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This is sourced directly from Bungie.net:
Hi 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.
We 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.
While 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.
Below 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.

The 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:

With 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.
We 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:
Additionally, 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:
In total we have added:



We hope these help breathe some life into some new options in your arsenal!
With 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.
We 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.
Upon 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.
In 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.

On 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.
When 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.
The 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.

Because 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.
We 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.
The ammo system has received buffs to underperforming weapons, nerfs to outliers, and several bug fixes and quality-of-life improvements.
General
We 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.
Special Ammo Weapons
We 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.
Linear Fusion Rifles
Both 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.
Buried Bloodline
Choir of One
Choir of One is simply too free in terms of ammo both in isolation and in double Special builds. It’s one of the only Special weapons that didn’t follow the standard rules for ammo brick values. These changes make this weapon follow those rules.
Rocket Pulse Rifles
A bug was causing Rocket Pulses to have double the ammo when used with another Special ammo weapon. For example, running two Rocket Pulses at the same time was entirely viable because they both got full ammo brick amounts instead of half. This has the effect of reducing the challenge of end game content and invalidating other special weapons.
Only in the Crucible
Some Crucible-specific changes were needed to reduce Special ammo uptime that was fueled by non-Primary weapon use.
Adaptive Burst LFRs get too much ammo from Heavy crates for how potent they are compared to other options.
Rapid-Fire Machineguns felt like they weren’t getting enough ammo from crates, so we have increased this value.
With Monument of Triumph we also have a wide assortment of Exotic weapon adjustments for you to enjoy. Have a look at what we changed here:
The Jade Rabbit
The Jade Rabbit has long been a choice pick in PvP on specific builds and specific maps but has seen little play elsewhere. We’ve made some rather significant adjustments to help its gameplay feel a bit less clunky and give it some more life in PvE activities.

Vex Mythoclast
As the sandbox evolved, Vex Mythoclast felt like it lagged behind other raid weapons in terms of strength in PvE content. We wanted to give the Linear Fusion shots something extra to help them feel worth the kill requirements to charge them, and we updated the intrinsic and catalyst to help make acquiring those kills a little easier.

