Destiny 2 The Final Shapes patch adds Prismatic and the games first episode (2024)

Destiny 2 The Final Shapes patch adds Prismatic and the games first episode (1)

The culmination of the Light and Darkness saga is finally here

After a decade of Guardians adventuring through Sol, Destiny 2: The Final Shape is finally here. This expansion promises the end of Destiny’s first saga — Light and Darkness — and the birth of the next era of the franchise. It also adds a variety of pretty cool new features, like Prismatic and Fireteam Power.

Below, I’ll go over all the major changes coming to Destiny 2 alongside The Final Shape. If you’re looking for the complete patch notes, continue scrolling.

The Final Shape

Destiny 2 The Final Shapes patch adds Prismatic and the games first episode (2) Image: Bungie

The star of this patch is obviously The Final Shape expansion, which tells the story of Guardians diving into The Traveler itself to chase down the series’ biggest bad to date: The Witness.

This expansion includes a full campaign — which comes in both Legend and normal difficulty — the surrealist and fascinating Pale Heart destination, a new raid, Strike, and a variety of other features that I’ll go into even more detail about below.

Prismatic

Destiny 2 The Final Shapes patch adds Prismatic and the games first episode (3) Image: Bungie

Prismatic is probably the wildest addition to Destiny in the franchise’s history. Normally, Guardians choose what element they want to play as on their particular class and that’s their Subclass. Every ability deals damage (Arc, Strand, Solar, etc.) until they change to a different element. Prismatic turns all of that on its head by allowing Guardians to combine abilities from multiple elements at once, allowing players to equip an Arc Aspect, a Strand Aspect, a Void grenade, a Stasis Super, or any other combination of elements.

That’s all great, but the real kicker there is Transcendence, which is a kind of bonus Super players can get by dealing Dark and Light damage in equal measure. When activating Transcendence, Guardians will gain bonus weapon damage, bonus ability charge rate, and a brand new grenade that’s exclusive to their class.

New Supers and Aspects

Destiny 2 The Final Shapes patch adds Prismatic and the games first episode (4) Image: Bungie

In addition to Prismatic, each class is also getting a new Super and a new Aspect for one of their Light subclasses. Titans are getting Twilight Arsenal — which lets them throw massive axes that their teammates can pick up. Hunters are getting Storm’s Edge, a kind of teleporting knife twirl. And Warlocks are getting Song of Flame, which supercharges their normal Solar abilities.

These new Supers are available in the base forms of the Light subclasses they belong to, and Prismatic.

Exotic class items

Destiny 2 The Final Shapes patch adds Prismatic and the games first episode (5) Image: Bungie

After the launch of the raid in The Final Shape, Guardians will be able to unlock Exotic class items that only work with Prismatic. These new Exotics let Guardians combine perks from two Exotics into a single item. They’re randomly rolled and will come from a mysterious activity that takes place somewhere inside The Pale Heart.

The Dread enemy faction

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After years of players waiting and complaining, Bungie is finally giving Guardians a truly new race: the Dread. These Darkness enemies have some unique combatants — like the Grim, which Bungie’s own devs refer to as “gun bats” — and enemies that can give Guardians a taste of their own medicine with Strand and Stasis.

These new combatants join forces with The Hive and a variety of other enemy types to ensure The Pale Heart is packed full of stuff for Guardians to kill.

New and returning Exotics

Destiny 2 The Final Shapes patch adds Prismatic and the games first episode (7) Image: Bungie

The Final Shape offers a ton of new Exotics, as do most expansions. But in addition to some truly wild newbies — like Still Hunt, a sniper that very literally shoots Golden Gun shots — there are a couple returning faces getting a big glow up.

The first gun Guardians ever pick up in the Cosmodrome, Khvostov, is finally back as an Exotic in Destiny 2. And despite having already been reimagined as the hand cannon Crimson back in 2018, the Red Death pulse rifle is also back with The Final Shape.

The end of the Light and Darkness saga

Destiny 2 The Final Shapes patch adds Prismatic and the games first episode (8) Image: Bungie

Destiny has been around for 10 years now, and while the series certainly wasn’t known for its story in the beginning, the narrative team has really turned it around in the past few years. Now, as Guardians step up to face The Witness, Bungie is promising an answer to questions players have had for a decade, as well as a satisfying conclusion.

However, The Final Shape is not the end for Destiny 2 or Destiny — despite the feeling the name conjures. Instead, Destiny 2 will continue on with a new kind of content delivery system, detailed below.

A new episodic format

Destiny 2 The Final Shapes patch adds Prismatic and the games first episode (9) Image: Bungie

Episodes are Bungie’s reimagined seasons. Instead of four different seasons per year that dole the game out into mini chunks every Tuesday, there will only be three episodes per year that focus on more direct content drops. Each episode is broken up into three distinct acts, each lasting six weeks. Every time a new act comes out, Guardians will get new story, quests, activities, weapons, and even artifacts to play with.

The idea here is to ensure Destiny feels both consistent and less formulaic than seasons.

Power and leveling changes

Destiny 2 The Final Shapes patch adds Prismatic and the games first episode (10) Image: Bungie via YouTube

Finally, one of the more exciting changes for players looking to bring their friends in Destiny 2 is Fireteam Power and the leveling changes. With The Final Shape, Guardians will be able to share their Power with Fireteam members of a lower level in most activities. The Guardian with the highest Power will be anointed the leader of the group, and everyone else will be brought up to the leader’s Power minus five. This allows anyone to drag their friends through some of the game’s best content without needing to have that awkward “we have to get your Power up first” conversation.

This change comes paired with sweeping fixes to how Bungie assigns difficulty to activities. Only certain activities, like raids, will use Power anymore. Other activities, like the campaigns, will have a fixed difficulty, meaning Guardians can’t over- or under-level it.

Complete patch notes for The Final Shape, Update 8.0.0.1

Below is the full list of Final Shape patch notes taken from Bungie.net.

