\n* We want to make it easier and more obvious for everyone in the fireteam to get the best rewards, even at wide Power differentials.\n* We think various banes, challenges, and boons should be well-balanced against each other.\n* We also think there should be more things to do in general! As we add brand new activities to The Portal, and bring older legacy activities in, we want to be able to feature these more effectively for daily Power gain.\n* It would be great if Conquests were repeatable for Portal rewards.\n###Ash & Iron Updates\n\n\nIn the Ash & Iron release, we have more substantial changes and additions. These are by no means final, so expect more in the future. Let's go over them.\n\n\n####Ultimate Difficulty\n\n\n* Ultimate difficulty will be available when Ash & Iron launches.\n* Ultimate difficulty is available starting at Power 451.\n* Ultimate includes two new player stakes:\n\n   * Pressure Cooker: Finish under the time limit or get kicked to orbit.\n   * Extinction: All players are limited to a single life – there are no revives.\n   * These optional stakes are intended to provide the most significant challenge to even the most experienced Guardians, and include score boosts to match.\n* Ultimate Fireteam Ops matchmaking will open in Week 10, the week after Ash & Iron launches.\n####Platinum and Diamond Reward ranks\n\n\n* Players can reach Platinum and Diamond Reward ranks, which run from 450-499 Power, and 500-550 power respectively.\n* While in Platinum and Diamond, you can earn an A+ grade in PvE.\n\n   * You need an A+ to qualify for Tier 5 Gear until Platinum III, where A grades start giving Tier 5.\n ","offTopic":false},{"id":"2bdc4814-c192-4271-834d-3a5794ad83ba","excerpt":"[Embark] Riven Tides - Patch Notes 1.25.0 — Raiders,\n\nScout reports have been returning from Riven Tides. Fragments of observation logs, faded photographs, and footage of the coast have finally made their way back to Speranza. \n\nIt’s now time for you to check it out for yourself. Explore the abandoned shoreline, traver","url":"https://www.reddit.com/r/ArcRaiders/comments/1sxvxie/embark_riven_tides_patch_notes_1250/","role":"pain","weight":1.2833334,"occurredAt":"2026-04-28T09:02:12.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"ArcRaiders","intent":"feature_request","painScore":0.76,"sentiment":-1,"confidence":0.7291667,"matchedPatterns":["missing_feature"],"statement":"* Fixed issues around missing an Expedition departure that could make the game unresponsive on load or cause your character to appear missing.","title":"[Embark] Riven Tides - Patch Notes 1.25.0","body":"Raiders,\n\nScout reports have been returning from Riven Tides. Fragments of observation logs, faded photographs, and footage of the coast have finally made their way back to Speranza. \n\nIt’s now time for you to check it out for yourself. Explore the abandoned shoreline, traverse the Exodus port, and experience the lost luxury of the Panorama Azzurro hotel. \n\nThis is the Rust Belt, and it’s not going to be easy. Other Raiders are already on the scent of fresh loot, and a new floating ARC machine has been seen patrolling the skies. What it’s doing, and how to counter it, is for you to find out.\n\nEnable marketing cookies to watch this video.\n\n[Watch on YouTube](https://www.youtube.com/watch?v=6ps42Cyz2aI)\n\n# [What’s New?](https://arcraiders.com/news/riven-tides-patch-notes-1-26-0#whats-new)\n\n* Riven Tides Map\n* Beachcombing Map Condition\n   * New minor Map Condition, exclusive to Riven Tides\n   * Search for buried treasure on the beaches of Riven Tides, just make sure you have the right tool for the job and be prepared for unexpected discoveries.\n* New Enemy - ARC Turbine\n* Expedition Window\n\n[](https://arcraiders.com/news/a-triumphant-exit)\n\n* New Items\n   * Epic Gadget - Powered Descender\n   * Uncommon Throwable - Crash Mat\n   * Common Deployable - White Flag\n   * Common Gadget - Dockmaster’s Detector\n* New Player Project - Avian Alarm\n* Last Resort Event: Earn merits by Collecting ship models and via XP across the different maps to earn rewards\n   * \"Wind Sprite\" Ship Model \n   * \"Twilight Compass\" Ship Model\n   * \"Velocity\" Ship Model\n   * \"Sirena Dorata\" Ship Model\n   * \"Leviathan's Crown\" Ship Model\n* Trials Season 4\n\n[](https://arcraiders.com/news/quick-guide-to-trials-season-4)\n\n* The Solare Set\n* The Rachetta Set\n* New Augment: Tactical Mk.3 (Smoke)\n   * **Dev note:** With the addition of another Tactical Augment in this patch it is worth stating that we are aware that some Augments, particularly the Combat Augments, are not performing as well in their roles as we would like. We are working on a general balancing pass for Augments to buff some of those that are underperforming, most especially the Combat Mk. 3 (Flanking) Augment which has yet to find its place to shine. It is also a goal to develop the full roster of Augments to ensure that all categories are well represented.\n\n[](https://arcraiders.com/news/riven-tides)\n\n# [Patch Highlights:](https://arcraiders.com/news/riven-tides-patch-notes-1-26-0#patch-highlights)\n\n* Trigger ‘Nade balancing\n* Repairing changes\n* Bettina Buff\n\n# [Balance Changes](https://arcraiders.com/news/riven-tides-patch-notes-1-26-0#balance-changes)\n\n# [Weapon Economy Adjustments](https://arcraiders.com/news/riven-tides-patch-notes-1-26-0#weapon-economy-adjustments)\n\nThe weapon economy has increasingly started looking more and more unbalanced, where players engaging in heavy PVP have to make a lot of difficult decisions around their weapons while the most friendly players have ended up in a chronic state of weapon accumulation. We want to balance this out so that all players are challenged by weapon attrition, as well as introducing new ways to combat it.\n\n# [New feature: Repair on upgrade](https://arcraiders.com/news/riven-tides-patch-notes-1-26-0#new-feature-repair-on-upgrade)\n\nWeapon upgrading becomes very expensive when you feel like you have to repair the weapon beforehand, making it less accessible than we would like. To give more ways to repair low durability weapons and elevate the upgrade loop:\n\n* **Upgrading weapons will now repair 25% of the weapons max durability**\n\n# [Weapon drop & durability](https://arcraiders.com/news/riven-tides-patch-notes-1-26-0#weapon-drop-durability)\n\nWe're reducing weapon spawn around the outskirts of the maps to increase value and tension of high tier areas and locked rooms.\n\nWe're also increasing the range of durability a weapon can spawn with, as well as reducing the average outside of locked rooms. This should be easily recouped by the new repair on upgrade.\n\n* Avg durability on spawned weapons: 50 -> **30**\n\nThese changes mean that you might find a weapon on the outskirts with 15 durability but will still find weapons around 60 durability in locked rooms.\n\n# [Weapon durability loss on shot](https://arcraiders.com/news/riven-tides-patch-notes-1-26-0#weapon-durability-loss-on-shot)\n\nWe've heard a clear frustration that maintaining high tier weapons is very expensive compared to the lower tier ones. We want high tier weapons to have more longevity compared to low tier weapons, so we're adjusting durability loss on shot to match this:\n\n* Common weapons: **+75% durability loss on shot**\n* Uncommon weapons: **+50% durability loss on shot**\n* Rare weapons: **+35% durability loss on shot**\n* Epic weapons: **-5% durability loss on shot**\n* Legendary weapons: **-10% durability loss on shot**\n\n# [Weapon durability loss on being knocked out](https://arcraiders.com/news/riven-tides-patch-notes-1-26-0#weapon-durability-loss-on-being-knocked-out)\n\nWe want heavy PVP to be a viable way to play ARC Raiders, and to align this playstyle with other ways to play, we're reducing durability loss on weapons when a player is knocked out by 50%.\n\n* Durability loss on weapons of knocked out player: -30% durability -> **-15% durability**\n\n# [ARC](https://arcraiders.com/news/riven-tides-patch-notes-1-26-0#arc)\n\n* Removed Comets from standard sessions in the Dam Battlegrounds.\n* Reduced Firefly presence heavily in Dam Battlegrounds.\n* Reduced Comet presence in Buried City.\n\n**Dev note:** The addition of Comets and Fireflies raised the difficulty in beginner-oriented sessions a bit too much, and to bring that experience back to the intended level we opted to reduce their presence in the sessions that were affected the most.\n\n# [Gameplay](https://arcraiders.com/news/riven-tides-patch-notes-1-26-0#gameplay)\n\n# [Stella Montis](https://arcraiders.com/news/riven-tides-patch-notes-1-26-0#stella-montis)\n\n* Adjusted Exodus recyclables loot distribution to be more evenly spread across containers.\n\n# [Items](https://arcraiders.com/news/riven-tides-patch-notes-1-26-0#items)\n\n# [Vaporizer Regulator](https://arcraiders.com/news/riven-tides-patch-notes-1-26-0#vaporizer-regulator)\n\n*  Stack size increased 1 -> 3\n\n# [Trigger 'Nade](https://arcraiders.com/news/riven-tides-patch-notes-1-26-0#trigger-nade)\n\n* **Dev Note:** You can no longer throw a new grenade at the same time as triggering a previously thrown one, and will instead have to wait for the animations to finish. This should reduce Trigger 'Nade spam by increasing the delay between each grenade, and effectively remove the ability to prematurely detonate a second grenade with the first one. \n* Added a 1s delay after using the throw action, before allowing the next throw/trigger action\n* Added a 1.3s delay after using the trigger action, before allowing the next throw/trigger action\n\n# [Photoelectric Cloak](https://arcraiders.com/news/riven-tides-patch-notes-1-26-0#photoelectric-cloak)\n\n* Increasing weight of Photoelectric Cloak from 1 -> 3 to bring it more in line with its rarity/cost.\n* Increased Power use rate from 2.5/s to 10/s\n* **Dev Note:** The Photoelectric Cloak has been quite aggressively over-performing, especially in regards to the length of time it can be activated.  This change is intended to add more intentionality between uses; it still has the same strength while activated, but now you might need to find cover sooner, or think more about how you approach areas heavily contested by ARC.\n\n# [Weapons](https://arcraiders.com/news/riven-tides-patch-notes-1-26-0#weapons)\n\n# [Bettina Balancing](https://arcraiders.com/news/riven-tides-patch-notes-1-26-0#bettina-balancing)\n\n**Dev Note:** The Bettina has been buffed to push it closer to its rarity. The base damage and damage against ARC armor has been increased to get more value out of each bullet, but the base fire-rate has also been reduced. The dispersion has been adjusted to support firing the weapon in longer bursts before losing accuracy, and the stack size of heavy ammo has also been increased to make it less punishing to bring the ammo you need. These changes should make each shot matter more, while also providing the ability to land more shots if you control your bursts well.\n\n* Base Damage increased from 14 to 16\n* Base Fire-Rate reduced from 285 to to 235\n* Per Shot Dispersion reduced by around 40% (Making it bloom slower)\n* Dispersion Recovery Time improved by around 30%\n* Damage against ARC armor increased by around 33%\n\n# [Heavy Ammo](https://arcraiders.com/news/riven-tides-patch-notes-1-26-0#heavy-ammo)\n\n* Stack Size increased from 40 to 60\n\n# [Content and Bug Fixes](https://arcraiders.com/news/riven-tides-patch-notes-1-26-0#content-and-bug-fixes)\n\n# [ARC](https://arcraiders.com/news/riven-tides-patch-notes-1-26-0#arc-2)\n\n# [General](https://arcraiders.com/news/riven-tides-patch-notes-1-26-0#general)\n\n* Fixed aim assist not targeting leg joints and weak spots on Bastion, Bombardier, Queen, and Matriarch.\n* Fixed an issue where Vaporizer and ARC Surveyor patrols could stop moving until alerted.\n* Fixed an issue where ARC enemies did not react to nearby breaching sounds.\n\n# [Bastion](https://arcraiders.com/news/riven-tides-patch-notes-1-26-0#bastion)\n\n* Fixed a bug where the Bastion could be too accurate when switching targets mid-fire.\n\n# [Vaporizers ](https://arcraiders.com/news/riven-tides-patch-notes-1-26-0#vaporizers)\n\n* Added to more maps and conditions.\n\n# [Animation](https://arcraiders.com/news/riven-tides-patch-notes-1-26-0#animation)\n\n# [Emotes](https://arcraiders.com/news/riven-tides-patch-notes-1-26-0#emotes)\n\n* We have reworked the emote system to allow even more emotes to be played while running. Give it a try! \n\n# [Audio](https://arcraiders.com/news/riven-tides-patch-notes-1-26-0#audio)\n\n# [General](https://arcraiders.com/news/riven-tides-patch-notes-1-26-0#general-2)\n\n* Fixed a potential crash related to voice-over data.\n* Fixed an issue where Trader voice lines at the start of a round could trigger too frequently.\n* Updated voice effects for cosmetic helmets.\n* Fixed an issue where emote previews in the Store could play without their voice lines.\n* Fixed an issue where footstep sounds could stop playing.\n* Fixed footstep and impact sounds on various surfaces (e.g. bridges) that were playing the wrong surface audio.\n\n# [Emotes](https://arcraiders.com/news/riven-tides-patch-notes-1-26-0#emotes-2)\n\n* Fixed an issue where objective and emote sounds could persist or double after reconnecting to a match; audio now stops correctly.\n\n# [Voice Chat](https://arcraiders.com/news/riven-tides-patch-notes-1-26-0#voice-chat)\n\n* Added a noise suppression option for voice chat for clearer communication.\n* Fixed voice chat breaking after opening platform UI.\n\n# [Cosmetics & Customization](https://arcraiders.com/news/riven-tides-patch-notes-1-26-0#cosmetics-customization)\n\n# [Character Customization ](https://arcraiders.com/news/riven-tides-patch-notes-1-26-0#character-customization)\n\n* Fixed an issue where facial hair and face masks could briefly glitch when changing faces or outfits.\n\n# [Gameplay](https://arcraiders.com/news/riven-tides-patch-notes-1-26-0#gameplay-2)\n\n# [General](https://arcraiders.com/news/riven-tides-patch-notes-1-26-0#general-3)\n\n* Fixed a bug where deployables could be placed inside extraction elevators before they opened.\n* Fixed an issue where bullets would spawn from an incorrect position when shooting while standing on rotating or movable objects (e.g., Rocketeer debris).\n* Fixed an issue where the \"Death from Above\" achievement could be completed by standing on destroyed Rocketeer parts.\n\n# [Expedition](https://arcraiders.com/news/riven-tides-patch-notes-1-26-0#expedition)\n\n* Fixed an issue where players signed up for an Expedition would not depart as scheduled.\n* Introduced a late departure option.\n\n# [Items](https://arcraiders.com/news/riven-tides-patch-notes-1-26-0#items-2)\n\n# [Binoculars]","offTopic":true},{"id":"766aa9c3-8302-42de-85cd-481a938bdad1","excerpt":"Season 6: Take Your Heart | Live Now & Patch Notes — https://preview.redd.it/ye5iszb6mpah1.png?width=1080&format=png&auto=webp&s=ea5dc0d8adae251d30e7db82eadc48be63d688ee\n\nGreetings *Call of Duty: Mobile c*ommunity! \n\nIt is finally time to jump into **Season 6: Take Your Heart**! It’s live now with some new modes availa","url":"https://www.reddit.com/r/CallOfDutyMobile/comments/1ul2wk7/season_6_take_your_heart_live_now_patch_notes/","role":"demand","weight":1.2510326,"occurredAt":"2026-07-02T00:23:46.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"CallOfDutyMobile","intent":"tool_discovery","painScore":0.47905326,"sentiment":-0.5976331,"confidence":0.84583336,"matchedPatterns":["looking_for","missing_feature"],"statement":"* **Rebirth Island MIA** \\- This was missing, but not on purpose.","title":"Season 6: Take Your Heart | Live Now & Patch Notes","body":"https://preview.redd.it/ye5iszb6mpah1.png?width=1080&format=png&auto=webp&s=ea5dc0d8adae251d30e7db82eadc48be63d688ee\n\nGreetings *Call of Duty: Mobile c*ommunity! \n\nIt is finally time to jump into **Season 6: Take Your Heart**! It’s live now with some new modes available already, but most of the main Persona 5 Royal content will be dropping tomorrow or on 7/4 UTC. If you haven’t already, make sure to update your game now via the Apple App Store or Google Play Store so you can be ready for everything once it drops.   \n  \nFirst off, thank you to everyone who has shared a wealth of feedback and bug reports around the new update in advance. You reporting things right away is extremely helpful in getting those issues fixed before or shortly after the season goes live. Here’s where we are at on a lot of those main topics you’ve all be discussing: \n\n* **New Lobby UI**  \\- The team is still taking in all of the feedback around that, so no quick changes or adjustments yet. However, this is all part of the new Arcade System we mentioned in the [previous post](https://www.reddit.com/r/CallOfDutyMobile/comments/1uev8ka/introducing_call_of_duty_mobile_season_6_take/) (and the patch notes below). \n* **FSS Hurricane** \\- The ammo inconsistency has already been adjusted, but still looking into some other feedback and potential bugs. \n* **Rebirth Island MIA** \\- This was missing, but not on purpose. It has already been added back and should be available now. \n* **DMZ: Recon NPCs** \\- Appreciate all of the videos and quick reports of this one. It is not intentional and the team is looking into that all as bugs, but not quick fix yet. \n* **BR Sliding Bug** \\- Working on it and we appreciate the reports despite the fact that everyone seems to agree it is hilarious, but probably not balanced. \n* **New Melee + Vaulting** \\- Just keep sharing feedback on these please as we are paying extra close attention to how these affect the meta and balance of matches. \n\nBefore we jump into the patch notes and some new details around the Persona 5 Royal collaboration, here is the full Season 6 roadmap so you get a full glimpse at what you can expect to experience or see offered this season: \n\n[Persona 5 Roadmap ](https://preview.redd.it/lzm1irj7mpah1.png?width=1080&format=png&auto=webp&s=0c7a793f336f9e6430001d4235c90ac33d014d3c)\n\n  \n**SEASON CALENDAR**   \nPlease note that some of these dates may change as we adjust playlists and events throughout the season, like by adding or adjusting new draws or events. We also added most of the Returning Draws and offers into thai one combined list this time. \n\n* **7/2 - 8/5 |** Throwable Frenzy MP Mode \n* **7/2 - 7/8 |** Shipment 10v10 MP Mode\n* **7/2 - 7/8 |** Attack of the Undead MP Mode \n* **7/2 - 7/22 |** Rebirth Island BR Playlist \n* **7/2 - 7/15 |** Surprise Talent MP Playlist \n* **7/3 - 8/1 |** Plunder Treasure Hunt BR Mode \n* **7/3 - 8/1 |** Persona 5 Themed Event \n* **7/3 - 8/1 |** Persona 5 Operator Series Armory \n* **7/4 - 8/2 |** Persona 5 Weapon Series Armory \n* **7/7 - 7/20 |** The Chariot Draw (Returning Draw) \n* **7/9 - 7/15 |** Shoot House 10v10 MP Mode \n* **7/9 - 7/15 |** Prop Hunt MP Mode \n* **7/10 - All Season |** Shadow and Shade Mythic Drop \n* **7/12 - 7/20 |** Rewired Draw (Returning Draw) \n* **7/16 - 8/5 |** Rock Rampage Event \n* **7/16 - 7/22 |** Firing Range 10v10 MP Mode \n* **7/16 - 7/22 |** Super Attack of the Undead MP Mode \n* **7/16 - 7/22 |** Hardcore Kill Confirmed MP Mode \n* **7/16 - 7/22 |** Hardcore Hardpoint MP Mode \n* **7/17 - All Season |** Ion Pulse Mythic Drop\n* **7/19 - All Season |** Eternal Divinity Draw\n* **7/21 - All Season |** Crimson Moonlight Howl (It Goes Two Draw) \n* **7/24 - All Season |** Fuschian Nights Mythic Redux\n* **7/26 - S7 |** Power Supply Draw\n* **7/28 - S7 |** Lethal Azure Draw\n\n\\*All Dates UTC\n\n**PERSONA 5 ROYAL - TEAM UP EVENT** \n\nIn this new type of event, you’ll be able to team up with friends or random players to work through COD Point related milestones. As your team spends COD Points throughout the season, you’ll hit these milestones and unlock Persona 5 Royal Points (usable on the two armories), various crates, and eventually COD Points at the higher tiers.   \n  \nThis event has more going for it than this simple paragraph implies, so be sure to jump in and check all of the details and rewards when this goes **live in-game on 7/3 UTC**.  \n\nhttps://preview.redd.it/ovp1iqj7mpah1.png?width=1080&format=png&auto=webp&s=c1754495e49ce16aea963045ecf083607947a4bd\n\nIf you are looking for some free Legendary weapons this season, then we’ve got you covered through these two events! **Secret Cache** is bringing a new legendary weapon, the MG42 - High Octane. This will be rotating out the Striker - Source Code weapon, but of course you can get back to earning that one after you’ve finished this new MG42. \n\nFor **Rock Rampage**, this is a returning event that features the Legendary FFAR-1 - Shredder. We’ve adjusted some of the event structure and tasks since last time around and we’ve also added some alternative rewards for anyone who previously completed it! You can unlock everything through a mixture of Daily, Weekly, and Team-Up tasks.\n\nhttps://preview.redd.it/sb7k4rj7mpah1.png?width=1600&format=png&auto=webp&s=abded61c10b1d338bb6d2386132e9fa403726fb6\n\n# -----DMZ: Recon-----\n\n**Content Update**\n\nIncreased the maximum single-purchase quantity for equipment items in the Kurohana Shop\n\n**Bug Fixes**\n\n* Fixed an issue where soldiers would behave abnormally in certain situations\n* Fixed an issue where some ladders on Rebirth Island could not properly trigger the climbing action \n* Fixed an issue where climbing in certain areas of Rebirth Island would cause clipping issues\n\n# -----Multiplayer-----\n\n**\\[New Mode\\] Throwable Frenzy**\n\nScore points by using throwables and lose points upon death. Watch out for deadly lasers! Complete a match to unlock brand-new in-match combat abilities, with up to 15 additional ability options to choose from. Come and try it out!\n\n\n\n**\\[New Scorestreak\\] VTOL Jet**\n\nThe VTOL Jet first drops two precision bombs, then returns above the battlefield to defend an area designated by the user.\n\n\n\n# League Play\n\n**League Play Temporary Update**\n\nIn this season's update, in addition to the existing 3-mode mixed selection, League Play will temporarily add three sets of \"choose 2 out of 3\" modes (i.e., Search & Destroy + Hardpoint, Search & Destroy + Control, and Hardpoint + Control). When playing League Play, soldiers can choose any one of them for matchmaking based on their preferences. \n\n\n\n# Experience Optimization\n\n**Climbing Feature Optimization**\n\nOptimized the climbing system, improved the smoothness of related actions, and adjusted climbing points on some maps.\n\n\n\n**Map Lighting Optimization**\n\nOptimized the lighting on Shipment, improving the overall visual presentation and the appearance of the player's first-person weapon.\n\nOptimized the UI display logic for Drill Charge and Flash Strike\n\n\n\n# -----Battle Royale-----\n\n# [New Mode] Plunder: Treasure Heist \n\nThis limited-time mode is live soon after the start of Season 6! The Phantom Thieves make their debut! Enter the Anomalous Space, break through layers of Cognitive Reinforcements, and seize the Treasure!\n\n\n\n# Gameplay Adjustments\n\n**Scorestreak**\n\n Increased the price of Hawk X3\n\n\n\n**Experience Optimization**\n\nFixed an issue where players could not scan after picking up dog tags in certain situations\n\nOptimized the effects for item pickup and item ejection from supply boxes\n\nOptimized the visual presentation of areas outside the safe zone on Rebirth Island\n\nFixed an issue where vehicles would jump abnormally in certain situations\n\n\n\n**Weapon Rotation**\n\nWeapon Rotation in Battle Royale\n\nAssault Rifles: AK117, M4, Krig 6, LK24, FFAR 1, Groza, BP50, RAM-7, Lachmann-556, FR .556\n\nSniper Rifles: DL Q33, Locus, SVD, HDR\n\nLight Machine Guns: RPD, MG42, MG 82\n\nSubmachine Guns: RUS-79U, Chicom, PDW-57, HG 40, QQ9, Switchblade X9, USS 9, LC10, FSS Hurricane\n\nShotguns: BY15, R9-0\n\nMarksman Rifles: Kilo Bolt-Action, SKS\n\n\n\n# -----Weapons-----\n\n**\\[New Weapon\\] FSS Hurricane**\n\nThe new submachine gun, FSS Hurricane, trades range and power for increased magazine capacity and stability.\n\n\n\n# -----General Updates-----\n\n**Team-Up Lobby Revamp**\n\nThe Multiplayer and Battle Royale Team-Up Lobby interfaces have been upgraded. While improving the interface visuals, soldiers can now switch gameplay modes directly within the Team-Up Lobby, and new mode rotations will be more intuitive. Come and experience it!\n\n**Arcade Modes**\n\nBeyond the main modes (Classic and Ranked), limited-time modes have been optimized and consolidated into Arcade modes. \n\nIn the new Arcade modes, soldiers can earn Arcade-exclusive rewards by playing, with rewards refreshed each season. \n\nAt the same time, we'll be launching Throwable Frenzy and Plunder: Treasure Heist as the featured Arcade modes for this season, each with exclusive Epic-rarity rewards. Additionally, playing these two modes will allow you to earn Arcade season rewards faster. Future Arcade modes will also introduce brand-new limited-time experiences alongside returning limited-time modes.\n\n**Main Lobby Optimization**\n\nSafe House, Clan, and more features are integrated to the  “MORE” button on the upper right corner of the screen.\n\n**Weapon Master Update**\n\nAll weapons now have three new mastery ranks added on top of the existing ranks. Each weapon's mastery rank now includes a mastery level, and you can view the corresponding level and reward progress for your current mastery stage in \"Profile - Weapon Master.\" During the initial update, Master Points will be capped at 5,000.\n\n**Feature Adjustments**\n\nAkimbo Rework: Along with the refreshed MW11 animations, the advanced Akimbo feature has also been reworked. Currently, both weapons support independent firing and reloading, with ammo reserves tracked separately. Whether to fire in sync can be toggled in the settings. This feature is currently experimental and only applies to weapons with refreshed animation performance.\n\nQuick Mantle Setting Adjustment: Due to the optimization and rework of the mantle feature in Multiplayer, the Multiplayer Quick Mantle setting has been reset to \"Off\" by default. Soldiers who need it can turn it back on in the settings.\n\n**Elite Mission**\n\n**Construct Rewards**\n\nThis season, the DMZ Camo Crate exchange limit in Construct Rewards will be increased to 100.\n\n**Bug Fixes**\n\n* Fixed an issue where the \"TAK-5 - Vortex Pulse\" effect displayed incorrectly. \n* Optimized the models of some base weapon attachments to better match their original appearance.\n* Optimized some QXR attachment models.\n\n\n\n# Events Update\n\n**Persona 5 Royal Themed Event - Phantom Show**\n\nThemed events are available for a limited time! Participate in the Phantom Show's mini-game, experience themed content such as the Thieves' invitation cards, and earn limited-time themed rewards! \n\nExciting themed rewards await you, including Persona 5 Royal themed items, consisting of a variety of weapons, a unique Multiplayer Nuke customization, a motorcycle skin, six different Weapon Charms, and six different Calling Cards.\n\n\n\n**Themed Event - Rock Rampage**\n\nFFAR 1 - Shredder returns in the Rock Rampage themed event. Join the limited-time event for a chance to choose your chase reward: the Legendary FFAR 1 - Shredder or 200 Major Legendary Shards. Don’t miss the Power Chord Crate, now refreshed with all-new BGM rewards to keep the action loud.\n\n\n\n**Themed Event - Heads or Tails**\n\nTry your luck and claim epic rewards! Surprises are waiting, with tons of Secret Caches and double Epic drop rates. Soldiers, jump in now and keep your lucky streak going! \n\n\n\n# Secret Caches\n\n**Secret Caches New Season Update**\n\nThe new Legendary weapon, MG42 - High Octane, will replace Striker - Source Code in Secret Caches.\n\nAfter the season update, opening Secret Caches (S6) will give you a chance to ","offTopic":true},{"id":"5427a254-9ef5-46ad-b829-2ef06383c131","excerpt":"Monument of Triumph is Live — Source: https://www.bungie.net/7/en/News/Article/monument_of_triumph_is_live\n\n---\n\nDestiny 2: Monument of Triumph is now live and available to all players.\n\nOver the past three weeks, our Activities, Sandbox, Rewards, RAD, and Commerce teams have shared deep dives into how many of the game","url":"https://www.reddit.com/r/DestinyTheGame/comments/1u1cp5e/monument_of_triumph_is_live/","role":"demand","weight":1.25095,"occurredAt":"2026-06-09T18:01:31.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"DestinyTheGame","intent":"tool_discovery","painScore":0.27,"sentiment":0.35,"confidence":0.985,"matchedPatterns":["looking_for","switching_from","missing_feature"],"statement":"Featured weapons are also moving away from a single weekly focus and now drop from a featured weapon pool instead.","title":"Monument of Triumph is Live","body":"Source: https://www.bungie.net/7/en/News/Article/monument_of_triumph_is_live\n\n---\n\nDestiny 2: Monument of Triumph is now live and available to all players.\n\nOver the past three weeks, our Activities, Sandbox, Rewards, RAD, and Commerce teams have shared deep dives into how many of the game's systems are changing with Monument of Triumph. The broad scope of this update sees the Director returning to navigate you among destinations updated with new loot, a sweeping overhaul of activity difficulty and rewards, new armor archetypes as well as new set bonus, 25 new Exotic weapon catalysts and perks for older catalysts, and increased vault space and loadout slots to hold your new prizes – plus, the return of Sparrow Racing League!\n\nHere's an overview of what's new in Monument of Triumph, visit the link below each section to learn more:\n\n* The Return of the Director\n* Destination and Patrol Updates\n* Distorted Destinations\n* Overhauling the Portal\n* Elevating Gambit\n* Crucible Playlist Rotations\n* Heavier and More Metallic\n* The Return of Sparrow Racing League\n* Weapon Tier Upgrading\n* Exotic Weapon Catalysts\n* Enhancing Weapon Crafting\n* Weapon Sandbox Updates\n* Artifacts and Anti-Champion\n* Vendor Updates\n* Attune Anywhere\n* PvP Strike Team Update\n* Pantheon & RAD Update\n* Cosmetics, Bright Engrams, Bright Dust, and Expanded Exotic Armor Ornaments\n* Abilities Preview\n* Armor Preview\n* Monument of Triumph Rewards\n* Destiny 2: The Collection\n* 9.7.0 Patch Notes\n\nGuardians, welcome to Destiny 2: Monument of Triumph.\n\n[Embed Link](https://www.youtube.com/embed/-TWYj6sw2NQ)\n\n## The Return of the Director\n\nWith the release of Monument of Triumph, we're putting the Director back at the center of your gameplay. It's your guide to the Destiny universe and the place to plan your adventures. It creates that feeling of wonder we all love. You see the Sol system before you, ready to be explored.\n\nTo bring the Director up to date, we've added Kepler and the Lawless Frontier to this space as well.\n\n[MOT_Director_1920x1080.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/blt9813d89be5df00bc/6a0f30503318b55b29a442cf/MOT_Director_1920x1080.jpg)\n\n## Destination and Patrol Updates\n\nDestinations have always been a foundational part of Destiny, whether you touch down briefly for a Public Event, roam areas for patrols and secrets, or find various factions moving against each other. Our first steps as Guardians were in the Cosmodrome and beyond that we've spent over a decade patrolling the wilds of our Sol system to protect the Last City. With the return of the Director, we felt now was a better time than ever to thrust players back into these frontiers.\n\nWe've revitalized each pre-Edge of Fate destination's loot with new perks, tiered weapons for non-craftable pools, and set bonuses that reflect their themes and stories. For our destinations featuring crafted weapons, as outlined in the [Monument of Triumph article](https://www.bungie.net/7/en/News/Article/d2_may_21_2026), they will be receiving additional perks per column to make them feel up to modern sandbox Power standards. We're also introducing a new event... one with some added difficulty that appears during Distortions that only occur on certain Destinations.\n\n[seventh_seraph.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/blt324789984f410f30/6a106c7e6125c670f3ca65d6/seventh_seraph.jpg)\n\nRead more in our [first Dev Insights article](https://www.bungie.net/7/en/News/Article/dev_insights_return_of_the_director).\n\n## Distorted Destinations\n\nOver the past few years, Destiny 2 has focused more attention on structured campaigns, exciting playlists, and challenging cooperative activities. This has led to Patrol mode feeling left behind; without strong rewards or a clear reason to return, many players have had little incentive to explore the wilds of Sol. To remind Guardians of the allure of wandering these worlds, we're introducing a new feature on seven destinations: Distortions.\n\n[Distortions_Cosmo_Ship.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/bltee961e0860d9b4f6/6a163e86d5c75f11d5de01b6/Distortions_Cosmo_Ship.jpg)\n\nRead more in our [first Dev Insights article](https://www.bungie.net/7/en/News/Article/dev_insights_return_of_the_director).\n\n## Overhauling the Portal\n\nSince the release of The Edge of Fate, we've heard your feedback on the Portal loud and clear. Portal, the tab, is gone. However, we didn't want to remove quick access to Destiny playlists and content. While players can navigate the Director for numerous activities, we still wanted a \"portal\" of sorts to quickly find the content you want to play when you want it. We've refactored scoring, difficulty, and customization quite a bit to further address feedback around the system - more on that in a later section.\n\nPortal activities, bonus engrams, bonus focuses, and the Seasonal Hub are still accessible. The portal ops categories are built into the director itself. In the Director screenshot above you'll see a row of familiar icons at the bottom of the screen. They are the doorway to Portal-like sub-screens, allowing you to still access and configure the activities you'd like to play.\n\nYou may have noticed in our Director preview that there are a few returning icons in that row at the bottom. Yes, Gambit will now have a Portal category updated with scoring, and raids and dungeons will have an easy access point on the front of the Director. Dungeon Ops will be retired, and this space will simply be a space to quickly find and play full raid and dungeon content.\n\n[CGAE_portal_fireteam_ops.png](https://images.contentstack.io/v3/assets/blte410e3b15535c144/blt3680a5c1782d0e71/6a17216030a130d776894b1d/CGAE_portal_fireteam_ops.png)\n\nRead more in our [first Dev Insights article](https://www.bungie.net/7/en/News/Article/dev_insights_return_of_the_director).\n\n## Elevating Gambit\n\nFor some time now, players have felt our core activity rotation has been lacking a very special PvEvP activity that was introduced in Forsaken. We agree. In Monument of Triumph, Gambit gets a clearer home in the Director through the Gambit Ops. Our focus is on better placement, stronger reward support, and a more legible reward structure, while keeping the core activity familiar for players who already know how Gambit works.\n\nIntegration into the Portal means Gambit Ops will have its own tiered reward pool with a new armor set, armor set bonus, and reprised weapons, as well as Bonus Drops and Bonus Focus.\n\nTiered rewards are driven by activity scoring, and for Gambit, score is driven by team progress through Gambit's major phases: banking motes, summoning the Primeval, and defeating the Primeval - with additional bonus score coming from Gambit Rank. Rewards are rooted in team effort rather than individual stat chasing, and a team that reaches the Primeval phase will earn S grade and Tier 5 gear, so getting to the final phase of the match is materially rewarded.\n\n[spare_rations.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/blt232c33ef136df4f6/6a106c7ea8e61ae32c6dce08/spare_rations.jpg)\n\nRead more in our [first Dev Insights article](https://www.bungie.net/7/en/News/Article/dev_insights_return_of_the_director).\n\n## Crucible Playlist Rotations\n\nIn Monument of Triumph, Crucible playlist offerings are moving to a more predictable cadence, and all PvP offerings are receiving loot refreshes to offer new weapons, armor sets, and cosmetics. First, let's start with our main PvP events: Iron Banner and Trials of Osiris:\n\n* Iron Banner now returns every four weeks.\n  * Control remains a constant offering and is replaced by Iron Banner Control during Iron Banner weeks, with one additional Iron Banner mode available each time Iron Banner is live.\n* Trials of Osiris will continue to run every weekend\\* from Friday through Tuesday.\n  * \\*Trials will not be available during Iron Banner weeks to help keep Guardians focused.\n\nTrials is also undergoing changes to featured map and weapon rotations. Instead of a single curated featured map each weekend, the mode can now vary from week to week. Some weeks may feature a singular map, while others can feature up to three. Check back each Friday to see which arenas you'll be challenged on. Featured weapons are also moving away from a single weekly focus and now drop from a featured weapon pool instead.\n\nRead more in our [first Dev Insights article](https://www.bungie.net/7/en/News/Article/dev_insights_return_of_the_director).\n\n## Heavier and More Metallic\n\nHeavy Metal is back on a permanent rotation in the Crucible Ops with some fun updates!\n\nIf you've played Heavy Metal before, you know the fantasy: climb into a massive vehicle, roll onto the battlefield, and turn the other team into scrap. This time, there's a new option joining the lineup with the Cabal Behemoth, alongside the Drake and Brig.\n\nWe've also added a new vehicle selection screen so players can choose which vehicle they want to bring into a match before it begins. That means Heavy Metal is no longer just one fixed matchup and gives players more freedom in how they want to play.\n\n[Heavy_Metal_UI_02_1920x1080.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/blt8952a470a081e469/6a1084aa97574f82495fcbfe/Heavy_Metal_UI_02_1920x1080.jpg)\n\nRead more in our [first Dev Insights article](https://www.bungie.net/7/en/News/Article/dev_insights_return_of_the_director).\n\n## The Return of Sparrow Racing League\n\nThe long awaited and frequently requested Sparrow Racing League (SRL) is returning to Destiny 2! This isn't just SRL coming back as you remember it, though. We've brought the mode forward with a set of updates aimed at making races feel faster, livelier, and a bit more chaotic from lap to lap.\n\nGhost returns as your SRL announcer along with Shaxx. There's nothing more motivating than Shaxx screaming at you to push for first place after your opponent just took you on the inside of a turn on Mercury.