Touch of Malice
Despite multiple previous changes, Touch of Malice has not lived up to its Destiny 1 glory days. We’ve made a few changes baseline and to its catalyst that will help it build into a potent Exotic Primary weapon through skilled play and buildcrafting.
The Last Word
Much like many of our Tex weapons, The Last Word sits on a razor’s edge between being extremely potent on a single input type or feeling tough to get value out of. This update will make it feel more viable on MnK (mouse and keyboard) without totally tipping those power scales.
MIDA Multi-Tool
In PvE content we wanted MIDA Multi-Tool to further lean into building up modifications over the course of an activity. While we’re happy with how this landed, we wanted to lower how many kills are required to reach that final modification. We also adjusted the catalyst by a small amount to give it more utility in more situations.
Heirloom
Heirloom can be a potent option if you opted into its particular flavor of playstyle on its initial release, but it both did not feel worth the effort and did not live up to player’s expectations of being a dungeon Exotic weapon. We’ve made a number of adjustments here to help it flow a bit better as well as hit even harder versus high priority targets.
Tarrabah
It felt odd for Tarrabah to not reward you at all for defeats, so we have remedied that while also building more tie-ins into the Solar kit to let you get to the Ravenous Beast mode more often.
Anarchy
Once Finalities Auger was released, Anarchy felt like it no longer had a place as a “point defense, trap system”. So, we are amping up its traps capabilities to be more competitive vs Finalities Auger.
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.
Winterbite
Winterbite is an extremely solid workhorse Glaive, but it feels overly punishing to shoot the projectile while in CQC.
Edge of Action, Concurrence, and Intent
The class Glaives should feel like the apex power for an Exotic version of a Legendary Glaive, so we are upping their charge rates of the Special shots when you are fully engaged in the Glaive loop. Rev up those doom sticks!
Hierarchy of Needs
We’ve updated Hierarchy of Needs to make its seekers more interactive and build-friendly, helping them better follow your precision shots through the Guidance Ring, apply scorch for buildcrafting synergy, and feel more reliable at mid-range thanks to improved hip-fire accuracy.
Sunshot and Graviton Lance
Both Sunshot and Graviton Lance have been very easy to use while also having a high impact on gameplay for a long time now, and they tend to crowd out many similar options in the sandbox. We’ve made a few changes to both to make them a bit less able to wipe entire encounters with one kill, while retaining their power on clumped groups.
Outbreak Perfected
There’s a ton of love for Outbreak especially with it being a Primary weapon that can hang with our Special and Heavies in endgame. In Monuments of Triumph though, we are buffing our Primaries across the board and because of that, there was a need to reduce the delta between other strong Primaries and Outbreak.
Arbalest
With anti-Champ rolling out across all weapons in the game, Arbalest was struggling more than ever for us during testing. So, we are spot tuning that damage up a fair bit.
Wardcliff Coil
Wardcliff Coil will be getting a couple of bug fixes and a sorely needed max ammo increase.
The Lament
The game has changed a lot since Lament received its last nerf. To account for that, we are reverting most of that last change to help it keep pace as a potent single target option.
Truth
Truth has long struggled to have any kind of strong identity in Destiny 2. We all have fond memories of wild tracking shots with it from Destiny 1, but the weapon struggles to keep up in today’s sandbox. We’ve made some changes that let it lean into its three in the mag and gives it a splashy secondary effect if you land all your rockets.
Thunderlord
We’re making a small adjustment to Thunderlord to put it more in line with other similar boss DPS options.
Whirling Ovation
Whirling needs a little help to stay competitive with weapons that aren’t Rocket Pulses. This update should help it feel snappy with an optimized damage rotation with a variety of weapon types.
Prometheus Lens
Prometheus Lens got its scorch effect in a very different Destiny 2 sandbox, so we are giving it a bit of love to be able to keep up against other similar weapons.
Centrifuse
Centrifuse’s sprint reload effect felt just a touch too slow to use as the main way you reload the weapon, so we’re making that a bit easier to rely on and subsequently keep its perk at full potency.
Slayer’s Fang
Slayer’s Fang was a potent option when it first released but has since fallen behind some more versatile options. We’re giving it a few changes that allow you to be a bit more liberal with its usage as well as bringing back a bit of an effect it used to have prior to its release.
Xenophage
Once a terror of Gambit and PvE alike, Xenophage definitely has a hard time in today’s sandbox. We’re giving it a bit more total ammo to help it keep up with similar options and be a bit less strict on its economy.
Primary ammo weapons have struggled to keep up against combatants, especially in harder activities, so we’ve implemented some broad changes to help them feel better to use.
Some Special ammo weapons have dominated the sandbox while others have felt left behind. We are making a targeted buff to all the left behind Special ammo weapons to balance them out and make more archetypes viable to use in PVE.
On top of the above changes, these specific Primary ammo archetypes got some additional balance tuning.
Also on top of the above changes, many Special ammo weapon archetypes also got some buffs along with some nerfs to one particular archetype that won’t be too surprising to see.
Finally, Heavy ammo weapons got some attention to make them more effective against Bosses and Champions along with some targeted ammo tuning.
In addition to the Legendary weapon archetype tuning, we’ve also made some changes to Legendary weapon perks.
A few older damage perks felt like they were lagging behind, so we’ve buffed these perks in order to make them more competitive choices compared with more modern perks.
The following perks received some quality-of-life tuning to make them easier to activate on their own or with other build crafting elements.
Finally, some origin trait weaknesses were addressed to make them feel more impactful.
With Monument of Triumph, we are reworking the Artifact items in multiple ways to better align them with a modern Destiny 2 and setting it up to withstand the test of time. This means streamlining the mod selection process, removing annoyances like the refunding dance, disabling the artifact in Competitive and Trials modes, and… finally… working in loadouts!

What this means is that we have trimmed the bloat on artifacts. Gone are the days of dedicated anti-Champion columns and needing to refund mods to select ones in earlier columns. This process has been simplified into three buckets that functionally perform just like the columns did before, but in a way that uses the visual language of our modern game and works in a more intuitive way. Now, when you want to switch out a mod in “column 4”, you can just do that and substitute it out for whatever fits instead of needing to clear out later columns to be allowed to re-spec earlier ones.
On top of this, we have built anti-Champion capabilities directly into your guns, so you no longer must worry about your favorite guns not getting anti-Champion offerings in a season but more on that in a moment.

Alongside all these updates also come six new mods, defragmented and deciphered from the Data Disc and into your hands!
| Tier 1 | Tier 2 | Tier 3 |
Fierce Proxemics Finisher final blows grant grenade and melee energy | Blinding Jolts Final blows on jolted combatants blinds nearby combatants | Tazer Tag Arc-powered melee hits jolt combatants and deal further damage for a short duration. |
Rapid Remedy Machine Gun rapid final blows heal you | Precision Equity Precision final blows build progress towards a large Orb of Power that also grants bonus weapon damage on pickup. Higher ranked targets grant more progress. | Sticker Shock Arc Flux, Magnetic, and Fusion Grenades deal more damage when attached to combatants; on final blows, they release several micro-missiles that seek nearby combatants. |
For eagle-eyed readers, you might have noticed that we keep referring to Artifacts in the plural, and it’s for a good reason. Artifacts for the past six years have served to shift around the meta season over season, encouraging you to try new things by giving some borrowed power. This model doesn’t really work without seasons, so we are breaking the bank and not just offering one Artifact… But a whopping seven Artifacts pulled from seasons past!