CRUCIBLE

  • Competitive will now use the Blended “1-1-1” Special Ammo system in place of the Crates system. We will begin rolling this system out to other playlists soon.
  • Adjusted spawns on Altar of Flame and Dead Cliffs for Countdown Rush to improve match balance.
  • Updated Private Match screens to support expanded options and to improve usability.
  • Updated sound effects for rank promotion and defense toasts in Competitive to better convey success or failure.
  • Fixed an issue where Relic meter was not correctly progressing in Relic.
  • Fixed an issue where Private Match activity modifiers would display inaccurately.

SHADOWKEEP

  • Fixed an issue in the mission Beyond where players would sometimes get stuck without the activity progressing them correctly.

WARLORD’S RUIN

  • Fixed an issue in Warlord’s Ruin where the sound effect that occurs after a player is frozen by the tempest storm did not play correctly.

CROTA’S END

  • Fixed an issue preventing completion of the All for One challenge and associated Triumph.

THE PANTHEON

  • Fixed an issue where The Pantheon emblems appeared in the General category rather than the Raids category in Collections.

UI/UX

GENERAL

  • Added a gameplay subtitles option that displays the speaker’s name before their dialog.
  • This option is off by default. To activate it, navigate to the Options menu and toggle it to on.
  • This feature does not affect cinematic subtitles.
  • Added Reputation Boost information for ritual activities to the Director.
  • Hovering over the Rituals nodes at the top of the Director (Vanguard Ops, Crucible, Gambit) will display when reputation boosts are active.
  • Fixed an issue where dungeon tracking stats were not displayed on emblems.

FIRETEAM FINDER

  • Improved placement and visuals of the Reselecting Activity button so players have better access to it.
  • Fixed an issue where Fireteam Finder lobbies for Crucible Labs weren’t allowing the correct max number of players for the activity.
  • Fixed an issue where in some Fireteam Finder applications, player status was not displayed properly.

GUARDIAN RANKS/JOURNEY SCREEN

  • Made visual and functional improvements to the Journey screen and Guardian Ranks icons.
  • Fixed an issue where the Cherished Guardian Rank objective displayed the incorrect Commendation score requirement.

QUESTS

  • Added Milestones to the quest log.
  • Milestones will not count against a player’s maximum quest/bounty capacity.
  • Tracked quests will be sorted to the top of their categories when the quest log is reloaded next.
  • Added an option to set a specific Quest tab as the default.
  • The default Quest tab will be the first tab opened when the quest log is loaded.
  • Added text to the Quest tooltip to communicate when a Quest is directly launchable from its Quest Details screen.

GAMEPLAY AND INVESTMENT

ABILITIES

All Subclasses

  • All Super abilities now use the same damage-based recharge parameters.
  • Previously, energy gained through damage dealt and received was scaled based on the passive recharge rate of the Super, resulting in a broader delta between long-recharge Supers and short-recharge Supers than intended.
  • This will, for example, bring the real-world uptime of Ward of Dawn and Well of Radiance closer to the uptime of a Super like Arc Staff or Fists of Havoc.

Arc Subclasses

Arcstrider

Arc Staff:

  • Heavy palm strike attacks and heavy air slam blind enemies.

Disorienting Blow:

  • Decreased base cooldown time from 100 seconds to 90 seconds.

Tempest Strike:

  • Added additional damage resistance vs. PvE combatants when activated, lingering for a short duration after the attack.

Striker

Knockout

  • Increased bonus damage granted to powered melee attacks vs. PvE combatants from 25% to 50%.

Reworked healing behavior:

  • No longer unstuns health regeneration on melee defeats. Now instantly grants a chunk of healing that scales with the type of target defeated.
  • Player: 30 health points.
  • Minor combatant: 50 health points.
  • Major combatant: 75 health points.
  • Champion+ combatant: 100 health points.

Touch of Thunder

Lightning Grenade:

  • Now applies Jolt after the first damage event, rather than prior.
  • This means that the Jolt won’t instantly pop on application, and attackers will need to either wait for the second lightning burst from the grenade or deal additional damage via other means to trigger the Jolt’s chain lightning.

Storm Grenade:

  • Increased tracking travel speed when targeting PvE combatants by between 0.5 and 1 meters per second, increasing with the storm’s lifetime.

Thunderclap

  • Added additional damage resistance vs. PvE combatants when activated, lingering for a short duration after the attack.
  • Increased minimum damage vs. PvE combatants by 20%.
  • Increased maximum damage vs. PvE combatants by 33%.
  • Increased maximum damage vs. enemy players by 14%.

Stormcaller

Lightning Surge

  • Added additional damage resistance vs. PvE combatants when activated, lingering for a short duration after the attack.
  • This is intended to help players survive during the final lightning strike performance until the player returns to first person and can maneuver out of danger

Ball Lightning

  • Increased the final arming shape size by 30%.
  • Fixed an issue where the arming shape was offset upward, higher than the maximum damage range of the projectile’s detonation.

Chain Lightning

  • Increased secondary chain projectile’s base damage from 27 to 54.

Arc Grenades

Storm Grenade:

  • Increased damage vs. PvE combatants by 20%.
  • Touch of Thunder variant’s damage is unchanged.

Skip Grenade:

  • Increased damage vs. PvE combatants by 15%.

Arcbolt Grenade:

  • Increased damage vs. PvE combatants by 15%.

Arc Fragments

Spark of Recharge:

  • Ability regeneration bonus now persists until the player returns to full shields, rather than deactivating as soon as shields begin to recharge.

Spark of Beacons:

  • Now also triggers on defeating targets with Arc Power ammo weapons while amplified.

Spark of Frequency:

  • Now also grants 15 weapon stability on powered melee hit, in addition to its reload benefit.

Solar Subclasses

Solar General

Restoration

  • Restoration’s full-body visual effects now reduce their intensity while the player’s Super is active.

Cure

  • Cure’s healing now takes place over 0.1 seconds rather than instantly.
  • This change is unlikely to affect Cure’s efficacy in a meaningful way but is primarily intended to improve the readability of Cure’s heal in the middle of combat in the UI.

Gunslinger

Lightweight Knife

  • Now has 2 melee charges by default.
  • Increased throw animation speed by 33%.
  • Reduced suppression time between throws, so both knives can be thrown very quickly back-to-back.
  • The additional melee charge does not stack with Ophidia Spathe, due to the Exotic’s unique energy recharge behavior. We’ll be monitoring this and evaluating how things are playing once things go live.