\n\nSkimmers are joining the fun, allowing you to choose between a Sparrow or a Skimmer before hopping into a three-lap race against five other players. Players won't have access to rail grinds or manual jumping as a Skimmer or be able to use destabilizers for rolls or flips as a Sparrow - in fact, we've done a ton of work under the hood to make sure that using either vehicle in SRL feels equally advantageous to players.\n\n[SRL_Header_1920x1080.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/blt7ed0cd820e9feaab/6a10848fb2b8064ad47b2174/SRL_Header_1920x1080.jpg)\n\nRead more in our [first Dev Insights article](https://www.bungie.net/7/en/News/Article/dev_insights_return_of_the_director).\n\n## Weapon Tier Upgrading\n\nThis is the Sandbox Team, here to talk about Weapon Tier Upgrading, a new system releasing with Monument of Triumph that will allow players to upgrade their weapons' gear tier for a cost to access additional enhanced perks and even the Gear Tier 5 cosmetics.\n\nWe wanted players to still feel as though lower tier drops can have value especially if you spike into the exact roll you want, with a want for higher tier gear to have an easier time getting that perfect roll due to multiperk. All weapons integrated into the Gear Tiering system will be eligible to undergo Tier Upgrading including those that have already dropped and are resting within your vault. In the weapon inspection screen, there will be a new weapon mod socket where you can apply a mod for a cost that will upgrade your weapon to the next applicable Gear Tier.\n\nWhile this new upgrading path allows a player to unlock all of the enhanced perk benefits of Tier 5 Gear as well as access the unique Tier 5 cosmetics, it can't add perks to the columns of your weapon. Meaning, if you haven't quite found your god roll or you prefer a weapon with additional options in its column, you may still want to chase multiperk drops. To add a bit more value to Gear Tier 3 in lieu of it being m","offTopic":true},{"id":"a1a43352-a5f8-44f2-b18e-bb4fbdedf82b","excerpt":"[Embark] Live Update Patch 1.39 - Patch Notes — Greetings Raiders!  \n  \nLive Update 1.39.0 is going out right now, bringing various game fixes, changes & additional updates to the Matchmaking System. The Seeker & Wolfpack should no longer deal inconsistent damage and trinkets previously added in 1.33.0 can now stack! A","url":"https://www.reddit.com/r/ArcRaiders/comments/1v8ss1d/embark_live_update_patch_139_patch_notes/","role":"pain","weight":1.2437333,"occurredAt":"2026-07-28T09:02:57.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"ArcRaiders","intent":"feature_request","painScore":0.76,"sentiment":-1,"confidence":0.70666665,"matchedPatterns":["missing_feature"],"statement":"* Fixed a missing UI string for a blue backpack cosmetic.","title":"[Embark] Live Update Patch 1.39 - Patch Notes","body":"Greetings Raiders!  \n  \nLive Update 1.39.0 is going out right now, bringing various game fixes, changes & additional updates to the Matchmaking System. The Seeker & Wolfpack should no longer deal inconsistent damage and trinkets previously added in 1.33.0 can now stack! Additionally, you can find the new Dweller Outfit in the store.\n\n# [**Matchmaking Update: Testing Defensive PvP**](https://arcraiders.com/news/live-update-1-39-0#matchmaking-update-testing-defensive-pvp)\n\nOver the past months, improving matchmaking has been one of our top priorities. We’ve introduced various adjustments and improvements based on your feedback & requests.  \n  \nSince our[ Notes on The Matchmaking System](https://arcraiders.com/news/notes-on-the-matchmaking-system), one change has stood out with the community: **defending yourself is no longer treated the same as starting a fight.** It meant self-defense still counted toward your playstyle estimate, but with much less weight than starting a fight. Your feedback was positive, and many of you have asked us to take it further.\n\nThe most common follow-up request we've seen is to **remove the impact of Defensive PvP entirely** \\- going from reduced weight to none at all. Starting now, we're testing exactly that. During the test, only the fights you choose to start will influence your playstyle estimate, and defending yourself won't affect it at all.\n\nSo what counts as starting a fight, and what counts as defending yourself? Here's how the system reads an encounter:\n\n* **Who's defending:** If the other squad damages, downs, or knocks out any of your squadmates first, your whole squad counts as defending - the squad that strikes first is the one that started the fight.\n* **How it's weighed:** The more serious the encounter, the more it counts. A drawn-out firefight - with more damage dealt and raiders downed - weighs heavily, while a stray accidental hit or a brief exchange where the other squad flees after minimal damage still counts as starting a fight but weighs far less.\n* **Third-partying:** Jumping into a fight between other squads that's already underway counts as starting a fight, too.\n\nOver the coming weeks we'll monitor our matchmaking metrics, watch how PvP develops Topside, and gather your feedback.\n\n# [**Matchmaking Changes: Follow-up**](https://arcraiders.com/news/live-update-1-39-0#matchmaking-changes-follow-up)\n\nTwo earlier changes are also still live: the[ Solo, Duo, and Trio matchmaking](https://arcraiders.com/news/live-update-1-36-0#solo-duo-and-trio-matchmaking) tracking from 1.36.0 and the[ matchmaking optimization](https://arcraiders.com/news/patch-notes-1-38-0#matchmaking-optimization) adjustments from 1.38.0. We're keeping a close watch on how both perform, but telemetry only tells us half the story - to get the full picture, we need to hear how your matches actually feel. \n\nThe [matchmaking survey](https://id.embark.games/id/arc-raiders/survey) covers all of this, so take a minute to fill it out - your input is the other half, and it's what turns our data into better decisions. Thank you, Raiders!\n\n# [**Reminder - ARC Raiders & THE FINALS Crossover**](https://arcraiders.com/news/live-update-1-39-0#reminder-arc-raiders-the-finals-crossover)\n\nRaiders & Contestants, don’t forget! You’ve got until July 30th at 3PM CEST to complete the required Contracts in THE FINALS and earn the Azimuth outfit & the Archaeologist Backpack bundle in ARC Raiders.\n\nAfterwards, we’re back to the Rust Belt! You’ll be able to earn the Azimuth bundle in THE FINALS by heading Topside and playing ARC Raiders.\n\n# [**Bug Fixes & Content Updates**](https://arcraiders.com/news/live-update-1-39-0#bug-fixes-content-updates)\n\n# [**Audio**](https://arcraiders.com/news/live-update-1-39-0#audio)\n\n* Improved footstep audio in water.\n* Added more distinct Dodge Roll sounds and variations.\n* Adjusted ambient audio for certain cinematics.\n\n# [**Cosmetics**](https://arcraiders.com/news/live-update-1-39-0#cosmetics)\n\n* Fixed mislabeled customization toggles for the Blindspot Set. “No Headset” now controls the headset on Blindspot.\n* Updated customization toggles: The Triumph Set now uses Helmet Only; The Scorta Set now uses Gauntlet Off.\n* Updated Scorta outfit color names in the UI to better match the actual skin colors.\n* Fixed a missing UI string for a blue backpack cosmetic.\n\n# [**Gameplay**](https://arcraiders.com/news/live-update-1-39-0#gameplay)\n\n* Fixed inconsistent damage for Seeker Grenade and Wolfpack Grenade.\n\n# [**Items**](https://arcraiders.com/news/live-update-1-39-0#items)\n\n* Fixed an issue where the Train model could appear in two places in the Raider Den when only one was owned.\n* Trinkets introduced alongside the Converging Paths project now stack similarly to other trinkets, and their drops have been adjusted for more consistent looting across maps.\n\n# [**Map**](https://arcraiders.com/news/live-update-1-39-0#map)\n\n* Fixed multiple clipping issues, floating props, landscape holes, and spots where players could get stuck on Dam Battlegrounds.\n* Fixed multiple collision and clipping issues on Buried City (including invisible obstacles), corrected materials, and resolved a spot where downed players could get stuck near an overpass.\n* Closed a hole in Buried City that allowed using the Snap Hook to go out of bounds.\n\n# [**Stability**](https://arcraiders.com/news/live-update-1-39-0#stability)\n\n* Fixed an issue that could cause players to get stuck in the End of Round tunnel after leaving a map.\n* Fixed a startup crash that could occur after the photosensitive warning screen.\n\n# [**UI**](https://arcraiders.com/news/live-update-1-39-0#ui)\n\n* Polished UI text and updated localization across supported languages.\n* Fixed an issue where item prices over 10,000 were shown with incorrect shorthand in the Trader tab when using Japanese or Simplified Chinese.\n* Updated localization for Trinket names and ARC terminology across menus.\n* Updated the start screen with a new looping background video.\n* Fixed an issue where pressing L3 on gamepad wouldn’t toggle the item tooltip on Ermal’s Select Items screen, and added a background blur to improve readability.\n* Updated Projects list and screens to group related Projects for easier browsing.\n* Updated Project UI: corrected text, improved previews for multi‑phase projects, and projects now unlock after playing 5 rounds. \n* Fixed an issue with background visuals updating incorrectly\n* Fixed an issue where Projects could fail to advance to the next step after completing a goal, even after contributing the required items.\n* The Projects Tab has been improved with added quest & step descriptions, more consistent text and reward tiles and restored navigation so completed stages can be reviewed after finishing a project.\n* Fixed an issue where the Trophy Display Raider Project rewards preview showed a duplicate \"Howl\" Emote.\n* Improved Expedition and Project UI: grouped projects only appear when at least one is active, fixed top bar navigation, and corrected Expedition step display.\n* Standardized the timer display across Project and Expedition screens for clearer countdowns.\n\n# [**Known Issues**](https://arcraiders.com/news/live-update-1-39-0#known-issues)\n\n* We are investigating an ongoing issue where some XBOX players (particularly on Series S) are experiencing crashes.\n* The Quick Wheel item selection may suddenly swap to another item on the Wheel when closing the Quick Wheel and re-opening it quickly.\n* The Dolabra, Hullcracker and Rascal do not deal damage to training dummies on Practice Range.\n* The throw animation may sometimes fail to play when attempting to detonate a Trigger ‘Nade immediately after throwing it.\n* Some gadgets and throwables lack a “Cancel” button when preparing to throw them.\n* The weapon swap animation may appear broken if weapon swapping right after vaulting.\n* Player animations may appear broken when interrupting a search of the Baron Husk.\n* Shredders float to the ceiling in some rooms of the Hidden Bunker.\n* Leapers can jump through the ARC Turbine.\n* When picking up items, the pickup sound may not be the correct one.\n* When bringing items that give Merits with you into a Raid, the items will wrongfully display a Merits icon.\n* Shots taken while riding ARC may not register correctly.\n* Some doors may allow player flashlights’ beams to pass through instead of blocking the emitted light.\n* Some hairstyles may clip through the Reaver Outfit helmet.\n* We are aware of some clipping issues with the Triumph and Azimuth outfits.\n* Old Ermal offers may appear to be available in the 'Acquire and Craft' menu (visual only).\n\nSee you Topside,  \n//Raz  \nand The ARC Raiders Team","offTopic":false},{"id":"2cb6fa06-0044-4a8f-be26-9ac146de2399","excerpt":"A list of Monument of Triumph armor sets with their 2- and 4-piece bonuses. — I compiled this list because every place that had these sets either hasn't updated in months, has them out of order, or didn't have them in a format where it was easy to read them all at once. I left the locations out because I suspected I wa","url":"https://www.reddit.com/r/DestinyTheGame/comments/1vl9nxv/a_list_of_monument_of_triumph_armor_sets_with/","role":"pain","weight":1.2406338,"occurredAt":"2026-08-11T06:34:42.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"DestinyTheGame","intent":"problem_report","painScore":0.75561404,"sentiment":-0.61403507,"confidence":0.70666665,"matchedPatterns":["terrible"],"statement":"The next time your shields are broken, consume stored power to immediately heal and start health regeneration.","title":"A list of Monument of Triumph armor sets with their 2- and 4-piece bonuses.","body":"I compiled this list because every place that had these sets either hasn't updated in months, has them out of order, or didn't have them in a format where it was easy to read them all at once. I left the locations out because I suspected I was getting near the character limit for a post.\n\nAnd just to be clear, the 2-piece bonuses are first, 4-piece bonuses are second.\n\n\n\n**AION Adapter**\n\n*Force Absorption*  \nFinal blows with a Rocket Launcher, Grenade Launcher, or micro-missile temporarily decrease incoming area-of-effect damage.\n\n*Reactive Shock*  \nWhen Force Absorption is active, taking melee damage causes you to emit a disorienting burst once.\n\n\n\n**AION Renewal**\n\n*Force Converter*  \nAfter a final blow with a Rocket Launcher, Grenade Launcher, or micro-missile, sprint for a short time to gain Speed Booster.\n\n*Reactive Booster*  \nOnce per activation of Force Converter, sprinting while at critical health, being suspended, or being slowed by a Stasis effect will immediately grant Speed Booster for a short duration.\n\n\n\n**Apostate's Blade**\n\n*Regenerative Threshold*  \nPerforming a finisher stores power. The next time your shields are broken, consume stored power to immediately heal and start health regeneration.\n\n*Melee Conduction*  \nWhile you have Radiant, Restoration, or Cure, your melee hits release a burst that will scorch the target.\n\n\n\n**Atheon's Memory**\n\n*Radiolaria Breach*  \nAfter picking up an Orb of Power, the next time your shields are broken, gain a bonus to Health stat for a short duration and release a burst of radiolaria around you.\n\n*Collective Power*  \nWhile you have a subclass buff, dealing sustained damage creates an Orb of Power.\n\n\n\n**Bushido**\n\n*Iaido*  \nFinal blows with freshly drawn or reloaded weapons heal you.\n\n*Unfaltering Focus*  \nBow, Shotgun, or Sword final blows temporarily reduce incoming damage. Damaging targets with those weapons extends the effect.\n\n\n\n**Circuit**\n\n*Revving Up*  \nFast movement builds up a charge that gradually increases your health regeneration speed. Once you are Fully Revved, sprinting grants Speed Booster.\n\n*Dielectric Drift*  \nSliding while Speed Booster is active jolts combatants in front of you.\n\n\n\n**CODA**\n\n*Between Poles*  \nFinal blows with Light weapons grants stacks of Light Polarity, which grants Grenade stat. Final blows with Darkness or Kinetic weapons grants stacks of Dark Polarity, which grants stacks of Melee stat.\n\n*So Very Thin*  \nFinal blows with Light weapons grants additional grenade energy. Final blows with Dark or Kinetic weapons grants additional melee energy. Rapid final blows that alternate between Light and Darkness grant a short period of damage resistance.\n\n\n\n**Collective Psyche**\n\n*Accretion*  \nPicking up an ammo brick gives you a stacking bonus to weapon swap and stow speeds until you die.\n\n*Doppler Effect*  \nSuspend, unravel, and sever effects applied to targets, and radiant and restoration effects applied to you have increased duration.\n\n\n\n**Crota's Memory**\n\n*Cursed Fist*  \nMelee final blows trigger a Cursed Thrall explosion.\n\n*Power of the Son*  \nBeing in combat for a duration grants progressively more flinch resistance and damage resistance versus combatants.\n\n\n\n**Cruel Electrum**\n\n*Primary Survivor*  \nWhen an ally is defeated, Primary ammo weapons gain increased handling, reload speed, target acquisition, and reduced flinch. Bonus increases when multiple allies are dead at the same time or when you are running solo.\n\n*Primary Phantom*  \nFinal blows with Primary ammo weapons remove you from radar for a short time. Drawing a weapon that does not use Primary ammo will immediately end this effect.\n\n\n\n**Crystocrene**\n\n*Resupply*  \nAfter being out of combat for a moderate duration, your next final blow grants additional ammo progress and creates an Orb of Power.\n\n*From the Storm*  \nAfter being out of combat for a moderate duration, slowly gain Frost Armor until you reenter combat.\n\n\n\n**Cyberserpent Null**\n\n*Adrenal Rush*  \nSprinting for a short time grants a period of improved reload speed and handling. Final blows extend this period.\n\n*Bountiful Munitions*  \nWhile Adrenal Rush is active, final blows grant Special Ammo progress. Final Blows against powerful combatants, Guardians, and Taken grants additional progress.\n\n\n\n**Dark Age**\n\n*Taking Initiative*  \nHitting combatants with melee attacks or Sword strikes grants a stack of Initiative, giving bonus handling and reload. Stacks decay slowly over time.\n\n*Healing Initiative*  \nWhile you have Initiative, using your class ability creates a stationary healing aura. The aura gains increased healing based on the number of Initiative stacks.\n\n\n\n**Deep Explorer**\n\n*Built Bitter*  \nTaking damage increases the reload speed of your equipped weapon until it is stowed. Taking more damage increases the effect.\n\n*Bittersweet*  \nWhen you stow a weapon, restore health based on the number of Built Bitter stacks lost.\n\n\n\n**Disaster Corps Set**\n\n*Pleas Heard*  \nReloading an Auto Rifle, Scout Rifle, or Sidearm after a final blow slowly restores health until you reenter combat.\n\n*Magnificent Duty*  \nWhen you reach critical health or heal an ally at critical health, Auto Rifles, Scout Rifles, and Sidearms gain a period of increased range, stability, and reload speed.\n\n\n\n**Dreambane**\n\n*Nightmarish Power*  \nFinal blows to a challenging combatant or higher-ranked target grant Unstable Essence. When you have Unstable Essence, you receive grenade and melee stat bonuses.\n\n*Nightmarish Resilience*  \nWhen you have Unstable Essence, rapid weapon damage or final blows heal you and begin health regeneration.\n\n\n\n**Eutechnology**\n\n*Gift of the Ley Lines*  \nRapidly defeating combatants with Void energy spawns a Void breach.\n\n*Techeun's Foresight*  \nAfter collecting a Void breach, your next final blow with a Void weapon triggers a detonation. The detonation is more powerful if it is triggered quickly after collecting a Void breach.\n\n\n\n**Exodus Down**\n\n*Emergency Electromagnet*  \nWhen your shields become broken, collect all nearby Orbs of Power and ammo bricks.\n\n*Repurposed Charge*  \nWhenever you gain, lose, or spend an Armor Charge, heal and gain damage reduction for a short time. This effect scales with the amount of Armor Charge gained, lost, or spent.\n\n\n\n**Ferropotent**\n\n*Rapid Repair*  \nWhen your shields begin to regenerate, you gain flinch resistance and damage resistance for a short time.\n\n*Built From Scratch*  \nWhile your reserves are low, combatant final blows with weapons provide additional ammo progress based on their ammo type. Primary ammo weapons boost Special ammo progress, and Special ammo weapons boost Heavy ammo progress.\n\n\n\n**First Ascent**\n\n*Stack 'Em Up*  \nDefeating targets with unique elemental damage grants a stacking bonus to Transcendence energy gains while Transcendence is inactive.\n\n*Burn 'Em Down*  \nWhile Transcendence is active, using your grenade ability consumes all stacks of Stack 'Em Up to grant an escalating amount of grenade energy.\n\n\n\n**Flain**\n\n*Sinew Stitching*  \nTaking damage from combatants sometimes spawns a Threadling.\n\n*Knit Together*  \nFor a short time after your shields break, your next several Threadling hits restore health.\n\n\n\n**Great Hunt**\n\n*Taken Barrier*  \nGrenade final blows temporarily reduce incoming damage.\n\n*Taken Armaments*  \nGrenade final blows grant additional Heavy ammo progress.\n\n\n\n**Iron Battalion Set**\n\n*Primary Honing*  \nIncreases handling and reload speed for Primary ammo weapons. Primary ammo weapons gain increased damage against non-boss combatants based on your Weapons stat.\n\n*Supercyclical*  \nFinal blows while your Super is active refund Super energy when it ends.\n\n\n\n**Iron Panoply Set**\n\n*Vigilant Watch*  \nAs your health gets lower, your weapons gain increased stability and handling. Weapon final blows while your shields are depleted heal you.\n\n*Iron Conviction*  \nWhen your shields become broken, you gain increased ammo generation, flinch resistance, and damage resistance against nearby combatants for a short time. Final blows extend this effect.\n\n\n\n**Kentarch 3**\n\n*Network Admin*  \nBeing near allies creates a relay network that gives the wearer improved handling and reload speed. Being near other allied Network Admins additionally grants the wearer a bonus to Health stat.\n\n*Network Upload*  \nWeapon final blows grant the wearer and nearby allies melee energy.\n\n\n\n**Last Discipline**\n\n*Terminal Velocity*  \nFinal blows with primary ammo weapons grant your primary ammo weapons temporarily increased reload speed.\n\n*Power Loader*  \nPicking up an Orb of Power grants Special ammo progress.\n\n\n\n**Legacy's Oath**\n\n*Augmented Servos*  \nPowered melees release an additional disorienting pulse when used to defeat a target.\n\n*God-Like Judgment*  \nWhen your shields are broken by a combatant, or upon casting your Super, release a swarm of heat seeking micro-missiles.\n\n\n\n**Luminopotent**\n\n*Ionic Overclock*  \nWhile amplified, your Fusion Rifles, Linear Fusion Rifles, and Heat weapons gain increased handling, reload, and vent speeds.\n\n*Shock and Clear*  \nFinal blows with Jolt or against jolted combatants create Ionic Traces.\n\n\n\n**Lustrous**\n\n*Photogalvanic*  \nReceiving healing temporarily grants your Solar weapons increased flinch resistance, handling, and reload speed.\n\n*Cauterize*  \nRapid Solar final blows heal you.\n\n\n\n**New Demotic**\n\n*Paroli*  \nPrimary ammo weapons gain a bonus to flinch resistance after sliding.\n\n*Martingale*  \nYour weapons gain a temporary increase to handling and aim-down-sights speed when an ally is defeated or you revive an ally.\n\n\n\n**Nezarec's Nightmare**\n\n*Bad Dreams*  \nFinal blows versus subclass-debuffed targets have an escalating chance to spawn an Orb of Power.\n\n*Dream-Devourer*  \nPerforming a finisher versus a powerful combatant grants Devour. While you have Devour, gain damage resistance versus combatants.\n\n\n\n**Oryx's Memo**\n\n*Iron Sharpens Iron*  \nFinal blows on Guardians and powerful combatants generate additional ammo progress.\n\n*Ascendant Escape*  \nAfter a final blow on a powerful combatant, the next time your shields are broken, you become invisible.\n\n\n\n**Pantheos Resplendent**\n\n*Well Prepared*  \nPicking up ammo grants Armor Charge. Grants a bonus to Health stat per Armor Charge you have.\n\n*Down the Line*  \nSustained damage on minibosses, Champions, and bosses increases weapon damage versus base and powerful combatants. Weapon final blows consume one stack each.\n\n\n\n**Per Audacia**\n\n*Primary Chain*  \nPrimary ammo weapon final blows grant a stacking bonus to mobility and Primary weapon range and handling until you are defeated.\n\n*Sublime Transit*  \nIncreases mobility and grants enhanced sprint speed and slide distance.\n\n\n\n**Promised**\n\n*Stable Resonance*  \nDefeating a powerful combatant generates Stable Resonance, which grants damage resistance and increased weapon damage for the duration.\n\n*Resonance Redirection*  \nWhile you have Stable Resonance, continued weapon damage occasionally generates a resonance burst that damages and exhausts targets.\n\n\n\n**Resonant Fury**\n\n*Resonant Plating*  \nYour health begins regenerating immediately after taking melee damage from a powerful combatant.\n\n*Siphoning Touch*  \nGain stacks of Siphoning Touch for weapon or Glaive melee hits. Switching weapons heals you and consumes all stacks.\n\n\n\n**Reverie Dawn**\n\n*A Wish for Protection*  \nTaking significant damage in a short time generates a Protective Wish that makes it harder for combatants to hit you, and grants increased reload speed and flinch resistance.\n\n*A Wish Fulfilled*  \nWhen the Protective Wish expires, it cures you. Rapid final blows prematurely end the Protective Wish.\n\n\n\n**Sage Protector**\n\n*Combat Meditation*  \nSword hits return grenade and class energy. Bonus energy is granted if Blade Focus is active.\n\n*Blade Focus*  \nBriefly guard with a Sword to ready Blade Focus. While Blade Focus is readied, hitting a target with your sword increases Sword damage and lunge distance for a moderate duration.\n\n\n\n**","offTopic":true},{"id":"fddd6da9-7fd8-4843-b372-da4512e37d1f","excerpt":"Dev Insights - Return of the Director — Source: https://www.bungie.net/7/en/News/Article/dev_insights_return_of_the_director\n\n---\n\nWelcome to our first Dev Insights article, prepping for the release of Monument of Triumph on June 9. We have quite a bit to get through over the next few weeks. Today's article focuses on ","url":"https://www.reddit.com/r/DestinyTheGame/comments/1tq60wx/dev_insights_return_of_the_director/","role":"demand","weight":1.222375,"occurredAt":"2026-05-28T14:55:47.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"DestinyTheGame","intent":"tool_discovery","painScore":0.27,"sentiment":0.61538464,"confidence":0.9625,"matchedPatterns":["looking_for","switching_from","missing_feature"],"statement":"Featured weapons are also moving away from a single weekly focus and now drop from a featured weapon pool instead.","title":"Dev Insights - Return of the Director","body":"Source: https://www.bungie.net/7/en/News/Article/dev_insights_return_of_the_director\n\n---\n\nWelcome to our first Dev Insights article, prepping for the release of Monument of Triumph on June 9. We have quite a bit to get through over the next few weeks. Today's article focuses on the return of the Director and Destiny 2 activities. Here's a quick list of what we'll be covering:\n\n* The Director: Layout, additions, and updated Destination loot\n* Distortions: Adding some spice to select Patrol modes\n* The Portal: Breaking down barriers and overhauling the experience\n* Gambit Ops: Bringing our old friend into the fold\n* Heavy Metal: Vehicular mayhem\n* Sparrow Racing League: Returning tracks, new loot, and some twists along the track\n\nTomorrow we're planning to have our second Dev Insights article focused on the weapons sandbox alongside a Friday TWID, so stay tuned!\n\n## The Return of the Director\n\nWith the release of **Monument of Triumph,** we're putting the **Director** back at the center of your gameplay. It's your guide to the Destiny universe and the place to plan your adventures. It creates that feeling of wonder we all love. You see the Sol system before you, ready to be explored.\n\nTo bring the Director up to date, we've added **Kepler** and the **Lawless Frontier** to this space as well.\n\n[MOT_Director_1920x1080.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/blt9813d89be5df00bc/6a0f30503318b55b29a442cf/MOT_Director_1920x1080.jpg)\n\n## Destination and Patrol Updates\n\nDestinations have always been a foundational part of Destiny, whether you touch down briefly for a Public Event, roam areas for patrols and secrets, or find various factions moving against each other. Our first steps as Guardians were in the Cosmodrome and beyond that we've spent over a decade patrolling the wilds of our Sol system to protect the Last City. With the return of the Director, we felt now was a better time than ever to thrust players back into these frontiers.\n\nWe've revitalized each pre-Edge of Fate destination's loot with new perks, tiered weapons for non-craftable pools, and set bonuses that reflect their themes and stories. For our destinations featuring crafted weapons, as outlined in the [Monument of Triumph article](https://www.bungie.net/7/en/News/Article/d2_may_21_2026), they will be receiving additional perks per column to make them feel up to modern sandbox Power standards. We're also introducing a new event... one with some added difficulty that appears during Distortions that only occur on certain Destinations.\n\nYou'll primarily be able to earn this loot through Public Events. Base completion will grant Tier 3 rewards and Heroic Tier 4, with each drop having a chance to upgrade all the way to Tier 5. During a Distortion, these rewards will be upgraded by one tier to match the added challenge. Unique destination activities like Blind Well, Altars of Sorrow, or Terminal Overload will also distribute tiered rewards (full details in the patch notes).\n\nAdditionally, we've updated what we call the “World Loot Pool” earned through Legendary Engrams that drop from general gameplay to now feature a collection of tiered loot with gear spanning multiple years of Destiny 2. You may find a few old favorites inspired by Splicer tech or our old friend Saint-14 within this engram.\n\nWith that said, let's look at loot from a few destinations. Below is a taste of what's to come: we want to excite but not spoil your appetite. (P.S. Don't write while hungry.)\n\n### Cosmodrome\n\nWhere it all began… many Guardians can recall their first moments awaking in Old Russia and they weren't alone. Rasputin, the Warmind, called the Cosmodrome his home and proved himself to be a mighty ally of humanity. The returning weapons that drop from the Cosmodrome come from Rasputin's storied arsenal, along with a new origin trait.\n\n**NEW** Origin Trait – Eyes Up\n\nThis weapon gains reload speed, range, and increased damage against combatants for a short time when combat begins. Final blows extend and enhance this bonus.\n\n### Seraphic Arsenal\n\n[seventh_seraph.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/blt324789984f410f30/6a106c7e6125c670f3ca65d6/seventh_seraph.jpg)\n\nOur sample weapon from the Cosmodrome is a reprise of the **Seventh Seraph CQC-12**, updated with new perks and keeping its Rasputin's Arsenal origin trait.\n\n|  |  |  |  |  |  |  |\n| --- | --- | --- | --- | --- | --- | --- |\n| Slideshot | Discord | Quickdraw | Threat Detector | Disruption Break | Heal Clip | Dual Loader |\n| Snapshot Sights | Closing Time | Trench Barrel | One-Two Punch | Chain Reaction | Incandescent | Surrounded |\n\nSeventh Seraph CQC-12 felt like the right showcase for Cosmodrome because it's both a core Rasputin weapon and a flexible close-range workhorse. With its updated perk pool, we wanted it to support everything from classic melee-heavy builds to pure add-clear shotgunning without losing that “Warmind toolbox” identity.\n\n### Nessus\n\nWith good robots (Failsafe and friends), bad robots (the Vex), and a lot of early Guardian memories, Nessus deserved a loot pool that reflects its status as a classic destination. So, the Sandbox Team reached through time to pull together a collection of weapons reflecting Guardians' many expeditions on the unstable centaur. We hope you agree that our selection plays as well as they look.\n\n**NEW** Origin Trait – Fail-Deadly\n\nDealing damage grants a stacking bonus to magazine size, target acquisition, and range until your next final blow with this weapon.\n\n### Echoing Reprisal\n\n[pluperfect.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/blt06446e6ef7baa3bb/6a106c7f97574f501c5fca71/pluperfect.jpg)\n\nOur sample from Nessus is **Pluperfect**, reprised with a new perk pool built to play into its deliberate, hard-hitting identity while opening up new Kinetic-focused options.\n\n|  |  |  |  |  |  |  |\n| --- | --- | --- | --- | --- | --- | --- |\n| Outlaw | Rangefinder | Dynamic Sway Reduction | Rewind Rounds | Stopping Power | Enlightened Action | Demolitionist |\n| Rampage | All Star | Kinetic Tremors | Adhesive Ordinance | Closing Time | Aggregate Charge | Adrenaline Junkie |\n\nWe see Pluperfect as the backbone weapon of the Nessus set: reliable, deliberate, and built to carry momentum from one target to the next. Its refreshed perk pool gives players room to chase a range of playstyles while still preserving the feel that made the weapon memorable.\n\n### Europa\n\nEuropa was a defining destination in Destiny's history, marking a turning point where allies and enemies alike began to wield Stasis and deepen their understanding of the Darkness. Its frozen frontier is inseparable from Braytech whose ambition and technology remain etched into every corner of the moon. For this refresh, the team wanted the returning weapons to feel at home on Europa, reflecting both its harsh environment and its legacy as a defining frontier.\n\n**NEW** Origin Trait – Winterized Gear\n\nAfter being out of combat for a moderate duration, this weapon gains stability, reload speed, and handling. These benefits decay over time after reentering combat.\n\n## Rewards, Rebooted\n\n[high_albedo.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/bltba0bb840739ed99e/6a106c7511de4fe3440bbfbf/high_albedo.jpg)\n\nOur sample from Europa is **High Albedo**, and no, your eyes do not deceive you. High Albedo has been updated to be the first **Kinetic Micro-Missile Sidearm**!\n\n|  |  |  |  |  |  |  |\n| --- | --- | --- | --- | --- | --- | --- |\n| Auto-Loading Holster | Bewildering Burst | Impulse Amplifier | Enlightened Action | Shoot to Loot | Stopping Power | Blast Distributor |\n| Kinetic Tremors | Ancillary Ordnance | One for All | All-Star | Frenzy | Desperate Measures | Surrounded |\n\nHigh Albedo matches Europa's identity by pairing precision tech with a harsher, more experimental edge. We wanted its updated perks to support players who use it proactively, whether that means building into utility, crowd pressure, or general-purpose combat.\n\n## Distorted Destinations\n\n### Patrolling the System\n\nOver the past few years, Destiny 2 has focused more attention on structured campaigns, exciting playlists, and challenging cooperative activities. This has led to Patrol mode feeling left behind; without strong rewards or a clear reason to return, many players have had little incentive to explore the wilds of Sol. To remind Guardians of the allure of wandering these worlds, we're introducing a new feature on seven destinations: Distortions.\n\n### Distortions\n\nEvery hour, a different destination becomes the focus of Distortions. The sky tears open, reality distorts, and corruption spreads. While distorted, the planet's enemies are empowered and more fearsome.\n\n[Distortions_Cosmo_Ship.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/bltee961e0860d9b4f6/6a163e86d5c75f11d5de01b6/Distortions_Cosmo_Ship.jpg)\n\n[Distortions_Luna.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/blt299100c78443a4f7/6a163e8721605da85b376a70/Distortions_Luna.jpg)\n\nDistortions are our new enhancement to Patrol mode. They're a celebration of all the things that are already there, plus a small injection of new things to do and new rewards to discover. Our main goal with this feature was to support what we call the “public loop”, the connected areas that players patrol where they can encounter other Guardians and work together on shared goals.\n\nWe've leaned into all the fun little things that are already there, then added a little twist.\n\n[Spotlights_05_1920x1080.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/bltc8f1275a315f0a12/6a0f73a4d4ccf426526e253d/Spotlights_05_1920x1080.jpg)\n\n[Distortions_Throneworld_Combatant.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/bltdbcb5c289cb41e9b/6a163f16f4ee9451c9d1a035/Distortions_Throneworld_Combatant.jpg)\n\nEvery enemy will become distorted too, making them tougher, more aggressive, and a little more dangerous. Distortions won't massively change the low-stress nature of Patrol but you may occasionally find an encounter that tests the skills of even veteran Guardians. You'll also discover some familiar challenges in new places and some strange signals leading to hidden rewards.\n\nSpeaking of rewards, we're making Distortions uniquely rewarding by providing a new weapon set players can earn in these new events and, to balance the increased challenge of Distorted enemies, you'll see higher gear tiers awarded from playing public events.\n\n[Europa_tooltip_director.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/blt49a1803d549598b9/6a163bedb1db63342f0dc8e6/Europa_tooltip_director.jpg)\n\nExcited to check out Distortions? Look for the telltale red glow and keep an eye on the timer telling you when a new planet will be targeted.\n\n## Overhauling the Portal\n\nSince the release of The Edge of Fate, we've heard your feedback on the Portal loud and clear. Portal, the tab, is gone. However, we didn't want to remove quick access to Destiny playlists and content. While players can navigate the Director for numerous activities, we still wanted a “portal” of sorts to quickly find the content you want to play when you want it. We've refactored scoring, difficulty, and customization quite a bit to further address feedback around the system - more on that in a later section.\n\nPortal activities, bonus engrams, bonus focuses, and the Seasonal Hub are still accessible. The portal ops categories are built into the director itself. In the Director screenshot above you'll see a row of familiar icons at the bottom of the screen. They are the doorway to Portal-like sub-screens, allowing you to still access and configure the activities you'd like to play.\n\nYou may have noticed in our Director preview that there are a few returning icons in that row at the bottom. Yes, Gambit will now have a Portal category updated with scoring, and raids and dungeon","offTopic":true},{"id":"034cca1c-9f6f-49fc-af39-9bf965cca4bd","excerpt":"Destiny 2 Update 9.7.0 — Source: https://www.bungie.net/7/en/News/Article/destiny_update_9_7_0\n\n---\n\nBefore we dig into our final slate of patch notes (which is over 17,000 words...), a message from the Destiny 2 Dev Team:\n\nHey, all. Welcome to our final patch notes article for Destiny 2. Well, that's a bit of a fib. W","url":"https://www.reddit.com/r/DestinyTheGame/comments/1u14dbj/destiny_2_update_970/","role":"pain","weight":1.2094742,"occurredAt":"2026-06-09T13:02:49.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"DestinyTheGame","intent":"feature_request","painScore":0.6090566,"sentiment":-0.6226415,"confidence":0.75166667,"matchedPatterns":["missing_feature"],"statement":"like emails about snacks missing from the studio kitchen or messages to our IT team apologizing for forgetting our passwords for the fifth time in a calendar year, but that's beside the point.","title":"Destiny 2 Update 9.7.0","body":"Source: https://www.bungie.net/7/en/News/Article/destiny_update_9_7_0\n\n---\n\nBefore we dig into our final slate of patch notes (which is over 17,000 words...), a message from the Destiny 2 Dev Team:\n\nHey, all. Welcome to our final patch notes article for Destiny 2. Well, that's a bit of a fib. We'll still have a few maintenance patches and smaller hotfixes after today... but this is our final *major* patch for Destiny 2.