These selections were all made to cover as many fan-favorite weapons, elements, and perks as possible and, we believe, will give you a treasure trove of build crafting opportunities for years to come! They won’t be coming back perfectly identical though; in the past six years the Artifact has shifted quite a bit, from the days of Glimmer mods to anti-Champion abilities taking up a large swath of the slots to the seven-row structure and finally to boosts. We took a long look at each artifact and did not only a balance pass to make sure they could live on in perpetuity (looking at you Flashover) but also how we could integrate the best of all versions of the Artifacts to be available in a single build-crafting ecosystem.

We look forward to seeing what y’all build and how you combine these with the incredibly deep pool of new set bonuses and weapons!
With the removal of the first two columns of each Artifact, we needed to find a new home for all our Champion counter effects. Given the nature of this final release, we decided to roll access to these effects into the intrinsic perks of every weapon in the game. Yes, every weapon; even Exotics.
We also made the decision to remove any activation criteria to all these effects; no matter which you are using, simply firing the weapon will apply the associated effect immediately assuming you land your shots.
Here is the list of which intrinsic frames got what effect:
| Weapon Type | Effect |
| Aggressive | Unstoppable |
| High Impact | Unstoppable |
| Precision | Barrier |
| Adaptive | Barrier |
| Lightweight | Overload |
| Rapid-Fire | Overload |
This covers most of the weapons in the game. Here are what the more niche intrinsic frames received:
| Weapon Archetype | Weapon Type | Effect |
| Support | AR | Overload |
| Adaptive Burst | LFR | Barrier |
| Area Denial | Breach GL | Overload |
| Double Fire | Breach GL | Unstoppable |
| Micro-Missile | Breach GL | Unstoppable |
| Wave | Breach GL | Unstoppable |
| Compressed Wave | Drum GL | Unstoppable |
| Heavy Burst | HC | Unstoppable |
| Spread Shot | HC | Overload |
| Aggressive Burst | SMG | Unstoppable |
| Aggressive Burst | Pulse | Unstoppable |
| Heavy Burst | Pulse | Unstoppable |
| Legacy PR-55 Frame | Pulse | Barrier |
| Rocket-Assisted | Pulse | Unstoppable |
| Rocket-Assisted | Sidearm | Unstoppable |
| Disruption | Sniper Rifle | Barrier |
| Caster | Sword | Barrier |
| Vortex | Sword | Overload |
| Wave | Sword | Unstoppable |
| Dynamic Heat Weapons | Various | Overload |
| Balanced Heat Weapons | Various | Overload |
Exotic weapons each got the effect that most reflected how the Exotic itself behaved; here are a few interesting examples but we’ll let you all discover the rest once Monument of Triumph releases:
| Barrow-Dyad | Overload |
| Izanagi’s Burden | Barrier |
| Trinity Ghoul | Overload |
| Xenophage | Unstoppable |
| Parasite | Barrier |
| Jotunn | Unstoppable |



That’s all for us here on the Artifacts, the sandbox is going to be shifting drastically in Monument of Triumph and we look forward to seeing the powerful builds y’all put together using both old and new pieces from our Guardians’ storied legacy!
With this release, many of your favorite vendors across the Tower are getting an update. Reputation Rank Reward tracks are returning to many of the vendors (Shaxx, Zavala, Saint-14, Xûr, Banshee-44 and even your ol’ pal Drifter). We’ve also expanded their focusing options significantly, as well as some other vendor specific updates that we’ll touch on below.
Focusing for tiered gear is now available on many vendors across the Tower. This includes newly added gear, as well as gear from across the last several releases (for example, The Edge of Fate, Ash & Iron, Renegades). Weapons will be focusable at Tier 3 and Tier 4, depending on the player’s Power level.
With the addition of upgradable weapons you can take any rolls you get from focusing and upgrade them to Tier 5, while activities will remain the best and most consistent source of natural Tier 5 weapons. However, because armor is not upgradable, Focusable Armor will go up to Tier 5.
Here’s how Gear Focusing will work on Vendors:
General
Ada-1
Drifter
Banshee-44
Hawthorne
Saint-14
Saladin (only available during Iron Banner)
Shaxx
Xûr
Zavala
Destination Vendors
Attunement now lives in your inventory, accessible anywhere, any time. No longer will you have to go to a specific vendor to attune what you want to earn from the activities you are playing. With the huge amount of new and updated weapons in this release, we wanted to make it seamless for you and your fireteam to have greater agency around farming for those god rolls than ever before.
Hanging out in orbit, or waiting for friends during a break between SRL races? Take some time to attune to your favorite weapons across various activity types.

Attunement exists for the following activities:

At any time, players can be attuned to one weapon for each Activity type. For example, players can be attuned to Cry Mutiny in Solo Ops, Nightshade in Fireteam Ops, and Better Devils in Crucible Ops at the same time.

Attuning to a weapon means that you will have significantly higher drop chances for that weapon from activity rewards and will be available for all of the weapons in the active loot pools for each of the included activity types. Attunement is available for all players, with no costs to attune or unattune, with no limits on changing the weapons that you are attuned to. We hope this system helps you find the perfect weapons for your arsenal.