Knock ‘Em Down

  • Reduced internal cooldown on throwing knife refund from 1 second to 0.2 seconds.

Gunpowder Gamble

  • Fixed an issue where Gunpowder Gamble was unable to damage Strand Tangles.

Golden Gun - Marksman

  • Reduced strength of Orbs of Power created on precision hit as follows:
  • When hitting non-boss enemies, reduced strength from 0.75x to 0.5x of a normal Super Orb of Power.
  • When hitting boss enemies, reduced strength from 0.75x to about 0.4x of a normal Super Orb of Power.
  • When hitting boss enemies while Star-Eater Scales is equipped, reduced strength from 0.75x to about 0.35x of a normal Super Orb of Power.

Sunbreaker

Consecration

  • Consecration’s slam attack can now shatter Stasis crystals.
  • Ignitions generated by Consecration now deal 20% additional damage to PvE combatants.
  • Fixed an issue where Consecration’s slam attack was sometimes unable to damage floating combatants while they were grounded.
  • Fixed an issue where Consecration’s intended PvE damage resistance was not being applied.

Hammer of Sol

  • Increased projectile submunition count when Sol Invictus is not equipped as follows:
  • If the projectile detonates within the first 0.7 seconds of its lifetime, it now creates 4 shrapnel submunitions, up from 3.
  • If the projectile detonates after the first 0.7 seconds of its lifetime, it now creates 6 shrapnel, up from 5.
  • When Sol Invictus is equipped, only 3 shrapnel submunitions are created, regardless of flight time.
  • Shrapnel submunitions now deal additional damage when Sol Invictus is not equipped, with the damage increasing after the first 0.7 seconds of the projectile’s lifetime.

Dawnblade

Heat Rises

  • Fixed an issue where throwing some grenades while Heat Rises was equipped would produce Void visual effects on the player’s hands during the throw.

Well of Radiance

  • Now grants radiant for 8 seconds when players exit the Well of Radiance area.
  • Reduced player survivability while standing in the Well of Radiance aura.
  • Reduced healing per second from 100 to 50 health points, matching restoration x2.
  • Increased heal on cast from 40 to 300 health points.
  • Reduced damage resistance vs. non-boss combatants from 40% to 20%.
  • Reduced damage resistance vs. boss combatants from 40% to 10%.
  • Damage resistance vs. enemy players is unchanged.
  • Increased maximum Orbs of Power from defeating targets while in the player’s Well of Radiance aura from 4 to 5.

Solar Grenades

Swarm Grenade

  • Increased tracking shape size from 4 meters to 6 meters.
  • Increased linger duration from 7-8 seconds to 10-11 seconds.
  • Increased damage vs. PvE combatants by 20%.

Void Subclasses

Void General

  • Fixed an issue where Volatile could fail to auto-detonate if the target was defeated by the damage event that applied the Volatile effect.

Nightstalker

Snare Bomb

  • Increased linger duration of smoke after detonation from 3 seconds to 5 seconds.
  • Now applies small damage over time to enemies in the smoke, which increases in strength the longer they remain in the smoke.

Trapper’s Ambush

  • Increased linger duration of the smoke after detonation from 4.5 seconds to 6 seconds.
  • Now applies Snare Bomb’s damage over time to enemies caught in its smoke.
  • Fixed an issue where Trapper’s Ambush’s smoke effects could be obstructed by ground geometry.

Stylish Executioner

  • Stylish Executioner’s weaken effect can now be applied by Glaive melee attacks.

Sentinel

  • Shield Throw:
  • Increased maximum bounce count from 4 to 5.
  • Increased maximum lifetime from 3 seconds to 4 seconds.
  • Now increases its tracking shape size and strength after each bounce, increasing its ability to consistently find a new target.
  • Slightly increased gravity and decreased thrust speed with each bounce.
  • Increased damage vs. PvE targets by 20%.

Ward of Dawn:

Armor of Light:

  • Removed Armor of Light overshield. Ward of Dawn now immediately applies a full Void Overshield to the caster and allies that enter its dome.
  • Armor of Light now instead grants additional damage resistance to players inside the Ward of Dawn:30% vs. enemy players and 60% vs. enemy combatants.
  • Effective health of players inside the Ward of Dawn dome remains roughly the same as it was before vs. PvE combatants.
  • Effective health of players inside the Ward of Dawn is significantly lower than it was before vs.other players in PvP, and cannot be further increased by stacking Bastion Barricades inside the Ward to gain additional Overshield layers.
  • No longer provides Weapons of Light by default. This behavior has been moved to the benefits of Helm of Saint-14.
  • Allies near the Ward of Dawn dome now have Void Overshield trickled on over time, similar to the volume behind a Bastion barricade.
  • This trickle rate is reduced in PvP activities.
  • The Ward of Dawn caster can now generate additional Orbs of Power by defeating enemies with melee attacks in or near their Ward of Dawn dome. Up to a maximum of 5.

Offensive Bulwark

  • Can now only extend Void Overshield’s timer to its normal maximum duration, to prevent an issue where players could get into a bad timer state.
  • Now regenerates a small portion of the player’s active Void Overshield with each melee defeat.

Voidwalker

Chaos Accelerant

Magnetic Grenade

  • Increased maximum intensity of physics knockback impulse by 10%.
  • Increased damage vs. PvE combatants by 20%.
  • Now passively decreases the player’s Magnetic Grenade’s cooldown by 10% while Chaos Accelerant is equipped.

Pocket Singularity

  • Increased detonation damage vs. PvE combatants by about 50%.

Nova Bomb

  • Cataclysm variant:
  • Increased seeker count from 4 to 6.
  • Fixed an issue where seekers could impact the environment on creation.

Vortex variant:

  • Increased Vortex linger duration from 7 seconds to 10 seconds.
  • Fixed an issue where the linger visual effects were shutting off early.

Void Grenades

Suppressor Grenade

  • Damage radius now matches Suppression radius.
  • This does not meaningfully change the damage profile of the grenade but is intended to provide additional feedback to the player when they have successfully Suppressed a target.