\n\nIt's been an incredible ride. Thousands of patch notes shipped. A ridiculous amount of bugs squashed (released AND unreleased). Hundreds of typos fixed after publish (our bad...). Countless hours in triage meetings looking to do what's best by our players. Years of overnight shifts in the BNOC (formerly DOC). All for you.\n\nThere were a few things that were unrelated... like emails about snacks missing from the studio kitchen or messages to our IT team apologizing for forgetting our passwords for the fifth time in a calendar year, but that's beside the point.\n\nThank you for showing up with each release. Thank you for kicking down the doors and putting the servers under stress. Thank you for every bug uncovered and reported. Thank you for your patience (even if it was sometimes thin) while we dug into connection issues, crashing bugs, anteaters, weasels, guitars, or other hiccups along the way. Destiny wouldn't be what it is without every single one of you, and we will forever be grateful for your time.\n\nWe hope you enjoy Monument of Triumph and we'll see you out there in the wilds.\n\n## Activities\n\n### Monument of Triumph\n\n* A Monument of Triumph has been built in the center of the courtyard in the Tower.\n* Earn Legendary Marks by completing Triumphs across the new Monument of Triumph category.\n  * These Legendary Marks can be exchanged at the four different Guardian Tenet vendors in the Tower for a wide selection of free armor ornaments, accessories, weapon engrams, and more.\n* Iron Banner’s vendor location (when active) has been moved to its original spot above Shaxx in the Tower’s Courtyard.\n\n### Distortions\n\n* Distortions have spread across destinations in the Sol System, bringing a higher level of challenge and unique rewards while they are active.\n  * These Distortions will rotate through a single destination every hour.\n  * The current active destination and remaining time will be visually marked on the Destinations screen.\n* Enemies will become more challenging with both a distinct visual effect around them as well as changes to the environment indicating that the Distortion is active.\n* Completing public events will drop rewards at a higher gear tier than standard and completing Distortion-specific events may drop unique rewards.\n\n### Raids & Dungeons\n\n#### Pantheon 2.0\n\n* The gods of old have a new challenge for you.\n* The first two Pantheon activities are now available!\n  * Calus Resplendent and Morgeth Surpassing will each feature a unique lineup of bosses.\n  * These can be accessed through the new Raids and Dungeons node on the Destinations screen.\n* The third Pantheon activity, where players will fight through the full gauntlet of bosses, will be available at 10 AM PT on Saturday, June 13.\n* A weekly rotation of individual boss features will become available at reset on Tuesday, June 16. Two bosses will be featured in these rotators at a time.\n* Added new Triumphs, rewards, and a title to earn.\n\n#### Updated Rewards\n\n* All pre-The Edge of Fate raids and dungeons have been updated to drop tiered rewards.\n  * Tiered armor from all raids and dungeons with unique set bonuses.\n  * Tiered weapons from dungeons with new origin traits.\n  * Craftable raid weapons have received updated perk pools and can be upgraded to match tiered weapons.\n\n#### Raids & Dungeons Rotator\n\n* Each week, two raids and two dungeons will be featured. These featured activities will reward players with farmable high-quality gear.\n* The rewards listed below are farmable unless noted with a weekly lockout:\n* Featured Raid\n  * Standard: Deepsight weapons or Tier 5 armor from encounters and challenges.\n  * Master: Same as Standard plus Adept weapons from challenges.\n  * Director Challenge: Deepsight weapon or Tier 5 armor, weekly lockout.\n  * Hidden Chests: Tier 5 armor, weekly lockout.\n  * Deepsight Chest: Deepsight weapon or Tier 5 armor if all patterns complete.\n  * Vendor: Weekly Deepsight purchase, Master offers Adepts for 25 Spoils.\n* Non-Featured Raid\n  * Standard: Chance for Deepsight weapons and Tier 3 armor.\n  * Master / Challenges / Deepsight Chest: Deepsight weapons and Tier 5 armor.\n* Featured Dungeon\n  * Standard: Tier 5 weapons and armor.\n  * Master: Tier 5 weapons and armor.\n  * Director Challenge: Tier 5 weapons and armor, weekly lockout.\n  * Hidden Chests: Tier 5 weapons and armor, weekly lockout.\n* Non-Featured Dungeon\n  * Standard: Tier 3 weapons and armor.\n  * Master: Tier 5 weapons and armor.\n\n#### Feat Updates\n\n* Separated out a Standard mode where weekly tiered rewards can continue to be earned without Feats.\n* Reworked the amount and quality of rewards dropped when completing encounters with Feats active. Encounter completions with Feats will grant the following rewards and will be farmable.\n  * Grade 0: 1x Tier 3.\n  * Grade 1: 1x Tier 3, 1x Tier 4.\n  * Grade 2: 1x Tier 4, 1x Tier 5.\n  * Grade 3: 2x Tier 5.\n  * Grade 4: 1x Tier 4, 2x Tier 5.\n  * Grade 5: 3x Tier 5.\n* Adjusted the reward grades that each Feat will add to an activity.\n  * Cutthroat Combatants: +4 Reward Grade.\n  * Challenges: +3 Reward Grade.\n  * Shocktroopers: +2 Reward Grade.\n  * Token Limit, Phase Limit: +1 Reward Grade.\n\n#### Raids\n\n**The Desert Perpetual**\n\n* The Simulant Ansible vendor in The Desert Perpetual now allows you to purchase gear at the highest tier available from your current Feat selection. However, you must complete any encounter first in order to activate the ability to purchase gear.\n\n**Epic The Desert Perpetual**\n\n* Fixed an issue preventing players from equipping the Mediant Flourish shader from Death Defiant II Triumph.\n\n**Deep Stone Crypt**\n\n* Fixed an issue where Taniks could soft lock the encounter at specific times.\n\n**Vow of the Disciple**\n\n* Fixed an issue where a player could pick up additional knowledge beyond max, soft-locking the encounter.\n\n**Root of Nightmares**\n\n* Fixed an issue where Nezarec's crit spots could be shot early and fail to register correctly as destroyed.\n* Fixed an issue where Explicator defeating a Colossus would soft lock the encounter.\n\n**Salvations Edge**\n\n* Fixed an issue in the Repository encounter where closing all three pylons at the same time would cause a soft lock.\n\n#### Dungeons\n\n**Prophecy**\n\n* Fixed an issue where Kell Echo would not vanish before first encounter.\n\nGrasp of Avarice\n\n* Fixed areas where death would cause player ghosts to be placed in inaccessible areas preventing revive by a fireteam member.\n\n### Ops Categories\n\nThe Portal screen has been deprecated. Ops now live at the bottom of the Director.\n\n#### Fireteam Ops\n\n* Added Heist Battleground: Mars, The Disgraced, The Lightblade, The Scarlet Keep, Lake of Shadows, and The Corrupted.\n* The Dark Fetor debuff in Defiant Battleground EDZ: icon corrected to be... a debuff icon.\n* Reduced the damage of Vex Laser traps in Battleground Heist: Mars and Operation: Seraph's Shield.\n  * They now deal the same damage that they would have for someone with full seasonal upgrades.\n* Fixed a spot in the Inverted Spire where players could get stuck in geometry near the beginning of the activity.\n* Fixed an issue in Reclaim where the Imminent Vex Subjugation Timer would not always clear after completing the area.\n* Fixed an issue in Reclaim where Vex Cubes could spawn in a different location than their associated protective bubble.\n* Taken blight pools are less lethal in The Corrupted at higher difficulties.\n* Lingering fire pools from Bracus Zahn's melee attacks in the Arms Dealer are less lethal at higher difficulties.\n* Fixed an issue in Battleground: Behemoth where the Imperial Access Code pickup was not showing up properly in the HUD.\n\n#### Pinnacle Ops\n\n* With the addition of Tiered rewards in dungeons, dungeon lairs have been deprecated from Pinnacle Ops.\n* Added The Whisper and Zero Hour. Their Exotic rewards are now awarded on activity completion like other Exotic missions in Pinnacle Ops.\n  * Their secrets are still completable for the associated Triumphs.\n  * The quests associated with these missions have been deprecated.\n* Added a mid-activity loot chest to Zero Hour.\n* Contest of Elders is now complete after three \"laps\", down from four.\n* //node.ovrd.AVALON//: Moved the Data Collection buff to the top of the HUD.\n* Derealize: Activating transcendence while holding a Taken Orb now drops the orb and clears all related buffs.\n* Operation: Seraph's Shield: Fixed a soft lock that could occur if players killed the Scanner Splicer in Launch Center too quickly.\n* Onslaught: Widow's Court now uses Cabal drop pods with an indicator showing where they will land.\n* Onslaught: Widow's Court: Revenant Barons now reward two revive tokens upon destroying their totem.\n* Contest of Elders, The Coil, and Onslaughts use a new progression system that starts out easier and ramps up to the selected difficulty as players progress.\n* Kells' Fall: Fixed an issue where Champions were not spawning properly during the Mad Bomber encounter.\n* Contest of Elders: Bonus Objectives during traversals should now trigger more consistently and provide another source of revive tokens.\n* Onslaught: White shields on Shielded Demolitionist, Shielded Knight, and Shielded Skybomber take less damage to break in higher difficulties.\n* Onslaught: Tripled the base health of the ADU.\n* Onslaught: Updated Scrap starting amount and earn rates to account for shorter activity length.\n* Onslaught: Added reprised Into the Light rewards to mid activity and activity complete chests.\n* The Coil and Contest of Elders: Added reprised World Pool rewards to mid-activity and activity complete chests.\n\n#### Arena Ops\n\n* Added Override: The Moon, Override: Europa, Override: Tangled Shore, and Override: Last City Crater.\n* Override: Fixed an issue where players could get stuck at the bottom of traversal vortexes.\n* Override: Vex laser traps are now less lethal.\n* Astral Alignment: Fixed an issue where abominations' shields may not be removed upon objective completion.\n* Astral Alignment: Moved the exhausted debuff to the top of the HUD.\n\n#### Solo Ops\n\n* Solo Ops Bonus Objectives are now all generic kill based rather than precision/ability/etc.\n* Destroying all drones in a Solo Ops activity will now properly award bonus points.\n* Fixed an issue in Caldera Solo Ops where enemies could unintentionally stop spawning early.\n\n#### Exotic Rotator\n\n* Since most of the missions in the Exotic Rotator have already been added to Pinnacle Ops, we have decided to deprecate the Rotator in favor of the Pinnacle Ops versions.\n  * Operation: Seraph’s Shield has been moved into Pinnacle Ops along with its associated weapon/Catalyst/Intrinsic rewards.\n* Exotic Rotator missions that had seasonal gear rewards for owners of the associated Season Pass/Deluxe Edition are now available via the Classic Collector modifier on the Pinnacle Ops versions.\n\n### Activity Scoring Simplification\n\n* Complexity removed from scoring bonuses:\n  * Removed Power as a source of score bonuses.\n  * Removed season pass as a source of score bonuses.\n  * Net result: Everyone in the fireteam will get the same score. Fight as one, Guardians.\n* Converted score bonuses to flat bonuses:\n  * Difficulty now gives a flat score bonus.\n  * Modifiers now give a flat score bonus per \"triangle\".\n* Grade targets are fixed and no longer scale with player Power.\n* Difficulty = Grade = Reward Tier\n  * Each difficulty will now grant enough flat bonus to hit a reward grade without player modification, assuming a normal volume of kills and objective completion.\n  * Normal = B\n  * Advanced = B+\n  ","offTopic":false},{"id":"a61e5686-77de-4708-a884-deda3beb3cfc","excerpt":"[Embark] Update 1.29.0 live! Patch Notes — Raiders!\n\n  \nIt seems the rumors are true. After long avoiding traveling below ground, the Nomadic Envoys have arrived in Speranza. On the hunt for valuable gear and weaponry, these mysterious members of the nomadic tribe are offering deals you can't find anywhere else. \n\n\n\n# ","url":"https://www.reddit.com/r/ArcRaiders/comments/1thh5i4/embark_update_1290_live_patch_notes/","role":"pain","weight":1.1786325,"occurredAt":"2026-05-19T09:02:39.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"ArcRaiders","intent":"feature_request","painScore":0.61641026,"sentiment":-0.64102566,"confidence":0.7291667,"matchedPatterns":["missing_feature"],"statement":"* Fixed a misaligned balcony in the hotel lobby and missing wall collision at Room 207.","title":"[Embark] Update 1.29.0 live! Patch Notes","body":"Raiders!\n\n  \nIt seems the rumors are true. After long avoiding traveling below ground, the Nomadic Envoys have arrived in Speranza. On the hunt for valuable gear and weaponry, these mysterious members of the nomadic tribe are offering deals you can't find anywhere else. \n\n\n\n# [What's New?](https://arcraiders.com/news/patch-notes-1-29-0#whats-new)\n\n# [New Trader - Nomadic Envoy](https://arcraiders.com/news/patch-notes-1-29-0#new-trader-nomadic-envoy)\n\nOne of a group of Nomadic Envoys, Ermal, has made camp in Speranza, bringing with him a range of tempting Topside trades.\n\nRaiders who have reached Level 25 can barter high-value ARC materials and any stockpiled rare weapons in exchange for lucrative offerings: \n\n* Expanded Stash space (resets post-expedition)\n* Expedition Vault access - Enabling Raiders to safely store up to 5 of their most prized items for retrieval post-Expedition\n\nErmal also offers a variety of weekly rotating trades:\n\n* Cosmetics \n* Blueprints \n* Raider Tokens\n* Gameplay and progression items, including items for current Raider projects\n\nErmal will return weekly with new offerings as he liaises with his fellow Nomads. Catch his latest deals before he departs!\n\n**Dev Note:** \n\nErmal’s prices will be set higher during his first week, we plan to adjust them based on data and your feedback.\n\nFor the first week, a single Stash expansion and 5 expedition vault spaces will be available to gather initial feedback and give us a chance to adjust prices before adding more space.\n\nOffers will rotate in and out, if you missed one of the offers this week, they may appear in a future stock rotation.\n\n# [New Grenade Launcher - The Rascal](https://arcraiders.com/news/patch-notes-1-29-0#new-grenade-launcher-the-rascal)\n\nTian Wen has been tinkering in her workshop again… Meet the Rascal, the latest addition to your arsenal for tackling armored ARC threats.\n\nLightweight, compact, and easy to carry, this unconventional launcher packs a punch despite its… quirks. While it’s slower to reload, and a bit unpredictable on the aim, the Rascal shines as a reliable side-arm for those who want anti-ARC firepower without the risk of lugging around a Hullcracker.\n\nAnd:\n\n* Mod Improvement: Extended Barrel\n* End of Round Changes\n* The Sandveil Set\n* Facial Hair Style - Sideburns\n* The Sheath Set will be available on June 2nd\n\n# \n\n# [Patch Highlights](https://arcraiders.com/news/patch-notes-1-29-0#patch-highlights)\n\n* Fixed an issue where players would be teleported when standing on destroyed ARC parts.\n* Reduced the power cost of Photoelectric Cloak from 10/s to 5/s.\n* Weapon durability adjustments.\n* Queen and Matriarch will now more often step over things than through them, reducing the amount of times players suffer unfair knockback.\n* Added an option to block players after reporting.\n* An Update on Security and Anti-cheat.\n\n# \n\n# [Balance Changes](https://arcraiders.com/news/patch-notes-1-29-0#balance-changes)\n\n# [ARC](https://arcraiders.com/news/patch-notes-1-29-0#arc)\n\n* Increased the granularity of ARC vision through bushes and smokes, rewarding strategic positioning. Raiders near the edge of cover are now easier to spot, while those deeper in foliage or behind smoke are harder to detect.\n* Improved how ARC perceives sound in open outdoor spaces, while reducing their sensitivity to sounds in indoor environments and those passing through geometry.\n\n# [Firefly](https://arcraiders.com/news/patch-notes-1-29-0#firefly)\n\n* Improved how the Firefly applies fire. The effect now matches the visuals more closely, and briefly grazing the flame no longer feels as punishing, reducing the sensation of being hit around corners.\n\n# [Rocketeer](https://arcraiders.com/news/patch-notes-1-29-0#rocketeer)\n\n* When the Rocketeer shoots several missiles at once, they are now consistently spread out over a larger area to prevent unfair situations where multiple missiles hit the same location.\n\n# [Gameplay](https://arcraiders.com/news/patch-notes-1-29-0#gameplay)\n\n* Reduced the power cost of Photoelectric Cloak from 10/s to 5/s.\n\n# [Augment](https://arcraiders.com/news/patch-notes-1-29-0#augment)\n\n* The Cloud of Renewal effect on the Tactical Mk. 3 (Healing) Augment has been changed to an AoE effect.\n* The Cloud of Renewal healing has been increased from 20 to 45.\n* The cooldown on Cloud of Renewal has been increased from 30s to 45s.\n* Changed the shield capacity on Combat Mk.3 (Flanking) Augment to accept Medium Shields.\n   * Dev note: As mentioned in the patch notes for Patch 1.26, we continue to focus our sights on underperforming Augments. In this update, we are making the Tactical Mk.3 (Healing) Augment offer more utility in line with its place as a support-focused Augment. Now you can also heal your allies (and your enemies, if you’re not careful) after being revived. We also increased the survivability potential of the Combat Mk.3 (Flanking) to make it more viable as a flanking combat Augment.\n\n# [Weapons](https://arcraiders.com/news/patch-notes-1-29-0#weapons)\n\n* Bettina Base Fire Rate has been increased from 235 to 250.\n\n# [Weapon Durability Adjustments](https://arcraiders.com/news/patch-notes-1-29-0#weapon-durability-adjustments)\n\nIt's been clear that the durability changes in the last patch were felt too much on some weapons. For this update we're targeting the worst offenders that seem to break too quickly, increasing their lifetime to bring them in line with other weapons. \n\nWe will continue to listen to your feedback and monitor for any pain points that come up around durability in the coming weeks, and continue to adjust accordingly. \n\n# [Weapon Mods](https://arcraiders.com/news/patch-notes-1-29-0#weapon-mods)\n\n* Weapon mods can now affect aim-down-sights transition speed for scoped weapons.\n* Extended Barrel:\n   * Bullet Velocity Bonus has been increased from 25 to 30%.\n   * Increased the damage fall off distance by 15%.\n   * Renamed to Extended Barrel III.\n   * Added new mesh.\n   * Added 2 lower tier variants:\n      * Extended Barrel I\n      * Extended Barrel II\n\n\n\n# [Content and Bug Fixes](https://arcraiders.com/news/patch-notes-1-29-0#content-and-bug-fixes)\n\n# [ARC](https://arcraiders.com/news/patch-notes-1-29-0#arc-2)\n\n# [General](https://arcraiders.com/news/patch-notes-1-29-0#general)\n\n* Fixed an issue where flying ARC could get stuck.\n* Queen and Matriarch will now more often step over things than through them, reducing the amount of times players suffer unfair knockback.\n* When Raiders first spawn into a session, ARC will be less perceptive of them and less likely to engage.\n* Fixed some instances of ARC spawning in unexpected locations.\n\n# [ARC Turbine](https://arcraiders.com/news/patch-notes-1-29-0#arc-turbine)\n\n* Fixed ARC Turbine legs becoming invisible in odd angles.\n* Improved ARC Turbine probability of finding good angles for the legs when landing.\n* Improved ARC Turbine landing positioning to mitigate visual clipping issues.\n* Increased the odds of Raiders getting burned by the ARC Turbine when inside of it.\n\n# [Animation](https://arcraiders.com/news/patch-notes-1-29-0#animation)\n\n* Updated cloth physics on character outfits for more natural movement.\n* Fixed an issue causing some ARC weapon rotations to snap and appear laggy.\n* Fixed an issue where items would clip into Field Crates when picked up while holding a gadget.\n* Fixed the inspect animation for the Metal Detector.\n\n# [Audio](https://arcraiders.com/news/patch-notes-1-29-0#audio)\n\n* Reduced how much sounds are lowered while taking damage.\n* Added a distinct sound when Bastion and Bombardier switch targets.\n* Added comb filtering to footsteps and movement sounds to achieve clearer perception of distance, elevation and movement direction.\n* Improved binaural audio to make it easier to distinguish the height and elevation of sounds.\n\n# [Cosmetics](https://arcraiders.com/news/patch-notes-1-29-0#cosmetics)\n\n* Ongoing work to unify character texture settings for better performance and more visual consistency.\n\n# [Gameplay](https://arcraiders.com/news/patch-notes-1-29-0#gameplay-2)\n\n* Players are now immune to stuns while entering a Raider Hatch, preventing interruptions when returning to Speranza.\n* Fixed an issue where downed players could move out of bounds.\n* Fixed an issue where pressing fire during certain actions like dodgeroll or climbing wouldn't buffer fire.\n\n# [General](https://arcraiders.com/news/patch-notes-1-29-0#general-2)\n\n* Fixed an issue where players would be teleported when standing on destroyed ARC parts.\n* Fixed an issue where characters could float when disconnecting in mid-air.\n* Fixed an issue where the Expedition timer was not showing the correct duration.\n\n# [Items](https://arcraiders.com/news/patch-notes-1-29-0#items)\n\n* Agave Juice now Quick Moves into available Quick Use slots instead of the Backpack, and will not be unloaded from Backpack when emptying it.\n* Free loadout Augment sell price: 100 -> 660.\n\n# [Maps](https://arcraiders.com/news/patch-notes-1-29-0#maps)\n\n# [General](https://arcraiders.com/news/patch-notes-1-29-0#general-3)\n\n* Fixed low-res textures, odd spray paint decals, and a misaligned wall in tunnel and highway areas.\n* Fixed overly dark shading on vent materials to improve visibility.\n\n# [Riven Tides](https://arcraiders.com/news/patch-notes-1-29-0#riven-tides)\n\n* Fixed a balcony structure clipping into a hotel doorway that could block passage.\n* Fixed floating objects and improved rope visuals and physics.\n* Fixed a misaligned balcony in the hotel lobby and missing wall collision at Room 207.\n\n# [Stella Montis](https://arcraiders.com/news/patch-notes-1-29-0#stella-montis)\n\n* Polished environment textures and fixed collision issues.\n\n# [Social](https://arcraiders.com/news/patch-notes-1-29-0#social)\n\n* Added an option to block players after reporting.\n* Fixed an issue where voice chat could fail when opening the console UI on PS5/Xbox.\n* End of Round Changes\n   * Raiders will now be able to see all squad members at the end of the round whether they extracted successfully or not.  \n   * Interacting with the squad member's name plate will display a range of social actions that can be taken, which include reporting, muting or blocking the player.\n   * Players will also be able to immediately leave the squad in the tunnel sequence. \n\n# [Stability & Performance](https://arcraiders.com/news/patch-notes-1-29-0#stability-performance)\n\n* General performance and stability improvements.\n* Fixed an issue that could cause the loading screen to remain stuck.\n\n# [UI](https://arcraiders.com/news/patch-notes-1-29-0#ui)\n\n* Added information to the Crash Mat tooltip to showcase the additional safe fall height gain.\n* Deployable previews now show occluded portions with a striped overlay, making placement easier.\n* Fixed an issue where pinging an ARC Turbine as it entered the map could cause the ping marker to behave erratically.\n\n# [Utility](https://arcraiders.com/news/patch-notes-1-29-0#utility)\n\n* Removed unintended delay after cancelling a Trigger 'Nade throw during which the grenade could not be thrown or triggered.\n* Fixed an issue where throwing grenades could not be cancelled.\n* Cancelling deployment of Pulse Mine or Gas Mine no longer consumes the item.\n* Fixed an issue where the 'Use Zipline' prompt was missing, preventing interaction at close range.\n* Fixed an issue where vaulting could trigger while moving upward or while standing on the ground with the Powered Descender active.\n* Fixed an issue where the Surge Coil would not damage teammates of the player who placed it.\n\n# [KNOWN ISSUES](https://arcraiders.com/news/patch-notes-1-29-0#known-issues)\n\n* Opening the console menu on PS5/Xbox while matchmaking causes the matchmaking to be cancelled. \n* The Sandveil outfit scarf may appear stretched with long hairstyles clipping through.\n* Players can fall from the map by walking near the wall of the Pilgrim Peak's building.\n* Successful Extraction music plays in the background when the new ","offTopic":true},{"id":"bfd3798e-0a80-4df9-acd8-156fef07fcee","excerpt":"Dev Insights - Abilities & Armor Preview — Source: https://www.bungie.net/7/en/News/Article/dev_insights_abilities_armor_preview\n\n---\n\nWelcome back for our third and final Dev Insights article before Monument of Triumph launches on June 9. Last Thursday was all about our weapons sandbox and today we’ll be focusing on G","url":"https://www.reddit.com/r/DestinyTheGame/comments/1twsco6/dev_insights_abilities_armor_preview/","role":"demand","weight":1.1725264,"occurredAt":"2026-06-04T16:15:26.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"DestinyTheGame","intent":"alternative_search","painScore":0.35031825,"sentiment":0.17391305,"confidence":0.86833334,"matchedPatterns":["switching_from","missing_feature"],"statement":"* **Superluminal Motion** (Wayward Psyche four-piece set perk) * Increased the health granted while moving from 15 to 30 health per second outside of the Crucible.","title":"Dev Insights - Abilities & Armor Preview","body":"Source: https://www.bungie.net/7/en/News/Article/dev_insights_abilities_armor_preview\n\n---\n\nWelcome back for our third and final Dev Insights article before Monument of Triumph launches on June 9. Last Thursday was all about our weapons sandbox and today we’ll be focusing on Guardian abilities, armor, and Exotic updates.\n\n* Abilities Sandbox Update\n  * New subclass abilities\n  * Ability reworks\n  * Ability balance changes\n* Armor 3.0 Updates\n  * Armor archetypes\n  * Armor set bonuses\n  * Exotic armor stats\n  * Exotic armor balance preview\n\nIf you missed our previous articles on the return of [the Director](https://www.bungie.net/7/en/News/Article/dev_insights_return_of_the_director), [weapons and artifact changes](https://www.bungie.net/7/en/News/Article/dev_insights_weapons_artifacts_focusing_preview), and all the [other](https://www.bungie.net/7/en/News/Article/twid_05_29_2026) [news](https://www.bungie.net/7/en/News/Article/d2_may_21_2026), be sure to check out the articles before next Tuesday.\n\n## Abilities Sandbox Update\n\nHey there, Guardians. **Gameplay Team** here with an update on the abilities sandbox for the upcoming Monument of Triumph release. We’ve been heads-down dreaming up new abilities and refining existing ones, and we’ve got some juicy changes to talk about today.\n\nLet’s get right into it.\n\n### New Subclass Abilities\n\n**New Solar and Void Aspects**\n\nFor too long, certain subclasses have lagged behind others in the number of Aspects available to them. Monument of Triumph will remedy that imbalance with **three new Aspects**, bringing every non-Prismatic subclass up to four. First up, Titans:\n\n**Titan Sunbreaker: Shieldburst**\n\n[2026_D2_Press-Kit_New-Abilities_UI_TITAN_1_Final_1920x1080_MD.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/blt1c89349e9ec98fd5/6a20b3f738ecc5f916e3f2d6/2026_D2_Press-Kit_New-Abilities_UI_TITAN_1_Final_1920x1080_MD.jpg)\n\nEnhances your equipped barricade with Solar capabilities.\n\nTowering Barricade: Your barricade slides forward across the ground before stopping, allowing you to advance in safety.\n\nRally Barricade: Standing behind your barricade grants scorching rounds to you and your allies' Solar and Kinetic weapons.\n\nWhile your barricade is deployed, activate your class ability again to remotely detonate it, scorching combatants caught in the detonation. Dealing damage increases the power of the blast.\n\n[Embed Link](https://www.youtube.com/embed/rTJT-DzPXvc)\n\nThe Shieldburst Aspect essentially turns your Barricade into a wall of glass with a C4 charge strapped to it. It’ll charge up over time, when it takes damage, and when you deal damage while it’s active. The more charged up it is, the more damage it’ll do and the more projectiles it’ll throw out. The Towering and Rally Barricades have their own unique functionality, and it plays nicely with Exotic armor like Arbor Warden, Hallowfire Heart, and Khepri’s Horn. This ability’s damage is buffed by the Roaring Flames Aspect and can create Sunspots when paired with the Sol Invictus Aspect. Damage for this ability also scales with your Class stat when your Class stat is over 100.\n\n[2026_D2_Press-Kit_New-Abilities_Gameplay_Titan_1_Final_1920x1080_MD.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/bltd02b6dc3fa6a75ad/6a20b3f8caae46dd92fb140b/2026_D2_Press-Kit_New-Abilities_Gameplay_Titan_1_Final_1920x1080_MD.jpg)\n\nIn addition, with Monument of Triumph you’ll find that other class-ability Aspects that directly deal damage now scale their damage with the Class stat. Note that Warlock construct damage continues to scale with the Grenade stat instead.\n\nNext, let’s take a look at the new Hunter Aspect:\n\n**Hunter Gunslinger: Crackshot**\n\n[2026_D2_Press-Kit_New-Abilities_UI_Hunter_2_Final_1920x1080_MD.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/blt7c8d793aaef63a66/6a20b3f8c3a74c521c08e287/2026_D2_Press-Kit_New-Abilities_UI_Hunter_2_Final_1920x1080_MD.jpg)\n\nActivate your class ability to fire up to three scorching shots at targets you've marked. Aim at targets to mark them.\n\nLanding all three shots cures you.\n\n[Embed Link](https://www.youtube.com/embed/apF2WrUKVaw)\n\nCrackshot is the ultimate gunslinger fantasy. Mark up to three targets, then dodge to quickdraw a flaming pistol and light ‘em up with deadeye precision. If you have a single target marked, it’ll fire all three shots at them. If you have multiple targets marked, it will split the shots between them. Landing all three shots will cure you, providing some breathing room mid-combat. It can also be used while airborne, and damage from this ability scales with your Class stat when your Class stat is over 100.\n\n[2026_D2_Press-Kit_New-Abilities_Gameplay_Hunter_1_Final_1920x1080_MD.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/bltfb2f827ea9ce0dd8/6a20b3f838ecc541dde3f2da/2026_D2_Press-Kit_New-Abilities_Gameplay_Hunter_1_Final_1920x1080_MD.jpg)\n\nThere are some strong Exotic armor combos with this one, including Radiant Dance Machines and Sixth Coyote, and you can combo the scorch stacks with other scorch sources to cause Ignitions. It also pairs well with the On Your Mark and Gunpowder Gamble Aspects, as Crackshot damage counts toward their progress.\n\nLast but not least, the new Warlock Aspect:\n\n**Warlock Voidwalker: Soul Siphon**\n\n[2026_D2_Press-Kit_New-Abilities_UI_Warlock_1_Final_1920x1080_MD.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/blt935e9f19a4f8c08f/6a20b3fdd6d4f566fa1b236f/2026_D2_Press-Kit_New-Abilities_UI_Warlock_1_Final_1920x1080_MD.jpg)\n\nReady this aspect by striking a foe with your powered melee ability.\n\nOnce readied, press your melee ability to begin siphoning energy from all enemies in front of you, dealing damage and gathering Overshield and class ability energy from each target.\n\n[Embed Link](https://www.youtube.com/embed/RHwJ-9G1jPA)\n\nSoul Siphon turns you into the life-draining vampire mage you were always meant to be. The Voidwalker’s Pocket Singularity melee has two charges by default, making the baseline uptime for this Aspect high, but building into melee regeneration will make it pay off even more. Building into the Melee stat can increase both the uptime and damage of Soul Siphon, and it pairs well with Exotic armor like Felwinter’s Helm, Claws of Ahamkara, and Karnstein Armlets. The Overshield this ability provides allows you to stay in the fight longer, and it pairs well with the Feed the Void Aspect to give you higher Devour uptime. The class energy that you gain from draining enemies also pairs well with the Child of the Old Gods Aspect.\n\n[2026_D2_Press-Kit_New-Abilities_Gameplay_Warlock_1_Final_1920x1080_MD.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/blteb0ffacb851d1feb/6a20b3f74f58a7c654f2965a/2026_D2_Press-Kit_New-Abilities_Gameplay_Warlock_1_Final_1920x1080_MD.jpg)\n\n### New Darkness Grenades\n\nStasis and Strand are near and dear to our hearts, and they deserve some love. We’re adding two new grenades to the game with Monument of Triumph.\n\n**Stasis Shatter Grenade**\n\n[20144_Dev-Insights_Abilities_Update_Stasis-Grenade-Shatter_1920x1080_EN.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/blt9373a9dae46393cb/6a20b3fd6aa039cc17f8bc53/20144_Dev-Insights_Abilities_Update_Stasis-Grenade-Shatter_1920x1080_EN.jpg)\n\nA grenade that sticks to combatants before exploding into razor-sharp Stasis shrapnel. The shrapnel ricochets off surfaces, dealing damage to all in its path. Hitting a frozen target shatters it instantly and deals bonus damage.\n\n[Embed Link](https://www.youtube.com/embed/e8qHkCfOmgU)\n\nThe Shatter Grenade’s primary function is dealing damage, though direct hits will freeze combatants and slow enemy players. It’s more effective in enclosed spaces where the shrapnel can bounce around multiple times to shred targets, but it’s also effective against loosely grouped enemies. If you throw it at an enemy who is already frozen, it’ll explode immediately and deal extra damage. Hunter Revenant enjoyers will be happy to hear that the Touch of Winter Aspect also has a unique interaction with this grenade.\n\n[20144_Dev-Insights_Abilities_Update_Stasis-Grenade-Shatter_Action_EN.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/blt6a38c19bf452c722/6a20b3ffcaae460d84fb140f/20144_Dev-Insights_Abilities_Update_Stasis-Grenade-Shatter_Action_EN.jpg)\n\nOn a related note, a while back we changed Stasis Shatter damage to stun Overload Champions instead of Unstoppable Champions. We’re reverting that change in Monument of Triumph, so Stasis Shatter will again stun Unstops instead of Overloads. As the Shatter Grenade’s name implies, it’ll stun Unstoppable Champions immediately on detonation.\n\n**Strand Slicewire Grenade**\n\n[20144_Dev-Insights_Abilites_Update_Strand-Grenade-Slicewire_1920x1080_EN.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/blt06eccf725aa0e596/6a20b3fd0836f96af3a3b041/20144_Dev-Insights_Abilites_Update_Strand-Grenade-Slicewire_1920x1080_EN.jpg)\n\nA grenade that bounces and releases multiple whirling threads, severing targets.\n\n[Embed Link](https://www.youtube.com/embed/2e7_sXN4FIQ)\n\nThe Strand Slicewire Grenade is a damage dealer, first and foremost. It also severs targets, lowering their damage output. After being thrown, the grenade bounces along the ground unleashing coiled strands that whip around, striking enemies up to four times. The damage can really pile up if you’re able to land all four lashes on a group of enemies. This grenade also has unique functionality when paired with the Warlock Broodweaver’s Mindspun Invocation Aspect, which we’ll let you discover on your own.\n\n[20144_Dev-Insights_Abilities_Update_Strand-Grenade-Slicewire_Action_EN.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/blt545a5dd44df606e3/6a20b6ace1fff472c2b4f311/20144_Dev-Insights_Abilities_Update_Strand-Grenade-Slicewire_Action_EN.jpg)\n\n### New Nightstalker Melee\n\nThrough countless battles, Nightstalkers have known Smoke Bomb as their only melee option. That’s about to change.\n\n**Hunter Nightstalker: Phantom Surge**\n\n[2026_D2_Press-Kit_New-Abilities_UI_Hunter_1_Final_1920x1080_MD.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/bltcfc1e064506b14cc/6a20b3f7f77ae95cacfc2177/2026_D2_Press-Kit_New-Abilities_UI_Hunter_1_Final_1920x1080_MD.jpg)\n\nDash forward, slashing combatants as you pass through them. Deals significantly increased damage to Void-debuffed targets and targets marked by On The Prowl.\n\nGenerate Void Overshield for each combatant hit. Defeating at least one combatant grants additional Overshield and refunds some melee ability energy.\n\n[Embed Link](https://www.youtube.com/embed/AolnS-HG9Pk)\n\nPhantom Surge ushers in a new age of Nightstalker aggression. Whereas tossing a Smoke Bomb is a relatively passive action, Phantom Surge asks a Nightstalker to cut straight through their enemies, emerging stronger on the other side. The overshield you gain from hitting enemies is substantial, and our brilliant engineering team created new tech for this ability that enables you to phase straight through enemy units. The damage is increased versus Void-debuffed targets, giving it strong combo potential with other abilities, and weapons.\n\n[2026_D2_Press-Kit_New-Abilities_Gameplay_Hunter_2_Final_1920x1080_MD.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/bltfe7cea277998cf37/6a20b3f80690546d33210945/2026_D2_Press-Kit_New-Abilities_Gameplay_Hunter_2_Final_1920x1080_MD.jpg)\n\nWhile it’s easy to dote on the new abilities, let’s not forget the classics. Smoke Bomb is getting some love too — it now makes you and other allies invisible by default on deployment. No Vanishing Step required. Other elements of the Nightstalker kit are also being reworked, some of which we’ll talk about in the next section.\n\n## Ability Reworks\n\nWe’ve reworked a few abilities to make them fit better in their kits or enhance them in general. Let’s","offTopic":true},{"id":"b3924622-6d1e-4eda-ab54-a69ae0df5a98","excerpt":"This Week In Destiny - 05/29/2026 — Source: https://www.bungie.net/7/en/News/Article/twid_05_29_2026\n\n---\n\nThis Week in Destiny, we have even more to share about the Monument of Triumph update coming on June 9. We started yesterday with a Dev Insights article focused on the return of the Director, and early this mornin","url":"https://www.reddit.com/r/DestinyTheGame/comments/1traqcw/this_week_in_destiny_05292026/","role":"demand","weight":1.1288333,"occurredAt":"2026-05-29T18:19:17.