Happy Reset Day, Guardians.

Normally, I would write about the Faction Rally winner but I'm going to hold off or demand a recount. When you land in the tower it looks as if New Monarchy has won yet again. However, the database numbers I'm seeing from Discord bots show FWC as the winner.

Regardless of the Faction Rally outcome, the big news this week is the "Go Fast Update" that is live now.

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Here are the patch notes in their entirety from Bungie:

DESTINY 2 UPDATE 1.1.4

Strikes

  • Nightfall strike unique rewards

  • Possible rewards include Legendary weapons and Exotic accessories

  • Drop rates increase in likelihood based on score thresholds

  • Strike repetition reduction

  • Players will no longer see the same strikes back-to-back in strike playlists

  • Challenge Card

  • Increased the Power handicap maximum from 40 to 45

  • Fixed an issue where “Tree of Probabilities” wouldn’t end immediately after Valus Thuun’s death if he was killed very quickly

  • Fixed an issue where players could respawn below the boss fight of “A Garden World”

  • Fixed an issue where vehicles?were not rewarding points when destroyed

  • Fixed an issue where Orbs granted points in public areas


Other

  • Exotic repetition reduction

  • Protections were put in place that prevent back-to-back duplicate Exotics from Exotic Engrams

  • Fixed an issue where some emblems were not displaying what statistic they track

  • Prometheus Lens correctly appears in the Exotic weapon collection for players who acquired the item from Xûr without owning Curse of Osiris

  • Reduced interaction time for patrol beacons and activity totems from 3 seconds to 1 second

  • Fixed an issue where applying or previewing a shader on an item would return players to the top page of the shader inventory


Sandbox

Weapons

Pulse Rifles

  • Increased PvE damage for all Pulse Rifles by 16%
  • Increased rate of fire for adaptive and high impact Pulse Rifles

  • Adaptive: from 360 rpm to 390 rpm (+8.3%)

  • High Impact: from 320 rpm to 340 rpm (+6.3%)

  • Increased base damage for adaptive, high impact, and rapid-fire Pulse Rifles

  • Adaptive: from 14.5 to 16 (+10.3%)

  • High Impact: from 16 to 18 (+12.5%)
  • Rapid-Fire: from 12 to 12.5 (+4.2%)
  • Increased precision multiplier for lightweight Pulse Rifles from 1.5x to 1.6x (+6.7%)
  • Decreased precision multiplier for adaptive Pulse Rifles from 1.55 to 1.475 (-5.8%)
  • Design Note: This keeps precision damage close to where it is now, when you factor in the base damage and rate of fire buffs above. This puts most of the buff into body shots, but in the end, this still increases precision damage overall.

Scout Rifles

  • Increased PvE damage for all Scout Rifles by 15%

  • Increased base damage for high impact Scout Rifles from 37 to 40 (+8.1%)

Hand Cannons

  • Increased PvE damage for all Hand Cannons by 15%

  • Precision Hand Cannons deal 0.15x more precision damage, increasing from 1.5x to 1.6x (+6.6%)

  • Increased hip fire accuracy when using controllers on console and PC by 33%

  • Increased ADS accuracy when using controllers on console and PC by 25%

Sidearms

  • Increased PvE damage for all Sidearms by 15%

  • Increased hip fire accuracy; reduced cone by 20%

  • Increased ADS accuracy; reduced cone by 12%
  • Increased inventory (allowing more reserve ammo to be stored)
  • Increased range falloff start by +1 m
  • Increased ADS movement speed

Submachine Guns

  • Increased PvE damage for all Submachine Guns by 10%

  • Set optics to 1.3x

  • Increased inventory (allowing more reserve ammo to be stored)

Linear Fusion Rifles

  • Increased PvE damage for all Linear Fusion Rifles by 50%

  • Increased aim assist

  • Decreased flinch multiplier

Shotguns

  • Increased PvE damage for all Shotguns by 35%

  • Increased inventory (allowing more reserve ammo to be stored)

  • Increased aim assist on SUROS precision Shotguns

Sniper Rifles

  • Increased PvE damage:

  • By 20% for yellow bar enemies

  • By 40% for red bar enemies

  • Increased precision damage, which now scales with the weapon’s rate of fire

  • Changed from 2.5x for everything to 3.0x at the lowest rate of fire up to 3.5x at the highest rate of fire

  • Increased aim assist

  • Increased inventory (allowing more reserve ammo to be stored)

Grenade Launchers

  • Increased blast radius

  • Drum-Fed Grenade Launchers: +0.5 m

  • One-Shot Grenade Launchers: +1.0 m

MIDA Mini-Tool

  • Decreased the MIDA Mini-Tool’s optics to match other Submachine Guns

  • Prevented the stacking of Lightweight and the MIDA Mini-Tool’s Lightweight perks

  • Adjusted player movement speed to match the MIDA Multi-Tool

Auto Rifles

  • Decreased range by 10 for all precision Auto Rifles

  • Decreased aim assist for all precision Auto Rifles

Perks

  • Scaled up PvE damage for the following perks:

  • High Impact Reserves from 1.12x to 1.30x (+16%)

  • Kill Clip fom 1.33x to 1.53x (+15%)

  • Rampage from 1.33x at 3 stacks to 1.65x while at 3 stacks

  • Also increased duration from 3 seconds to 3.5 seconds

  • Dragonfly - Buffed damage from 50 to 65 (+30%)

  • +30% additional damage against combatants

  • Updated FX

  • Explosive Rounds

    • Decreased PvE Explosive Rounds damage multiplier by 15%
    • Increased PvE damage for the base weapons to compensate for this decrease
  • Grave Robber reloads 50% of the magazine instead of 30%

  • Timed Payload splits damage 55/45, explosive/direct instead of previous split which was more direct damage

Abilities

  • Increased Super regeneration rates from 6:40 minutes to 5:00 minutes

  • The output of every increment of the Mobility stat, from 2 - 10, has been increased allowing for a significant boost in player speed

  • Vanishing Step (invisibility upon dodging) and Vanish in Smoke (Smoke Bomb invisibility)

  • Dodging remains unchanged and still breaks both aim assist and projectile tracking for the duration of the actual dodge

  • The invisibility granted by Vanishing Step no longer breaks aim assist or projectile tracking in PvP (unchanged in PvE)
  • Increased the duration of invisibility granted by Vanishing Step by 1 second
  • Increased the duration of Smoke Bomb invisibility by 1 second

  • Increased the movement speed of “melee Supers” (Fist of Havoc, Sentinel Shield, and Arc Staff)

  • While these Supers are active, sprint speed is automatically set to the fastest possible sprint speed (no additional perks needed)

  • Characters automatically sprint when you request forward movement
  • Increased movement acceleration to reach max speed almost instantly

Titan

  • Increased the distance the player travels with an untargeted airborne shoulder charge attack (Shield Bash, Seismic Strike, and Hammer Strike) back to 4.5 m

  • Lift

  • Strafe Lift

  • Increased top speed of Strafe Lift

  • Catapult Lift

  • Increased the initial horizontal acceleration gained from activating Catapult Lift

  • Increased the amount of time Catapult Lift can be active to allow for more control

Hunter

-Arc Staff

  • Increased the speed of the Arc Staff dodge animation

  • Increased the speed of all Arc Staff attack animations

  • For Arc Staff Super cast animation and all Arc Staff melee attacks, reduced the amount of time you’re locked in animations before you can move or attack

  • Increased the AoE range of all Arc Staff attacks

Warlock

Glide

  • Increased the initial extension of vertical speed gained from activating Glide to allow for quick, on-demand bursts of speed

  • Strafe Glide - Increased the top speed of Strafe Glide

  • Greatly increased the horizontal acceleration of Strafe Glide to allow for more in-air maneuverability

  • Increased Strafe Glide’s max height to match the other vertical movements

  • Burst Glide - Greatly increased the top speed of Burst Glide (higher than Strafe Glide’s top speed)

  • Balanced Glide - Recalibrated Balanced Glide to gain some of the added speed of Burst Glide and some of the added horizontal acceleration of Strafe Glide.

  • Design Note: Our intent is for Balanced Glide to have some of the properties of both Burst and Strafe Glide without being as potent as either version.