Voidwall Grenade

  • Fixed an issue where the central damage volume was offset significantly lower than the left and right volumes.

Void Fragments

Echo of Instability

  • Can now be activated by defeating targets with Forerunner’s The Rock grenade.
  • No longer displays its HUD buff text unless a Void weapon is readied.

Stasis Subclasses

Stasis General

New Frost Armor keyword:

  • You are fortified by layers of durable Stasis matter, reducing incoming damage. Frost Armor damage resistance grows stronger as the player gains additional stacks.
  • Reduces damage from PvE combatants by 4.5% per stack and from enemy players by 2% per stack.

Stasis Shatter

  • Increased base PvE shatter damage from 200 to 400.
  • Fixed an issue where bosses auto-shattering were being hit by two instances of shatter damage.
  • Fixed an issue where players in an active Super would show immune damage flyouts when automatically breaking out of Stasis freeze.

Revenant

Grim Harvest

Added new behavior:

  • While Grim Harvest is equipped, Stasis Shards grant a small amount of health and a stack of Frost Armor.
  • Large Stasis Shards from Grim Harvest grant more health and Frost Armor stacks.
  • Now has a standardized cooldown when a large number of Shards are created very quickly.

Winter’s Shroud

Added new behavior:

  • Slowing targets briefly increases the player’s class ability regeneration rate.
  • Bonus is reduced in PvP game modes.
  • Now grants PvE damage reduction when activated.

Touch of Winter

Coldsnap Grenade:

  • No longer chains an additional time while Touch of Winter is equipped.
  • Instead, seekers now duplicate when they freeze a target.
  • Second and third seeker chains now create a medium and large Stasis crystal respectively, rather than every chain creating a small crystal.

Glacier Grenade:

  • Added an additional Stasis crystal to the ring formation, increasing total count from 6 to 7.
  • Glacier Grenade ring now forms over 0.27 seconds, rather than instantly.

Silence & Squall

  • Increased Squall maximum travel speed by 10%.
  • Squall storm now slows down when any target is within its area of effect to reduce instances where it could overshoot its target.
  • Increased damage and slow tick rate vs. PvE combatants by about 40%, bringing its freeze time from approximately 0.8 seconds to ~0.5 seconds.

Behemoth

Tectonic Harvest

Added new behavior:

  • While Tectonic Harvest is equipped, Stasis Shards grant a small amount of health and a stack of Frost Armor.
  • Now creates a Stasis Shard when shattering a frozen target in addition to shattering Stasis crystals.
  • Now has a standardized cooldown when a large number of Shards are created very quickly.

Glacial Quake

  • Now automatically begins sprinting when the player throttles forward.
  • This change should make Shattering the player’s Stasis Crystals significantly more intuitive in the heat of combat.
  • Increased on-cast Freeze impulse radius vs. PvE combatants from 6 meters to 8 meters.

Shiver Strike

  • Increased damage vs. PvE combatants by 10%.
  • Increased size of melee target search area cone by about 50%.
  • Increased maximum lunge tracking angular speed from 7 degrees per second to 21 degrees per second.
  • The end result of these changes is that Shiver Strike misses significantly less and is able to bend its lunge trajectory more to find a target within its search area.

Diamond Lance

  • Increased thrown Diamond Lance detonation radius from 3.5 meters to 5 meters.
  • Increased Diamond Lance slam detonation radius from 6.75 meters to 8 meters vs. PvE combatants.
  • Diamond Lance now shatters Stasis crystals on direct impact.
  • Reduced Diamond Lance pickup interaction time from 0.2 seconds to 0.1 seconds, matching Strand Tangles.
  • Increased Diamond Lance pickup interaction radius from 0.7 meters to 3 meters, matching Strand Tangles.

Cryoclasm

  • Removed sprint time requirement. Cryoclasm now goes on cooldown for 4 seconds after one extended slide.

Shadebinder

Glacial Harvest

Added new behavior:

  • While Glacial Harvest is equipped, Stasis Shards grant a small amount of health and a stack of Frost Armor.
  • Now has a standardized cooldown when a large number of Shards are created very quickly.

Iceflare Bolts

  • Increased maximum seekers created before going on cooldown from 5 to 7.

Stasis Fragments

Whisper of Rime reworked:

  • No longer grants a Stasis Shard Overshield when collecting a Stasis Shard.
  • Now increases the maximum duration and stack count of the player’s Frost Armor.

Whisper of Chains reworked:

  • No longer grants passive damage resistance when near a Stasis crystal or frozen target.
  • Now grants a chance to create a Stasis Shard when defeating a target while the player have one or more stacks of Frost Armor.

Whisper of Fractures reworked:

  • No longer increases melee energy regeneration while surrounded by enemies.
  • Now grants a stack of Frost Armor when the player shatters any frozen target with a melee attack.

Whisper of Torment

  • Grenade energy gains are no longer dependent on the player’s current health value. Base grenade energy regeneration amount per incoming damage event increased from 5% to 7%.
  • While the player has Frost Armor, energy per damage event increases from 7% to 12%.

Whisper of Chill - New Fragment:

  • Stasis weapon final blows have a chance to create a Stasis Shard.

Whisper of Reversal - New Fragment:

  • While the player has Frost Armor, dealing or receiving physical melee (i.e., not projectile melee) damage slows the player’s victim or attacker.

Strand Subclasses

Strand General

Grapple Tangles

  • No longer fully refresh their duration when Grappled to.
  • Now increase their duration by a maximum of 5 seconds per Grapple, reducing to a maximum of 1 second added after 5 consecutive Grapples to the same Grapple Tangle.

Grapple Melee

  • Can no longer be activated after firing a weapon, similar to sprint-or-slide-activated melee abilities.

Tangles

  • Tangles will now be paired with the text “Pick Up Tangle” instead of only “Pick Up”.

Threadrunner

Ensnaring Slam

  • Detonation volume vs. enemy players is now a cylinder with a 6.5-meter radius, rather than a sphere with an 8-meter radius.
  • This results in fewer instances of victims correctly attempting to counterplay by jumping but being caught by the Ensnaring Slam detonation high up in the air.