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"DestinyTheGame","intent":"tool_discovery","painScore":0.3,"sentiment":0.12195122,"confidence":0.86833334,"matchedPatterns":["looking_for","frustrating"],"statement":"Last Guardian Standing Emblem.png We've also taken a pass over the map weighting for the playlist, with the goal to remove some of the more frustrating map and mode combinations from the playlist and reduce the likelihood of some others fr…","title":"This Week In Destiny - 05/29/2026","body":"Source: https://www.bungie.net/7/en/News/Article/twid_05_29_2026\n\n---\n\nThis Week in Destiny, we have even more to share about the Monument of Triumph update coming on June 9. We started yesterday with a Dev Insights article focused on the return of the Director, and early this morning we published a Dev Insights article focusing on weapons, the Artifact, and vendors. In this TWID, we'll cover what's coming to the Crucible, Pantheon, and cosmetics.\n\n* Crucible tuning with the PvP Strike Team\n* Pantheon and Rewards updates in Raids and Dungeons\n* Ornaments, Bright Engrams, Bright Dust, and more cosmetics updates\n* Have you read yesterday's Dev Insights article about the Director?\n* Read this morning's Dev Insights article on weapons and more, too!\n\n## Dev Insights - Weapons, Artifacts, and Focusing Preview\n\n[Header_Weapons_1920x590.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/blt76731cbf7d0ff500/6a1758ad8b929f6e74d6beac/Header_Weapons_1920x590.jpg)\n\nWe love a long TWID as much as anyone but this one was already getting very meaty halfway through it. That's why all you need to know about the update's changes to weapons, Artifacts (plural, yes), and vendor focusing lives on its own Dev Insights article which we published earlier today. It covers a lot of important topics like:\n\n* The new Weapon Tier Upgrading system.\n* Tier Upgrading for crafted weapons.\n* Buffs to many Exotics, like Anarchy, Lament, or Vex Mythoclast.\n  * Including new Catalysts and improvements for previous ones.\n* Balance update to most Legendary weapon types, including:\n  * An overall buff to Primary Weapon damage in PvE.\n  * Targeted buffs to most Special Weapons for PvE.\n* Many Legendary perk fixes and buffs.\n* A preview of the very customizable Artifact 2.0, including:\n  * New ways to counter Champions.\n  * Saving your choices in Loadouts.\n* Updates to vendors, weapon focusing and gear attunement.\n\nIf you have not read it yet, [go do it](https://www.bungie.net/7/en/News/Article/dev_insights_weapons_artifacts_focusing_preview)!\n\n## Dev Insights - Return of the Director\n\n[Director_Header_1920x590.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/blt02c6c230ff857264/6a0f7350c9887fbcae32c954/Director_Header_1920x590.jpg)\n\nWhile we're at it, did you read yesterday's Dev Insights article all about the return of the Director? This one was published yesterday and covers the following:\n\n* The Director: Layout, additions, and updated Destination loot\n* Distortions: Adding some spice to select Patrol modes\n* The Portal: Breaking down barriers and overhauling the experience\n* Gambit Ops: Bringing our old friend into the fold\n* Heavy Metal: Vehicular mayhem\n* Sparrow Racing League: Returning tracks, new loot, and some twists along the track\n\nCheck out the full article, it's [right over here](https://www.bungie.net/7/en/News/Article/dev_insights_return_of_the_director)!\n\n## PvP Strike Team Update\n\n***Once More, With Feeling***\n\n### Sandbox Tuning Review\n\nFirst, let's review **some** of the previously discussed sandbox tuning for weapons and armor that will directly impact Crucible (we will have more to talk about with abilities next week, but as a sneak peek check out some of the changes we will be discussing, including some big ones to Invisibility).\n\n**Abilities**\n\n* Global\n  * All multicharge abilities will now start Crucible matches with one charge full instead of all charges full.\n* Void\n  * Invisibility: Greatly increased opacity to make players more visible in Crucible.\n  * Scatter Grenades: Reduced chase distance vs. players by 50%. Reduced the amount of grenade energy this ability gains from perks by 12.5%.\n\n* Hunter\n  * Solar\n    * Deadshot Super: Reduced energy refund for kills on enemy players by 40%.\n* Warlock\n  * Void\n    * Pocket Singularity: Reduced tracking shape against players by 60%.\n* Titan\n  * Arc\n    * Knockout: Removed lunge range bonus versus enemy players. Corrected an issue where the bonus damage could be applied too early, increasing the damage of the melee that activated it and causing unexpected one hit kills in Crucible.\n  * Stasis\n    * Diamond Lance: Reduced freeze AoE versus enemy players. Players can no longer quickfall after throwing the Diamond Lance.\n\n**Artifacts**\n\n* Artifacts are now disabled in the Trials and Competitive playlists.\n\n**Exotic Armor**\n\n* Warlock\n  * Deimosuffusion: Increased the time between damage ticks against players.\n  * Nothing Manacles: Reduced the extra seekers created from four to three and reduced the range and lifetime of the extra seekers.\n* Titan\n  * ACD/0 Feedback Fence: No longer provides any damage resistance versus other players.\n\n**Ammo System**\n\n* Reduced the point gains from Special ammo and Heavy ammo kills and assists and Super kills by 33%.\n* Reduced Glaive melee point gains by 20%.\n* Reduced Adaptive Burst LFR ammo from crates from five to three.\n* Reduced Bitter End's ammo from crates from 75 to 62.\n\n**Weapons**\n\n* Auto Rifles\n  * High Impacts\n    * Increased RPM from 360 to 400.\n    * To compensate for the faster time-to-kill:\n    * Reduced ADS Damage Falloff scalar from 1.7 to 1.6.\n    * Reduced base damage from 24 to 22 and critical hit damage from 43.2 to 39.6.\n    * This includes Vex Mythoclast and SUROS Regime with Dual Speed Receiver but excludes Cerberus+1 and Sweet Business in its non-spun up state.\n  * Adaptives\n    * Increased base damage from 15 to 15.5, and critical hit damage from 26.25 to 27.1.\n* Pulse Rifles\n  * Lightweights\n    * Reduced base damage from 19.7 to 18.8, and critical hit damage from 31.5 to 30.1.\n  * Legacy Frames\n    * Since these weapons inherit the damage change from Lightweight Pulse Rifles, we are reverting the nerf to their ADS damage falloff scalar.\n    * Increased ADS Damage Falloff Scalar from 1.6 back to 1.7.\n  * High Impacts\n    * Increased ADS Damage Falloff Scalar from 1.6 back to 1.7.\n* Scout Rifles\n  * Rapid Fires\n    * Reduced base damage from 28 to 27.3, and critical hit damage from 54.6 to 53.25.\n* Hand Cannons\n  * Aggressives\n    * Reduced base damage from 49 to 48.7, and critical hit damage from 90.65 to 90.1.\n  * The Last Word\n    * Increased stability on mouse and keyboard by 10%.\n    * Increased aim assist when hip firing on mouse and keyboard by 10%.\n\n**Perks**\n\n* Adagio\n  * Reduced the damage bonus on Hand Cannons from 30% to 27%.\n* Full Choke\n  * Pellet spread is now reduced by 5% instead of 3.25%.\n* Shot Package intrinsic\n  * Now reduces pellet spread by 2.5% when ADS.\n\n### Unified Crucible Ops\n\nWe have moved all the playlists into the Crucible Ops screen and deprecated the Legacy Crucible node. This will allow us to better focus the population and reduce instances of duplicate or overlapping playlists. As a note, for Control and Iron Banner Control (the only playlists in which skill is utilized for matchmaking), Outlier Protection has been set to automatically revert to Open Skill if queue times are taking too long.\n\n* Control: Outlier Protection Matchmaking\n  * Replaced by Iron Banner Control when active.\n* Competitive: Rank-Based Matchmaking\n* Rumble: Open Skill Matchmaking\n* Quickplay: Open Skill Matchmaking, rotates game modes weekly\n  * Mayhem, Rift, Relic, Momentum, Scorched, Supremacy, Clash, Zone Control, Hardware Mix (6v6)\n  * Replaced by Iron Banner Quickplay when active.\n* Small Team Quickplay: Open Skill Matchmaking, rotates game modes daily.\n  * Survival, Heavy Metal, Elimination, Hardware Mix (3v3), Arena Collision (4v4), Lockdown, Clash, Elimination\n  * Replaced by Trials of Osiris when active\n* Limited Time Modes\n  * Trials of Osiris: Passage Based Matchmaking. Available every Friday through reset on weeks when Iron Banner is not active.\n    * Replaces Small Team Quickplay\n  * Iron Banner Control: Outlier Protection Matchmaking. Available for one week, every four weeks.\n    * Replaces Control\n  * Iron Banner Quickplay: Open Skill Matchmaking. Available for one week, every four weeks.\n    * Rotates between Tribute, Fortress, and Eruption\n    * Replaces Quickplay\n* Sparrow Racing League\n* Private Matches\n\n### Updated Rewards\n\n[Triumphal Anthem Hunter.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/bltc90cd243c3dae05d/6a1758156af4885ba52bb314/Triumphal_Anthem_Hunter.jpg)\n\n[Triumphal Anthem Titan.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/bltb8274cf889e89b8a/6a175813b3fa5102bbb75cf0/Triumphal_Anthem_Titan.jpg)\n\n[Triumphal Anthem Warlock.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/bltdf8ea329f7241fd6/6a1758133c83fe7047847e8b/Triumphal_Anthem_Warlock.jpg)\n\n* **Armor Set: Triumphal Anthem**\n  * 2-Piece: Scoot to Loot\n    * Sliding collects nearby ammo and temporarily grants enhanced reload speed and handling to your weapons.\n  * 4-Piece: Shoot to Scoot\n    * Dealing damage with your weapons temporarily grants an enhanced slide. Gain damage resistance while sliding.\n* **Weapons**\n  * New\n    * The Helmsman: Arc, High Impact (Bolt Action) Sniper\n  * Reprised: Back fully tiered with new perk options!\n    * Joxer's Longsword, Better Devils, Unending Tempest, Randy's Throwing Knife, Autumn Wind, Out of Bounds, Sorrow's Verse, Survivor's Epitaph, The Keening, Frozen Orbit\n  * Returning: Weapons from Edge of Fate through Renegades that will still be earnable.\n    * Riptide, Mos Athanor IV, MIDA Macro-Tool, Pure Recollection, Returned Memory, Stars in Shadow, Qua Vinctus IV\n  * Newly Tiered: Weapons from pre-The Edge of Fate which are coming back as tiered versions, with the same perks they had last time they were released.\n    * Retrofuturist, Anonymous Autumn, Last Perdition\n* New ship, Sparrow, and Ghost as post-game drops.\n\n\n[Glory of Shaxx Ship.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/bltabaf27f0ec5c4ce7/6a1755ca3c83fe4014847e75/Glory_of_Shaxx_Ship.jpg)\n\n[Warlord Charge Ship.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/bltdd5f6b4853c2ad8b/6a1755dabca38a29210fb8f9/Warlord_Charge_Ship.jpg)\n\n[Lordly Shell.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/blt15cee8d379c01553/6a1755d20ed99ce7a8450700/Lordly_Shell.jpg)\n\n* New Emblem and Shader on Shaxx's reward track.\n\n### New Modifier: Arena Collision\n\nArena Collision is a 4v4 game mode that hearkens back to the original arena style of sandbox with more methodical gameplay focused on weapons, map knowledge, and movement. Fight over the Heavy ammo crates to help you control the objective and enjoy greatly reduced penalties for hip firing and airborne gameplay.\n\nRules:\n\n* **Primary Weapons:** Damage unchanged. Hip fire accuracy and aim assist penalties are decreased.\n* **Special Weapons**: Disabled.\n* **Heavy Weapons**: Damage decreased. The game starts with three Heavy ammo crates active (one for each side and one neutral). Crates respawn as a wave on a 120s cooldown. Crates are not shared.\n* **General Weapons**: All weapons are granted +60 Airborne Effectiveness.\n* **Radar**: Heavily modified. Base radar range has been decreased and no longer expands dynamically. Players will only show up on radar if they are shooting, sliding, sprinting, jumping, or have heavy ammo. Within the center circle, players will show up as dots, instead of illuminated wedges.\n* **Grenades**: Grenade base recharge has been disabled. Getting a final blow will refund grenade energy, the amount of which is based on the base cooldown and your Grenade stat.\n* **Melees**: Powered melees are disabled. Melee damage has been decreased. Glaive melee damage has been further reduced.\n* **Class Abilities**: Class Ability base recharge has been disabled. Getting a final blow will refund class ability energy, the amount of which is based on the type of ability you have selected, its base cooldown, and your Class Ability stat.\n* **Supers**: Disabled.\n* **Camera**: \"Three-peeking\" is disabled.\n* **Respawns**: 7 seconds, revives enabled.\n\n### New Additions to Private Matches\n\nHeavy Metal and Sparrow Racing Lea","offTopic":true},{"id":"c9f635d6-bd70-42ef-b536-f6466c1c196d","excerpt":"Into the Unjust: 6.0.0 — https://preview.redd.it/48d7ainy79hg1.png?width=4000&format=png&auto=webp&s=3b60d608396ec5f985d41c9520c9d053134aadab\n\n# [Watch Lennart & Niklas discuss the giant patch here!](https://www.youtube.com/watch?v=MCpa9YUYKtI)\n\n# 🌍 Overview\n\n# *** INCOMING MESSAGE FROM HIGH COMMAND ***\n\nWe have confir","url":"https://www.reddit.com/r/Helldivers/comments/1quo3wm/into_the_unjust_600/","role":"demand","weight":1.1199833,"occurredAt":"2026-02-03T10:06:55.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"Helldivers","intent":"alternative_search","painScore":0.49,"sentiment":-0.4,"confidence":0.75166667,"matchedPatterns":["switching_from"],"statement":"Adjusted spawn points on Rapid Acquisition map # Miscellaneous Fixes * Automaton dropships will now move less erratically when dropping enemies * Fix incorrect camera positioning when transitioning to first person while reloading * Fixed a…","title":"Into the Unjust: 6.0.0","body":"https://preview.redd.it/48d7ainy79hg1.png?width=4000&format=png&auto=webp&s=3b60d608396ec5f985d41c9520c9d053134aadab\n\n# [Watch Lennart & Niklas discuss the giant patch here!](https://www.youtube.com/watch?v=MCpa9YUYKtI)\n\n# 🌍 Overview\n\n# *** INCOMING MESSAGE FROM HIGH COMMAND ***\n\nWe have confirmed, with concrete proof and beyond any doubt, that the Automaton Collective stole our schematics for the Star of Peace. We cannot let them turn this defensive tool of peace into a destructive weapon of war. It's now up to you, our most elite and powerful force, to bring them to justice on their own turf.\n\nWe have approved the deployment of new equipment for squads to aid in the swift elimination of the Automaton threat.\n\nPush toward Cyberstan and end this insult to Managed Democracy. Helldivers, let this be the last time the Automatons steal from Super Earth.\n\n# 📍 Patch Highlights\n\n* Bastion Tank: A new tank vehicle is ready to roll over entrenched enemies! The Bastion Tank offers unrivaled firepower and defense on the battlefield. It will require your team to work together to hunt down the enemy! (**TANK WILL BE AVAILABLE AT 2pm CET**)\n* Chinese VO has been added to Helldivers 2!\n* Arm yourself with the latest premium Warbond Siegebreakers, loaded with a devastating hammer built for close-range persuasion and an upgrade to a Helldivers favorite, the LAS-16 Trident! **(WARBOND AVAILABLE LATER TODAY)**\n* March into battle in style with the new War Horse set available in the Superstore! (**AVAILABLE ON 10th FEBRUARY**)\n* With a few exceptions, all victory poses and emotes are now interchangeable!\n\n# ⚖️ Balancing\n\n# General changes overview\n\n**Melee weapons and Armor passive with increased melee damage re-balance**\n\n* Intent is to make the Armor passive that increases melee damage less mandatory but still be useful to make melee weapons more effective.\n* We increased all the melee weapons damage and decreased the modifiers on the armor passives that increase melee damage.\n* Total damage with the melee armor passive will be higher or the same as before.\n* Base melee attack also got a 50% damage increase.\n\n**SMG and Pistol rounds less Sway**\n\n* The intent is that the increased drag of SMG and Pistol which make it a close combat weapon and less effective at range is the main characteristic of these weapons.\n* We decreased the Sway modifier to be the same as most other weapons\n\n**Unify Weapon function directions inputs**\n\n* The intent is to make the \"weapon function modes\" that are similar to be on the same \"weapon function direction input\".\n* This is to make it easier to remember which direction similar types of weapon functions are and also make it so you need to use less \"quick weapon functions\" inputs.\n* Weapon function modes that affect Programmable ammo, Ammo types, Volley modes, Safe modes, Guided modes will now be in the left direction.\n* We have not moved the underbarrel weapon switching option to the left yet, but we are looking into moving it to the left direction so all ammo altering switching is in the left direction even if it is an underbarrel selection that usually is in the down direction.\n\n**Difficulty on difficulty 9+**\n\n* Made changes across all factions to increase the intensity on high difficulties, the biggest change should be noticed on the Automaton front while Terminids and the Illuminate are less affected.\n\n# Value changes\n\n**Primary weapons**\n\n* R-2124 Constitution\n   * Increased Bayonet melee damage from 110 to 165\n   * Increased Bayonet melee durable damage from 55 to 83\n* R-2 Amendment\n   * Increased Bayonet melee damage from 110 to 165\n   * Increased Bayonet melee durable damage from 55 to 83\n* MP-98 Knight\n   * Decreased sway modifier from 1.2 to 1\n* SMG-37 Defender\n   * Decreased sway modifier from 1.2 to 1\n* SMG-72 Pummeler\n   * Decreased sway modifier from 1.2 to 1\n* M7S SMG\n   * Decreased sway modifier from 1.2 to 1\n* SG-20 Halt\n   * Move the “ammo type” weapon function from Right to Left weapon function direction\n* DBS-2 Double Freedom\n   * Move the “Volley/Semi mode” weapon function from Right to Left weapon function direction\n\n**Sidearms weapons**\n\n* P-72 Crisper\n   * Increased magazine capacity from 30 to 50\n   * Decreased sway modifier from 1.2 to 1\n* P-2 Peacemaker\n   * Decreased sway modifier from 1.2 to 1\n* LAS-58 Talon\n   * Decreased sway modifier from 1.2 to 1\n* GP-31 Grenade Pistol\n   * Decreased sway modifier from 1.2 to 1\n* LAS-7 Dagger\n   * Decreased sway modifier from 1.2 to 1\n* P-113 Verdict\n   * Decreased sway modifier from 1.2 to 1\n* M6C/SOCOM Pistol\n   * Decreased sway modifier from 1.2 to 1\n* PLAS-15 Loyalist\n   * Decreased sway modifier from 1.2 to 1\n* P-11 Stim Pistol\n   * Decreased sway modifier from 1.2 to 1\n* SG-22 Bushwhacker\n   * Decreased sway modifier from 1.3 to 1\n   * Move the “Volley/Semi mode” weapon function from Right to Left weapon function direction\n* P-4 Senator\n   * Decreased sway modifier from 1.3 to 1\n* GP-20 Ultimatum\n   * Decreased sway modifier from 1.3 to 1\n* CQC-30 Stun Baton\n   * Increased damage from 50 to 75\n   * Increased durable damage from 25 to 38\n* CQC-19 Stun Lance\n   * Increased damage from 110 to 165\n   * Increased durable damage from 55 to 83\n* CQC-2 Saber\n   * Increased damage from 125 to 188\n   * Increased durable damage from 65 to 98\n* CQC-5 Combat Hatchet\n   * Increased damage from 160 to 240\n   * Increased durable damage from 80 to 120\n* CQC-42 Machete\n   * Increased damage from 200 to 300\n   * Increased durable damage from 100 to 150\n\n# Throwables\n\n* G-7 Pineapple\n   * Increased max amount uses 3 to 4\n   * Increased start amount uses 2 to 3\n* G-31 Arc\n   * Increased max amount uses 4 to 5\n   * Increased start amount uses 3 to 4\n\n# Stratagems\n\n* SH-20 Ballistic Shield Backpack\n   * Shorter cooldown from 300 to 240 sec\n* Orbital Smoke Strike\n   * Shorter cooldown from 100 to 75 sec\n* CQC-9 Defoliation Tool\n   * Increased damage from 300 to 450\n   * Increased durable damage from 150 to 225\n* CQC-1 One True Flag\n   * Increased damage from 110 to 200\n   * Increased durable damage from 55 to 100\n* RS-422 Railgun\n   * Move the “Safe/Unsafe mode” weapon function from Right to Left weapon function direction\n* StA-X3 W.A.S.P. Launcher\n   * Move the “Programmable ammo mode” weapon function from Right to - Left weapon function direction\n* GL-21 Grenade Launcher\n   * Increased armor penetration level from Medium to Heavy\n\n# Armor passives\n\n* Peak Physique\n   * Decreased melee damage bonus from 100% to 40%\n* Rock Solid\n   * Decreased melee damage bonus from 100% to 40%\n* Reinforced Epaulettes\n   * Decreased melee damage bonus from 50% to 20%\n\n# Enemies\n\n**General**\n\nSome enemies have had their damage vs durable rebalanced to adjust for Helldiver vehicles with large health pools. It will not change their effectiveness against normal Helldivers, only their vehicles.\n\nThings like attacks from Bile Titans, Chargers, Crescent Overseers, Overseers, Rocket firing Automatons, Hulk melee attacks, mortars, acid etc have gotten values adjusted. Some of the adjustments only affect certain targets (ie the Bastion). Other adjustments also affect the FRV and Exosuits.\n\nEnemies Aim calculations were not always updated when there were many enemies trying to aim, making Automatons on higher difficulties a bit bad at aiming. They should now attempt to update the aim better considering the data they have before they get another proper aim update. This means that Automatons will aim better even when there are a lot of them without any further cost to performance.\n\n**Terminids**\n\n* Dragonroach\n   * Lowered the direct damage from the flame attack by 25%\n\n**Automatons**\n\n* Rocket Raider\n   * Rockets now deals increased damage vs Durable targets\n* Devastator\n   * Removed durable on arms\n* Rocket Devastator\n   * Rockets now deals increased damage vs Durable targets\n* Hulk Bruiser\n   * Rockets now deals increased damage vs Durable targets\n* Gunship\n   * Updated its targeting software and should now be better at hitting their targets\n   * Rockets now deals increased damage vs Durable targets\n\n**Illuminate**\n\n* Overseer\n   * Overseer's weapon now deals increased damage vs Durable targets\n* Crescent Overseer\n   * Increased force on artillery attack to stagger the Helldiver\n   * Increased the damage of its direct shot attack\n   * Crescent Overseer\\`s weapon now deals increased damage vs Durable targets\n\n# 🎮 Gameplay\n\n**Emotes and Victory poses**\n\nEmotes and victory poses are now interchangeable. Except for a few exceptions like emotes that require 2 people, the kick and a few others, all the victory poses can now be used as emotes and all emotes can now be used as victory poses\n\n# 🔧 Fixes\n\n**Hang Detection**\n\nAs part of our ongoing war against bugs and instability we have introduced a “hang detection” feature in the PC version. If the game hangs (freezes) for more than 20 seconds then this new feature will crash the game instead of letting it stay hung. This generates a file called a “crash dump” which contains important debugging information for our programmers to diagnose and fix the root cause of the hang.\n\nIf you experience a hang, please wait at least 40 seconds before restarting your PC to allow the hang detector to do its job.\n\nIf you experience a 20+ second hang followed by a crash:\n\nIf the crash reporting window shows up then please submit the report as usual. If the crash reporting window doesn’t show up (it can fail), we humbly request that you share the crash dump file with our player support team ([https://arrowhead.zendesk.com/](https://arrowhead.zendesk.com/)). They will be able to assist you in locating and sharing the crash dump file.\n\nWith your help, we can eliminate these issues once and for all!\n\n# Crash Fixes\n\n* Fixed a rare crash caused by weapon customization desynchronization\n* Fixed a rare crash that would occur when players would access the Galactic Map\n* Fixed a crash caused by Automatons in Lava Missions\n\n# Weapons & Stratagem Fixes\n\n* The RS-422 Railgun magazine during reload animation is now visible\n* When finishing an Eradication mission after the mission time has run out, an over-zealous second Pelican pilot will no longer heroically try to extract our noble Helldivers if another is already en route\n* AX/FLAM-75 \"Guard Dog\" Hot Dog has its sound effects fixed\n* AR/GL-21 One-Two underbarrel explosions sound effects are now fixed\n* MLS-4X Commando rockets will now target properly, rather than targeting the last place the Helldiver aims at\n* Fixed an issue where the R-36 Eruptor displayed incorrect zoom levels options when using non-zoomed scope attachments\n* Fixed a bug where the B-1 Supply Pack would give infinite supplies when dropped\n* Fixed the visual glitches that appear in the preview section of the Weapon Customization Menu\n* Helldivers can now reload whilst inside an M-102 Fast Reconnaissance Vehicle\n* B-1 Supply Pack can no longer be used on Helldivers when their ammo, grenades and stims are full\n* Fixed bug where story campaign operations would not persist between game sessions\n* Projectiles from turret stratagems will now also hit their owners\n* The Ministry of Defense has installed scrubbing chips on the Ground All-Terrain Extraction Rig, preventing accidental lock-on by smart weaponry\n* RS-422 Railgun now properly displays the clip during the Reload animation if the player reloads the weapon immediately after firing\n* When cancelling a reload after a new projectile was made visible, but before it was put into the weapon; the weapon would display the new shell in the weapon, even with the weapon empty. The weapons will now correctly display if it is ready to fire or not\n* Heat based weapons are now displaying overheating properly, in the Weapon Function Menu\n* Kills with \"One True Flag\" will now count towards Major Order kills\n* Fixed the M-1000 Maxigun wind-up sounds which would sometimes not play properly\n* Player can no longer throw multiple stratagems after entering and exiting emplacem","offTopic":true},{"id":"cacf0077-8312-431b-84a6-58c929c916e5","excerpt":"Update 11.6.0 patch notes — UPDATE 11.6.0\n\n2026.08.20  \n**SPACE MAYHEM**\n\n**ENGIMO is proud to present this week’s Update!**\n\nWith the return of a beloved LTM, a new wheel packed with rewards, fresh new Twitch drops, and a long list of balance and bug fixes, there’s plenty to see and do in space. Let’s dig into the det","url":"https://www.reddit.com/r/thefinals/comments/1vtfjp8/update_1160_patch_notes/","role":"pain","weight":1.107007,"occurredAt":"2026-08-20T10:22:27.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"thefinals","intent":"problem_report","painScore":0.54727274,"sentiment":-0.3181818,"confidence":0.71545696,"matchedPatterns":["frustrating","manual_process"],"statement":"These changes should make it feel more responsive and nudge it back to being a viable playstyle for Medium players.* **Evasive Dash** Decreased cooldown from 6.5s to 6s per charge ***Dev Note:*** *We’ve felt that our previous changes to Ev…","title":"Update 11.6.0 patch notes","body":"UPDATE 11.6.0\n\n2026.08.20  \n**SPACE MAYHEM**\n\n**ENGIMO is proud to present this week’s Update!**\n\nWith the return of a beloved LTM, a new wheel packed with rewards, fresh new Twitch drops, and a long list of balance and bug fixes, there’s plenty to see and do in space. Let’s dig into the details.\n\n**LTM** | ORBITAL HITTERS\n\n**Take the brawl to outer space with Orbital Hitters!**\n\nBased on the classic Heavy Hitters formula, re-engineered with the help of ENGIMO, **Orbital Hitters brings Sledgehammers back into the Arena!** Use all the tools available to you to send your opponents flying off into space, but watch your step, you could be the one slipping off the Arena if you’re not careful.   \nSwing, slam and may the best team win.\n\n**EVENT** | DEEP SIGNAL\n\nRewards are flooding in the Arena thanks to ENGIMO sponsoring a brand new Wheel!\n\n**Earn up to three tickets a day** by completing contracts for the next two weeks, spin the Wheel and see what you’re bringing home among over 20 rewards. Landed on a duplicate? No worries, this spot will now turn into a **Golden Ticket**, ready for you to grab the next time you land on it.   \n**Golden Tickets guarantees that your next spin will get you a new item!**\n\n**DLC** | SUGAR SHOCKER/CRASHER SETS\n\nAre you here to **sweeten some hearts or crush them in your hands?** It’s all up to you with the Sugar Shocker and Sugar Crasher Sets. **Robotic felines are taking over the Arena** making the next Cashout Station their scratching post. Both sets come with an outfit, a Legendary BFR Titan skin with its charm, a Legendary emote and 2,400 Multibucks! So.. miau?\n\n**STORE** | HULLWALKER SET\n\nSome prefer the safety of an artificially pressurized atmosphere but you, you’re not bound by security protocols. Grab your vacuum-sealed helmet, step beyond the airlocks, and get the job done with the **Hullwalker Set.**   \nIt’s going to be a long shift..\n\n**TWITCH** | BEYOND BOUNDARIES\n\nENGIMO is once again expanding the boundaries of what’s possible.  \nWatch anyone playing THE FINALS with Drops Enabled on Twitch and earn some sweet cosmetics to show that you too can reach the stars.\n\nWatch **1 hour** to get the **Connection Complete Sticker**\n\nWatch **2 hours** to get the **Link Established Charm**\n\nWatch **4 hours** to get **Meteor Tips Earrings**\n\n*Available now until September 3rd, 2026. Terms and conditions on* [*twitch.tv*](http://twitch.tv/)\n\n**GAME UPDATE** | BALANCE CHANGES  \n***GADGETS***  \n**Lockbolt**   \nDecreased duration of the reload animation from 2.2s to 1.75s\n\nMoved the point at which ammo restocks during the reload animation from 1.3s to 1.1s, to align with the new reload animation duration\n\n***Dev Note:*** *This is a small quality of life change for the Lockbolt to make it smoother to use.*  \n***SPECIALIZATIONS***  \n**Dematerializer**  \nDecreased cooldown from 20s to 15s per charge\n\nDecreased item raise time from 0.1s to 0s\n\n***Dev Note:*** *The Dematerializer has drifted out of the meta to a larger extent than we wanted. These changes should make it feel more responsive and nudge it back to being a viable playstyle for Medium players.*\n\n**Evasive Dash**  \nDecreased cooldown from 6.5s to 6s per charge\n\n***Dev Note:*** *We’ve felt that our previous changes to Evasive Dash restricted it too much, this is a nudge back towards the previous balance.*\n\n**Guardian Turret**  \nDecreased activation time from 3.5s to 3s\n\nIncreased health from 280 to 300\n\nDecreased cooldown when retrieving the turret remotely from 17.5s to 10s  \nCooldown when picking up the turret by hand remains 3s\n\nCooldown when the turret is destroyed remains 35s\n\n***Dev Note:*** *The Turret is always a difficult Specialization to balance, as it’s very easy to deal with for experienced players while it can be quite frustrating to face for newer players. We’ve had to tread carefully when trying to balance it. However, we feel at present it is slightly too weak and we’d like it to find more viability at higher skill tiers so that it would demand more use of direct counters to contest it. These changes represent a nudge in that direction.*  \n***WEAPONS***  \n**AKM**  \nIncreased damage from 20 to 21\n\n***Dev Note:*** *While the AKM remains ever popular, it performs slightly worse than weapons like the FAMAS and FCAR, which it should perform more similarly to. This nudge to damage should bring it more in line with those weapons.*\n\n**ARN-220**  \nIncreased fire rate from 725 RPM to 750 RPM\n\nDecreased the length of the quick reload animation from 0.75s to 0.66s\n\nDecreased the length of the empty reload from 2.73s to 2.7s\n\n***Dev Note:*** *The ARN has lagged behind the XP-54 and M11 for quite some time and we’d like to see it on a more equal footing with those weapons. These changes aim to get it to that place.*\n\n**BFR Titan**  \nIncreased damage falloff multiplier from 0.65 to 0.7, increasing the weapon's damage at range\n\n***Dev Note:*** *The BFR has been outperformed by some other Heavy weapons at distances in which it should really dominate. Alongside other changes, this change is aimed at making sure the BFR can have its own niche.*\n\n**Cerberus 12GA**  \nIncreased damage per pellet from 8 to 9, increasing a full shot’s damage from 104 to 117\n\n***Dev Note:*** *The Cerberus was more negatively impacted by the reduction in damage to Quick Melee than some other weapons. This change to damage aims to offset that.* \n\n**Dagger**  \nPrimary Attack  \nIncreased base damage from 42 to 49\n\nIncreased damage for precise hits from 60 to 70\n\nLunge duration increased from 0.15s to 0.22s to help the lunge reach its intended range\n\nSecondary Attack - Backstab  \nIncreased base damage from 75 to 85\n\nIncreased backstab damage from 337 to 340\n\nLunge duration increased from 0.22s to 0.32s to help the lunge reach its intended range\n\n***Dev Note:*** *We’re continuing to further dial in our melee weapons during Season 11, as we get data back and better learn how the new melee system performs in the wild. These new damage values and lunge distance changes should help the Dagger to get onto targets more reliably, but we know there’s still more to be done. We’re working towards some networking improvements for lunge attacks that should really help, but they’re a little while away yet. In the meantime, we think these balance changes will improve the overall experience.* \n\n**Dual Blades**  \nPrimary Attack  \nIncreased precision zone angle from 9 to 12 degrees, making it easier to land precise strikes \n\n***Dev Note:*** *We feel the two strike animation on the Dual Blades frequently causes the second strike to miss precise hits and only land normal ones. To address this, we’re broadening the precision zone angle for the Dual Blades, making precise hits easier to land, especially for that second strike animation.*\n\n**KS-23**  \nDecreased damage falloff multiplier from 0.675 to 0.58, meaning the weapon does less damage at range\n\nDecreased damage fall-off start range from 18m to 12m, reducing its effective range\n\nDecreased damage fall-off end range from 23m to 22m, reducing its effective range\n\n***Dev Note:*** *As mentioned under the BFR change, the KS-23 is one weapon that performs well at ranges where the BFR should really dominate. These changes bring in the KS-23’s effective range a bit, making it less effective at medium to long range.*\n\n**M11**  \nIncreased recoil when firing from the hip by approximately 75%\n\nIncreased recoil when aiming down sights (ADS) by approximately 25%\n\nIncreased bullet dispersion in ADS, in most movement stances by 25%\n\nIncreased bullet dispersion in ADS when airborne by 120%\n\n***Dev Note:*** *The M11 outperforms its intended range by quite a bit, cannibalizing combat distances that the ARN and XP-54 should really be a best fit for. These changes bring in that effective range for the M11 by making it less precise. It should be noted, while some of the numbers look very large, because they are percentage changes on the current very low levels of M11 recoil and dispersion they won’t actually feel quite as crazy as they look. :)* \n\n**Recurve Bow**  \nIncreased damage per shot, when the bow is at max draw, from 124 to 126. The base damage per shot remains at 60 damage\n\n***Dev Note:*** *Similar to the Cerberus, the Quick Melee damage change from 40 to 25 negatively impacted the Bow more than most. This damage change offsets that lost power and opens up Quick Melee combos versus Lights for Bow users again.*\n\n**Riot Shield**  \nPrimary Attack  \nIncreased base damage from 58 to 60\n\nIncreased damage for precise hits from 83 to 86\n\nIncreased lunge distance from 4.25m to 5m (this change was originally listed in 11.3 but didn’t work correctly. This has now been fixed.)\n\nSecondary Attack - Shield Bash  \nIncreased damage from 40 to 50\n\nIncreased environmental damage from 50 to 100\n\nLunge duration increased from 0.5s to 0.6s to extend the lunge’s max distance slightly\n\n***Dev Note:*** *As part of the changes to the Riot Shield in 11.0, we very deliberately moved the weapon towards the style of play we originally planned for it, that is a role as a hyper defensive weapon capable of controlling interior spaces, anchoring for their team and playing around deployables such as Turrets and Mines. The way the Riot Shield was sometimes used in the past, to charge enemies while blocking bullets from one side then flailing in with a flurry of hits, was never an intended role for the weapon and felt too similar to the Dual Blades and the Light’s Sword. The Riot Shield was not supposed to be about running up a high kill count, so much as being a powerful defender of objectives and we moved to reinforce that style with 11.0. That said, we feel the changes in 11.0 did reduce the Riot Shield’s ability to get eliminations a little too much and since then, while its win rate has looked very healthy, its elimination rate has been slightly too low. These changes nudge its combat potential back up slightly, while hopefully still making the weapon a ‘stall first’ tool more than anything else.*\n\n**Spear**  \nPrimary Attacks  \nIncreased the size of the weapon’s damage sweep box by 60%, making it slightly easier to land hits\n\nIncreased lunge distance from 5m to 6.5m\n\nIncreased lunge duration from 0.3s to 0.45s to help the lunge reach its intended range\n\nIncreased lunge speed by 50% to improve the chances of the lunge catching up to fast-moving targets\n\nSecondary Attack - Spin Attack  \nIncreased the delay before the secondary attack resets back to the first attack in the sequence from 0.2s to 0.35s. This is a small quality of life change to make it easier to keep the sequence going if the player hit a target \n\n***Dev Note:*** *Similar to the Dagger, we’re still trying to get the Spear to a place where it feels reliable to close in on targets. Like the Dagger, the Spear will also benefit greatly from the networking changes we’re currently investigating for melee combat, but in the short term these buffs to lunges should help it perform more reliably.*\n\n**XP-54**  \nUpdate the recoil curve to prevent an issue where the recoil pattern would jump down if the player emptied the whole magazine in a single burst\n\nDecrease bullet dispersion in ADS when airborne by 8%\n\n***Dev Note:*** *These are a couple of small quality of life changes for the XP-54, dealing with a couple of edge cases that didn’t feel very consistent but should feel much better now.*\n\n**NOTICE** | ANTI-CHEAT  \nA recent anti-cheat rule we deployed in THE FINALS incorrectly flagged players using gyro controllers as cheaters. We've updated the rule, and affected bans are being reversed automatically. If you were banned as a result of this, you don't need to submit an appeal or take any action. Your account will be restored.\n\nWe're sorry. Gyro is a legitimate and supported input method, and players who use it should never have been swept up in enforcement meant for cheaters or made to wait so long for a reversal. We've adjusted our testing process so this class of false positive ge","offTopic":false},{"id":"fe4ac16e-0b9a-4f63-b27e-1e611d775373","excerpt":"Dev Insights - Renegades Abilities Tuning Preview — Source: https://www.bungie.net/7/en/News/Article/abilities_tuning_renegades\n\n---\n\nDear Guardians, \n\n\n\nCombat Team here with the final sandbox tuning preview article for Renegades. This one is focused on player abilities; specifically *buffing* player abilities. Below ","url":"https://www.reddit.com/r/DestinyTheGame/comments/1p5ptpu/dev_insights_renegades_abilities_tuning_preview/","role":"pain","weight":1.0963236,"occurredAt":"2025-11-24T19:01:11.