NOTE: Bungie has recently changed the Patch Number system to be consistent with their internal patch numbering.
- Scout Rifles
- Increased damage of all Scout Rifles vs minor enemies (red bars) in PvE by 10%
- This change is in addition to the baseline damage buff given in the Solstice balance patch.
- High-Impact (360 RPM) Auto Rifles
- Increased base stability stat of all non-sunset High-Impact Auto Rifles by 6-12, depending on the weapon.
- Herod-C: 27-33
- False Promises: 17-29
- Age-Old Bond: 18-30
- Chrysura Melo: 13-25
- Come to Pass: 14-26
- Lightweight Bows
- Reduced base draw time by 5% (from 612ms to 580ms).
- Increased the “perfect draw window” (how long you can hold the drawn bow before you begin to lose accuracy and damage, stability modifies this window).
- From .30s to .50s on the low end.
- From .55s to .80s on the high end.
- Hand Cannons
- Fixed Dire Promise’s zoom stat (got changed to 13 inadvertently, it’s now 14 again).
- Glaives
- Glaive melee attacks can now activate the Exotic armor perks on ACD/0 Feedback Fence, Karnstein Armlets, and Necrotic Grip.
- Breech Grenade Launchers
- Concussion grenades can no longer roll in the magazine slot.
- Heavy Grenade Launchers
- Increased damage vs. majors and above by ~10%, excluding Parasite.
- Updated the Dares of Eternity weapon set’s perk pools and added an origin trait.
- Addressed an issue where Playlist (Crucible, Gambit and strike) weapons weren’t randomizing perk count correctly based on number of resets.
- Ambitious Assassin
- Increased magazine overflow from 10% to 20% per kill on Primary weapons only (Special and Heavy weapons are still 10%).
- Increased overflow cap from 50% to 150%.
- Invader Tracker (Gambit origin trait)
- Renamed Gun and Run.
- Redesigned functionality to give a sprint speed increase on multi-kills.
- Skulking Wolf (Iron Banner origin trait)
- Redesigned to activate on kills while at low health.
- Wellspring
- Cooldown has been removed, allowing for Rocket Launchers and Grenade Launchers to return more ability energy when defeating groups with a single shot.
- Perpetual Motion
- Disabled audio/visual feedback on perk activation, since it was triggering frequently enough to be annoying.
- Lead from Gold
- Now gives the correct amount of ammo when two Special weapons are equipped.
- Concussion Grenades
- Can no longer roll on Breech Grenade Launchers.
- Veist Stinger
- Fixed an issue where it was applying a charge time reduction to Linear Fusion Rifles. It will correctly only refill the magazine from reserves when it triggers on these weapons.
- Zen Moment, Particle Repeater
- Updated descriptions to say what they actually do.
- Buffs
- Le Monarque
- Added intrinsic Overload to Poison Arrows.
- Thunderlord
- Added intrinsic Overload.
- Malfeasance
- Added intrinsic Unstoppable to explosions.
- Added +25 to the base airborne effectiveness stat (28 to 53) to match other Precision Hand Cannon’s intrinsic bonus.
- Wish-Ender
- Added intrinsic Anti-Barrier.
- Increased number of hits vs. most targets from 2 to 3 (more hits against vehicles, still 2 against players).
- Increased damage vs Champions, majors, and minibosses by 10%.
- Draw time decreased from 828ms to 820ms.
- Ticuu’s Divination
- Draw time decreased from 612ms to 580ms.
- Legend of Acrius
- Catalyst now grants the Trench Barrel perk in addition to its other effects.
- Exotic Paired Legendary Weapons
- CALUS Mini-Tool
- Increased airborne effectiveness from 23 to 28 to match MIDA Mini-Tool.
- MIDA Mini-Tool
- Increased zoom from 13 to 14 to match CALUS Mini-Tool.
- Drang (Baroque)
- Increased airborne effectiveness from 21 to 23 to match standard Drang.
- Sweet Business
- Increased airborne effectiveness from 27 to 32.
- Fighting Lion
- Season 17 damage increase has been reimplemented and slightly increased from 5% to 8%.
- Increased the grace time for the instant reload effect of Thin the Herd from 5 to 6s.
Reworks
- Lord of Wolves
- Decreased starting ammo in PvP from 15 to 10 (PvE unchanged).