Threaded Specter

  • Arming shape vs. PvE combatants now grows more quickly, resulting in more responsive detonations when used in close quarters.

Threaded Spike

  • Reduced damage vs. enemy players from 79 to 70.
  • Catching a Threaded Spike no longer breaks invisibility.

Berserker

Into the Fray

  • Reduced melee energy regeneration scalar from 4x to 3x in PvE activities.
  • Unchanged in PvP activities.

Banner of War

  • Reduced maximum timer from 30 seconds to 24 seconds.
  • Melee, Glaive melee, and Super damage bonus now have diminishing returns with Synthoceps as follows:
  • Melee bonuses decreased from 1.4x to 1.15x.
  • Glaive melee bonuses decreased from 1.25x to 1.125x.
  • Super bonuses decreased from 1.4x to 1.2x.
  • Melee and Glaive melee damage bonuses now have diminishing returns with Wormgod Caress, too.
  • Melee bonuses decreased from 1.4x to 1.1x, based on stack count.
  • Glaive melee bonuses decreased from 1.4x to 1.05x, based on stack count.

Frenzied Blade / Bladefury

  • Reduced the forward offset for melee lunge target point from 0.4 meters to 0.18 meters.
  • This should reduce instances where attempting to lunge to a target while at very close range resulted in the character lunging backwards.

Broodweaver

Weaver’s Call

Added new behavior:

  • Defeating a target with Strand damage now has a chance to generate a perched Threadling, with a higher chance of generation from defeating more powerful targets.
  • This damage can be from any source, including other Threadlings.

Strand Fragments

Thread of Warding

  • Reduced Woven Mail duration on Orb of Power pickup from 10 seconds to 5 seconds.

Thread of Propagation

  • No longer displays its HUD buff text unless a Strand weapon is readied.

EXOTIC ARMOR

  • Exotic armor can now be upgraded after it has been fully masterworked, granting an Artifice mod slot.
  • This comes at the cost of an Exotic Cipher and 10,000 Glimmer.

Hunter

Renewal Grasps

  • Replaced generic damage resistance with Frost Armor:
  • On entering your Duskfield Grenade volume, you or allies gain a stack of Frost Armor.
  • About every 0.9 seconds, an additional stack of Frost Armor is granted, resetting the timer.

Triton Vice

  • Glaive projectile final blows now always trigger a detonation that matches the Glaive’s damage type, even when the Glaive does not match the equipped subclass.
  • The surrounded effect provided by Triton Vice while wielding a Glaive now lingers on the player for five seconds after no longer being surrounded.

The Sixth Coyote

  • Now creates an Orb of Power from final blows after using a class ability in addition to its previous behavior.
  • This is implemented as the Exotic granting a free copy of the Reaper armor mod’s effects.

Star-Eater Scales

  • Increased the Orbs of Power required to grant maximum benefits from 4 to 6.
  • Reduced the increased Super energy gained per Orb of Power when the Golden Gun is equipped from 2% down to 0.5%.
  • Fixed an issue where the Super damage boost for attacks that occur quickly after initial cast, such as Shadowshot at close range, was not always applied.
  • Fixed an issue where a player could maintain the damage bonus after removing Star-Eater Scales.

Foetracer

  • Now grants the bonus damage it inflicts on a target to weapons. The damage type also matches that of the ability used to damage that target, instead of always matching the equipped subclass.

Assassin’s Cowl

  • Now requires the player to expend a melee charge (or defeat an enemy via a finisher) to activate.

Mask of Bakris

  • Now requires a Stasis Super to be equipped, instead of a Stasis subclass.
  • Re-enabled the “Light Shift” debuff in the HUD when a class ability is not recharging.
  • This is a cosmetic-only change to keep the cooldown visible even while not holding a weapon that benefits from its damage boost.
  • Fixed an issue where Mask of Bakris applied a Tier 2 damage buff instead of a Tier 4 and failed to display the time remaining on a certain Solar weapon.
  • Additionally, the Solar damage buff will now function in the Crucible.

The Bombardiers

  • Now triggers an effect based on the equipped Super element, instead of the equipped subclass.

Celestial Nighthawk

  • Fixed an issue where players could swap from Celestial Nighthawk to Knucklehead Radar after activating their Super and be granted the benefits from both Exotics.

Dragons Shadow

  • Now triggers its effects when the player uses Ensnaring Slam or the new Ascension Arc Aspect.

Liars Handshake

  • Counterpunch now does Arc damage instead of Kinetic.

Titan

Helm of Saint-14

  • Now causes the wearer’s Ward of Dawn to apply the Weapons of Light buff to allies.

Ursa Furiosa

  • Now provides increased movement speed while guarding with the new Unbreakable Void Aspect.
  • Also grants Super energy for guarding with Unbreakable that scales based on the amount of incoming damage the shield absorbs.

Eternal Warrior

  • No longer requires an Arc subclass for Arc final blows to grant its escalating Arc weapon damage bonus.

Armamentarium

  • Now creates an Orb of Power from grenade final blows in addition to its previous behavior.
  • This is implemented as the Exotic granting a free copy of the Firepower armor mod’s effects.

Khepri’s Horn

  • Increased the damage from the Solar blast by 100% in PvE.
  • The Solar blast now Scorches each time it hits a target, instead of Scorching only once.
  • Khepri’s Horn now benefits from Ember of Eruption and Ember of Ashes (+30 Scorch in PvE and +15 Scorch in PvP).

Synthoceps

  • Reduced the amount of time that Bionic Enhancements lingers after no longer being surrounded, from 8 seconds to 5 seconds. This duration is now visible as a timer on the buff.

Severance Enclosure

  • Now requires the player to expend a melee charge (or defeat an enemy via a finisher) to activate.
  • Its explosions now require line of sight to damage enemies. We also reduced the knockback intensity of these explosions, which will now launch enemies more consistently vertically.

Heart of Inmost Light

  • Now displays a single, consolidated status effect icon in the HUD to communicate its state, instead of the two to three it used before.
  • The functionality of the Exotic is unchanged.

One-Eyed Mask

  • Fixed an issue where the negative status effects applied to victims by One-Eyed Mask no longer persist after death.