Dawnblade

  • Decreased the cost of throwing sword projectiles with the Daybreak Super, allowing for one additional throw

  • Increased the Super duration extension gained from the Everlasting Flames perk (~+20%)

  • The buff granted by the Swift Strike melee ability now removes all in-air accuracy penalties while active

  • Decreased the Icarus Dash cooldown from 10 seconds to 6 seconds

  • Increased the grenade and melee energy that Heat Rises gives you per kill from 10% to 16%

  • Fixed an issue where players could throw infinite numbers of Nova Bombs in Mayhem

Mods

  • Mods that affect ability regen rates (i.e., for grenades, melee, and class abilities) now have increased output (16.667% per mod). They still cap at 3 mods (50% regen rate).

Crucible

  • Weekly Featured Playlist (Rumble, Mayhem, Iron Banner)

  • Each week we will rotate among Rumble, Mayhem, and Iron Banner playlists in the Crucible

  • Crucible repetition reduction

  • Enabled repeat map protection for Quickplay, Competitive, and Iron Banner playlists

  • Quitter penalties

  • Incomplete matches in Competitive Crucible playlists will now result in a warning or temporary (30 minute) suspension from Competitive and Osiris Competitive playlists

  • Added invisible physics and kill volumes to keep players inside the intended playable area on a number of maps.

Iron Banner

  • Now features 6v6

  • Time limit is 12 minutes

  • Score limit is 125 points
  • Respawn time is 7 seconds
  • All Control Zones start off neutral
  • Additional Guardians (max of 3) in a zone increases capture speed
  • Emperor’s Respite has been removed from the Iron Banner Control playlist

Power ammo

  • Recurring side crate respawn times reduced from 90 seconds to 45 seconds

  • Initial side crate respawn times reduced from 90 seconds to 30 seconds

Crucible gameplay/ammo improvements

  • Quickplay (Clash, Control, Supremacy) match length has been extended to 10 minutes, with score limits adjusted accordingly

All modes

  • Increased assist and kill credit time from 2 seconds to 2.5 seconds
  • Increased Super energy granted to players for both kills and assists
  • Players who are defeated while carrying Power ammo will lose all of their Power ammo and drop 50% of it on the ground as a brick

  • This brick is visible to all players, and anyone can pick it up

  • The brick expires after 30 seconds
  • The brick requires a full .25-second interaction instead of a passive walkover
  • This interaction can be interrupted if the player takes damage

Quickplay

  • All modes

  • Match length has been extended to 10 minutes, with score limits adjusted accordingly

  • Respawn time for all Quickplay game modes has gone down from 5 seconds to 2 seconds

  • Recurring side crate respawn times reduced from 90 seconds to 60 seconds

  • Neutral crates for Clash/Supremacy are unchanged

  • The player Super display has been removed from the HUD

  • Players can still access this information in the death screen and while in Nav Mode (when their Ghost is out)

  • The player Super display remains unchanged in Competitive

Control

  • Reduced initial side crate Power ammo respawn times from 90 seconds to 30 seconds

  • Changed the amounts of Super energy players get for capturing zones

  • Players on the capturing team get slightly less than before

  • Players participating in the capture itself get 2x that amount

Clash/Supremacy

  • Initial side crate Power ammo respawn times reduced from 90 seconds to 60 seconds

Competitive (Includes Trials of the Nine)

  • All modes

  • Tracker is now turned off

  • Design Note: This is to enable more flanking and expression of individual power.