- Reduced the burst size (shots fired per trigger pull) from 10 to 5 shots when Release the Wolves is active.
- Reduced the burst delay (the time between bursts) by ~60% when Release the Wolves is active.
- Decreased Lord of Wolves base damage by ~20% in (now deals 35 per shot to the body in PvP, 44 with Release the Wolves active).
- Increased damage in PvE by 20% to compensate.
- Dead Man’s Tale
- Changed Cranial Spike’s effects:
- Cranial Spike no longer buffs damage vs players; instead, it grants increased reload, aim assist, and range per stack.
- It still grants additional damage vs. PvE combatants.
- Upon reaching max stacks of Cranial Spike, the Catalyst will now increase hip-fire RPM by 50 (i.e., it will fire at 180 RPM), but will deal reduced damage per bullet (20% decrease).
- Collective Obligation
- Increased Void Leech timer to 15 seconds in PvE activities.
- PvP remains at 10 seconds.
- Removed the Void Leech cooldown.
- Add a 20% damage bonus against PvE combatants only while Void Leech is active.
- Takes less hits to fully charge Void Leech.
- Kills against debuffed targets instantly charge Void Leech.
- Void Leech is also instantly charged when your character is affected by Void debuffs.
- Does not work if hitting yourself with your own Suppressor grenade.
- Fixed an issue where Umbral Sustenance was activating with non-Void overshields.
- Arc Subclasses
- Reworked to fit the Subclass 3.0 system. There are too many individual systemic changes to list here, but the Arc subclasses now use the Aspect and Fragment system used by Stasis, Void, and Solar.
- Standardized a set of buffs and debuffs aligned to the Arc damage type:
- Amplified – Your movement speed and weapon handling are greatly increased. After sprinting for a short time, you enter Speed Booster, further increasing your sprint speed and granting damage resistance against PvE combatants.
- By default, rapidly defeating multiple targets with Arc damage will amplify you. Your equipped Aspects and Fragments provide additional methods to become and benefit from being amplified.
- Ionic Trace – A bolt of pure Arc energy that travels along the ground, seeking its creator. When picked up, Ionic Traces grant grenade, melee, and class ability energy.
- Blind – Combatants are disoriented and cannot fire their weapons. Enemy players’ HUD is removed and their vision is obscured.
- Jolted – The target is energized with destructive Arc Light. As they take additional damage while jolted, they chain lightning to nearby enemies. This chain lightning can occur multiple times while a target is jolted.
- Hovering over Aspects, Fragments, or abilities on the Arc subclass screen now displays a tooltip flyout detailing any relevant status effects.
- Some old subclass perks have been deprecated, while others have been rolled into base ability behavior, Fragments, or Aspects with some changes to behavior as a result.
- All classes now have access to all Arc grenades.
- Grenades
- Storm grenade
- Total damage across the two detonations reduced from 170 (80/90) to 120 (70/50)
- Improved damage area consistency under certain network conditions to fix an issue where it was dealing delayed damage.
- Base cooldown increased from 91s to 105s.
- Lightning grenade
- Damage per strike reduced from 160 to 120.
- Arcbolt grenade
- Damage reduced from 105 to 85.
- Base cooldown reduced from 121s to 105s.
- Skip grenade
- Base cooldown increased from 105s to 121s.
- Flashbang grenade
- Blind duration decreased from 5 seconds to 3 seconds vs. Players.
- Pulse grenade
- Base cooldown increased from 105s to 121s.
- Vortex grenade
- Fixed an issue causing this to deal less damage than intended against PvE targets.
- Hunter
- Arcstrider
- Arc Staff
- Now has both Whirlwind Guard block capability and Lightning Reflexes armored dodge as default behavior.
- Arc Staff damage vs. minor and elite combatants increased by 12.5%.
- New Super added: Gathering Storm
- Hurl your Arc Staff forward, embedding it into surfaces or large targets, dealing damage to and jolting nearby targets. After a short time, a devastating lightning bolt strikes the staff, overcharging it with Arc energy. While overcharged, your staff discharges lightning at nearby foes.
- New jump added: Blink
- Arc Hunters have recovered from a not-so-brief case of amnesia causing them to forget how to Blink.