Precious Scars

  • Now requires a weapon matching the equipped Super element, instead of the equipped subclass.

Hoarfrost-Z

  • Now requires a Stasis Super to be equipped, instead of a Stasis subclass.

Cadmus Ridge Lancecap

  • Now requires a Stasis Super to be equipped, instead of a Stasis subclass.

Lorely Splendor

  • Now requires a Solar Super to be equipped, instead of a Solar subclass.

No Back Up Plans

  • Now requires a Void Super to be equipped, instead of a Void subclass.

Path of Burning Steps

  • Now requires a Solar Super to be equipped, instead of a Solar subclass.

Hallowfire Heart

  • Now requires a Solar Super to be equipped, instead of a Solar subclass.

Warlock

Ballidorse Wrathweavers

  • Replaced Stasis Shard Overshield with Frost Armor.
  • Activating a Rift grants the player and nearby allies the maximum Frost Armor stacks when Frostpulse is equipped.
  • Activating a Winter’s Wrath shatter attack grants nearby allies the maximum amount of stacks of Frost Armor. When Winter’s Wrath ends, the player gains maximum stacks of Frost Armor.

Mantle of Battle Harmony

  • Now grants Super energy ranging between +1.5% and +4.5%, depending on the target type killed.
  • Removed the 2-second cooldown for the perk’s activation.
  • Now requires a weapon matching the equipped Super element, instead of the equipped subclass.

Secant Filaments

  • Updated Secant Filaments to require a Void Super instead of a Void subclass.
  • Secant Filaments Empowering Rift will now reset a player’s existing Devour buff duration back to 11 seconds when they enter it, in addition to its previous behavior.
  • Fixed an issue where Secant Filament’s Overload Rift was removing anti-Champion capabilities granted by the artifact.

Sunbracers

  • Reduced the increased Solar Grenade duration from 4 seconds to 2 seconds.
  • Reduced its increased grenade recharge rate to allow a max of 4 grenades while the effect is active, down from 5.
  • Fixed an issue where Sunbracers would not remove the “Sunbracers Ready” buff from the player when they throw a grenade.

Cenotaph Mask

  • Multiple players using Cenotaph Mask can no longer trigger its effect using a single enemy target.
  • Cenotaph’s target lock visual marker is now hidden for the Exotic’s wearer and only appears to the wearer’s allies.

Verity’s Brow

  • Now requires final blows with a weapon matching the player’s grenade damage type, instead of one matching the equipped subclass.

Felwinter’s Helm

  • Now requires the player to expend a melee charge (or defeat an enemy via a finisher) to activate.

Wings of Sacred Dawn

  • Updated its description to correctly indicate that its effects are only active with Dawnblade equipped, rather than all Solar Supers.

Contraverse Hold

  • Updated its description to clarify it only works with Void grenades charged with the Chaos Accelerant Aspect.

Chromatic Fire

  • Now triggers an effect based on the player’s equipped Super element, instead of the equipped subclass.

Promethium Spur

  • Now works with any equipped Solar Super.

Sanguine Alchemy

  • Now requires a weapon matching the equipped Super element, instead of the equipped subclass.

Vesper of Radius

  • The ability for the shockwave to blind now requires an Arc Super to be equipped, instead of an Arc subclass.

Karnstein Armlets

  • Fixed an issue where Karnstein Armlet’s visual effects were not functioning correctly.

Necrotic Grips

  • Updated Necrotic Grips description to note that it requires a melee and that it works against both combatants and players.

ARMOR MODS

  • The Artifice mod socket icon has been updated to make it more distinct.
  • Removed the energy cost from raid-specific armor mods.
  • Updated all Harmonic armor mods to change their element based on the currently equipped Super, rather than subclass.
  • This behavior is also now explained in their descriptions.
  • A Strand Resistance mod has been added.
  • Additionally, Harmonic Resistance is now compatible with Strand.
  • Heavy Ammo Finder and Special Ammo Finder armor mods now persist their progress towards an ammo brick through death.
  • Heavy Ammo Finder and Special Ammo Finder armor mods no longer function in Crucible, and opposing-team kills will no longer grant Ammo Finder progress in Gambit.
  • Heavy Ammo Finder and Special Ammo Finder armor mods have had their kill requirements increased by 20% for Guardians in a fireteam.
  • Solo Guardian requirements are unchanged.
  • Fixed an issue where Orb of Power mods would not pick up Orbs when Super energy was full. Mods affected are:
  • Recuperation (Leg Armor Mod)
  • Better Already (Leg Armor Mod)
  • Innervation (Leg Armor Mod)
  • Invigoration (Leg Armor Mod)
  • Insulation (Leg Armor Mod)
  • Absolution (Leg Armor Mod)
  • Orbs of Restoration (Leg Armor Mod)
  • Powerful Friends (Helmet Armor Mod)
  • Fixed an issue where multiple copies of Empowered Finisher could be active at once in rare cases.
  • Additionally, corrected an issue where its tooltip did not describe it as having no stacking benefits.

OTHER

  • Fixed an issue where older Solstice armor did not display the correct glow color when using a Strand or Stasis Super.

WEAPONS

  • Updated Heavy, Adaptive, and Aggressive Burst weapon intrinsic names to match burst count across all weapon archetypes. Functionality is unchanged.
  • 2-burst: Heavy Burst
  • Includes Sidearms, Hand Cannons, and Pulse Rifles.
  • 3-burst: Adaptive Burst
  • Includes Sidearms, Linear Fusion Rifles, and Adaptive Pulse Rifles.
  • 4-burst: Aggressive Burst
  • Includes Pulse Rifles.
  • Removed the foundry name from the Veist Rapid-Fire, Häkke Precision, and Omolon Adaptive weapon intrinsics.