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"DestinyTheGame","intent":"problem_report","painScore":0.5035294,"sentiment":-0.05882353,"confidence":0.7291667,"matchedPatterns":["frustrating"],"statement":"Being hit directly with enemy smoke will be less frustrating as a victim, while allowing it to be a more effective trap/decoy as the user.","title":"Dev Insights - Renegades Abilities Tuning Preview","body":"Source: https://www.bungie.net/7/en/News/Article/abilities_tuning_renegades\n\n---\n\nDear Guardians, \n\n\n\nCombat Team here with the final sandbox tuning preview article for Renegades. This one is focused on player abilities; specifically *buffing* player abilities. Below you’ll find dozens of juicy ability buffs, a handful of PvP-only nerfs, and one solitary PvE nerf. There are a lot of changes here, so to avoid this turning into a novel, we’re going to keep the commentary light and let the changes speak for themselves. In addition to these changes, we have more exciting ability changes planned for the Shadow & Order release. OK, enough preamble. Let’s start with the Hunter changes.\n\n\n##Hunter\n\n\nOur friend Crow asked us to say “thank you” to all the Hunters out there providing feedback about Hunter endgame viability. We hear you loud and clear. Of the three Guardian classes, Hunters have the most ability changes coming in Renegades, with more on the way in future releases.\n\n\n\n[Image Link](https://images.contentstack.io/v3/assets/blte410e3b15535c144/blt6478b75ebb993fda/69248bab2b2837eabcb49b81/destiny-2-solar-3-0-hunter.jpg)^^^[imgur](https://i.imgur.com/59P59XG.jpeg)\n###Solar - Gunslinger\n\n\nOur Gunslinger changes are primarily focused on making Gunslinger damage more impressive. Gunslingers typically need to be precise with their abilities, so they deserve a devastating payoff when they hit their mark.\n\n\n\n* **Golden Gun: Deadshot and Six Shooter (Super)**\n\n   * Increased damage against non‑boss combatants by 15%.\n   * Increased damage against boss combatants by 26%.\n\n      * Note: This change removes the disparity between boss damage and non-boss damage.\n   * Golden Gun projectiles now *scorch* targets (40 stacks base, +10 with increased-stacks fragment).\n   * When fired inside a Well of Radiance, Golden Gun now counts as *Radiant* for increased damage.\n* **Blade Barrage (Super)**\n\n   * Increased damage against combatants by 39%.\n* **Proximity Explosive Knife / Weighted Knife / Lightweight Knife / Knife Trick (Melee)**\n\n   * Increased damage against red-bar enemies by 50%. \n   * Increased damage against other enemies by 36%.\n   * **Lightweight Knife:** Increased crit multiplier from 1.3 to 1.5.\n* **Acrobat’s Dodge (Class Ability)**\n\n   * Increased passive energy-regen rate in PvE by 112%.\n\n      * Note: Cooldown now matches Gambler’s Dodge. This change allows you to buff your fireteam more often.\n* **Gunpowder Gamble (Aspect)**\n\n   * Shooting the dynamite in midair now increases damage by 50% (5% in PvP), expands the radius, and creates submunitions.\n###Void - Nightstalker\n\n\nThe changes to Nightstalker in this release are mostly centered on the Shadowshot Supers. We want Deadfall to be the best choice for weakening beefy targets, while making Moebius Quiver a top-tier damage choice. We are actively working on additional neutral-game Nightstalker changes that we intend to release in Shadow & Order. In the General Abilities section below, you’ll also find some changes to Void Fragments that will benefit Nightstalker in the meantime.\n\n\n\n* **Shadowshot: Deadfall (Super)**\n\n   * Tether source now attaches to combatants on direct impact.\n   * Increased *Weaken* effect from 30% to 35%.\n\n      * Note: Deadfall tether is now the strongest Weaken in the game.\n   * Now immediately weakens and suppresses enemies in an area-of-effect on impact.\n* **Shadowshot: Moebius Quiver (Super)**\n\n   * While the Super is active, dealing damage now increases the power of subsequent Shadowshot attacks and Bow weapons.\n\n      * Note: This puts a bar on your screen that charges as you deal damage. When charged, your final shot (or final two shots with Orpheus Rig) deals significantly increased damage, turning it into one of the highest-damage Supers in the game (227% max).\n   * Increased base Super duration from 10 seconds to 16 seconds.\n\n      * Increased Orpheus Rig duration from 16 seconds to 20 seconds.\n* **Smoke Bomb (Melee)**\n\n   * Increased projectile lifetime after sticking to a surface from three seconds to nine seconds.\n   * Reduced lingering smoke time in PvP from five seconds to two seconds.\n   * Reduced screen-effect intensity and duration while in enemy smoke.\n   * Reduced damage against players by 16%.\n\n      * Note: After seeing how the previous Smoke Bomb changes landed in PvP, we’re shifting smoke bomb back to being more of a misdirection tool than a damage tool. Being hit directly with enemy smoke will be less frustrating as a victim, while allowing it to be a more effective trap/decoy as the user.\n###Arc - Arcstrider\n\n\nThe Arcstrider changes are light this time around. Moving forward, we’ll be looking for opportunities to diversify the number of Arcstrider builds that feel powerful in endgame content.\n\n\n\n* **Storm’s Edge (Super)**\n\n   * Passive energy regeneration increased by 25%.\n* **Tempest Strike (Aspect)**\n\n   * Reduced damage against players by 16%.\n###Stasis - Revenant\n\n\nWe have two Revenant changes for you this time around, but they’re impactful ones.\n\n\n\n* **Shatterdive (Aspect)**\n\n   * Shattering Stasis crystals or enemies now grants *Frost Armor*.\n\n      * Note: Any shatter grants full stacks in PvE and two stacks in PvP.\n* **Silence and Squall (Super)**\n\n   * Increased damage against combatants by 63%.\n###Strand - Threadrunner\n\n\nOur Threadrunner changes are focused on increasing teamplay potential with Widow’s Silk and making Silkstrike more durable.\n\n\n\n* **Widow’s Silk (Aspect)**\n\n   * Looking at a Grapple Tangle for a short time now overrides your grenade ability with a free non-offensive grapple.\n\n      * Note: This allows you to give Grapple capabilities to fellow Guardians who don’t have Strand or Grapple equipped. Also works for The Navigator Exotic Trace Rifle.\n   * Grapple Tangles created near the ground now rise into the air shortly after creation.\n   * Grapple Tangle base lifetime increased from 15 seconds to 20 seconds.\n   * Hitting an enemy with a grapple melee that wasn't free now creates a Grapple Tangle. \n\n* **Silkstrike (Super)**\n\n   * Increased passive energy regeneration by 11%.\n   * Increased damage resistance during Super by 13%.\n###All Hunter Subclasses\n\n\nHere we have a Marksman’s Dodge ammo pickup buff to make it more consistent and a PvP-only Gambler’s Dodge nerf aimed at lowering ability spam and Hunter dominance in the Crucible. Looking at the data, Gambler’s Dodge has double the usage of Marksman’s Dodge and has an outsized impact on Crucible kills-per-minute and win rate.\n\n\n\n* **Marksman’s Dodge (Class Ability)**\n\n   * Increased ammo pickup radius from 10 meters to 15 meters.\n* **Gambler’s Dodge (Class Ability)**\n\n   * In PvP only, reduced melee energy gain from 50% to 35%.\n##Warlock\n\n\n[Image Link](https://images.contentstack.io/v3/assets/blte410e3b15535c144/blt08578065aa7ac9fa/69248bbb03d66b0cb34f3a4b/Destiny-Arc-Warlock.jpg)^^^[imgur](https://i.imgur.com/ZBKRV4P.jpeg)\n###Solar - Dawnblade \n\n\nThe Warlock’s Dawnblade changes are focused on Daybreak. For more info about how these interact with the Dawn Chorus Exotic helm, see last week’s [armor tuning preview](https://www.bungie.net/7/en/News/Article/dev_insight_renegades_armor).\n\n\n\n* **Daybreak (Super)**\n\n* Increased damage against combatants by 20%.\n* Projectiles now *Scorch* enemies by default.\n###Void - Voidwalker\n\n\nThese changes are focused on updating some of the Voidwalker’s Supers to be more effective and enhance the gravity-manipulation fantasy.\n\n\n\n* **Nova Warp (Super)**\n\n   * Charging the primary attack now pulls enemies toward the Warlock.\n   * Increased primary attack damage against combatants by 15%.\n   * Dark Blink now releases *Weakening* seekers.\n* **Nova Bomb: Vortex (Super)**\n\n   * Now repeatedly pulls enemies toward it during its lifetime.\n###Arc - Stormcaller\n\n\nOur Stormcaller changes are focused on making Stormcaller Super damage more competitive.\n\n\n\n* **Stormtrance (Super)**\n\n   * Increased maximum sustained damage bonus from 50% to 65%.\n   * Increased landfall *Jolt* duration from 10 seconds to 16 seconds. \n* **Chaos Reach (Super)**\n\n   * Increased damage against combatants by 20%.\n* **Ionic Sentry (Aspect)**\n\n   * No longer blinds the user on creation.\n* **Lightning Surge (Prismatic Aspect Only)**\n\n   * Reduced damage against players by 16%.\n###Stasis - Shadebinder\n\n\nWinter’s Wrath has never been about the damage… until now. We’ve brought up the DPS to make this competitive with other roaming Supers. The Frostpulse adjustment here is a PvP-only change to compensate for the fact that the Warlock can now move while casting it (more on that below).\n\n\n\n* **Winter’s Wrath (Super)**\n\n   * Increased shatterwave damage against frozen targets by 210%.\n* **Frostpulse (Class Ability)**\n\n   * Reduced player freeze radius from 7.5 meters to five meters.\n   * Now slows players between five meters and eight meters.\n###Strand - Broodweaver\n\n\nThis change to Needlestorm is a response to player feedback that it's difficult to use against bosses because the needles are often wasted on non-boss targets in the vicinity of the boss. We’ve updated the Needle tracking priority to improve this behavior.\n\n\n\n* **Needlestorm (Super)**\n\n   * Needles now prioritize bosses, minibosses, and Champions over other enemies.\n###All Warlock Subclasses\n\n\nThese Warlock rift changes are aimed at making the Warlock less of a sitting duck when they need healing. We’re also giving Empowering Rift more love.\n\n\n\n* **Healing Rift and Empowering Rift (Class Ability)**\n\n   * Rifts can now be cast while moving (at roughly half-speed).\n   * Increased Rift radius from 3.75 meters to five meters.\n\n* **Empowering Rift**\n\n   * Increased melee and grenade recharge rate while standing in Empowering Rift by 20%.\n* **Healing Rift**\n\n   * In PvP only, reduced healing rate by 10%.\n\n      * Note: Our playtests indicated that allowing the Warlock to move during cast and increasing the Rift size made them difficult to deal with. We’ve taken a light touch with reducing the PvP healing rate, and we’ll be monitoring Crucible feedback and data.\n##Titan\n\n\n[Image Link](https://images.contentstack.io/v3/assets/blte410e3b15535c144/blt2e57af1848493fca/69248bcc36d1941cf97fd75f/2022_TWQ_Void_Subclass_Compressed09.jpg)^^^[imgur](https://i.imgur.com/FszMJl7.jpeg)\n###Solar - Sunbreaker\n\n\nWhile we’re happy to see that Titans are enjoying the return of bonk-hammer builds, we also want to incentivize Hammer Throw skillshots so the ability now does bonus damage at range.\n\n\n\n* **Hammer Throw (Melee)**\n\n   * Impact damage now increases with range.\n\n      * Note: This damage increase is purely additive. The base damage is unchanged.\n###Void - Sentinel\n\n\nFor the Titans out there who enjoy protecting your allies, this one’s for you. Your shield will now auto-reload your allies’ weapons and grant them Overshield. This isn’t a full return to the free-reload days of old Lunafaction boots – instead, it will reload all your allies’ weapons every 2.5 seconds. When using low-mag-size weapons like Rocket Launchers, this will require some weapon switching to take full advantage of. Additionally, using this Super defensively will now supercharge your shield throw, giving you a big damage payoff for protecting your team.\n\n\n\n* **Sentinel Shield (Super)**\n\n   * Standing behind the shield now periodically reloads all weapons every 2.5 seconds.\n   * Now grants Void Overshield to allies behind the shield.\n   * Damage bonus while behind shield reduced from 40% to 25%.\n   * Blocking attacks now extends Super lifetime.\n   * Blocking attacks and protecting allies now charges Shield Throw damage.\n\n      * Note: This puts a bar on your screen that charges as you block attacks and when allies are behind your shield. When charged, your shield throw deals more damage and resets the bar.\n###Arc - Striker\n\n\nLooking at Fists of Havoc DPS, it could use a damage boost. We’ve added a simple minigame to the attacks to show it some love.\n\n\n\n* **Fists of Havoc (Super)**\n\n   * Light attacks n","offTopic":true},{"id":"f47fcdc5-fb8a-45b8-ba3c-d84b35d9245e","excerpt":"Season 2 Combat Tuning Preview — Source: https://www.bungie.net/7/en/News/Article/season_2_combat_tuning_preview\n\n---\n\nToday, we wanted to give you a clearer look at the kind of work taking shape for Season 2’s combat sandbox. Learn more about Season 2, including Night Marsh, the new Runner shell Sentinel, and the Crad","url":"https://www.reddit.com/r/Marathon/comments/1tr4kgo/season_2_combat_tuning_preview/","role":"pain","weight":1.0899167,"occurredAt":"2026-05-29T15:01:35.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"Marathon","intent":"problem_report","painScore":0.45,"sentiment":0.5609756,"confidence":0.75166667,"matchedPatterns":["waste_of_time"],"statement":"It is an excellent companion when used with other hard-hitting archetypes—don't waste time reloading your sniper or shotgun, swap to the D54 Battle Pistol and you're good to go.","title":"Season 2 Combat Tuning Preview","body":"Source: https://www.bungie.net/7/en/News/Article/season_2_combat_tuning_preview\n\n---\n\nToday, we wanted to give you a clearer look at the kind of work taking shape for Season 2’s combat sandbox. Learn more about Season 2, including Night Marsh, the new Runner shell Sentinel, and the Cradle [here](https://www.bungie.net/7/en/News/Article/welcome_season_2).\n\nSeason 2 gives us a chance to keep building on the parts of Marathon that players are already connecting with, while also making the overall combat experience clearer, more expressive, and more rewarding to learn over time.\n\n[2026_Marathon_Launch_Press_Kit_Compressed_018.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/bltee32943432eed0b5/6a176a83d5c75f32cfde086f/2026_Marathon_Launch_Press_Kit_Compressed_018.jpg)\n\nThe new season gives us a chance to take a holistic look at everything in the game beyond isolated changes It’s about how fights come together as a whole. How your weapons feel in their intended role. How your build changes the decisions you make. How new tools can help you survive when things get hectic. And how your Runner shell's kit can embody more identity from one encounter to the next.\n\nWe’re focusing on weapons, mods, buildcrafting, equipment, survival, Runner shells, implants, and the sandbox as a whole in Season 2. Across all of these areas, the goal is the same: We want your choices to feel more intentional, we want to make engaging with our deep systems easier, and we want more parts of your loadout to feel like they truly matter once you're Tau Ceti-side.\n\nLet’s get into it.\n\n## **Weapons and Sandbox**\n\nLet’s start with the loud part.\n\nFor the launch of Season 2, we are focusing on making weapons easier to use and reinforcing their intended roles. We want weapons to be clearer in their purpose and more distinct from one another when you're both using them and fighting against them.\n\nThat work includes broader updates to ammo economy, time to kill, and range identities so that close-range tools stay dangerous up close, mid-range options better hold their ground, and weapon roles are easier to understand from one fight to the next.\n\n[2026_UESC_Press_Kit_Tick_Cordon_Area_V1_1920x1080.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/bltb7f7bb42eb75b35d/6a176a99c9b2345f52dc6cb1/2026_UESC_Press_Kit_Tick_Cordon_Area_V1_1920x1080.jpg)\n\nSeason 2 also brings a couple of new weapons into that conversation:\n\nSome longtime, keen-eyed Marathon fans may have noticed one of our new weapons might be a little familiar. Coming in Season 2, the KKV-9SD is pistol frame SMG with an integrated suppressor and is a perfect companion for fighting the terrors on Night Marsh. This means it takes pistol optic and pistol magazine mods, as well as chips. It is the fastest fire rate we've ever shipped on a weapon and excels at close range combat, specifically mowing down eager shotgun rushers. Its Prestige mod, Flechette Drum, adds sustainability by healing you when breaking a hostile's shield.\n\n[2026_Marathon_S2_Launch_Press_Kit_COMPRESSED_012.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/blt64b268241630455a/6a176ab7bca38a43bb0fbac5/2026_Marathon_S2_Launch_Press_Kit_COMPRESSED_012.jpg)\n\nOur second weapon for Season 2 is the D54 Battle Pistol which is a fully automatic, 3-round burst handgun. The Battle Pistol is designed to flex between Pistol and Magnum archetypes and to have advantage in 1v1 duels. It is an excellent companion when used with other hard-hitting archetypes—don't waste time reloading your sniper or shotgun, swap to the D54 Battle Pistol and you're good to go. Its Prestige mod, the Daredevil Stock, takes advantage of the new folding stock mod archetype: while folded, enemy defeats builds up to 2 stacks, and when unfolded, the D54 Battle Pistol's fire is converted into a super burst of 9 rounds, which can be fired as many times as you have stacks. More on the new folding stock below.\n\n[2026_Marathon_S2_Launch_Press_Kit_COMPRESSED_011.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/blt5498682c5cc1d3a6/6a176acbbdd600040419e66d/2026_Marathon_S2_Launch_Press_Kit_COMPRESSED_011.jpg)\n\nThe broader hope here is simple. We want weapon choices to feel more deliberate, and we want you to be able to feel what makes a weapon special in a way that breaks down friction and lets you dive into the fight you most want to take.\n\nSo while we won’t go through every weapon change here (look out for the full patch notes on release), let’s start with the monster in the room: Misriah 2442. While it’s easy to say the Misriah rose up in the wake of the WSTR changes, the truth is it was always a strong and popular option, and it ended up on our radar long before its continued dominance.\n\nThe biggest change we’re making here isn’t to the Misriah itself; rather, we are removing the rate of fire bonuses from Slick Mag magazine mods altogether. While it was an interesting experiment since the Misriah is the only weapon to take those mods, it isn’t sustainable. The idea was Misriah’s main weakness was its slow rate of fire, allowing players to counter Misriah by correctly spacing and attacking in between shots. Slick Mag presented an opportunity to shore up that weakness, but it’s clear it was pushing the weapon and its Prestige mod too far out of band.\n\nSo to that end, we’ve made the following suite of changes:\n\n**Misriah 2442**\n\n* Increased pellet spread in hip fire by 10%.\n* Increased pellet spread while aiming down sights by 5%.\n* Increased base rate of fire from 58RPM to 72RPM.\n  + This is to compensate for the removal of increased fire rate stats previously granted by Slick Mag magazine mod family.\n* Rebased magazine stat so now every mag will result in at least +1 round in the magazine.\n* Base magazine size remains at 4 and max magazine size remains 10.\n* Reduced base damage falloff start from 11 meters to 10 meters.\n* Increased max damage falloff start from 15 meters to 16 meters.\n\n[2026_Marathon_Cryo_Unlock_Press_Kit_COMPRESSED_05.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/blt72e743952ab8f709/6a176ae6d5c75fcad7de0873/2026_Marathon_Cryo_Unlock_Press_Kit_COMPRESSED_05.jpg)\n\n**Full-Auto Selector Prestige Mod**\n\nThis mod had static gameplay and buildcrafting experiences, so to improve these we've made the following changes:\n\n* Rate of fire increase granted from Full-Auto Selector reduced from 150RPM to 90RPM.\n* Added +50 ADS Speed and +50 ADS Accuracy.\n* While firing from the hip, Misriah will fire full auto, have an additional 10% pellet spread increase, and massively increased Stability.\n* While aiming down sights, Misriah has massively increased range and much tighter pellet spread but does not fire full auto.\n\nWe believe these changes allow for more interesting spatial plays with the Prestige Mod, utilizing the different firing modes based on proximity to enemies while also tying in more buildcrafting potential—you can focus on increasing the potency of either the hip fire mode or the ADS mode.\n\nLet’s talk about the other end of the spectrum. While the Misriah is a popular weapon, the Overrun and the CE Tactical Sidearm were less popular options.\n\nFirst up on the Overrun, we wanted to keep it simple to start because this weapon is only a couple of value changes away from *<ahem*> running over the other rifles. But we agree it still needs a little bit of juice. So for Season 2’s launch we made the following changes:\n\n**Overrun**\n\n* Reduced horizontal and vertical recoil for base weapon, resulting in more control at lower rarity tiers:\n  + Horizontal recoil reduced by ~50%.\n  + Vertical recoil reduced by ~12%.\n\nThe high-level Superior Overrun is still performing pretty admirably against other rifles, so our focus was to make running a lower-tier Overrun in a budget build or in a Sponsored Kit less painful. Go ahead, enjoy those CyAc Sponsored Kits.\n\nFor the CE Tactical Sidearm, this weapon was always tuned in a way that if you built into it, and were hitting headshots you’d find plenty of success—but it’s clear we weren’t hitting that mark. Even at fully buildcrafted, the CE Tactical Sidearm is just not attractive enough to secure a warm seat in your Vault. In Season 2 you can expect the following changes:\n\n**CE Tactical Sidearm**\n\n* Increased the speed at which the weapon's recoil settles when firing by 15%.\n* Reduced ADS accuracy error multiplier by ~50%.\n* Rebased aim assist and magnetism min and max falloff distances:\n  + Aim Assist\n    - Minimum distance increased from 11 meters to 14 meters at base range stat and from 14 meters to 22 meters at maximum range stat.\n    - Maximum distance increased from 22 meters to 25 meters at base range stat and from 21 meters to 29 meters at maximum range stat.\n  + Magnetism\n    - Minimum distance increased from 15 meters to 18 meters at base range stat and from 18.6 meters to 29.6 meters at maximum range stat.\n    - Maximum distance increased from 25 meters to 26.2 meters at base range stat and from 24.8 meters to 39 meters at maximum range stat.\n* Rebased aim assist cone size stats:\n  + Increased aim assist cone size at base aim assist stat by 33%.\n  + Increased aim assist cone size at max aim assist stat by 16%.\n  + Rebased hip fire and ADS projectile accuracy stats to compensate.\n    - In general, this means an increase in projectile error all up to account for the increased aim assist cone size.\n* Reduced crouch accuracy bonus at max crouch accuracy stat by 117%.\n* Reduced moving accuracy bonus at minimum moving accuracy stat by 22%.\n* Increased moving accuracy bonus at maximum moving accuracy stat by 50%.\n\nThere’s a handful of more weapon-specific tunings happening at the launch of Season 2, but these are some of the big headliners. Expect more changes in the full patches on June 2!\n\n## **Mods and Buildcrafting**\n\nA lot of combat starts before the first shot. Careful preparation and buildcrafting are key to survival on Tau Ceti IV. Season 2 was a chance to reflect on a lot of the mod stories for weapons and think about how we can make choices more meaningful and how mods can do more than just push stats up or down.\n\nFor Season 2, we're investing heavily in a few key areas for mods. First, we're adding two new families of mods and eight new families of chips. We also took heavy balance passes on every magazine and every optic mod. There's a lot to dive into; far more than we could detail in this article, so look for the full scope of every change coming to mods in the full patch notes.\n\n[2026_Marathon_Launch_Press_Kit_Compressed_013.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/bltec5666d054674d3c/6a176b77bca38a769a0fbac9/2026_Marathon_Launch_Press_Kit_Compressed_013.jpg)\n\nLet's talk about the two new mod families. First up we have Folding Stocks:\n\n**Folding stocks** are a new mod family that will first be present on the new KKV and D54 Battle Pistol weapons. They are similar to Shield Mods for the LMGs in that they provide a unique gameplay altering action.\n\nWhen equipped, folding stocks are initially collapsed, and in this mode, they provide boosts to stats like hip fire accuracy and movement speed with that weapon. You can then press your alternate weapon action input to unfold the stock, trading the hip fire focused bonuses for boosts to ADS accuracy and range. We really love how these mods provide options for different playstyles on a single weapon and the ability to change strategies on the fly during combat.\n\nSecond, we're adding an entirely new archetype of optics mods, the **Darksight Scopes**. Naturally, with the debut of [Night Marsh](https://www.bungie.net/7/en/News/Article/welcome_season_2), we want to make sure you have all the tools necessary for precision execution in a dark and dangerous place.\n\nEvery archetype of weapon will receive their own Darksight Scope, and they come in two different rarities: Deluxe and Superior. All Darksight scopes will operate similarly","offTopic":false},{"id":"d09d2adc-8eaf-4da4-a0d1-df7e62d48906","excerpt":"This Week in Destiny - 09/04/2025 — Source: https://www.bungie.net/7/en/News/Article/twid_09_04_2025\n\n---\n\nThis Week in Destiny, we’re getting ready for Ash & Iron. The oven has been burning behind the scenes, and we’re excited to show you what we’ve been cooking *(you thought we’d make an iron pun, didn’t you?)*. We’r","url":"https://www.reddit.com/r/DestinyTheGame/comments/1n8kso6/this_week_in_destiny_09042025/","role":"demand","weight":1.0813286,"occurredAt":"2025-09-04T20:11:02.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"DestinyTheGame","intent":"tool_discovery","painScore":0.2784181,"sentiment":-0.096045196,"confidence":0.84583336,"matchedPatterns":["looking_for","missing_feature"],"statement":"Please note, the legacy rewards will lack Seasonal Power and Gear tiers and are purely additive.","title":"This Week in Destiny - 09/04/2025","body":"Source: https://www.bungie.net/7/en/News/Article/twid_09_04_2025\n\n---\n\nThis Week in Destiny, we’re getting ready for Ash & Iron. The oven has been burning behind the scenes, and we’re excited to show you what we’ve been cooking *(you thought we’d make an iron pun, didn’t you?)*. We’re hosting an upcoming stream to talk about the Major Update, sharing more details about next week’s Portal additions and changes, more details about the upcoming World First race, and celebrating Hispanic Heritage Month.\n\n\n\nHere’s a full rundown of what we’re discussing today:\n\n\n\n* Ash & Iron next week\n* Fresh Portal loot\n* Trials rewards\n* Portal buffs\n* Portal rewards improvements\n* Dungeon Lairs\n* Featured Gear for Renegades\n* World First updates: Release date change and streaming requirements\n* Patch notes preview\n* Voice acting update\n* Humble Choice\n* Celebrate Hispanic Heritage Month with us\n\nLet’s hit it.\n\n\n##Ash & Iron Launches Next Week!\n\n###Developer Livestream\n\n\n[Image Link](https://images.contentstack.io/v3/assets/blte410e3b15535c144/blt3bf7fa03fa895b43/68b8fa3a11efa96b585c8753/20118_S27_Ash-and-Iron_Livestream_SaveTheDate_16x9_v02.jpg)^^^[imgur](https://i.imgur.com/j6Ygxwa.jpeg)\n\nJoin us next Tuesday, September 9 at 9 AM PT, as we offer our first preview of Destiny 2: Renegades and the development team gather to deep dive on the new Ash & Iron Major Update, also launching that day.\n\n[Video Link](https://www.youtube.com/embed/lmEo0y5ZnOU)\n\nEveryone watching our stream on the Bungie Twitch channel for at least 15 minutes and with their Bungie account [linked](https://help.bungie.net/articles/8048011793812-Twitch-Drops) will earn the “Knights of Old” emblem as a Twitch Drop.\n\n\n\n[Image Link](https://images.contentstack.io/v3/assets/blte410e3b15535c144/blt27738391f00137fb/68b8fb72a726cb8633e14232/Knights_of_Old_emblem.jpg)^^^[imgur](https://i.imgur.com/PJlle9J.jpeg)\n##Upcoming Portal Updates\n\n\n[Image Link](https://images.contentstack.io/v3/assets/blte410e3b15535c144/bltc62d7044f47a5839/68a71e8992473784b11c68e8/Portal_FrontPageBanner_PC_1920x590.jpg)^^^[imgur](https://i.imgur.com/n8TAkMZ.jpeg)\n\nOur biggest set of changes to the Portal yet are just around the corner. New gear! More activities than ever before! Plus tons of upgrades to create more rewarding experiences. Here's a look.\n\n\n###Previously Announced Rewards Buffs – Coming Sept 9.\n\n\nAs a reminder from [last week](https://www.bungie.net/7/en/News/Article/twid_08_28_2025), we’re making **Portal Rewards buffs** based on your feedback – lots of buffs.\n\n\n\n* Several Fireteam Ops activities will have an increase in the number of drops.\n* Activity timers have been rebalanced across the board.\n* Players will have a chance for a Prime Engram drop per Portal Activity completion reward.\n* The Portal Timer bonus earned will grant 5% minimum score.\n* Conquests will become replayable.\n* Your account's highest Power will be used for reward score.\n\nAdditionally, The **Desert Perpetual raid** will have the following:\n\n\n\n* Weekly challenges for added Power progress\n* Improved Gear Tier drops.\n* Gear attunement added.\n\nOh, and before we move to post-launch updates, we have two more changes that will be released on September 9:\n\n\n\n* Increased chance of earning Prime engrams on activity complete in the Crucible.\n* Increased Bonus Focus drop rates from 25% to 66% in the Crucible.\n###Trials Rewards\n\n\nIf you haven’t heard yet, we’re bringing back a weekly featured weapon for Trials. This will bring PvP gear to parity with the PvE experience and provide opportunities for players to focus their efforts on acquiring specific pinnacle PvP gear.\n\n\n\nThe Trials weekly featured weapon can be acquired with each visit to the Lighthouse and will have a chance to drop in addition to all pre-existing rewards when completing a match, win or lose. The drop chance varies depending on Grade, with C+ scaling to 20% and A+ scaling to 60%.\n\n\n\nMore details will be shared in next week’s TWID.\n\n\n###9.1.0.1 Portal Buffs\n\n\nA number of the buffs we’ve been working on will be rolling out through the launch of Ash & Iron, with a handful targeting the next patch, Destiny 2 Update 9.1.0.1. Here are the changes heading towards this next patch and the work-in-progress info we can share about them:\n\n\n\n* We’re removing some mods from matchmade Portal experiences.\n\n   * Some mods could stack in ways that were unenjoyable for most players, or become overly difficult for matchmade environments.\n   * They will still be available for mod selection when customizing your own Portal activities.\n   * Those mods are: Grappler, Hypercritical, Oscillation, and Match Game.\n\n* We’re creating a more consistent Power reward experience for the upper Power climb.\n\n   * From 500 to 550 Power, earn an A or A+ grade to get +1 Power on your activity completion rewards.\n   * This change will also be in effect for A grades in the 400-450 Power range when Renegades launches.\n   * *Note that with the launch of Ash & Iron, the Power climb from 400 to 500 will be naturally accelerated by the Power cap increasing to 550.*\n   * *Also note that we expect this change to positively impact PvP rewards and we will be monitoring the PvP experience to ensure this.*\n* We’re improving Fireteam Ops rewards.\n\n   * We're identifying opportunities to improve the nature of the reward experience from many more activities within Fireteam Ops. We are rapidly aligning on the plan and will share more details with you in the future.\n* *NEW* Reduce gameplay penalties when running out of time in Grandmaster difficulty in the Portal.\n\n   * GM difficulty Portal activities will no longer zero out revives when you hit the time limit.\n   * *Note that Revives will still zero out for GM Conquests.*\n\n* *NEW* Make Tier 5 rewards easier to earn in the Portal.\n\n   * From 450 Power onwards (Platinum or Diamond reward packages), earn a score of 1,250,000 or more to guarantee T5 drops from your activity completion rewards.\n   * To confirm that you will be able to earn T5 rewards, before launching your activity, add modifiers and increase your reward score forecast until it shows a picture of a T5 engram and a score of 1,250,000+.\n   * As you go up in Power, you’ll be able to earn T5s with progressively lower grades. Ex: at 500 Power, you’ll only require a B+ for T5s.\n\nWe know our work isn’t done, and we have more changes planned in the future.\n\n\n###Rewards: New Weapons, Armor, Set Bonuses\n\n\nWith all the above changes to how you earn rewards, we thought this would be a great time to introduce new rewards coming in the upcoming Major Update. Check out next week's stream to see some in action.\n\n\n\n**Weapons**\n\n\n\nShared Pool\n\n\n\n* MIDA Mini-Tool – Revised Lightweight Submachine Gun (Solar)\n* Drang – Revised Adaptive Sidearm (Solar)\n* Haliaetus – High Impact Rocket Launcher (Strand)\n\nTrials of Osiris\n\n\n\n* Burden of Guilt – Adaptive Fusion Rifle (Stasis)\n* Everburning Glitz – Rapid Fire Auto Rifle (Kinetic)\n\nIron Banner\n\n\n\n* Finite Impactor – Adaptive Hand Cannon (Solar)\n\nPinnacle Ops\n\n\n\n* Forced Memorializer – Precision Scout Rifle (Kinetic)\n* Seraphine Haze – Aggressive Submachine Gun (Stasis)\n\nSolo Ops / Fireteam Ops\n\n\n\n* [REDACTED]\n\nCrucible Ops\n\n\n\n* [REDACTED]\n\n**Armor and Set Bonuses**\n\n\n\nSolo Ops / Fireteam Ops: Smoke Jumper Armor Suit\n\n\n\n* Set Bonuses: Despairing Souls Set\n\n   * 2 Piece | Ride Together, Die Together\n\n      * When you pick up an Orb of Power, gain a brief period of rapidly decaying damage reduction.\n   * 4 Piece | Too Old For This\n\n      * Defeating a powerful combatant with a Finisher grants you Special ammo progress and replenishes a small amount of health.\n\nOther New Armor Suits\n\n\n\n* Crucible Ops: [REDACTED] Suit\n* Iron Banner: Iron [REDACTED] Suit\n* Raid: [REDACTED] Suit\n###New Pinnacle Ops: Dungeon Lairs\n\n\nDungeon Lairs are our way of bringing dungeon encounters into the Portal through our Pinnacle Ops offering, and will be available to all players looking for a challenge. The encounters will be familiar, but have been updated to work with the Portal’s modifiers, scoring system, and Portal loot.\n\n\n\nThe three Dungeon Lairs being added to Pinnacle Ops in the Portal are:\n\n\n\n* Pit of Heresy: Beneath the Necropolis\n* Duality: Nightmare of Gahlran\n* Warlord’s Ruin: Hefnd’s Vengeance\n\n*But wait, there’s more!*\n\n\n\nFor two weeks, starting at Ash & Iron launch (9/9 - 9/23), we are making all three of their original dungeons available to all players! Once this period ends, the Dungeon Lairs for Pit of Heresy, Duality, and Warlord’s Ruin will remain freely available in the Portal.\n\n\n\nIf you’d prefer to farm dungeon-specific loot to fill out your collection in the Portal, you can customize Dungeon Lair activities and toggle the new boon modifier, Classic Collector. This modifier will ensure that legacy dungeon rewards will drop in addition to Portal rewards. These will be available to all players during the first two weeks of Ash & Iron. After which, players will be required to purchase the corresponding Dungeon Key to earn more of this loot. Please note, the legacy rewards will lack Seasonal Power and Gear tiers and are purely additive. \n\n\n###A Few More Things\n\n\n**9.1.0 - Ash & Iron Launch**\n\n\n\n* Fireteam Power will no longer adjust your score when below 300 Power. This means that playing with friends who are at lower Power than you will improve their rewards, allowing quicker access to Tier 2 gear.\n* A ‘Discard’ action has been added to Portal engrams when in the Postmaster, allowing quicker dismantles, if desired.\n\n**9.5.0 - Renegades Launch – Featured Gear**\n\n\n\n* When Renegades launches, all Legendary gear from Season: Reclamation (The Edge of Fate and Ash & Iron), will be included as part of Season: Lawless Featured Gear. In other words, Legendary gear currently with the teal Featured Gear background marker will continue to be marked as Featured Gear next Season.\n* All new Exotics from Season: Reclamation will also be included as part of Season: Lawless Featured Gear.\n* The New Gear Bonus will be changing for the Season: Lawless Artifact.\n\n   * Starting in Season: Lawless, the New Gear Bonus will be a flat bonus for all Featured Gear. It will no longer be tiered as it is currently in Season: Reclamation and will be a max 5% damage for weapons and a max 10% damage resistance for armor.\n##Epic Raid Update: Release Date and World First Streaming Requirements\n\n\n[Image Link](https://images.contentstack.io/v3/assets/blte410e3b15535c144/bltc578258b064e008a/68a71df48ecdb2eea5bed435/TDP_Epic_Hero_16x9_EN.jpg)^^^[imgur](https://i.imgur.com/TDIRQeL.jpeg)\n\nIn an effort to provide a stable and high-quality experience, we have made the decision to delay the Epic Raid by one week. This activity will now ship on Saturday, September 27, and the World First Race will begin at 10:00 AM PT. Contest mode will be active through September 29, ending at 10:00 AM PT.\n\n\n\nWe understand that this may create challenges for some in scheduling, and we apologize for the inconvenience. Our highest priority is to ensure a fun, smooth experience not only during the race, but for all players who wish to take on Contest difficulty, or play the Epic Raid once normal mode becomes available.\n\n\n\nAdditionally, we’ve created [new rules](https://help.bungie.net/hc/en-us/articles/40882265330708) for the upcoming World First race, including a list of streaming requirements. These requirements are both for verification purposes to combat cheaters, and to improve the overall viewing experience for our players watching streams. We will use this race to test out these requirements and, based on the outcome and player feedback, we will make additional changes to these rules in future races.\n\n\n\nThe following will be required if teams wish to be in contention of being World First:\n\n\n\n1. Streaming is required, but only one member of the six fireteam members has to stream.