Survival

  • Reduced recurring neutral crate respawn times from 75 seconds to 45 seconds

  • Reduced respawn time to 7 seconds

Countdown

  • Reduced recurring side crate respawn times from 60 seconds to 45 seconds

  • Lowered revive lockout time from 20 seconds to 7 seconds

  • Players no longer lose revive tokens on death

Crucible Power Ammo Crates

Rockets

  • Now: 1 rocket
  • Was: 2 rockets

Drum-Fed Grenade Launchers

  • Stays at 4 grenades

Single-Shot Grenade Launchers

  • Now: 6 grenades (may be capped by weapon inventory size)
  • Was: 4 grenades

Sniper Rifles

  • Now: 6 shots
  • Was: (variable) 2 mags, capped at 6

Shotguns

  • Now: 5 shots
  • Was: (variable) 2 mags, capped at 4

Slug Shotguns

  • Now: 6 shots
  • Was: (variable) 2 mags, capped at 4

Fusion Rifles

  • Now: 5 bursts
  • Was: (variable) 4–5 shots based on mag size

Wardcliff Coil

  • Stays at 1 volley

Swords

  • Now: 6 swings
  • Was: 30% of total Energy, capped at 9 swings

Linear Fusion Rifles

  • Now: 4 shots
  • Was: (variable) 2 mags, capped at 6

The Prospector

  • Now: 8 grenades
  • Was: 4 grenades

Legend of Acrius

  • Now: 4 shots
  • Was: (variable) 2 mags, capped at 4

Tractor Cannon

  • Now: 6 shots
  • Was: (variable) 2 mags, capped at 4

The Colony

  • Stays at 4 shots

D.A.R.C.I.

  • Now: 8 shots
  • Was: (variable) 2 mags, capped at 6

Borealis

  • Now: 8 shots
  • Was: (variable) 2 mags, capped at 6

Whew! I feel like I just drank from a fire hose. Can't wait to start play testing all of this!

Here’s your reset activities for the week of March 27th – April 3rd.

Flashpoint: Mercury

Travel to Mercury to complete Public Events to complete your Flashpoint milestone. Remember to turn your Public Events into Heroic Public Events for a chance at better loot. Once the Flashpoint milestone is complete look for the world boss at the end of the next Heroic Public Event following milestone completion. If you don’t know how to activate Heroic Public Events, read this article by AvgJoe227 Heroic Public Events and How to Start Them

Flashpoint Reward: Powerful Engram

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Cayde-6 Treasure Maps: Mercury

Be sure to visit the Cayde-6 and purchase the 5 treasure maps (4600 glimmer each) leading to Cayde’s special loot chests before taking off to Mercury to complete your Flashpoint milestone.

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Call to Arms: Crucible

Win glory by participating in Crucible matches. It typically takes between 5-7 matches to complete the milestone depending on if you are solo queuing or playing with clan mates. Playing crucible matches will earn you progress towards your Call to Arms milestone and your Clan XP milestone at the same time.

This week's rotating weekly crucible playlist welcomes the return of RUMBLE!

Crucible Dates from Bungie:

  • March 27: Rumble
  • April 3: Mayhem
  • April 10: Iron Banner (6v6)
  • April 17: Rumble
  • April 24: Mayhem
  • May 1: Iron Banner

Call to Arms Reward: Powerful Engram

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NightFall: Savathun's Song (Titan)

Seek vengeance against the Vex Mind that corrupted Asher's arm...and made him super cranky!

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Nightfall Challenges:

  • Unbroken – Complete the Nightfall with fewer than 3 deaths
  • Siege Engine – Do not allow Brakion to remain shielded for more than 40 seconds before defeating it.

Nightfall Reward: Powerful Engram

Raid: Leviathan

Board the Leviathan orbiting Nessus to defeat Calus, the Cabal Emperor. The first encounter this week is The Royal Pools and the Challenge Mode is The Pleasure Gardens.

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Raid Challenges:

  • The Proving – Complete every trial Calus has set before you
  • The Labyrinth – Loot 3 of Calus’s gifts in the underbelly of the Leviathan
  • The Pleasure Gardens - Relic holders can only shoot 1 plant.

The Leviathan loot table has been removed since the loot tables have been unified and the loot is no longer tied to specific encounters. Everything available on the table has a chance to drop after each encounter.

Raid Lair: Eater of Worlds

Board the Leviathan orbiting Nessus to tackle the new Raid Lair - a shorter raid encounter.

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Raid Lair Challenges

  • Clean Sweep - Clear each major encounter
  • Moments of Power - Generate orbs multiple times
  • The Big Numbers - Get precision kills

Eververse

Just because you're busy fighting doesn't mean you can't look good doing it. Here's your Eververse stock for this week.

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Remember all progress on the Leviathan raid is reset as well as raid keys. Clan XP goals are also reset as each player can earn a cap of 5000 XP per character for a powerful engram while total clan XP is capped at 100,000.

Allons-y FAST, Guardians!