WEAPON ARCHETYPES

  • Exotic Primary Weapons and Trace Rifles
  • Reduced damage bonus versus Minors from 40% to 30% (except Fighting Lion).
  • Exotic Primary Weapons and Trace Rifles benefit from the below damage buffs versus Minor combatants.
  • Increased base PvE damage versus all combatants.
  • Pulse Rifles: 20%
  • Exceptions: Graviton Lance and Revision Zero’s Heavy Burst mode. (These both have an intrinsic PvE damage buff built in.)
  • Pellet Shotguns: 10%
  • Exceptions: Legend of Acrius, Tractor Cannon, Conditional Finality, and The Fourth Horseman. (These are all already performing as intended.)
  • Slug Shotguns: 9%
  • Fusion Rifles: 7%
  • Exceptions: One Thousand Voices. (This one was just buffed.)
  • Sniper Rifles: 7%
  • Exceptions: Izanagi’s Burden’s Honed Edge shots and Cloudstrike’s storm. (These are both performing well.)
  • Glaive projectiles: 7%
  • Linear Fusion Rifles: 5%
  • Increased damage versus Minors (red bars)—this stacks with the base PvE damage increase.
  • Sidearms, Trace Rifles, Scout Rifles, and Bows: 20%
  • Auto Rifles and Pulse Rifles: 15%
  • For Pulse Rifles, this is in addition to the above buff, and Graviton Lance and Revision Zero’s Heavy Burst mode are included.
  • I.e. Pulse Rifles will do 1.2 * 1.15 = 38% more damage to red bars.
  • Submachine Guns: 10%
  • Hand Cannons: 5%
  • Increased damage versus Major combatants (orange bars).
  • Trace Rifles: 20%
  • Increased damage globally, including PvP.
  • Machine Guns: 7%
  • Swords: 7%
  • With these damage increases, the following Spec mods have been retired:
  • Boss Spec, Taken Spec, Minor Spec, Major Spec, and Adept Big Ones Spec.

Scout Rifle

  • Updated the hip-fire reticle to better show accuracy and aim-assist state.

Hand Cannons

General

  • Reduced the screen shake dealt to players by Hand Cannon projectile impacts by 33% (does not affect flinch dealt to Combatants).

Heavy Burst

  • Reduced the base recoil of this sub-family to make them more stable.

Aggressives

  • Improved the stats of two Aggressive Hand Cannons that are returning in The Final Shape to be more competitive with our current offerings.

Crimil’s Dagger (Iron Banner)

  • Stability: 23 to 31
  • Handling: 23 to 31
  • Magazine Size: 8 to 9
  • Airborne Effectiveness: 10 to 21
  • Something New (Solstice)
  • Stability: 27 to 30
  • Handling: 24 to 30
  • Magazine Size: 8 to 9

Sniper Rifles

  • Increased minimum reserves from 14 to 17 shots; maximum reserve is unchanged.
  • Changed the way flinch works when taking damage from players (this does not affect incoming damage from combatants).
  • Increased the screen shake duration by 25%.
  • Increased the screen shake intensity by 350%.
  • Reduced the camera roll by 25%.

Linear Fusion Rifles

  • Reduced firing animation kick and recoil for Adaptive Linear Fusion Rifles.
  • Kinetic damage type weapons
  • No longer deal bonus damage to bosses; damage to other combatant tiers is unchanged.
  • For example, a kinetic Sniper Rifle and a Stasis Sniper Rifle of the same subfamily will both deal the same damage to a boss.

Wave Grenade Launchers

  • The size of the wave is now affected by the blast radius stat. This will mostly impact the width of the wave, though the length and height will also be scaled.
  • The default display stat for the blast radius has been changed from 100 to 50 (where 50 represents the previous baseline—any stat over 50 will result in a larger wave segment than what was possible before).
  • Special ammo Wave – Frame Grenade Launchers overperform as add clear weapons in their current state, so we’ve pulled the length of the wave back a little.
  • Reduced the length of the waves from 22 meters to 15 meters (except for Dead Messenger).

Swords

  • Updated the Sword reticle to better indicate its charge state. When Sword energy is consumed, the amount of delay the Sword has before it begins to recharge now subtly appears in the reticle.
  • Fixed an issue where the Overwhelming Battlesong debuff from some missions would prevent Swords from recharging or losing energy while guarding.
  • Fixed an issue where unpowered caster Sword heavy attacks would not reset the Sword’s energy recharge delay.
  • Fixed an issue where uncharged adaptive Sword heavy attacks cost the same amount of ammo as their charged counterparts. They now cost 1 ammo, same as other uncharged heavy attacks.

Rocket Sidearms

  • Added a slight delay to the detonation to allow perks to activate correctly if they required precision kills.

EXOTICS

Non-precision based add clear-Exotic Primary weapons:

Reduced splash damage by 10% on the following weapons:

  • Sunshot
  • Trinity Ghoul
  • Polaris Lance
  • Graviton Lance
  • Rat King
  • Swapped the firing animation to the same one used by other auto-fire Sidearms.
  • Dead Man’s Tale

Baseline:

  • Cranial Spike stacks now grant stability in addition to aim assist stat and range (+2 per stack).
  • Increased reload speed benefit of Cranial Spike stacks.
  • With catalyst, when hip-firing:
  • Slightly reduced accuracy benefits.
  • Increased magnetism falloff scale (1.6 to 1.7).
  • Increased baseline rate of fire from 130RPM to 140RPM.
  • Removed PvE-only damage buff that scaled with stacks of Cranial Spike and added a 15% damage bonus at maximum stacks of Cranial Spike.

Colony

  • Now spawns additional insectoid robots on final blows. More robots (up to five) spawn from tougher combatants.

Touch of Malice

  • Increased duration of burn applied by the Darkness Ball against combatants from 2 to 3.5 seconds.

Necrochasm

  • Intrinsic perk now provides increased reload speed after precision kills.
  • Increased duration of burn applied by the Cursed Thrall explosion against combatants from 2 to 3.5 seconds.
  • Catalyst has been rebuilt.
  • One for Thrall: Damaging 3 combatants in quick succession provides a period of increased damage, range, and aim assist.

Truth

  • Increased area-of-effect (AoE) damage such that it doesn’t lose noticeable damage due to not dealing impact damage.
  • Increased total reserves by 3. (This is on top of the reserves change to high impact Rocket Launchers from the 7.3.5 update.)

Queenbreaker

  • Increased damage versus bosses, minibosses, Champions, and vehicles by 12%.
  • Increased reserve ammunition by 3.