\n1. The stream must be on YouTube or Twitch.\n1. The stream must be set to video-on-demand (VOD).\n1. If the team member ","offTopic":true},{"id":"28b113a9-5cb5-43f9-b442-d1da1764b893","excerpt":"Marathon Update 1.0.5 — *The one about Cryo Archive*\n\n# Item Economy\n\n* Added three new random-rolled implant perks that can only be found on implants looted from Cryo Archive:\n   * Covert Recovery: While in smoke, your self-repair speed is increased and you use healing consumables faster.\n   * Freeloader: Defeating an","url":"https://www.reddit.com/r/Marathon/comments/1rw7olo/marathon_update_105/","role":"pain","weight":1.0589744,"occurredAt":"2026-03-17T14:13:25.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"Marathon","intent":"feature_request","painScore":0.4523077,"sentiment":-0.23076923,"confidence":0.7291667,"matchedPatterns":["missing_feature"],"statement":"* Updated Missing Equipment warning to clarify that players are missing Health or Shield consumables.","title":"Marathon Update 1.0.5","body":"*The one about Cryo Archive*\n\n# Item Economy\n\n* Added three new random-rolled implant perks that can only be found on implants looted from Cryo Archive:\n   * Covert Recovery: While in smoke, your self-repair speed is increased and you use healing consumables faster.\n   * Freeloader: Defeating an enemy with a knife attack grants a small amount of tactical and prime ability energy.\n   * Panic Response: While at low health, using a healing consumable grants the effects of Cardio Kick for a short duration.\n* Added three new mods that can only be looted from Cryo Archive:\n   * Punishment\n   * *This weapon deals significantly increased damage against \\[REDACTED\\] combatants.*\n* Testament\n   * *Aiming down sights for a short duration increases this weapon's range and aim assist by a massive amount.*\n* Hurricane\n   * *While airborne, this weapon has increased stability and greatly reduced accuracy penalties.*\n* Sponsored Kits\n   * *Rook no longer gets a surplus Sponsored Kit upon death.*\n\n# Combat\n\n* Players can now activate exfil beacons while downed. Good luck.\n* Decreased camera shake intensity from incoming melee and knife attacks.\n* Increased post-run spectator camera timeout from 30 seconds to 120 seconds.\n* Fixed an issue where a player could have a finisher used on them right as they were completing a self-revive or being revived, immediately downing them again.\n* Fixed instances of revive timer lockout shaders appearing on enemy Runner’s body bags.\n* Fixed instances where ability activations could become desynced with the server.\n* Adjusted the Hacked status screen effect to be lower intensity and have slower glitch crawl effect.\n\n# Runners\n\n* Assassin\n   * Fixed an issue where Assassin’s smoke puck would not change appearance based on the equipped Runner shell style while activating Shadow Dive.\n* Thief\n   * Pickpocket Drone can no longer loot players who are in the active exfil animation.\n   * Fixed an issue where Pickpocket Drone’s on-screen button prompt wouldn’t update to match a player’s changed keybind or controller button mapping.\n   * Fixed an issue where high-speed grapples could affect network stability.\n* Triage\n   * Fixed an issue where being close to max heat could prevent players from using the Battery Overcharge ability.\n* Rook\n   * Removed Rook’s Runner Level requirement. Rook can now be used at Runner Level 0.\n* Implants\n   * Fixed an issue where Graceful Landing V5’s unique trait could be activated by Vandal’s Microjets from flat ground.\n   * Fixed an issue where Graceful Landing V5’s unique trait was not scaling detonation damage correctly for longer falls.\n\n# UESC\n\n* Fixed an issue where UESC would repeatedly use the same ladder.\n* Fixed a number of issues that could cause AI to freeze in place or become unresponsive.\n\n# Contracts and Events\n\n* Improved the visual clarity of contract and activity waypoint icons.\n* Crews carrying both Coordinate Datapads must now bring both of them to the location of the cache before the loot is revealed. Previously, any crew member being present at the location would reveal the loot.\n* Fixed some scenarios where the MIDA Order/Chaos 1/1, Traxus Return on Investment 3/5, and Traxus Liaison could prevent players from completing the contract.\n* Fixed an issue where the UI could become out of sync between crew members on the same contract during a run.\n   * Perimeter Intercept dropships should no longer clip through the environment in South Relay.\n   * Tripwires places in Overflow hallways should no longer be floating in mid-air.\n   * Fixed an issue where DCON would not show up on the overhead map when on a contract that requires it.\n* Dire Marsh\n   * UESC dropships that arrive during the Lockdown event in the northeast corner of Algae Ponds will no longer fly in through player space, killing players in their path.\n   * Pinging the Stabilization Device and Anomalous Matter on the overhead map will now show a string in the crew feed, notifying your crewmates.\n   * Fixed an issue for the Traxus Liaison Contract where the Commander would despawn if a crew didn’t engage and kill it in time.\n* Outpost\n   * Encounters spawning on the roof of Flight Control have been improved and should now correctly engage players.\n\n# User Interface and Experience\n\n* Achievements\n   * Fixed an issue where players would not get the “Welcome to Tau Ceti” achievement.\n* Armory\n   * Item tooltips in the Armory now primarily show the purchase cost instead of the value the item sells for.\n* Codex\n   * New Codex challenges added for Ranked and Cryo Archive. A “NEW” indicator will appear on Codex categories containing challenges added in Patch 1.0.5.\n   * Fixed an issue where inspecting an item in the Codex could display flickering text.\n   * Fixed an issue where “Acquired Items” challenges in the Codex indicated that the challenge could be completed by simply picking up the item. Challenges now accurately state that successful exfil with the item(s) is required.\n   * Fixed an issue where the WSTR Shotgun Codex challenge incorrectly noted that it could be completed by downing a Runner. Updated the text to indicate that a full elimination is required.\n   * Fixed an issue where the Thief Codex challenge “Shattered Hopes” incorrectly tracked combatants. This challenge has been updated to track Runners only.\n   * Fixed an issue where the Thief Master Codex challenge “No Target too Great” was only tracking Wardens. This challenge will now track Wardens and Commanders.\n   * Fixed an issue where the Destroyer Codex challenge “Close the Gap” would not complete when downing a Runner too close to the initial Thruster activation.\n   * Fixed an issue where claiming Seasonal Level rewards from the Codex could displace items in the overflow, causing them to be lost. Challenges granting gear rewards will now check for items in overflow and prevent claiming until the overflow has been emptied.\n   * Fixed an issue where inspecting non-weapon items in the Codex would display a “Compatible Weapons” string.\n* In-Run\n   * Improved the overall legibility of the Revive prompt.\n   * Some waypoints will now fade when aiming down-sights (ADS).\n* Items\n   * Exfilling with a Temporal Fragment will produce variable rewards depending on your seasonal Runner Level.\n* Lobby\n   * Loadout will now show a banner warning you that you have overflow items.\n   * Added a shortcut for “i” or “start” to open the Loadout menu.\n   * Added a shortcut for “tab” or “options” to open the Loadout menu while preparing for a run.\n   * Updated Missing Equipment warning to clarify that players are missing Health or Shield consumables.\n   * Fixed an issue preventing commonly found items from being shown when selecting map regions.\n* Ping System\n   * Activity icons pinged from the overhead map will more reliably show their waypoints.\n* Rewards Pass\n   * Premium Rewards Pass Voucher items should no longer appear in your inventory.\n* Run Report\n   * Fixed an issue where the Runner Level Up rewards screen was sometimes blank.\n* Social\n   * Added the Rated tab into the Runner Connections panel so that you can see how you stack up against your connections.\n* Store\n   * Updated incorrect item rarity for the Luxe Palace, Overdrive-TSL, and Cyber Red Runner Shells from Deluxe to Superior.\n* Vault\n   * Consumables, Ammo, Salvage, and Grenades now have larger stack sizes in the Vault.\n   * Added filter tabs for keys and backpacks.\n* Voice Chat\n   * Added an option for consoles and gamepads to support Crew Voice Push-To-Talk while in a run. This only applies to runs; the lobby will still utilize an open mic.\n   * Adding an additional Push-To-Talk option, “Tap”. When set, tapping the Proximity or Crew Chat button(s) will open the mic until you’re done speaking or tap the button(s) again.\n   * Fixed a number of issues causing voice chat interruptions and inconsistencies.\n* Weapon Customization\n   * Optimized sticker and charm placement on a handful of weapons.\n\n# Stability\n\n* Added AMD Anti-Lag 2 Low Latency to Video Settings.\n\n# Weapons and Equipment\n\n* Ammo Crate\n   * Fixed an issue where Ammo Crates could not be interacted with when placed close to walls or terrain.\n* Cardio Kick\n   * Fixed an issue where normal and depleted versions of Cardio Kick’s status icon appeared separately in the HUD.\n* Claymore Mine\n   * Fixed an issue that prevented Claymores from taking splash damage when attached to other objects.\n* Knife\n   * Knife cosmetics will no longer unequip after failing to exfil.\n* V75 Scar\n   * Fixed an issue with the Ram-Page Mag that was causing bullets to ricochet off turrets, despite dealing damage.\n* WSTR Combat Shotgun\n   * Reduced leftward motion in firing recoil.\n   * Increased duration of spin ready required before it can be interrupted by weapon fire.\n   * Redistributed damage falloff. It now retains near-max damage at point-blank range but falls off much more quickly.\n   * Reduced aim assist cone size and reduced the influence of aim assist on pellet spread as they travel.\n* Misriah 2442\n   * Reduced leftward motion in firing recoil.\n* Longshot\n   * Fixed an issue with the gold mod resetting its counter incorrectly and disappearing from the buff tray display.\n\n# Mods\n\n* Drag & Drop can now be used to remove weapon mods from weapons. \n   * Dragging a mod attached to a weapon into the backpack or Vault will now remove the mod and place it into that inventory rather than moving the entire weapon \n\nChips\n\n* Endless Runner\n   * Fixed an issue with the Superior rarity version having an incorrect string.\n\n\n\nOptics\n\n* Thermals\n   * Fixed an issue where thermals were not highlighting invisible UESC combatants, ticks, and tick nests.\n\nGenerators\n\n* Fixed a tooltip display issue that incorrectly labeled the decreased charge time as increased charge time.\n\nMagazines\n\n* Cloudfeather Chamber was missing its Weight Reduction stat bonus, making it too similar to Turbo Chamber. It now correctly grants a bonus to Weight Reduction.\n\nBarrels\n\n* Suppressors\n   * Removed the health display scramble and the 2D damage indicator effects that happened to victims shot by a weapon with a suppressor attachment.\n   * DEVELOPERS NOTE: *We may revisit this in the future but for now we believe this muddied the gameplay language too much and the benefit of a quieter weapon is attractive enough for these mods.*\n\n# Zones\n\n* Cryo Archive\n   * Cryo Archive has been added to the game. Good luck getting there.\n\n# Audio\n\n* UESC spawn-in animation will now play all of the associated audio.\n* Lowered the range that you can hear other players in combat.","offTopic":false},{"id":"5f7acbf3-5c25-486d-affc-cd3476cd6686","excerpt":"Full breakdown from the 06/29 livestream (Warning: Spoilers) — Fed the transcript to Claude to get this, usual caveat that AI shenanigans can occur.\n\n---\n\n## Key Expansion Facts\n\n- **Release date:** July 23, 2026 on PC. Xbox release is delayed roughly 4 weeks (likely mid-to-late August 2026) to allow time to roll any P","url":"https://www.reddit.com/r/Grimdawn/comments/1ujg6qo/full_breakdown_from_the_0629_livestream_warning/","role":"request","weight":1.0246333,"occurredAt":"2026-06-30T05:26:24.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"Grimdawn","intent":"feature_request","painScore":0.18,"sentiment":0.1764706,"confidence":0.86833334,"matchedPatterns":["missing_feature","praise"],"statement":"- **Will Battlemage finally be strong?** It's always been a tanky, safe playstyle rather than a speed-clearing one — that's expected to remain its niche, partly because Soldier/Arcanist lacks built-in resistance reduction.","title":"Full breakdown from the 06/29 livestream (Warning: Spoilers)","body":"Fed the transcript to Claude to get this, usual caveat that AI shenanigans can occur.\n\n---\n\n## Key Expansion Facts\n\n- **Release date:** July 23, 2026 on PC. Xbox release is delayed roughly 4 weeks (likely mid-to-late August 2026) to allow time to roll any PC hotfixes into the Xbox build.\n- **No pre-orders.** Crate doesn't do pre-orders or pre-order bonuses — no investor pressure to create artificial urgency, and the game's philosophy is explicitly \"anti-FOMO.\"\n- **No level cap increase** — characters remain capped at level 100. Power growth instead comes from new item/ascension systems.\n- **Size:** The new zone is roughly **33% the size of the entire base game plus its two expansions combined**. The pre-Karnhold area (Frostveil Highlands) is only about 20–25% of the total new content; quest and secret density \"skyrockets\" after reaching Karnhold.\n- **Access:** You can enter the new content the moment you reach Fort Ikon — you do **not** need to have defeated Loghorrean first.\n- **Story placement:** Chronologically takes place after *Ashes of Malmouth* but before *Forgotten Gods*, though you can play it whenever you like once you can reach Fort Ikon.\n- **New zone:** Frostveil Highlands, accessed northwest of Fort Ikon, leading to **Karnhold**, the new central quest hub.\n- **New enemy faction:** The Karohn (referred to in-story as \"the Karn\"), an ancient enemy of the Aetherials' human allies, tied into Karnhold lore.\n- **Patch 1.3** ships alongside the expansion (same day or a couple days earlier) and includes all underlying tech changes — and applies to **everyone**, whether or not they own the expansion.\n\n### New Systems & Mechanics\n- **Ascendant Mode** — a new top-tier difficulty/mode, functionally like \"Veteran mode for Ultimate.\" Unlocks once a character is level 100 *and* Ultimate is unlocked. Progress in Ultimate carries over (no need to re-clear content). Can be toggled on/off freely.\n- **Ascension Altar** — a per-session loadout tool with 5 \"outer\" material slots (alter game mechanics — e.g. more Nemesis spawns, more totems, higher Dread spawn chance, more rogue-like loot, faster XP, higher recipe drop rates) and 1 \"inner\" slot (biases loot toward specific damage types/affixes). Usable on **any** difficulty, not just Ascendant. Resets when you return to the main menu, but **not** on character death. Moddable via Lua scripting.\n- **Item Ascension** — a new universal upgrade system letting you apply powerful new bonuses to *any* item quality (epic, legendary/monster infrequent). Reworked significantly from an earlier preview shown months ago after internal playtesting showed the original version \"didn't feel good.\"\n- **Awakened Epic Items** — ~96 epic items are being upgraded to legendary-tier quality (higher stats, skill modifiers/procs) at launch, with more added in future patches; long-term goal is to eventually awaken all epics in the game.\n- **Affix/Item Crafting (via the Kronakian relic crafter)** — reroll an item's prefix, suffix, ascension bonus, or full item seed. Costs scale up with each reroll on the same item, but an item can never become \"un-rerollable.\" Rerolling strips any pre-existing affix bias from the base item.\n- **Potion Modifier System** — via a new Alchemy Cauldron and NPC (Nadala). Three potion tiers (tincture/flask/vial); each potion can carry 2 modifiers chosen from a pool described as offering \"over 6,000 combinations,\" including utility/active effects (shields, debuffs, healing allies instead of self, etc.). Modifiers will be **account-wide** once unlocked (not yet active in the current playtest build).\n- **The Dread** — a new random-ambush monster that can spawn anywhere (including mid-boss-fight), pursues the player relentlessly, and never permanently dies (it \"returns to its realm\" when defeated). Drops unique loot, including a green-quality item with +1 to all skills that's near-celestial in power. Has its own dedicated boss music track.\n- **Void Mark Chests** — opening chests in Ascendant mode can ambush you with \"void invaders\"; killing them grants materials for the new crafting systems.\n- **Tempest Totems** — upgraded monster totems that spawn tough waves plus 1–2 unique bosses with their own monster-infrequent drops (roughly one per damage type, ~10 total), dropping new \"energy\" weapon types.\n- **New Nemesis bosses** — every existing faction gets a brand-new second Nemesis (except the Aetherials and Chthonians, who already had two from *Ashes of Malmouth*) — roughly 8 new Nemesis bosses total. In Ascendant mode, Nemeses can spawn more than once per session.\n- **30 new Crucible waves** (171–200) with new rewards.\n- **2 more rogue-like dungeons** planned post-launch (one by end of 2026, the next around mid-2027).\n- **WASD movement support** (patch 1.3) — controller-style WASD, not \"run-and-gun\"; added largely for accessibility reasons after community/forum feedback.\n- **UI overhaul** (patch 1.3) — fully rescales with resolution; new optional health/energy \"orb\" UI alongside classic bars; much better Steam Deck compatibility; old minimum-resolution restriction for controller UI removed.\n- **Stash expansion** — now 10 dedicated loot stash tabs plus 2 dedicated crafting-material tabs (up from 4 total), plus a new remote material-transfer feature available to all players regardless of expansion ownership.\n- **Graphics** — new ice/snow shaders not present in the base game, higher-fidelity item/monster art, some monster models (e.g. Dangle) fully redone and backported into the base game.\n- **Ambient wildlife** added to the new zones (unlikely to be retrofitted into older zones — too much extra art/animation work).\n- **Boss health rebalance** (patch 1.3) — health pools raised across the board, including older bosses, so fights last long enough for mechanics to matter against current power creep.\n- **New ranged/shield weapon-pool skills** (patch 1.3) intended to help close the gap between two-handed ranged builds and melee.\n- **~10 existing item sets** (including some epic sets) gaining new Berserker support.\n- **New devotion shrines** added, but no new constellations — devotion balance changes remain patch-wide for all versions of the game.\n- **Lore notes** — roughly 12,000 words of new lore, written collaboratively by 4–5 designers; some non-English translations may lag at launch and get patched in later due to the sheer volume.\n- **Full professional translation** for the core expansion is on track for launch (lore notes may be a partial exception, see above).\n- **Reputation** — Kymon's Chosen and Death's Vigil reputation gain rates increased in 1.3 (no new farming zones added for them, though). Karnhold itself becomes a one-stop hub for faction vendors as your reputation increases.\n\n### Confirmed \"Won't Happen\"\n- No 4th Grim Dawn expansion — Zantai was emphatic and \"on the record\" about this.\n- No new masteries beyond the 10th (Berserker) and no new skills for existing masteries outside of patch-wide balance changes.\n- No official seasonal/ladder support (the community-made \"league\" mod remains unofficial — would require a fundamental multiplayer rework).\n- No Nintendo Switch port (no in-house expertise, no interest in outsourcing it).\n- No AI-generated content — Crate stated flatly that nothing in the game (art, writing, etc.) was made by AI, and they have no plans to do so going forward. AI tools have only been used informally for brainstorming/reference imagery.\n\n### Beyond the Expansion\n- **Loyalist Pack 4** (cosmetics) planned for after launch, likely around September 2026.\n- Existing Grim Dawn **soundtrack owners on Steam** will get all new Fangs of Asterkarn tracks (including the Dread's theme) added for free.\n- Crate is also working with Makeship on new pin merchandise post-launch.\n- Crate has **two unannounced projects** in development:\n  - An **RTS** (working title **\"Warlords of Kairos\"**, not finalized) built on Crate's new proprietary in-house engine, set a couple hundred years before Grim Dawn. Planned modes include campaign, skirmish vs. AI/players, and ranked multiplayer; a seasonal faction \"tug-of-war\" meta-mode is also being considered.\n  - A **survival game** built in **Unreal Engine**, not yet officially announced.\n- **Grim Dawn 2** is confirmed to be happening eventually, but pre-production hasn't started — Zantai estimates **at least 5 years away**, \"not happening this decade.\" It will use Crate's own proprietary engine (not Unreal). Likely a direct narrative sequel with a modest in-universe time skip. Systems like Offensive/Defensive Ability and some form of the devotion system will likely carry over conceptually, though not necessarily unchanged; damage types may be consolidated/simplified (e.g., possibly removing the need for separate flat vs. DoT stats on every item).\n- **Farthest Frontier** (Crate's town builder) is getting a major paid expansion in 2027, plus free patches v1.2.2 (end of 2026) and v1.3 before that DLC.\n\n---\n\n## Full Q&A List\n\n### Release, Price & Logistics\n- **Does Ascendant mode unlock automatically after beating Loghorrean, like Elite/Ultimate?** No — it's available to all characters once they hit level 100 *and* unlock Ultimate. If you unlock Ultimate before level 100, you still have to level up first (tuning/balance reasoning).\n- **When can you buy the DLC?** July 23. Xbox players should expect it a few weeks later, around mid-August.\n- **Will there be a discount on Steam's Winter Sale?** Too early to promise; no discounts will be announced before launch.\n- **Will Grim Tools be updated before release?** Yes — expected about a week ahead of launch.\n- **Can play-test characters transition cleanly into 1.3 / the live expansion?** Yes, seamless transition.\n- **Can you get the expansion on sale already?** Not yet on sale.\n- **Will there be a VOD of the stream?** Yes, on both Zantai's and Crate's official channels.\n\n### Story, World & Structure\n- **What's the best way to experience Fangs of Asterkarn relative to the other expansions?** It's chronologically between Ashes of Malmouth and Forgotten Gods, but you can play it anytime after reaching Fort Ikon — order is up to you.\n- **Do you have to re-clear the map again for Ascendant mode? Does it work like Veteran mode?** Yes — works like Veteran mode layered on Ultimate; anything cleared in Ultimate carries over.\n- **How long is the FA quest line?** On par with past main quest lines, but with far more side content and secrets than any previous expansion — \"more secrets than we've ever done before.\"\n- **Will this expansion get a cinematic, like Ashes of Malmouth did?** No — too time-intensive to produce again, same as Forgotten Gods didn't get one.\n- **Does the expansion resolve the Aetherial/Chthonian conflict (or other lingering lore threads)?** No — it's \"another chapter\" in an ongoing cosmic conflict; not full closure. Touches different lore threads than Forgotten Gods did (which focused on the Celestials/witch gods/Eldritch Realm).\n- **Is there lore behind the Dread?** Yes, discoverable in-game.\n- **Who's stronger in their true form — the Dread or Loghorrean?** Zantai said he'd \"have to think about that one canonically\" — no firm answer given.\n- **Will Lore Notes become account-wide like potion modifiers?** Not currently planned — they intentionally grant XP as an incentive to find them on each character/alt.\n\n### Ascendant Mode, Ascension Altar & New Threats\n- **What challenges does Ascendant mode add?** Void Mark chests (chance to spawn hostile \"void invaders\" on opening any chest) and the Dread (a relentless ambush monster that can appear anywhere).\n- **Does the Ascension Altar reset on death?** No. It resets when you return to the main menu.\n- **Can you change the Ascension Altar mid-dungeon?** No — settings lock in once you start; you have to reconfigure it before re-entering.\n- **Does Ascension Altar affect re-roll/affix odds?** No — independent systems. Rerolling always strips any item's baseline affix bias regardless of altar settings.","offTopic":true},{"id":"3654171e-4e59-4622-bc2d-a3e58b4ac4b6","excerpt":"Dev Insights - Weapons, Artifacts, & Focusing Preview — Source: https://www.bungie.net/7/en/News/Article/dev_insights_weapons_artifacts_focusing_preview\n\n---\n\nBefore we dig in, we wanted to take a moment to thank you. Seeing your reactions has been really moving to us.\n\nFrankly, we wouldn't be here without you... **and","url":"https://www.reddit.com/r/DestinyTheGame/comments/1tr6sst/dev_insights_weapons_artifacts_focusing_preview/","role":"request","weight":1.0222666,"occurredAt":"2026-05-29T16:14:06.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"DestinyTheGame","intent":"feature_request","painScore":0.36,"sentiment":0.27631578,"confidence":0.75166667,"matchedPatterns":["missing_feature"],"statement":"**Divinity** After all this time, we felt it was fair to bring Divinity back up at least a little bit so that the dedicated Divinity user in your group didn't feel like they were wielding a sluggish gun AND missing out on some damage.","title":"Dev Insights - Weapons, Artifacts, & Focusing Preview","body":"Source: https://www.bungie.net/7/en/News/Article/dev_insights_weapons_artifacts_focusing_preview\n\n---\n\nBefore we dig in, we wanted to take a moment to thank you. Seeing your reactions has been really moving to us.\n\nFrankly, we wouldn't be here without you... **and the way you continue to show up for this world means more than we can fully put into words.**\n\n**Every memory and every** **moment you've shared with us over the years has fueled our future.** Every ounce of our June update is for you, and we hope you feel it as you continue to read through our insight articles and upcoming TWIDs, let alone when you're playing the update with us on June 9.\n\nYeah, it's a bit sappy and sentimental... but that's how we're feeling while reading all of your stories over the last week. We hope to keep building worlds to inspire friendship for years to come and truly couldn't do it without you and your voices.\n\n**Again, thank you** **for being here and for sticking with us.**\n\nAll right, let's get to the goods. Dev Insight #2 starts now.\n\n---\n\nGreetings, Guardians. We are here today to share the many balance changes and updates that the Destiny 2 Dev Team has been working on for the Monument of Triumph update, coming June 9. It's a long article, so here's a list of the main topics you'll find in it:\n\n* The new Weapon Tier Upgrading system.\n* Tier Upgrading for crafted weapons.\n* Buffs to many Exotics, like Anarchy, The Lament, and Vex Mythoclast.\n  + Including new Catalysts and improvements for previous ones.\n* Balance update to most Legendary weapon types, including:\n  + An overall buff to Primary weapon damage in PvE.\n  + Targeted buffs to most Special weapons for PvE.\n* Many Legendary perk fixes and buffs.\n* A preview of the very customizable Artifact 2.0, including:\n  + New ways to counter Champions.\n  + Saving your choices in loadouts.\n* Updates to vendors, weapon focusing, and gear attunement.\n\n## Introducing Weapon Tier Upgrading\n\nHi there, Guardians. This is the Sandbox Team, here to talk about Weapon Tier Upgrading, a new system releasing with Monument of Triumph that will allow players to upgrade their weapons' gear tier for a cost to access additional enhanced perks and even the Gear Tier 5 cosmetics.\n\nWe wanted players to still feel as though lower tier drops can have value especially if you spike into the exact roll you want, with a want for higher tier gear to have an easier time getting that perfect roll due to multiperk. All weapons integrated into the Gear Tiering system will be eligible to undergo Tier Upgrading including those that have already dropped and are resting within your vault. In the weapon inspection screen, there will be a new weapon mod socket where you can apply a mod for a cost that will upgrade your weapon to the next applicable Gear Tier.\n\nWhile this new upgrading path allows a player to unlock all of the enhanced perk benefits of Tier 5 Gear as well as access the unique Tier 5 cosmetics, it can't add perks to the columns of your weapon. Meaning, if you haven't quite found your god roll or you prefer a weapon with additional options in its column, you may still want to chase multiperk drops. To add a bit more value to Gear Tier 3 in lieu of it being mainly about unlocking multiperk today, we've shifted the unlock of Enhanced Mods to this Gear Tier for all weapons.\n\nBelow is an example of the mod players will see at Gear Tier 1 that, upon application by the player for a cost, will upgrade their Left and Right Traits to Enhanced Traits.\n\n[1920x1080_20144_Dev-Insights_Weapons-and-Artifacts_Updates_Tier-Upgrade_Tier1_MD.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/blt24601b146ea14d90/6a1758a10172a4220e97a366/1920x1080_20144_Dev-Insights_Weapons-and-Artifacts_Updates_Tier-Upgrade_Tier1_MD.jpg)\n\nThe final upgrade from Tier 4 to 5 will therefore have unlocked all Enhanced Perks, Enhanced Mods, Enhanced Barrels/mags, the Masterwork Stat Boost (when fully masterworked) and the Combat Flair/Ornament combo:\n\n[1920x1080_20144_Dev-Insights_Weapons-and-Artifacts_Updates_Tier-Upgrade_Tier5_MD.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/blt089542c22bec2b17/6a1758a18b929f43ced6bea8/1920x1080_20144_Dev-Insights_Weapons-and-Artifacts_Updates_Tier-Upgrade_Tier5_MD.jpg)\n\n### Exotic Weapon Catalysts\n\nWith Monument of Triumph being the final release for Destiny 2, we didn't want to leave any Exotic behind when it came to catalysts. We also handpicked existing legendary perks that thematically tie in to each Exotic weapon's story or strength.\n\nWe want to keep most of these a nice surprise for you once the update hits, but here is a sneak preview of a handful of these:\n\n* **Chaperone:** Triple Tap\n* **Parasite:** Envious Arsenal\n* **Tarrabah:** Ambitious Assassin\n\nAdditionally, we also added perks to all of the oldest catalysts that only gave stat boosts to help bring them up into the same tier as more recent weapons. Here are two examples:\n\n* **Crimson:** To the Pain\n* **Merciless:** Heal Clip\n\nIn total we have added:\n\n* 25 catalysts to weapons that did not have one already.\n* Nine perks added to existing catalysts that only had weapon stats as a bonus.\n\n[1920x1080_20144_Dev-Insights_Weapons-and-Artifacts_Updates_Catalyst-UI_Chaperone_MD.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/blt1ea9c25a998fc589/6a1758a0fd568e4580b5d80e/1920x1080_20144_Dev-Insights_Weapons-and-Artifacts_Updates_Catalyst-UI_Chaperone_MD.jpg)\n\n[1920x1080_20144_Dev-Insights_Weapons-and-Artifacts_Updates_Catalyst-UI_Parasite_MD.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/bltcd7e8baa9676af90/6a1758a0fd568e8c20b5d812/1920x1080_20144_Dev-Insights_Weapons-and-Artifacts_Updates_Catalyst-UI_Parasite_MD.jpg)\n\n[1920x1080_20144_Dev-Insights_Weapons-and-Artifacts_Updates_Catalyst-UI_Tarrabah_MD.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/bltac03298c8ad2caa6/6a1758a00396793e33eff5f4/1920x1080_20144_Dev-Insights_Weapons-and-Artifacts_Updates_Catalyst-UI_Tarrabah_MD.jpg)\n\nWe hope these help breathe some life into some new options in your arsenal!\n\n## Enhancing Weapon Crafting\n\nWith Monument of Triumph's update adding new Armor Set Bonuses to earn in our raid and destination content, we wanted those weapons to feel relevant again but not necessarily ask players to regrind them under Gear Tiering.\n\nWe know players have already put forth a lot of effort to unlock patterns throughout the game, so we wanted to treat them with some updates while giving players additional reason to finish up their patterns if they hadn't yet. As we investigated options, we concluded that we could update ALL crafted weapons to the power of gear tiering, but through a slightly different method involving the Crafting Table.\n\nUpon logging in, any legendary crafted weapon that already exists will immediately be eligible for a version of Gear Tier Upgrading and any newly crafted Legendary weapon can be taken on the same upgrading journey.\n\nIn the inspection screen of a crafted weapon, navigating to the Weapon Level Boost icon, there will be a new mod that will allow you to also improve the Tier of the Weapon upon reaching specific weapon levels.\n\n[1920x1080_20144_Dev-Insights_Weapons-and-Artifacts_Updates_Weapon-Crafting-UI_Tier1_MD.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/blt2c0b1456635ebcb5/6a1758a1bdd600321919e5e0/1920x1080_20144_Dev-Insights_Weapons-and-Artifacts_Updates_Weapon-Crafting-UI_Tier1_MD.jpg)\n\nOn a crafted weapon, Gear Tier will act a bit differently than other weapons as it won't immediately provide the Gear Tier benefits. At Gear Tier 3, players will unlock Enhanced Weapon Mods and at Gear Tier 5 it will unlock cosmetics just like any other weapon in the Gear Tier system – however, for all other tiers it will correspond with the unlocking of Enhanced components at the crafting table.\n\nWhen you reach Weapon Level 11, you can upgrade to Gear Tier 2 and just like with a fresh Tiered weapon drop, you'll gain access to Enhanced Left and Right Column traits. At Weapon Level 25, you can upgrade to Gear Tier 4 and add Enhanced Components (like barrels or magazines). At Level 30 you'll upgrade to Gear Tier 5 and can add Enhanced Origin Traits. Origins will behave a bit differently than most perks in the crafting table as well – the menu will showcase all available origin traits and the selection of any enhanced perk to insert will reflect in the entire column being enhanced upon selecting reshape.\n\nThe same is true vice versa – if you wish to return to base traits, selection of any base trait for the origin column will still allow the other options to be available after reshaping.\n\n[1920x1080_20144_Dev-Insights_Weapons-and-Artifacts_Updates_Weapon-Crafting-UI_Tier5_MD.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/bltdd38a0be2294ec58/6a1758a0001e3f74dc8bf860/1920x1080_20144_Dev-Insights_Weapons-and-Artifacts_Updates_Weapon-Crafting-UI_Tier5_MD.jpg)\n\nBecause the sandbox has evolved and changed since some of these destination and raid weapons entered crafting, we've also updated them to have some additional new trait options – two new traits per column. For instance, Supercharged Magazine and Jolting Feedback have been added to Oversoul Edict. Other non-raid/destination crafted weapons won't have new perks, but they are receiving enhanced origin traits for the first time, and we did revisit a few of those underperforming origins including Head Rush, which now activates on a slide and provides a small boost in damage against Hive opponents.\n\nWe also haven't forgotten about Raid Adept weapons and they will gain all the same benefits! These weapons will still gain additional traits based on the number of patterns collected from their non-Adept counterparts and are eligible to swap out their components like barrels/mags at the Crafting Relic. They'll also continue to upgrade their traits via the original Enhancement feature. With Monument of Triumph however, these Raid Adepts will gain access to the Tier Upgrade Mod like crafted weapons and can visit the Relic to upgrade to Enhanced components and Enhanced Origins. These weapons will also still retain a bit of an extra stat boost on top of their non-Adept counterparts and their unique Adept shader to add a bit of prestige for those who've gone through the challenge of acquiring them.\n\n## Weapon Sandbox Updates\n\n### Ammo System Changes\n\nThe ammo system has received buffs to underperforming weapons, nerfs to outliers, and several bug fixes and quality-of-life improvements.\n\n**General**\n\nWe have modified the ammo system so that if an enemy is floating above a pit, they will not drop an ammo brick when defeated even if it fills the meter. You will continue to gain ammo meter progress, but your next kill on an enemy that is not above a pit will spawn the owed ammo brick instead.\n\n**Special Ammo Weapons**\n\nWe took a baseline swing at making double Special slightly less viable for add clear. Outside of that role, this change is generally offset by the damage buffs previously given to non-Rocket Pulse Special ammo weapons. So, while it may require one more kill to earn a brick, it may also require less shots overall to kill targets.\n\n* Reduced the amount of meter progress Special ammo weapons gain from defeats against minor enemies by 17% at 100 Ammo Gen stat.\n\n**Linear Fusion Rifles**\n\nBoth Special ammo and Heavy ammo Precision Linear Fusion Rifles felt like they were not getting enough ammo per brick, so we have increased the amount for each.\n\n* Heavy Ammo Precision LFRs\n  + Base: Increased from three to five.\n  + Enhanced: Increase from four to six.\n* Special Ammo Precision LFRs\n  + Base: Increased from three to five.\n  + Enhanced: Increased from six to ten.\n\n**Buried Bloodline**\n\n* Corrected an issue where Buried Bloodline was not correctly getting additional ammo from Enhanced ammo bricks.\n\n**Choir of One**\n\nChoir of One is simply too free in term","offTopic":true},{"id":"768436e1-18be-4398-87e4-e36d15afc6a7","excerpt":"Welcome to Season 2 — Source: https://www.bungie.net/7/en/News/Article/welcome_season_2\n\n---\n\nToday, we released a new Dev Insights video shining a light on the new content coming in Season 2. There's a new zone filled with new dangers and secrets, a brand-new defensive shell, a ton of new gear, and much more.\n\nCheck o","url":"https://www.reddit.com/r/Marathon/comments/1tp86du/welcome_to_season_2/","role":"request","weight":1.0222666,"occurredAt":"2026-05-27T15:01:11.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"Marathon","intent":"feature_request","painScore":0.36,"sentiment":0.57746476,"confidence":0.75166667,"matchedPatterns":["missing_feature"],"statement":"* Added a loot filter where if you select a slot you’re missing on your loadout, it’ll filter only the loot you can equip in that slot.","title":"Welcome to Season 2","body":"Source: https://www.bungie.net/7/en/News/Article/welcome_season_2\n\n---\n\nToday, we released a new Dev Insights video shining a light on the new content coming in Season 2. There's a new zone filled with new dangers and secrets, a brand-new defensive shell, a ton of new gear, and much more.\n\nCheck out the video for the first look at what’s coming in Season 2:\n\n[Embed Link](https://www.youtube.com/embed/k2UFxzejNNg)\n\n**Season 2 begins on June 2 and kicks off with an Open Play\\* Week from June 2 to June 9**. During the Open Play Week, the full game will be available to play on Steam, PlayStation 5, and Xbox Series X|S, and any progress you make will carry over into Season 2. This will be a great time to invite your friends to crew up as everyone will be starting out on a clean slate.\n\nWhen Season 1 ends, all the assets in your Vault and personalized Armory access will be wiped, and your shells will be reset to factory standards to put everyone at the same starting line. It’s important we give players a chance to explore the new season together and not have to worry about going up against fully kitted out crews right out of the gate.\n\nResets only include things related to gameplay progression; you’ll keep your achievements, non-seasonal Codex prgression, and cosmetics.\n\nFor a full breakdown on how Marathon's seasonal reset works, please head [here](https://www.bungie.net/7/en/News/Article/season_2_begins_june_2).\n\n## **Darkness Descends on Tau Ceti IV**\n\nRunners have had a profitable season on Tau Ceti IV, but their constant raiding has attracted the wrong kind of attention. Now the UESC is stepping up its efforts to keep Tau Ceti IV on lockdown and protect the secrets they’d rather keep hidden.\n\nAs the UESC escalate their defenses, all of this activity on Tau Ceti IV is causing something else to awaken. The Anomaly is changing... and after the sun goes down, things get much, much stranger.\n\n[Embed Link](https://www.youtube.com/embed/a1i801SDrJA)\n\n## **New Zone: Dire Marsh (Night)**\n\nDire Marsh (Night) introduces a new kind of challenge to Marathon: How do you survive when you lose one of your senses?\n\nWhen darkness falls on Dire Marsh, the things you thought you knew warp in the night. The Anomaly blocks your path, long sight lines are obscured in the dark, and you’ll want to be careful where you shine your flashlight—you never know what’s lurking in the shadows.\n\nThis new zone introduces new mechanics, new combatants, and locations to explore on Dire Marsh. It’s built to be slower-paced than Day Marsh and plays more like a survival horror experience, with slightly fewer players and extra environmental challenges with navigating the darkness and threats within.\n\n[2026_Marathon_S2_Launch_Press_Kit_COMPRESSED_013.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/blt86b7a113513ead2f/6a1613274fd37f468c79095d/2026_Marathon_S2_Launch_Press_Kit_COMPRESSED_013.jpg)\n\nMastering the zone will require you to make use of the new equipment designed for surviving—and hunting—in the dark:\n\n* **Flashlights**, a new tool all Runners have access to on Night Marsh.\n* **Vector rounds**, a new type of mag which create pools of light where your bullets land, illuminating enemy Runners and combatants.\n* **Vector grenades** which highlight the environment and ping nearby enemies.\n* **Darksight scopes**, which highlight the environment around you after you ADS for a brief period; these are focused on traversal versus highlighting enemies.\n* **Signal Flares** which light up the environment and come in multiple colors.\n\n[2026_Marathon_S2_Launch_Press_Kit_COMPRESSED_002.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/blt0d054b56a074c1e1/6a161345bbe1082fc32bce24/2026_Marathon_S2_Launch_Press_Kit_COMPRESSED_002.jpg)\n\n### **Complex Control**\n\nThe UESC have secured their resources on Night Marsh with advanced encryption. Kill UESC to gather their encryption certificates, or Certs for short, and hack into Network Towers across Night Marsh to gain access to their stockpiles of weapons, healing supplies, and other loot. The UESC has also locked down the exfils on Night Marsh, and you’ll need to collect Certs to activate exfils on the map.\n\nYou may have noticed staircases on Marsh that led to closed-off doors. Anomalous energy is flowing from Complex. What are the UESC hiding up there? Gather enough UESC Certs to open the doors and hunt down what enemies, mysteries, and powerful loot that awaits in the upper rooms of Complex Control.\n\n### **Dire Marsh and Night Marsh Availability**\n\nOne of our [takeaways from Season 1](https://www.bungie.net/7/en/News/Article/launch_learning_whatsnext) is that we want to be more judicious with how we handle the amount of queues in Marathon. Between adding Night Marsh, Duos queue on a daily rotating map, and continued experimental modes, we’re conscious of the impact it could have on queue health and matchmaking.\n\nTo that, Dire Marsh and Night Marsh will both be available at all times for at least the first week of the season. After that, the maps will rotate availability with one another every 90 minutes.\n\nYou’ll be able to complete most of the existing Dire Marsh contracts on either zone, with a couple of exceptions. We’re also introducing some new Night Marsh exclusive contracts—MIDA and Traxus are both interested in learning more about what the UESC are hiding in the dark—which you’ll need to complete on Night Marsh.\n\nIf you unlocked and completed a run on Dire Marsh last season, you’ll have access to both Dire Marsh and Night Marsh when Season 2 begins (same rules apply for Outpost). Otherwise both Marshes unlock at Runner Level 3.\n\n[2026_Marathon_S2_Launch_Press_Kit_COMPRESSED_003.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/blt91d13ab68d71a646/6a16136410c3e2057d0a1fc2/2026_Marathon_S2_Launch_Press_Kit_COMPRESSED_003.jpg)\n\n## **New Runner Shell: Sentinel**\n\nSeason 2 introduces Sentinel, a new shell built for controlling space and defending areas. If you want to protect your team from a rocket drone barrage during a clutch final exfil or turn the tides on an aggressive team rushing you down, this is your Runner.\n\nSentinel's Prime ability **Defender System** deploys an automated laser platform which identifies and destroys incoming enemy grenades and missiles, as well as boosting weapon handling for all nearby crewmates. Keep an eye on how many charges it has left to destroy projectiles–it can’t block those rocket drone barrages forever.\n\n[2026_Marathon_S2_Launch_Press_Kit_COMPRESSED_008.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/bltfb7b7c54c346ea82/6a16139afd568e85e1b5d164/2026_Marathon_S2_Launch_Press_Kit_COMPRESSED_008.jpg)\n\n**Snare Mine**, Sentinel's tactical ability, is a thrown proximity-triggered mine that will detonate into several Immobilizing submunitions. Bait enemies into your traps and lock them in place to finish them before they can escape.\n\nSentinel's passive trait **Castle Doctrine** grants increased resistances after taking splash damage, and faster weapon handling for close-range weapons when surrounded by enemies.\n\n**Prey Tracker**, their trait ability, will activate a short range, motion-tracking system that allows them to see nearby moving targets on radar. Use this to gather a bit of extra intel on who or what’s moving around you, and set up your defenses accordingly.\n\n[2026_Marathon_S2_Launch_Press_Kit_COMPRESSED_015.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/blt8ec135fd9aff3dd1/6a161382c9eb3ce017610ca1/2026_Marathon_S2_Launch_Press_Kit_COMPRESSED_015.jpg)\n\n## **Sandbox Updates and New Gear**\n\nEach new season of Marathon is an opportunity for us to take a holistic look at what’s working, what needs improvements, and where we can add new tools to the sandbox. With everyone’s Vaults empty, it’s a time we can take bigger and more swings across weapons, gear, and equipment. These changes can create space for new metas to form and keeps Marathon feeling fresh as you progress throughout the season.\n\nHere are some of the highlights for what’s coming in Season 2.\n\n### **Weapons, Mods, and Chips**\n\nSeason 2 brings two new weapons to the sandbox.\n\n**KKV-9SD**\n\nFirst is the KKV, a new pistol-frame SMG with an integrated suppressor whose name may sound familiar to Marathon veterans. Its rate of fire is extremely fast, coming in at 1200 rounds per minute. Effective if you want to take down UESC units without other shells noticing you or if you are looking to mow down a Runner in a split second. It also a good counter to all the shotgun rushing we saw in Season 1, giving you new tools to combat this strategy.\n\nThe KKV also comes with a new built-in **folding stock mod**. Keep it closed for benefits when firing from the hip, or use your weapon action to unfold the stock and trade those benefits for ADS benefits. This mod can also be used by the new Battle Pistol.\n\n[2026_Marathon_S2_Launch_Press_Kit_COMPRESSED_012.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/blt7d52b183c42c8fb1/6a1613b4f4ee948f6ad19fb1/2026_Marathon_S2_Launch_Press_Kit_COMPRESSED_012.jpg)\n\n**D54 Battle Pistol**\n\nA fantastic weapon for close encounters and 1v1 duels, the D54 comes with a red dot sight and fires full-auto three-round bursts. It’s a high-handling, medium rate-of-fire sidearm—think hybrid between the BR33 Volley Rifle and the BRRT SMG. A perfect companion for sniper rifles and other long-range weapons.\n\nBoth of these new weapons also synergize well with Sentinel, who receives benefits to close-range weapons when surrounded by enemies.\n\n[2026_Marathon_S2_Launch_Press_Kit_COMPRESSED_011.jpg](https://images.contentstack.io/v3/assets/blte410e3b15535c144/bltf7aea77337abe789/6a1613c8c9eb3ca7f0610ca5/2026_Marathon_S2_Launch_Press_Kit_COMPRESSED_011.jpg)\n\n**Rarities and Chips**\n\nSeason 2 also brings some changes to the rarity of weapons and new options in the Armory, with the goal of shaking up when and how you run into weapons throughout the season. This should give you a chance to try out other weapons more often and keep it from feeling like you have to use the same loadouts season over season.\n\nIn addition to the new weapons and folding stock mod, we’re also adding eight new chips with Season 2. This includes:\n\n* **Brain Freeze Chip**: Precision downs and kills with this weapon create a small explosion that spreads Frost to nearby hostiles.\n* **Alarmist Chip**: After aiming down sights for a brief duration, projectile impacts create a terrifying proximity drone alert.\n* **Scrapyard Chip**: Defeating hostiles with this weapon has a chance to spawn depleted heal items or standard materials.\n\nWe’ll share more details on the weapons, mods, and other balance changes before Season 2.\n\n### **Implants**\n\nDuring Season 1 it was hard to tell what each implant did at a glance. They were named based on their stats, with a random perk attached, but what ended up mattering most to players were the perks, so the names ended up being confusing.\n\nIn Season 2, implants are now defined by their perk first and have fixed stats, with the name of each implant reflecting its perk. When you check your Vault or are quickly looting, it should be easier to tell them apart and choose which ones fit your builds.\n\nAll your favorite implants are still there, split between head, torso, and legs, and they still give a stat benefit that scales with each rarity tier, from gray all the way up to gold. With this update, some implants will now only exist at higher rarity tiers, as we want to balance the power of high-utility perks like Logic Bomb or Triage Cloaking Device with how easy they are to access.\n\n## **New System: The Cradle**\n\nOne of our goals with seasonal updates is to improve and update the way you progress throughout the season so your climbs feel different each time. To that, in Season 2 we’re introducing a new system called the Cradle, which is where you’ll go to improve your Runner shell acr","offTopic":true},{"id":"2504d38d-978c-42fc-9372-7e17799233cc","excerpt":"Fallout 76 Update Notes – April 21, 2026 — Please keep an eye on this thread for Maintenance Status updates.\n\n**12:26 PM: Servers are back online.**\n\n**~~10:10 AM ET~~**~~: Under Maintenance~~\n\n\\---\n\nHey all!\n\nBelow you'll find the update notes for today's game update.\n\n# Update Version [1.7.24.12](http://1.7.24.12) & ","url":"https://www.reddit.com/r/fo76/comments/1srp4gu/fallout_76_update_notes_april_21_2026/","role":"request","weight":1.0078704,"occurredAt":"2026-04-21T14:21:58.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"fo76","intent":"feature_request","painScore":0.38222224,"sentiment":-0.055555556,"confidence":0.7291667,"matchedPatterns":["missing_feature"],"statement":"* The Burning Springs Weather Machine no longer shows missing VFX and displays correctly.","title":"Fallout 76 Update Notes – April 21, 2026","body":"Please keep an eye on this thread for Maintenance Status updates.\n\n**12:26 PM: Servers are back online.**\n\n**~~10:10 AM ET~~**~~: Under Maintenance~~\n\n\\---\n\nHey all!\n\nBelow you'll find the update notes for today's game update.\n\n# Update Version [1.7.24.12](http://1.7.24.12) & Sizes\n\nCheck the download sizes below for today’s update on your platform of choice:\n\n* **PC (Steam)**: 8.3 GB\n* **PC (Microsoft Store)**: 21.7 GB\n* **Xbox**: 25.4 GB\n* **PlayStation**: 23.5 GB\n\n# Activities and Public Events\n\n* Increased chances of legendary enemies spawning in Distinguished Guests.\n* Tracked Quest Objective/Event timers should now count down correctly.\n* Fixed an issue with activity Battle Bots where the activity will remain active if players never engage with it.\n* **Colossal Problem**: The Casual Underarmor Style can now be earned upon event completion.\n* **Grunt Hunts**: Fixed an issue that could cause Grunt Hunts to fail to start for some players.\n* **Powering Up**: Doors locked by terminals at the Power Plants have been unlocked.\n* **Feed the People**: The amount of legendary enemies in “Feed the People” have been adjusted to follow similar amounts of other events.\n\n# Armor (and Clothing)\n\n* Legion Legate Helmet no longer clips into the neck of the player.\n* Liberty Prime pieces no longer display in the inspect menu while the Patriot Prime PA Skin is applied.\n* Changed the name of Abraxodyne Overalls to Abraxodyne Coveralls.\n* The Deathclaw Skin Outfit no longer counts as Mothman Cultist disguise.\n* NCR Trooper Outfit no longer increases the weight of the player when wearing underarmor.\n* NCR Trooper Outfit shoulder pads on male characters no longer clip.\n* Nuka-Cola Collectors Power Armor no longer has a dark void when equipped.\n* Vault Suit Underarmor Style plan is now worth 200 Gold Bullion.\n* Reduced amount of screen space occupied by the Lady Liberty Prime Power Armor when certain Heavy Weapons are equipped.\n* Addressed an issue with the Rust Raider Light/Medium/Heavy outfits where they weighed more than intended.\n* Fixed an issue where the Lady Liberty Prime Paint had an unintended opening.\n* Reduced the condition damage dealt to armor (and Power Armor) when the player deals self-damage (same reduction as for health damage).\n* Addressed issues where armor condition would degrade based on health damage taken rather than the health damage the armor piece prevented.\n   * This improves cases where armor penetration effects or enemies simply dealing high damage relative to armor resistances (where armor isn't helping as much to mitigate that damage) would result in unexpectedly high armor condition damage.\n   * Conversely, cases where player armor is mitigating more of the incoming damage will mean more of that incoming damage is converted to armor condition damage. This effectively means that the majority of the condition damage dealt to armor now occurs when the armor is actually mitigating incoming damage.\n* Fixed a case where percentage reductions to damage could apply to Power Armor condition damage.\n* Fixed a case where armor condition damage from multi-projectile attacks (shotguns, etc.) were handled differently between power armor and regular armor.\n* Addressed some cases where certain armor sets would take condition damage unexpectedly fast relative to other armor (especially Wood armor).\n* Fixed a case where increasing player max health wasn't resulting in proportionally hardier limbs.\n   * **Dev Note**: This is player-only. NPCs already had the intended behavior. Also, this is unrelated to armor condition damage.\n* Reduced the amount of condition damage taken for all player armor (armor should generally last much longer before breaking).\n\n# Audio\n\n* Added sound effects to the Raven Perch.\n* Added sound effects to the Caged Owl.\n\n# C.A.M.P., Workshop, and Shelters\n\n* Fixed an issue where players were questioning who possessed the Raider Punk's Radio... (added “’s” to the name in the build menu).\n* Collectron terminals now work properly in public workshops.\n* Fix an issue preventing players from building allies or pets in their C.A.M.P.\n* Fixed an issue with the destroyed state of the Diner Letters.\n* Jack-O'-Lantern Backpack Flair: Fixed a display issue when placed in a display case.\n* Fixed an issue where players who earned the Blue Nuka-Cola Billboard couldn’t place it.\n* Axolotl plushie names have been updated to be consistent.\n* Fixed visibility of the Armoire Stash Box in the Workshop Menu.\n* The \"Starlight Drive-In Marquee\" snaps properly with floors and foundations.\n* Fixed an issue where some Nukashine beer kegs were incorrectly displayed in the C.A.M.P. build menu.\n* Cold Shoulder Pip-Boy Paint now displays its frost effect when on the display stand.\n* The Raider Fermenter can no longer be crafted in shelters.\n* Fusion and Plasma Core Rechargers can no longer be built in Shelters.\n* Fasnacht Captain Masks now sit in displays properly.\n* C.A.M.P. items built from plans obtained from premium vendors will show the atomic icon in the Workshop Menu.\n* Fixed an issue where the Mystery Magazine Box was not lootable from the Evidence Collection Assistant Collectron.\n* Fixed build limit being shared between the Crashed Cargo Bot and Rip Daring Survival Cache.\n* The Burning Springs Weather Machine no longer shows missing VFX and displays correctly.\n* Blueprints belonging to older accounts previously reported as being unplaceable due to missing plans should now be accessible.\n* Updated the names “Vault Tec Bed 1” & “Vault Tec Bed 2” to “Simple Bed” & “Simple Made Bed”.\n* C.A.M.P.s can no longer be built in proximity of the Starlight Drive-In.\n* Fixed an issue where Water Purifiers were listed in the Metal Doors category of the Workshop Menu.\n* Rabbit Plushie workshop icon realigned in the Workshop Menu.\n* Galaxy Map workshop icon enlarged in the Workshop Menu.\n* Improved the animation of fish inside the Fish Tank C.A.M.P. display.\n\n# Challenges\n\n* Fixed a bug preventing the Abraxodyne HQ Sign from being craftable after completing the relevant challenge.\n\n# Localization\n\n* Fixed localization character shown for the S.P.E.C.I.A.L. words in non-English.\n\n# Gameplay\n\n* Addressed an issue where bleed damage over time for the Talons mutation would affect bleed-immune targets.\n* Fixed possible soft-lock if cancelling joining a world while attempting to join a teammate.\n* Fixed players getting stuck inside of tires near the bridge between the Super Duper Mart and the Shade Hill Church locations.\n* Fix incorrect damage assignments on NPC War Drum, Meat Hook, and Cryolator.\n* Scrap kits will now ignore locked items.\n* Updated the critical death goo effect of Prototype ABX03.\n* Fixed an issue preventing some players from receiving rare rewards from Daily Ops.\n* Sentry Bot Helmet now uses Military Circuit Board as part of its recipe.\n* Janky Fishing Rod animates properly when reeling in fish.\n* Fixed an issue where scrapping a Thrill-Seeker's mod box resulted in fewer modules than intended.\n* **Potbelly Kelt**: Fixed an issue using the incorrect texture.\n* **Armored Spinefish**: Fixed an issue using the incorrect texture.\n* Fixed an issue where the XB-55 sentry bot in the “Over and Out\"\" quest had higher resistances than intended.\n   * XB-55 will now scale down to lower levels when encountered by low-level players.\n   * Increase the XP rewarded when killing XB-55.\n* Explosions now retain more of their damage when not directly hitting the target.\n* Explosions from multi-projectile attacks (Gauss Shotgun, Two-Shot + Explosive legendary mods, etc.) should now retain more of their damage when facing enemies with high resistances.\n* Bonuses to explosion damage (Demolition Expert, Bobblehead: Explosive, etc.) are no longer skipped for self-damage.\n   * **Dev Note**: The global reduction in self-damage is still present and unaffected by this change.\n* Fixed an issue where multi-projectile attacks (Shotguns, etc.) could kill other players much faster than expected.\n   * **Dev Note**: This only affects damage dealt by a player when attacking another player.\n\n# Pip-Boy\n\n* The \"Tin of Caps\" now has a proper preview model in the Pip-Boy.\n* Center Masochist now properly displays its effect in the Pip-Boy.\n* Jack-O'-Lantern Backpack Flair: Now correctly displays in the Pip-Boy preview.\n* The \"Miner Musings\" note now has a proper preview model in the Pip-Boy.\n* The Vault Boy correctly updates the armor visuals when equipping and unequipping inventory items.\n* Long Radio Station names will have their text auto resize to fit.\n* Restored D-Pad scrolling to the Effects and Perks tabs under “STAT” in Pip-Boy.\n* The 3D model in the Inventory page of the Pip-Boy will refresh when changing view modes of the menu.\n* Plans inside the Recipe Book display button hints as expected.\n* Fixed issue that Pip-Boy lists did not use audio feedback of selection change.\n* Serum effect text in the Pip-Boy does not display the \"+1\" value.\n* The item stat card in Pip-Boy Inventory will be visible after changing off of an empty tab.\n* Fixed PlayStation controller button for Pip-Boy View and exiting to Map.\n* Glowing One now shows in the Perk Tab. Shows how much Glow it grants to other Ghouls.\n\n# Weapons\n\n* Fixed an issue preventing the Rip Daring and Peepers paints from working with some Cremators.\n* Dom Pedro Aligned Grips now has Aligned Properties.\n* Dom Pedro Stabilized Grips now has Stabilized Properties.\n* Dom Pedro True Grips now has True Properties.\n* Fancy Single Action Revolver & Fancy Pump Action Shotgun\n   * Increased weight by 10%\n   * Decreased durability\n   * Larger cone of fire\n   * Increased ap cost by 10%\n   * Sneaking results in smaller cone of fire\n   * 25% faster reload speed\n   * 10% Faster Fire Rate\n* Fixed an issue where certain damage bonuses would be much stronger than intended.\n\n# Legendary Mods\n\n* Fierce now costs the same as other 2-Star legendary mods.\n* Fixed an issue where locked mods could be applied at workbenches without being consumed.\n\n# UI\n\n* Added hyphens to correct Power Armor names in the descriptions.\n* Fixed visual rounding errors when showing the change in stats for certain weapon mods.\n* Stealth Indicator will now show when using V.A.T.S. while crouched.\n* Repositioned enemy damaged icons to the right of their health bar to avoid overlapping enemy resistance values in V.A.T.S..\n* Head Hunt target's health bar no longer displays when the map is open.\n* Updated description of Winterland Power Armor with correct types of Power Armors this skin can be applied.\n* Prompt to unequip a legendary perk card has been removed.\n* Lucid is now shown as a prefix.\n* All map elements (location icons and text) are now hidden when the MENU is expanded.\n* Fixed an issue where the Gold Bullion version of the antique speed bag and weight bench were showing as Atomic Shop objects.\n* Player Effects now refresh properly on the HUD.\n* Fixed issue where \"Enter Text\" would appear while signing in on Consoles.\n* \"Type\" prompt no longer appears on screen during the character creation wakeup animation, and the button bars behave as expected.\n* \"Archaic\" tag is now visible when inspecting items.\n* Fixed an issue where the Quantity Slider can stop responding to thumbstick input.\n* Quick Inventory' menu shows all items in Inventory as expected.\n\n# Quest\n\n* **Blue Moon**: Fixed up some differences between the VO and subtitles for conversations between Aries and Carver.\n* **Insurrection**: Fixed an issue where Team Members could progress Optional Objectives for the Team Leader.\n* **Insurrection**: Fixed an issue where some players were unable to progress past the \"Talk to the loan shark\" objective.\n\n# Miscellaneous\n\n* Destroying the Clean Industrial Fan now sounds like it was made of metal instead of wood!\n* Made various corrections to text across the game.\n* Fix for flashing white screen when closing the Pip-Boy for the Show on Map behavior.\n* Fixed an issue that sometimes caused the \"Defaults\" button to dis","offTopic":true},{"id":"8a9ee260-c91d-4043-8e8b-042bc9c8d936","excerpt":"🛠️ Live Update 1.42.0 | Full Patch Notes — # Live Update 1.42.0\n\nAugust 18, 2026\n\n  \n[Raiders](https://arcraiders.com/news/live-update-1-42-0)!\n\nUpdate 1.42.0 is going live right now and with it a number of fixes, a second part of the Phantom Targets event with the Anomalia Outfit, a new Player Project, improved map co","url":"https://www.reddit.com/r/ArcRaiders/comments/1vrju38/live_update_1420_full_patch_notes/","role":"pain","weight":0.99242693,"occurredAt":"2026-08-18T09:03:47.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"ArcRaiders","intent":"problem_report","painScore":0.53468084,"sentiment":-0.3617021,"confidence":0.64666665,"matchedPatterns":["workaround","product:discord"],"statement":"Please consult our workaround shared here while we work on a fix.","title":"🛠️ Live Update 1.42.0 | Full Patch Notes","body":"# Live Update 1.42.0\n\nAugust 18, 2026\n\n  \n[Raiders](https://arcraiders.com/news/live-update-1-42-0)!\n\nUpdate 1.42.0 is going live right now and with it a number of fixes, a second part of the Phantom Targets event with the Anomalia Outfit, a new Player Project, improved map condition scheduling, and new Twitch drops.\n\n# HIGHLIGHTS\n\n* Phantom Targets Event & Phantom Targets Part 2 Raider Project\n* The Tick Hunter Set is now available\n* Improved Regional Map Condition Schedule\n* An Update on Anti-Cheat and Fair Play\n* New Twitch Drops (Car Freshener & Ceramic Vase)\n* Rubber Duck Competition Winners\n\n# Phantom Targets Revealed\n\nThanks to the assistance of many Raiders, Shani finally pinpointed the source of the phantom targets: erratic Wasps. These ARC units are exhibiting behavior she’s never seen before: emitting strange noises, flying in irregular patterns, and carrying unidentifiable tech. They’re all swarming towards one location. She needs further assistance to understand what’s waiting for them there.\n\n# Improvements to Map Condition Scheduling \n\nWe have been working to make sure that the way we schedule Map Conditions is aligned with your playing habits. To that end, we’re introducing *Regional Map Condition Scheduling*. Starting with 1.42.0, Map Conditions will have their schedule offset based on regions, instead of a single, global schedule.\n\nThis means that the schedule will shift to fit specific regions' peak hours to better match your experience. This way, it’ll be less likely to miss out on a map condition regardless of where you are.\n\nDon’t hesitate to tell us how Regional Map Condition schedules are working by chatting with us on our Discord! We’re eager to see what everyone’s experience is like and make adjustments accordingly.\n\n*Note: we will update the Map Condition tracker on the website to reflect this change soon. For now, we are aware the information on the website may not reflect the in-game conditions.*\n\n# Following up about Fair Play \n\nIt’s time to look at what’s been going on in the realm of Fair Play since our last chat a few weeks back. Some new (and some recurring) topics have crossed our path since then, and we wanted to reassure you that keeping Topside safe against cheaters and exploits is a top priority for us, and will continue to be so.\n\n# A Note on Third Party Software\n\nWhen we see reports of third party software being used to gain an advantage of any kind, in-game or at account level, we investigate. The first and most important step is to verify the validity of the report and whether or not the software actually does what it claims to do. A lot of the time, claims are just that, and interacting with this kind of software carries a large amount of risk.  \n  \nBe aware that downloading unverified and unofficial software can put more than just your account at risk. Beyond getting banned and losing access to the game, your data and personal information could be exposed.\n\nRemember that your account is only as secure as its weakest link. In order to protect your account, your purchases and progression, we strongly recommend making sure 2FA or passkeys are enabled on all external accounts connected to your Embark ID. Oh, and never share your credentials with anyone. No matter how many ducks they offer.\n\n# Recent Actions & Future Plans\n\nOver the past few weeks, we have been making several improvements alongside Anybrain and Denuvo Anti-Cheat. This has resulted in swift action being taken against a large number of accounts that were using recently popularized cheating software.\n\nThere is also the matter of ensuring permanent sanctions for serial, blatant cheaters. We continue working on methods that make it more difficult for new accounts to be obtained and that discourage cheaters from returning.\n\nThere have been compounding improvements in our ability to also detect accounts that participated in what we classify as “economy exploits”, which means we can more quickly sanction offenders. These types of sanctions have been ongoing.\n\nAdditionally, we have several simultaneous initiatives that are meant to address teaming and general matchmaking abuse. We know how important having a consistently good experience is, and that in certain regions or at certain times, it’s easier to run into groups of players that try to force their way into lobbies and engage in griefing. We’ll share more when all of these are ready.\n\nAnd that’s, of course, not all. We’ll keep building up all of the initiatives we mentioned and we’ll do our best to make sure that your experiences across the Rust Belt are fun, thrilling, and most importantly *fair*.\n\n# Congratulations to the Winners of the Rubber Duck Design Contest!\n\nLast Thursday, the 3 finalists of the Rubber Duck Design Contest were selected via popular vote on our Discord. We have since begun working on bringing the ducks into the game, and we will add them in a future update!  \n  \nSoon enough, you’ll be able to fill your Raider Den with ducks made by the super-talented *gekko.rar, im\\_AshCheeks and nassguhl.*\n\n# Content and Bug Fixes\n\n# Audio\n\n* Refined footstep and movement sounds indoors: removed scuff sounds, improved audibility at distance, and updated occlusion and concrete surface cues.\n* Improved footstep audio when moving through foliage for clearer, more natural sound.\n* Added unique footstep sounds when moving over plastic cloth and tarp surfaces.\n* Added different audio for all Tier 3 magazine upgrades firing sounds.\n\n# Gameplay\n\n* Fixed stomp attacks from the Queen and Matriarch sometimes hitting through walls or from much farther away than intended.\n* The Photoelectric Cloak now works against Turbine lightning attacks and Matriarch missiles.\n* Added spawn protection to the Surge Coil Trap to avoid affecting players as they spawn in.\n* Added the ability to rebind Quick Wheel slots.\n* The Dolabra, Hullcracker and Rascal now deal damage correctly in the Practice Range.\n\n# Map\n\n* Fixed an issue where a zip line in Buried City couldn’t be interacted with by repositioning it to ensure it can be used.\n\n# Performance\n\n* Improved UI texture streaming cache for better memory efficiency and reliability.  \n\n# Stability\n\n* Fixed several crashes and made various improvements to stability.\n\n# UI\n\n* Fixed project tiles incorrectly showing “Part X completed” on projects without parts.\n* Corrected spelling errors and updated localized text across multiple languages.\n* Polished matchmaking error messages for clarity.\n* Completed project quests now correctly bring you to the associated project page when pressing the “Claim” shortcut button in the logbook.\n* Added a Region label on the Map selection screen, which displays your current Matchmaking region.\n\n# KNOWN ISSUES\n\n* We’re continuing to investigate reports of crashes on XBOX Series S. We apologize for the inconvenience and thank you for your reports. As soon as we know more, we’ll let you know. \n* We’re aware of issues with crashing on PC, related to Windows Update KB5121003. Please consult our workaround shared here while we work on a fix.\n* Players on Epic may experience a sudden loss of keyboard input.\n   * While we look into this, we recommend disabling any Overlay you may have active. Additionally, you can try alt-tabbing out and back into the game.\n* The Projects tab has a sticky notification dot.\n* The throw animation may sometimes fail to play when attempting to detonate a Trigger ‘Nade immediately after throwing it.\n* The weapon swap animation may appear broken if weapon swapping right after vaulting.\n* Player animations may appear broken when interrupting a search of the Baron Husk.\n* Shredders float to the ceiling in some rooms of the Hidden Bunker.\n* Leapers can jump through the ARC Turbine.\n* When bringing items that give Merits with you into a Raid, the items will wrongfully display a Merits icon.\n* Shots taken while riding ARC may not register correctly.\n* Some doors may allow player flashlights’ beams to pass through instead of blocking the emitted light.\n* We are aware of some clipping issues with the Triumph, Reaver and Azimuth outfits.\n* Old Ermal offers may appear to be available in the 'Acquire and Craft' menu (visual only).\n\nSee you Topside,  \n//Ossen & Raz\n\n","offTopic":false},{"id":"32b77de9-31fe-4e34-9129-b94410520277","excerpt":"FLASHPOINT UPDATE - FIND THE TRUTH (patch overview) — Raiders,\n\nCeleste's radar is flooding with unknown signatures.\n\nScouts are already scrambling to assess these new threats, and chatter in the tubes suggests you might have to abandon your usual tactics. \n\nShredders are escaping containment, novel laser-equipped ARC ","url":"https://www.reddit.com/r/ARC_Raiders/comments/1s7vh0d/flashpoint_update_find_the_truth_patch_overview/","role":"request","weight":0.9916667,"occurredAt":"2026-03-30T16:27:44.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"ARC_Raiders","intent":"feature_request","painScore":0.36,"sentiment":0.52,"confidence":0.7291667,"matchedPatterns":["missing_feature"],"statement":"When crafting, Raiders will now be able to fulfill missing materials directly, reducing time jumping between tabs.","title":"FLASHPOINT UPDATE - FIND THE TRUTH (patch overview)","body":"Raiders,\n\nCeleste's radar is flooding with unknown signatures.\n\nScouts are already scrambling to assess these new threats, and chatter in the tubes suggests you might have to abandon your usual tactics. \n\nShredders are escaping containment, novel laser-equipped ARC are sweeping the skies, and hulking, unarmed machines are making controlled landings across the grounds, their hulls likely packed with salvageable resources. It won’t be easy, but with some new shooters in your backpack and a taste for fresh loot, who could refuse?\n\n**The Flashpoint Update goes live on March 31st!**\n\n&nbsp;\n\n# ARC Operation: Close Scrutiny\n\nWhat’s that? Fast descent, controlled landing… a Probe? Too large. Seems to stay put, no clear signs of aggression. Well, not from the object anyway. The ARC patrols accompanying it are unprecedented. Celeste calls it the **Assessor**. She wants to know what it’s doing, Raiders want whatever it’s holding… two birds, one stone. \n\n**ARC Operations** are a new type of major map condition, and **Close Scrutiny** is certainly not for the faint-of-heart. There’s less loot available around the map, but who knows what riches lie within the **ARC Assessor**? Bring your best gear, and ready up for a fight. \n\n&nbsp;\n  \n**New ARC Threat: Vaporizer**\n\nWhatever the Assessor is doing, it must be important. A new flying ARC type has been spotted stalking the areas around the operation. Already earning notoriety among Raiders for its devastating laser attacks and idiosyncratic attack patterns - they call it the **Vaporizer**. \n\n  \n[https://storage.googleapis.com/web-arc-raiders-cms-assets/media/4eb2b716-c64c-ArcRaiders\\_ScreenShot\\_Master\\_16\\_9\\_NewARC-1024x576.jpg](https://storage.googleapis.com/web-arc-raiders-cms-assets/media/4eb2b716-c64c-ArcRaiders_ScreenShot_Master_16_9_NewARC-1024x576.jpg)\n\n&nbsp;\n  \n**New Weapons and Items**\n\nTian Wen keeps to herself, but even she has been uniquely isolated in recent weeks. Sounds of welding and cursing from her workshop have been heard late into the night as she attempts to forge new weaponry and gadgets. It’s time to find the Blueprints, and give them a go yourself. \n\n# Canto\n\nThe **Canto** is a submachine gun that still gives you a fighting chance against ARC in close quarters combat. Running on medium ammunition, this weapon keeps the machines and opportunistic Raiders at arms length. \n\n# Dolabra \n\nThe **Dolabra** gives Raiders a new way to punch through ARC armor plating in close-range. This energy shotgun features a variable focus allowing you to fire off a wide burst or a focused funnel of electricity. Head to the Close Scrutiny ARC Operation for the best chance of finding this Blueprint. \n\n# Surge Coil\n\nBetter safe than sorry. Sometimes you need peace of mind that nobody is going to sneak up on you while you’re otherwise engaged. The **Surge Coil** is a deployable device that periodically electrifies its surroundings, shocking anything that drifts into its orbit. \n\n  \n[https://storage.googleapis.com/web-arc-raiders-cms-assets/media/33422a6b-6006-ArcRaiders\\_ScreenShot\\_Master\\_16\\_9\\_New-Weapons-1024x576.jpg](https://storage.googleapis.com/web-arc-raiders-cms-assets/media/33422a6b-6006-ArcRaiders_ScreenShot_Master_16_9_New-Weapons-1024x576.jpg)\n\n&nbsp;\n  \n**New Project: High Gain Antenna**\n\nRumors, radar pings, recordings… information coming into Speranza continues to trouble Celeste. Raiders have been swapping stories about strange shapes in the sky during the hurricane, but where have they come from, and where are they headed? \n\nCeleste and Shani need to get an eye in the sky. Expect them to reach out for help gathering important resources to build a **High Gain Antenna**. You’ll be rewarded for your effort, but what they’re tracking is a threat to all of us - time to do your part. \n\n&nbsp;\n  \n**Scrappy: Feeding Boost**\n\nThe bond to your raiding rooster has been deepened, and you can now increase the types of loot Scrappy collects by feeding him particular items. Out of gratitude, Scrappy will also drop you some more valuable items so long as you continue to feed him. \n\n&nbsp;\n  \n**Spreading Shredders**\n\nSomeone forgot to close the Stella Montis doors on their way out. Stay sharp on Blue Gate, Buried City, Spaceport, as well as Dam Battlegrounds during map conditions - the floating menace has been spotted all across the Rust Belt. \n\n&nbsp;\n  \n**Crafting improvements**\n\nWe know that crafting the perfect loadout takes time, when sometimes you really want to be raiding. That’s why we’re introducing some handy improvements to the crafting system, streamlining your time in Speranza. When crafting, Raiders will now be able to fulfill missing materials directly, reducing time jumping between tabs. When materials are missing, Raiders will be presented with a list of available sources, letting you recycle, refine, or purchase in a single window. \n\n&nbsp;\n  \n**New bundle: The Wasp Hunter Set**\n\nOur second cosmetic bundle is now available to purchase on all platforms! The Wasp Hunter tears ARC limb from limb, harvesting the parts for a mechanistic outfit that is sure to keep your enemies on their toes. The set comes with **four unique colorways**, the **Diver Backpack (White)**, a new **Scrappy Helmet**, the **Thruster Hammer Raider Tool**, and **2400 Raider Tokens** to top it all off!