Symmetry

  • Catalyst now provides +10 reload speed, +10 handling, and the Eddy Current perk, in addition to its existing effects.

Cerberus+1

  • Focus fire now will activate on Special reloads following a kill and will no longer reduce range or rate of fire.
  • Updated hipfire reticle to better convey weapon spread.

Bastion

  • Reworked Saint’s Fists perk: Dealing damage with melee increases the charge rate, damage, and reload speed for a short duration. Landing a majority of pellets in a burst increases melee damage.

Eriana’s Vow

  • Breaking a matched shield or piercing a Champion’s Barrier will cause the target to ignite.

Devil’s Ruin

  • Fixed an issue where the firing animation from Devil’s Ruin would get applied to other equipped Sidearms if the weapon was swapped during the firing animation.

Gjallarhorn

  • Updated the visuals of Wolfpack Rounds to match the damage type of the weapon. For example:
  • On Gjallarhorn, they will use Solar effects.
  • On the Royal Entry Void Rocket Launcher buffed by Gjallarhorn, they will have Void effects.

Grand Overture

  • Grand Overture now displays ‘Volley Ready’ instead of ‘Rockets Loaded’ after special reload, to help better indicate when the rockets are primed to fire on trigger pull.

Osteo Striga

  • Now has a 4-second cooldown on the poison burst on kills. (Poison burst from sustained damage doesn’t receive this cooldown.)

The Lament

  • Reduced healing effect by 20%.
  • While this weapon does inherit the 7% global buff to Swords, we’ve reduced the damage of the high end of the chained heavy attack by 20% from that point.
  • This means combos at lower stacks are less affected by the change than combos at higher stacks.

Deterministic Chaos

  • This weapon is now intrinsically anti-barrier.
  • The Heavy Metal and Vexadecimal perks have had their locations and behavior swapped.
  • Heavy Metal now causes every 4th bullet to make targets volatile.
  • Vexadecimal now causes every 16th bullet to also weaken

    Back Original Source

Destiny 2 The Final Shapes patch adds Prismatic and the games first episode (2024)

FAQs

Is The Final Shape the end? ›

No, The Final Shape won't be the end of Destiny 2.

"Facing the Witness is not the end of Destiny," teased Luke Smith, exec. creative director at Bungie.

What is the final mission in The Final Shape? ›

While these missions form the bulk of The Final Shape's story, the true conclusion can be found in its raid, Salvation's Edge. This is where players will finally take on the Witness inside of its stronghold within the Pale Heart, as the race will be on to prevent it from achieving its goals.

Is Destiny 2 final shape worth it? ›

Our Verdict. Destiny 2: The Final Shape ties up a decade's worth of story, conflict, and relationships in the most engaging and emotionally satisfying way possible.

Where is The Final Shape raid? ›

This date gave you just three days to get ready, a challenging prospect as The Final Shape will introduce the Prismatic subclass and a new faction to battle inside of the Traveler, the Dread. As seen in the trailer, players will climb the Monolith tower inside the Pale Heart for a final showdown against the Witness.

How is Cayde 6 alive? ›

The idea here is that it's entirely possibly that Crow was tricked into using an Ahamkara wish to bring Cayde back to life. The ship is called “Unforseen Consequences” and its flavor text is “Be careful what you wish for” which uh, is a pretty good clue up front.

Why was Final Shape delayed? ›

"We want to honor that journey, so we're taking the time we need to deliver an even bigger and bolder vision, one that we hope will be remembered and treasured for years to come." The announcement follows recent reports that Bungie would delay The Final Shape after the company suffered mass layoffs late last month.

Has anyone beaten Destiny 2 Final Shape Raid? ›

Still No One Has Beaten Destiny 2's Final Shape Raid, Now Its Longest Ever (Update: Someone Did) Senior Contributor. News and opinion about video games, television, movies and the internet.

What is the last mission before Arthur dies? ›

You live in the clouds. Red Dead Redemption is a mission in Red Dead Redemption 2. It is the final mission of Chapter 6 and also the final mission that the player controls the primary protagonist, Arthur Morgan.

How many campaign missions final shape? ›

With only seven primary missions and a handful of activities mixed in, none of the new mechanics feel overused, and each one is fairly easy to fathom out.

Who is the main villain in Destiny 2 the final shape? ›

Plot. The Final Shape centers on the Witness, the main overarching antagonist of the Light and Darkness saga (which began with the original Destiny) who was first introduced at the end of The Witch Queen.

Is beating Lightfall on Legendary worth it? ›

Completing the entire campaign on Legendary will net you a complete set of 1770 Power level gear, making it a fast route to get to that point, and putting you in a better position to be raid-ready.

Can you beat Destiny 2 without paying? ›

You have to pay for all the content that matters. The game is not f2p as the marketers say, it's more of a free 2 try. Sure, you can play it, and you can even level up to max level, and you'll even get some endgame content.

Who got world's first Final Shape raid? ›

We may have been warned, but none of the determined teams were willing to give up, and in the end, it took a whopping 19 hours for the winning team, Parabellum, to get the first clear.

Who won World's First Destiny 2? ›

07:13 CT – Team Parabellum consisting of Tyraxe, Astro, bravo, DrakathShadow, Ham, and Jake appears to have wrapped it up.

How much is The Final Shape? ›

Destiny 2's Final Shape expansion is $50, and worth every penny.

What is The Final Shape concept? ›

It would later be revealed that the Final Shape is what will happen when the Witness freezes and calcifies reality into one perfect moment forever, where all are calcified into a marbleized reality, much akin to the frozen forms glimpsed within the Pyramids.

How long is Destiny 2's final shape? ›

Updated:
Single-PlayerPolledAverage
Main Story810h 3m
Main + Extras615h 24m
Completionist245h
All PlayStyles1616h 26m

What is coming in The Final Shape? ›

The Final Shape expansion for Destiny 2 has arrived, and introduces a new Prismatic subclass to the game, alongside exotic overhauls, a new enemy faction, and the conclusion of the ongoing narrative arc.

What is the final or finale of a competition? ›

both are correct. finale is usually reserved to art or end of some kind of activity. final is usually used for sporty competitions. Or end of games.

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