\n\n  \n[https://storage.googleapis.com/web-arc-raiders-cms-assets/media/006ad59f-b539-ArcRaiders\\_Bundle\\_WaspHunter\\_16x9\\_1920x1080\\_Branded-1024x576.jpg](https://storage.googleapis.com/web-arc-raiders-cms-assets/media/006ad59f-b539-ArcRaiders_Bundle_WaspHunter_16x9_1920x1080_Branded-1024x576.jpg)\n\n&nbsp;\n\n# Cosmetics\n\nYou’ll need some new threads for this new season. Periodically throughout April, we'll drop three new outfits: The **Brigade Set** pulls the resolve of a Roman centurion into the present day with a stylish bomber jacket, kerchief, and piercing blue irises. The **Vanguard Set** gets you ready for a riot, be that swarms of Ticks or unwelcome Raiders. The **Nascosto Set** is for the ghosts; with a ghillie-style hood and shoulder pads, the modus operandi is shoot… then shoot off. \n\n  \n[https://storage.googleapis.com/web-arc-raiders-cms-assets/media/d307d61e-b825-ArcRaiders\\_ScreenShot\\_16x9\\_Flashpoint-NewCosmetics-1024x576.jpg](https://storage.googleapis.com/web-arc-raiders-cms-assets/media/d307d61e-b825-ArcRaiders_ScreenShot_16x9_Flashpoint-NewCosmetics-1024x576.jpg)\n\n&nbsp;\n  \nAs always, good luck up there, Raiders. \n\nThe ARC Raiders Team","offTopic":false},{"id":"bd29d996-3179-44d1-9079-15907a16ea17","excerpt":"This Week in Destiny 03/12/2026 — Source: https://www.bungie.net/7/en/News/Article/twid_03_12_2026\n\n---\n\nThis week in Destiny, we are launching our next Community Challenge. This time, rather than testing your prowess with weapons and skill at our dungeons or raids, we’re asking you to share your best screenshots of sc","url":"https://www.reddit.com/r/DestinyTheGame/comments/1rrxvg8/this_week_in_destiny_03122026/","role":"request","weight":0.96106666,"occurredAt":"2026-03-12T17:53:14.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"DestinyTheGame","intent":"problem_report","painScore":0.36,"sentiment":0.44444445,"confidence":0.70666665,"matchedPatterns":["manual_process"],"statement":"* Emblems are distributed manually and should be expected to arrive within 30 days of the Community Challenge’s end date of April 16.","title":"This Week in Destiny 03/12/2026","body":"Source: https://www.bungie.net/7/en/News/Article/twid_03_12_2026\n\n---\n\nThis week in Destiny, we are launching our next Community Challenge. This time, rather than testing your prowess with weapons and skill at our dungeons or raids, we’re asking you to share your best screenshots of scenes or environments in Renegades.\n\n\n\n* Send us your Postcards from the Frontier\n* Buildcrafting basics in the New Player Guide\n* Active and upcoming in-game modifiers and activities\n\nNo postage necessary on these postcards though the Postmaster might appreciate some Glimmer.\n\n\n##From the Frontier with Love\n\n\nOver the years, you’ve explored throughout the galaxy, from high towers to bottomless pits not to mention frigid mountaintops or being temporally displaced in a time desert. We want to know what locales in Renegades Guardians find the most inspiring to explore - we're kindly requesting you share your most memorable vistas in our new Community Challenge: Postcards from the Frontier.\n\n\n\nThe basic rules for this Community Challenge follow:\n\n\n\n* Take inspiration from Destiny 2: Renegades to capture environments from Mars, Venus, Europa, or beyond. You can dress up in Renegades garb but if you have another style that you think will fit with your scene, go for it!\n\n   * **Characters or scene recreations from non-Bungie media will not qualify**.\n* Capture a minimum of two screenshots for your submission.\n* Post the screenshots to Bluesky, Twitter/X, Instagram, or Reddit using the #RenegadesPostcard hashtag.\n\n   * Including the hashtag is not mandatory but helps us find your submission.\n* Share your Bungie ID (with numbers) in your submission post.\n\n   * Bungie IDs added after initial submission are not eligible to receive a reward.\n\nFind your favorite spots, take creative screenshots, and share them with us! We will post our favorite Postcards from the Frontier picks on March 19 and March 26 and reward their creators with the Golden Age emblem. Check it out below!\n\n\n\n[Image Link](https://images.contentstack.io/v3/assets/blte410e3b15535c144/bltbd6143f5c70a05ed/6983b4851de2ee34993a1390/v915_emblems_crm_goldenfashion_1920x1080.jpg)^^^[imgur](https://i.imgur.com/gJcQ0me.jpeg)\n\nReady to get started? Just a few housekeeping notes to add:\n\n\n\n* Reward recipients are determined on a case-by-case basis by the Community Team.\n* Emblems are distributed manually and should be expected to arrive within 30 days of the Community Challenge’s end date of April 16.\n* The same submission may be shared across multiple social media platforms if the submission content and Bungie IDs are identical between the platform posts.\n* Any use of generative AI is not allowed and will result in automatic disqualification. If we determine that generative AI was used in a winning submission, any reward granted may be revoked.\n* Your Bungie account must be in good standing to receive a reward. If we determine your account has broken the Code of Conduct, any reward may be revoked and we may take further action against your account.\n\nView the full set of Community Challenge rules on our newly updated [Bungie Community Emblems](https://help.bungie.net/hc/en-us/articles/360048719132-Guide-for-Bungie-Community-Emblems) guide.\n\n\n\nAnd last but not least, to help you capture your postcards in the best way possible, here’s how to turn off the UI and get clean screenshots easily!\n\n\n\n* Open the Director screen.\n* Navigate to your Settings menu.\n* Go to the Gameplay tab.\n* Set HUD Opacity to Off.\n##New Player Guide: How to Make Builds\n\n\nOur next chapter for Destiny 2’s New Player Guide is focused on a key aspect of the game: how to make a build. We go over different concepts that should be known when you want your Guardian to be the most powerful being in the whole universe.\n\n\n\nInstead of listing a bunch of good builds, our approach for this chapter has been more open-ended, helping readers understand the concepts so they can put them to use alongside their creativity to create the best builds possible. [Find our New Player Guide for Destiny 2 here](https://help.bungie.net/hc/en-us/sections/44229895049108-New-Player-Guides).\n\n\n##Active and Upcoming Activities\n\n###Suros Week: March 10 to 17\n\n\nDuring this week, all Suros foundry weapons are overcharged in Portal activities. In other words, bring a Suros weapon and see it do more damage to enemies. Equip a Motif-41 or a Monody-44 and let us know how it goes.\n\n\n###Trials of Osiris: March 13 to 17\n\n\nSaint-14 got two fan favorites paired together this weekend. Good opportunity to get a few more rolls of a top tier Hand Cannon, maybe aim for a few PvE ones this time.\n\n\n\n* Map: Javelin-4\n* Reward: Corundum Hammer\n\nNext week, we also have a nice combo:\n\n\n\n* Map: Altar of Flame\n* Reward: The Immortal\n###Heavy Ammo Surge: March 17 to 24\n\n\nWe had a Special Ammo Surge last week, so it's fitting we have a Heavy Ammo Surge modifier active in the Portal just two weeks after. Your Power weapons will recharge ammo, so take this as an opportunity to go crazy and not worry much when using them. We know the Rocket Launcher enthusiasts will have a good time.\n\n\n##Player Support Report\n\n\n[Image Link](https://images.contentstack.io/v3/assets/blte410e3b15535c144/blt80e6ad32f9ed8b92/64d528f0dc69d5444a7cade6/D2_DPS_Gif.gif)^^^[imgur](https://i.imgur.com/WXUPrsR.gif)\n\n[Known Issues List](https://help.bungie.net/hc/en-us/articles/39007140765204-Destiny-2-Year-8-Known-Issues-and-Vital-Information)  |  [Help Forums](https://www.bungie.net/en/Forums/Topics/?tg=Help)  |  [Destiny 2 Team Bluesky](https://bsky.app/profile/destiny2team.bungie.net)\n\n\n###Known Issues List\n\n\n* Generators in the Fearsome Retainer Renegades mission cannot be damaged by the alt-fire missiles or stomp attack. They can still be destroyed with primary fire lasers.\n* Tempest Strike cannot be used while a Renegade Ability Jammer is active.\n* In rare instances, players who are pulled forward into the Epoptes encounter in The Desert Perpetual (Epic) can get stuck in a black screen until the fireteam wipes.\n* Wolfsbane's light attacks are displaying the visual effects of Void instead of Solar.\n##We Love Swords\n\n\n[Image Link](https://images.contentstack.io/v3/assets/blte410e3b15535c144/blt43c6042af4116138/6345dc15b03b6c10c5ee0594/TWAB_ArtistOfTheWeek_2020_Animated_V2.gif)^^^[imgur](https://i.imgur.com/GB3NonV.gif)\n\nWe’ve been a bit obsessed with Swords lately. We just think they are neat.\n\n\n###[By Diego M. Via Twitter/X ](https://x.com/Callado300/status/2031083631444168966/photo/1)\n\n\n[Image Link](https://images.contentstack.io/v3/assets/blte410e3b15535c144/bltf2f6d797323dab06/69b18e54ebe17489341b53c6/HC_bzB-aMAECwHZ.jpg)^^^[imgur](https://i.imgur.com/eMPgnlV.jpeg)\n##10.000 Kills on Every Exotic\n\n\n[Image Link](https://images.contentstack.io/v3/assets/blte410e3b15535c144/blt0cf028b465bdfa04/66ba7cf9492abccf18bfa659/MovieOfTheWeek_EN.gif)^^^[imgur](https://i.imgur.com/ClbhDjC.gif)\n\nThis is true dedication to a goal. But what’s wrong with Whisper of the Worm?\n\n[\n\n[Image Link](https://images.contentstack.io/v3/assets/blte410e3b15535c144/blt7f5788f3c08660d1/69b282656b116adeed8e772c/MOTW_03_12_2025.jpg)^^^[imgur](https://i.imgur.com/4uQIba6.jpeg)](https://x.com/zombierealdumb/status/2028715692921598213)\n\n***\n\n\n\nAnd so, this TWID comes to an end. This was another week on the lighter side, but next week we’re planning to share some fun info on Guardian Games, coming March 24. The team is hard at work on our June update, too, and we’re looking forward to sharing more with you soon!\n\n\n\nSpeaking of... if there are any specific perks you’d love to see on any raid or dungeon weapons, don’t hesitate to shout ‘em out at us. We have a handful of perks we’ve wanted to see added but are always happy to hear your feedback. What would your godroll Tier 5 New Purpose Pulse Rifle from the Duality dungeon be? How about Nessa’s Oblation Slug Shotgun from Root of Nightmares? Can’t wait to share some of the armor set bonuses the team has been cooking up, too.\n\n\n\nNot to mention the Pantheon 2.0 gear plans!\n\n \n\n**Destiny 2 Community Team**","offTopic":true},{"id":"6e84c60c-b249-404e-9801-9a0c10a9eeb1","excerpt":"Patchnotes from 2026-04-29 — *This update was brought to you by PatchRadar.*\n\n## WEDNESDAY APRIL 29\n\n \n\n \n\n\n\n## GLOBAL\n\n \n\n \n\n\n\n## RICOCHET ANTI-CHEAT\n\n \n\n \n\n\n\nWe’re continuing to strengthen our anti-cheat systems to better protect players and ensure fair matches across all platforms. These changes do not apply until S","url":"https://www.reddit.com/r/Warzone/comments/1sze0na/patchnotes_from_20260429/","role":"demand","weight":0.90900654,"occurredAt":"2026-04-29T22:38:03.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"Warzone","intent":"tool_discovery","painScore":0.28363636,"sentiment":-0.4090909,"confidence":0.70814955,"matchedPatterns":["looking_for"],"statement":"*\\*Game features described above are based on current in-development features that are subject to change based on final development changes and/or game tuning or updates that may remove or modify some or all of the above features.* **Origi…","title":"Patchnotes from 2026-04-29","body":"*This update was brought to you by PatchRadar.*\n\n## WEDNESDAY APRIL 29\n\n \n\n \n\n\n\n## GLOBAL\n\n \n\n \n\n\n\n## RICOCHET ANTI-CHEAT\n\n \n\n \n\n\n\nWe’re continuing to strengthen our anti-cheat systems to better protect players and ensure fair matches across all platforms. These changes do not apply until Season 04, at which point you can expect the following:\n\n**New Security Requirement: Microsoft Azure Attestation (MAA)**\n\nMicrosoft Azure Attestation (MAA) will be required on PC to access most playlists. This system will help us verify that your PC environment hasn’t been tampered with, which is a key step in preventing cheating.\n\n**What This Means for PC Players**\n\nPlayers whose systems aren't compliant will see a message alerting them that Failed Attestation Status was applied and matchmaking will be adjusted.\n\nThose attempting to play with others who have failed attestation will see a message that Failed Attestation Status is applied because one or more party members did not meet secure attestation requirements.\n\nTo be fully compliant, your system will need:\n\n- TPM (Trusted Platform Module) enabled\n- Secure Boot enabled\n\nThese are Windows security features that help verify your system is running in a trusted state. If you need help updating your settings, read our Player Support page (LINK).\n\n**If Attestation Fails**\n\nPlayers without these features enabled will be placed into limited matchmaking.\n\nIf you are placed into a limited matchmaking pool you will be:\n\n- Unable to match with players whose systems meet our requirements\n- Unable to match with console players\n\n**Playlists Impact**\n\nThis enforcement will apply to all playlists, except (no MAA required):\n\n- Nuketown 24/7\n- Battle Royale Casual\n\n**Why This Matters**\n\nThese updates are designed to:\n\n- Fully realize the security benefits of using Microsoft Azure Attestation\n- Remove high-risk players from the general player pool\n\n \n\n \n\n\n\n## EVENTS\n\n \n\n \n\n\n\n- **RoboCop Event Pass**\n    - Part man. Part machine. All Operator. RoboCop doles out justice with the RoboCop Event Pass arriving in Season 03’s Mid-Season. Unlock limited-time rewards by earning XP in any mode. Serve the public trust with the new Siren Special Weapon plus additional Operator Skins, Weapon Blueprints, and more items inspired by the RoboCop film franchise.\n\n \n\n- **Call of Duty Endowment C.O.D.E. Navigator Challenge**\n    - In honor of Military Appreciation Month, the Call of Duty Endowment (C.O.D.E.) introduces the C.O.D.E. Navigator Challenge Event to help veterans navigate their next chapter. Drop in for limited-time event rewards.\n\n \n\n \n\n\n\n## GENERAL\n\n \n\n \n\n\n\n- **Prestige Master Title Challenges**\n    - Unstoppable - Win 5 Warzone matches in a 12 hour period (excluding Casual)\n    - Pixel Sniper - Use a Sniper Rifle to Kill an enemy over 500m away\n    - Traffic Marshal - Kill an enemy while they are in a vehicle 25 times\n    - Gun for Hire - Eliminate 50 Bounty Contract Targets (Your Squad must Eliminate Target)\n    - Scavenger - Win a match with over 15 Eliminations and without using your Loadout (excluding Casual)\n\n \n\n \n\n\n\n \n\n \n\n\n\n## CALL OF DUTY: WARZONE\n\n \n\n \n\n\n\n \n\n \n\n\n\n## MAPS\n\n \n\n \n\n\n\n#### **New**\n\n \n\n \n\n\n\n- **Battle Royale Casual Map Rotation** *(In-Season)* \n    - Big Map rotation will be introduced during Season 03, featuring both Avalon and Verdansk.\n    - Maps will rotate on a 10-minute timer, similar to the existing Resurgence map rotation playlist.\n\n \n\n \n\n\n\n## MODES\n\n \n\n \n\n\n\n#### **New**\n\n \n\n \n\n\n\n \n\n \n\n\n\n- **Hot Pursuit** *Limited-Time Mode*\n    - **Summary:**\n        - A mode where Police hunt down Thieves in a fast-paced, vehicle-driven experience.\n        - Uses Resurgence rules with increased vehicle spawn rates.\n        - Players play as either Police or Thieves, with access to team-specific vehicles and abilities.\n    - **Police Gameplay:**\n        - Hunt down and track the Thieves.\n        - Use vehicles (ATV, JLTV, Light Heli) with special abilities:\n            - Radar pulse (sirens): reveals nearby Thieves on the mini-map.\n            - Heli bonus: shows direction enemies are moving.\n            - Wall vision: can see enemy vehicles through walls.\n    - **Thief Gameplay:**\n        - Evade the Police using speed and mobility.\n        - Use vehicles (UTV, Dirt Bike) with escape tools:\n            - UTV boost: go faster to outrun cops.\n            - Dirt Bike abilities: temporary invisibility (Active Camo) + smoke for cover.\n            - Loot tracking: both vehicles help find high-tier loot caches.\n    - **Map:**\n        - Avalon\n    - **Squad Sizes:**\n        - Solos, Quads\n    - **Player Count:**\n        - 100\n\n> Hot Pursuit takes over the Black Ops Royale playlist for Season 03 Reloaded as a throwback to its Blackout debut back in 2019. Inspired by the original fast-paced, cat &amp; mouse experience, this Limited-Time Mode offers a modern take on vehicle-focused gameplay now on Avalon.  \n>   \n> During this time, core Black Ops Royale modes will be temporarily rotated out to make room for Hot Pursuit. We plan on bringing the standard experience back in a future update, but for now, we’re keeping the playlist fresh by leaning into the spirit of variety.\n\n \n\n \n\n\n\n- **Prop Hunt Royale** *Limited-Time Mode*\n    - **Summary:**\n        - A round-based hide-and-seek mode where teams must win 3 out of 5 rounds to secure a victory.\n        - Players alternate between Prop and Hunter roles each round.\n        - Matches support up to 24 players per team.\n    - **Map:**\n        - Rebirth Island Winter Variant\n    - **Player Count:**\n        - 48 (2 teams of 24)\n\n \n\n \n\n\n\n## PLAYLIST\n\n \n\n \n\n\n\n \n\n \n\n\n\nFor information about upcoming Playlists, please check out the dedicated [Warzone Trello Board](https://trello.com/b/1eSBEowr/warzone-raven-software).\n\n \n\n \n\n\n\n## GENERAL\n\n \n\n \n\n\n\n#### **New**\n\n \n\n \n\n\n\n- **Personal Best System**\n    - Players can now track and challenge their highest individual performance records across matches.\n    - Personal best metrics are now displayed in the Victory and Defeat screens:\n        - Damage\n        - Kills\n        - Elimination/Death Ratio (E/D)\n    - Tracks both all-time personal bests and weekly records.\n\n \n\n \n\n\n\n## RANKED PLAY\n\n \n\n \n\n\n\n#### **New**\n\n \n\n \n\n\n\n- **Call of Duty: Warzone Ranked Series**\n    - Compete in the second season of the Call of Duty: Warzone Ranked Play Event, featuring 50-player leaderboards with Emblem and Weapon Camo rewards for top placements across all Ranks. Secure Ranked Play wins to earn additional rewards including a new Weapon Charm and Large Decal.\n    - These Event Camos are distinct from the Multiplayer Ranked Event Camos and are earned in addition to the Weapon Camos unlocked during normal Ranked Play.\n\n \n\n \n\n\n\n#### **Adjusted**\n\n \n\n \n\n\n\n- **Restrictions**\n    - Added the following items to the list of restricted items:\n        - Spikes\n        - Hades LMG-SMG Conversion Kit\n        - XR-3 Ion Sniper Rifle\n\n \n\n \n\n\n\n## GAMEPLAY\n\n \n\n \n\n\n\n#### **New**\n\n \n\n \n\n\n\n**» Battle Royale &amp; Resurgence «**\n\n \n\n \n\n\n\n \n\n \n\n\n\n- **Spikes**\n    - High-powered perks that are now available exclusively through Buy Stations.\n    - Each match will feature a random selection of 2 out of 3 available Spikes at every Buy Station.\n    - Each Spike has a purchase limit of 2 per Buy Station.\n    - Players may equip multiple Spikes; however, all held Spikes are lost upon death.\n    - Available Spikes:\n        - **Armor Salvaging**\n            - Eliminations immediately grant 1 equipped armor plate.\n        - **Handicraft**\n            - Equipment regenerates over time.\n        - **Prone Firing**\n            - Greatly reduces recoil while prone.\n            - Slightly reduces recoil while crouched.\n\n \n\n \n\n\n\n## LOOT &amp; ECONOMY\n\n \n\n \n\n\n\n#### **Adjusted**\n\n \n\n \n\n\n\n**» Black Ops Royale «**\n\n \n\n \n\n\n\n- **Backpack Default Category**\n    - Opening the Backpack will now default to the Perks category.\n\n \n\n- **Weapon Upgrade Kit Rewards**\n    - Completing Executions and Bounty Contracts now rewards a Weapon Upgrade Kit.\n\n \n\n \n\n\n\n**» Battle Royale «**\n\n \n\n \n\n\n\n- **Supply Box Duplicate Prevention**\n    - Supply Boxes will no longer drop duplicate equipment types:\n        - Maximum of 1 Field Upgrade\n        - Maximum of 1 Lethal\n        - Maximum of 1 Tactical\n\n \n\n- **Equipment Drop Rate Balancing**\n    - Adjusted drop rates to better reflect commonly used and preferred equipment.\n    - Increased drop rate for:\n        - Molotov\n    - Decreased drop rate for:\n        - Deployable Cover\n        - Phantom Signal\n        - Needle Drone\n        - C4\n\n \n\n \n\n\n\n**» Battle Royale &amp; Resurgence «**\n\n \n\n \n\n\n\n- **Equipment Rotation**\n    - **Frag Grenade**\n        - Replaced with Cluster Grenade.\n    - **Shock Stick**\n        - Replaced with EMP Grenade.\n    - **Pinpoint Grenade**\n        - Replaced with Sensor Dart.\n\n \n\n- **Perk Pool Updates**\n    - **Legendary Chests**\n        - Drill Instructor\n        - Berserker\n        - Ghost\n        - Irradiated\n    - **Contract Rewards**\n        - Sprinter\n        - Adaptive\n        - Ghost\n        - Irradiated\n\n \n\n- **Buy Station Updates**\n    - Added\n        - Spikes\n        - Removed\n        - Counter UAV (CUAV)\n        - Grappling Hook\n\n \n\n- **Final Circle Behavior**\n    - Items exposed to the gas zone will now be disabled immediately once Buy Stations shut down in the final circle.\n\n> This update to the final circle is intended to discourage players from remaining deep in the gas to utilize equipment, Field Upgrades, or Ammo Depots. The goal is to reinforce engagements within the intended safe zone. Additional changes are in development to address edge cases where players avoid combat by chaining Stims or repeatedly resupplying via Munitions Boxes in the gas, resulting in unintended endgame scenarios.\n\n \n\n \n\n\n\n \n\n \n\n\n\n## PUBLIC EVENTS\n\n \n\n \n\n\n\n#### **New**\n\n \n\n \n\n\n\n**» Resurgence «**\n\n \n\n \n\n\n\n- **Classified Weapon**\n    - Added to Resurgence playlists.\n\n> We’ve been pleased with the performance of the Classified Weapon in Battle Royale and are excited to bring it to Resurgence. As part of this addition, tuning adjustments have been made to better align with Resurgence’s faster pace and tighter engagements, while preserving the weapon’s unique identity.\n\n \n\n \n\n\n\n## CONTRACTS\n\n \n\n \n\n\n\n#### **Adjusted**\n\n \n\n \n\n\n\n**» Battle Royale &amp; Resurgence «**\n\n \n\n \n\n\n\n- **Contract &amp; Gas Circle Interaction**\n    - Contracts will no longer disappear immediately when entering the gas.\n\n \n\n- **Supply Run**\n    - Cash reward significantly reduced.\n    - Added to Haven’s Hollow.\n\n> Supply Run is intended to provide a more affordable path to regain and progression, rather than serve as a primary source of cash. Certain strategies, such as vehicle usage, made the contract too easy to complete. This adjustment better aligns it with its intended role. Additional updates are planned to further define its identity.\n\n- **Most Wanted**\n    - Updated kill reward behavior in Casual Resurgence:\n    - Eliminations now reduce the timer by 15 seconds (down from 30 seconds).\n\n \n\n \n\n\n\n## EQUIPMENT\n\n \n\n \n\n\n\n#### **General**\n\n \n\n \n\n\n\n**» Battle Royale &amp; Resurgence «**\n\n \n\n \n\n\n\n- **EMP Grenade**\n    - Added to Battle Royale and Resurgence.\n    - Destroys equipment and disables many Field Upgrades and Killstreaks.\n\n \n\n- **Cluster Grenade**\n    - Added to Battle Royale and Resurgence.\n    - Detonates on impact, followed by multiple secondary explosions.\n\n \n\n- **Sensor Dart**\n    - Added to Battle Royale and Resurgence with mode-specific tuning.\n    - Maximum carry: 1\n    - Duration: 7 seconds\n    - Detection Radius: 35 meters\n\n \n\n \n\n\n\n#### **Adjusted**\n\n \n\n \n\n\n\n**» Battle Royale &amp; Resurgence «**\n\n \n\n \n\n\n\n- **Grappling Hook**\n    - Can now be used underwater in Battle Royale and Resurgence.\n\n \n\n \n\n\n\n**» Black Ops Royale «**\n\n \n\n \n\n\n\n- **Armor Satchel**\n    - Now grants 8 armor plates upon initial pickup.\n\n \n\n- **Cymbal Monkey**\n    - Increased deployment animation speed.\n\n \n\n \n\n\n\n## KILLSTREAKS\n\n \n\n \n\n\n\n#### *","offTopic":true},{"id":"2775526a-0346-4b98-92a3-4fa49d5ad7bd","excerpt":"1.4 Livestream Notes [Homecoming] — # [If you are looking for a brief livestream summary, click here](https://sh.reddit.com/r/Endfield/comments/1usmvuy/14_stream_summary_homecoming/).\n\n\\---\n\nWelcome to the Detailed Livestream Notes for the 1.4 update \\[Homecoming\\]!\n\nThis post will cover a variety of topics, including:","url":"https://www.reddit.com/r/Endfield/comments/1usml12/14_livestream_notes_homecoming/","role":"demand","weight":0.81666666,"occurredAt":"2026-07-10T12:42:10.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"Endfield","intent":"tool_discovery","painScore":0.12,"sentiment":0.33333334,"confidence":0.7291667,"matchedPatterns":["looking_for"],"statement":"# If you are looking for a brief livestream summary, click here.","title":"1.4 Livestream Notes [Homecoming]","body":"# [If you are looking for a brief livestream summary, click here](https://sh.reddit.com/r/Endfield/comments/1usmvuy/14_stream_summary_homecoming/).\n\n\\---\n\nWelcome to the Detailed Livestream Notes for the 1.4 update \\[Homecoming\\]!\n\nThis post will cover a variety of topics, including:\n\n1. **New Operators (Arcane & Liino)**\n2. New Areas and Story\n3. AIC (Factory) Updates\n4. Gameplay Events\n5. **Quality of Life/Miscellaneous Updates**\n6. Teasers for Future Content\n7. Rewards\n\n# 1. New Operators\n\nhttps://preview.redd.it/stv4rrcecech1.png?width=2420&format=png&auto=webp&s=5a4466d6f872f9d72f19459f372f3c04a579dfab\n\n**Arcane \\[Nature Caster\\] - The first Endfield operator with two distinct combat styles!**\n\nLi Zhiyan (codename Arcane) is a Yinglung Special Task Force member who will be co-operating with Endfield Industries as a new operator! As you might expect from a combat veteran, Arcane can take on the role of either supporting her allies, or focusing on her damage output.\n\nArcane is a Nature Caster Operator, and our first operator who fits into the role of a \"Nature DPS\". By switching between her \"Array Arcana\" states, she can change her combat role. When Arcane's Intellect stat is greater than or equal to her Will stat, she uses the \\[Array Arcana: INT\\] state. Otherwise, she enters the \\[Array Arcana: WILL\\] state.\n\nIn the **\\[Array Arcana: INT\\]** state, Arcane will **focus on her own damage output**. She can also:\n\n* Frequently cast her Battle Skill and Combo Skill\n* Apply Susceptibility and Corrosion\n* Use the second phase of her Ultimate\n\nMeanwhile, **\\[Array Arcana: WILL\\]** is a **support-focused state** which allows Arcane to:\n\n* Pull enemies together with her Battle Skill\n* Apply and spread any Arts Infliction with her Combo Skill/Ultimate\n\nIn short, Arcane is a unique Nature operator that will allow for players to create even more interesting team compositions, as she can be useful in both her Damage Dealer and Support states. Be sure to test out both of her forms when her banner drops!\n\nhttps://preview.redd.it/nc8ogppgcech1.png?width=3840&format=png&auto=webp&s=8f6d20a05ecacbb62d75fcd230d8797e4cdfc5dc\n\nLiino \\[Electric Supporter\\] - **An electrifying idol who supports the team with many effects!**\n\nLiino is an idol who focuses on supporting the team! She is an Electric Operator, who has two stances like Arcane. Instead of stats, Liino uses her low-SP cost Battle Skill to enter her first state \\[Vocalist Stance\\], and her Ultimate to enter her second state \\[Cosmovoice Stance\\].\n\nIn **\\[Vocalist Stance\\]** after using her Battle Skill, Liino cannot perform Basic Attacks, but she can:\n\n* Continuously increase team ATK\n* Heal nearby operators\n* Periodically attack enemies\n\nAs for her Combo Skill, it is triggered whenever an enemy is affected by an Arts Infliction / Reaction, or when an Arts Infliction / Reaction is consumed, so it is very convenient to use in combat. This combo skill heals the controlled operator, deals Electric damage, and restores Ultimate Energy, all on a short cooldown. With her talent, Liino grants a buff after using her Combo Skill that gives other Electric operators a small SP refund after using their Battle Skills.\n\nAfter using her Ultimate which heals the team, Liino enters **\\[Cosmovoice Stance\\]** and:\n\n* Deals damage in a large area\n* Forcibly applies Electrification to enemies\n* Further increases team ATK\n* Provides stronger healing\n* Grants Electric and Natural Amp to allies\n\nTo sum it up, Liino doesn't just heal, she also provides valuable buffs and effects for her allies, like ATK increases, Electrification, SP refund, and Electric/Nature Amp. The SP cost of her skill is low, and her buff lasts for a while, so she'll work great in the background while you control other operators. Try her out in a team with Electric operators like Zhuang Fangyi and Avywenna!\n\n# 2. New Areas and Story\n\nhttps://preview.redd.it/5201vk6ncech1.png?width=1461&format=png&auto=webp&s=5cf9db257417eae6cfbe315c6ec79d7a5bc5cef0\n\nTwo new maps are being introduced with 1.4 Update \\[Homecoming\\], Yinglung Pass and North Wuling Exclusion Zone!\n\nThese two new areas will be connected to previously teased story elements, such as the Wuling Very Large Rift, Yinglung Special Task Force, and the Exclusion Zone! They will also feature new exploration puzzle mechanics, a new enemy type called >!Blightshade!<, and a new boss, >!Alleikhreos, Chiliarch!<.\n\nThe Wuling story arc is entering an important stage, and this story update seems to have a more heavy tone than previous ones. The Blightshade seem to be related to >!the past of the Yinglung Special Task Force!<, while the boss enemy appears to be inspired >!by Greek / Roman sculptures, which gives it an imposing and solemn feeling!<. What are you most excited about in terms of the new maps/story?\n\n# 3. AIC (Factory) Updates\n\nhttps://preview.redd.it/ukg5ehdocech1.png?width=1461&format=png&auto=webp&s=ea8b0b69936adddcee8347115ee3de21206a2b35\n\nThe Automated Industry Complex (Factory) will be receiving many updates in this update! This includes new facilities, formulas, production lines, gear, and the introduction of Gas resources!\n\nThis AIC update contains:\n\n* Two gas resources, Inergen and Xiragen, which will be added to existing areas\n* Certain production lines will be simplified using new gas formulas\n* Heavy Xiranite production streamlining by purifying Xiranite with gas\n* Produce Pyrrolite Components using Pyrrolite Gas to craft new gear\n* Updates to Pipe Control and Item Control Ports, allowing them to adjust the flow rate of products\n* Using Fluid Supply unit in the wild without power after unlocking an upgrade\n* Puzzles involving Fluid Supply Units to clear small rifts in the North Wuling Exclusion Zone\n* New Gas mode unlocked for certain existing facilities\n* A new AIC outpost, Xiranflow Cloudseeder Station, will become available to players in Yinglung Pass\n* Two new combat facilities, Torrent Gun Tower and Electrocharger Model A-2\n\nTo summarize, this update is a full expansion of the AIC system built around the new Gas resources and formulas, and it gives players new ways to produce existing products using gas production lines.\n\n# 4. Gameplay Events\n\nhttps://preview.redd.it/4hyd7ofpcech1.png?width=2420&format=png&auto=webp&s=427d1a4526e0b130704b2dbcc0fcebcaf754b291\n\n**Echoes of War**\n\nA new permanent seasonal challenge mode that has multiple difficulty levels and stage mechanics. You will have to complete stage objectives within a time limit, and some stages will include special buffs. Keep in mind that clearing Normal difficulty will provide you with all of the Oroberyl rewards, while players can keep challenging themselves at higher difficulties, which provide stars, ratings, and showcase rewards!\n\n**Heat Rage! Mega Arena!**\n\nA two-operator limited-time combat event, where players will receive buffs designed to accommodate two operators lineups. This event encourages players to try certain two-operator combinations that would otherwise be difficult to use in regular combat modes, which can lead to fun challenge content. Preset teams will be available to lower the entry barrier for all players. Which duos are you excited to try out?\n\n**The Rooted Realm**\n\nA limited-time event featuring exploration, parkour, and collecting tokens. Players will control a single operator to collect Aurylene Fragments within a time limit, while planning routes, finding hidden paths, and interactable mechanisms to improve their score. The event also features combat zones with special mechanics, which can change up your combat gameplay.\n\nUmbral Monument and Delver of the Cryptic will also receive new content updates in Update 1.4 \\[Homecoming\\].\n\n# 5. Quality of Life/Miscellaneous Updates\n\nhttps://preview.redd.it/6bur5evddech1.png?width=2420&format=png&auto=webp&s=7f8b903882eef6d99fe1915e32b44eabeecf2e13\n\n**New Casual and Showcase-oriented Updates**\n\n* Talosite (new exploration collectible) collection and exchange\n* New Camera System\n   * Suitable for screenshots, character display, and community UGC (user-generated content) creation\n* View Operator Art Directly on the Operator Page\n* Operator Poses\n* Name Change Card\n   * Allows players to change their in-game nickname\n   * Receive one free every six months, purchase additional cards\n* New Stickers and Ornamentals\n* Ornamentals no longer take up space, and they have their own page\n* Birthday system with special blessings and surprise gifts\n   * Claim gifts up to 2 weeks after birthday\n   * If the birthday is set to a date earlier in the year, the birthday mail for the year is sent retroactively\n* Dijiang Reception Room Phonograph\n   * Purchase vinyl records with Talosite\n   * Play vinyl records and set them as the Reception Room's BGM\n\nhttps://preview.redd.it/864z8rr9dech1.png?width=3840&format=png&auto=webp&s=2227ebe3209eb11cfa7d2ed165a10609b1513d5d\n\n**New Player / Returning Player QoL Updates**\n\nA few key features have been added in 1.4 for new and returning players, in order to smoothen the gameplay experience.\n\n* Main Mission Early Unlock: Wuling\n   * After completing the main mission Maintenance Progress, players can unlock the Wuling Region and main story early\n   * This will not affect Chapter 1 (Valley IV) progress, and players can return to Valley IV at any time to continue from where they left off\n   * Most Wuling enemies will scale to the player's Exploration Level, avoiding combat frustration\n   * Certain AIC technologies that normally require Valley IV research will be unlocked early, after placing the Wuling PAC\n   * All players will gain access to a progression material conversion feature, to allow certain required materials to be obtainable early\n   * The intent of Early Unlock is to allow players interested in Wuling story, events, gear, or scenery to enter the region earlier\n* Arsenal Defence Crates\n   * By completing a new operator's trial stage, you can acquire one of these\n   * These crates directly address concerns about acquiring gear for operators, which can require a large amount of AIC progress\n   * They contain \"transitional\" gear to equip your operator with, rather than the \"best\" gear pieces for your operator\n   * Gear from Arsenal Defence Crates are fully artificed\n* High-tier Gear Crafting with Different Components\n   * High-tier gear that used to require specific components can now be crafted using Cuprium, Hetonite, or Pyrrolite components\n   * When using these alternate methods, Stock Bill consumption is lowered by 99%\n   * No longer need to build as many production lines to make each component type\n\n**Quality of Life (QoL) Updates**\n\nMany Quality of Life updates are coming with update 1.4 \\[Homecoming\\], take a glance through the list and you may find something that you've been asking for! These are shortened for brevity's sake, as this post is already long enough. Mention u/KiraFeh if you'd like further explanation on a point below.\n\n**Interaction / Usability QoL Updates**\n\n* Story Dialogue Glossary (for story terminology)\n* Automatically repair shared ziplines when using them\n* Select the closest TP point with one button after clicking a map marker\n* Faster Dijiang friend visit loading\n* The capacity of the Backpack has been increased\n* Upgrade Dijiang cabins from Control Nexus menu\n* Clue Exchange duration reduced from 24h to 20h, to make starting next clue exchange easier\n\n**AIC / Factory QoL Updates**\n\n* Facilities (relay towers, ziplines, etc) placed outside of base (PAC) areas can now be remotely stashed from the map\n* Conduit connections can now be saved in blueprints\n* Conduit connection distance is now calculated using a straight line, and the limit has increased from 200m to 300m\n* Warning prompt when a teleport would cause a connection to break while connecting two conduits\n* Better visuals for displaying current location of fluids/gases in pipes when they are not full\n* Easier target selection when selecting overlapping targets in top vie","offTopic":true}],"breakdown":[{"sourceKey":"reddit","sourceName":"Reddit","count":32}],"total":32}}