- Disorienting Blow
- Now applies a short blind to nearby targets rather than a generic disorient, and also amplifies you on hit.
- Combination Blow
- Now also recharges your class ability when you successfully defeat a target with this charged melee, in addition to increasing your charged melee damage.
- Base cooldown increased from 15s to 40s.
- Tempest Strike
- Increased travel distance from 18m to 22m.
- Added a small amount of initial tracking to help Tempest Strike land on close targets.
- Now jolts targets on hit.
- Base damage decreased from 130 to 110.
- Lethal Current – Reworked
- After dodging, your next melee attack has increased range, jolts the struck target, and leaves behind a damaging aftershock.
- Damaging a jolted target with melee attacks also blinds them.
- While using Arc Staff, your next attack strikes twice after dodging.
- Deprecated the Ebb and Flow subclass node perk.
- Nightstalker
- Spectral Blades
- Spectral Blades damage vs. minor and elite combatants increased by 33%.
- Titan
- Striker
- Fists of Havoc
- Now has Terminal Velocity’s slam bonus as default behavior.
- The slam’s bonus damage when activated from the air is now constant rather than variable based on your height when you activate the slam.
- Light attack energy cost normalized between previous top and bottom tree cost at 8% (previously 12%/5.6%).
- Heavy slam radius normalized between the previous top and bottom tree cost at 7 meters (previously 8m/6m).
- Fists of Havoc damage vs. Champion, miniboss, and boss combatants increased by 25%. Damage vs. minor and elite combatants increased by ~40%.
- Note: Previously, Fists of Havoc relied on knockout bonus damage and trample energy refunds to consistently deal with standard combatants in PvE. We’d like this to be better able to stand on its own now to partially compensate for the increased attack energy costs.
- New class ability added: Thruster
- Activate while grounded to perform a quick, first-person lateral evade.
- New melee ability added: Thunderclap
- Hold melee while grounded to plant your feet and begin charging your fist with Arc energy. Release melee to punch forward, unleashing a large blast of force that deals additional damage the longer the melee button was held.
- Seismic Strike
- Blind duration decreased from 5 seconds to 1.6 seconds vs. players.
- Now while amplified, the blinding radius is increased from 7m to 10m, and the blind duration is increased to 3 seconds vs. players.
- Ballistic Slam
- Fixed an issue where the Ballistic Slam camera could sometimes cause you to dive straight down rather than at your aimed location.
- No longer applies Inertia Override on hit.
- Knockout
- Defeating targets with melee attacks now also amplifies you in addition to starting your health regeneration.
- Knockout is no longer consumed on your next melee kill. Instead, knockout lasts for a set 6 seconds, after which it needs to be reactivated by breaking a combatant shield or critically wounding a target.
- Deprecated the Frontal Assault melee ability, and the aftershocks and trample subclass node perks.
- Sentinel
- Sentinel Shield
- Sentinel Shield damage vs. minor and elite combatants increased by 12.5%.
- Warlock
- Stormcaller
- Stormtrance
- Now has Ionic Blink and Landfall as default behaviors.
- Landfall seeker damage reduced from 250 to 150.
- Note: While the seekers added to bottom tree Stormcaller in Season of the Lost were a lot of fun, they made Stormtrance more of a shutdown Super than we’re comfortable with. Given that it is also a solid roaming option and now has increased base mobility with Ionic Blink, we felt we could reduce the seekers damage.
- Stormtrance no longer increases its attack upkeep cost when targeting multiple enemies at once.
- Note: We believe that Stormtrance’s greatest strength should be clearing hordes of enemies, and the increased cost based on target count was running counter to that intended role.
- Stormtrance damage vs. minor and elite combatants increased by 20%.
- Chain Lightning
- While amplified, Chain Lightning now creates two sets of chains, up from one, jumping between more targets.
- Now also jolts your primary target.
- Lunge range increased from 4.5m to 5.25m.
- Ball Lightning
- While amplified, Ball Lightning now detonates two additional times, for a total of three vertical damaging strikes.
- Increased arming shape length below the projectile by 2 meters to resolve some edge cases where targets that the detonation area could potentially damage were not triggering the projectile to detonate.
- Arc Souls
- Being or becoming amplified now also amplifies your Arc Souls, granting them a greatly increased fire rate.
- Damage per projectile increased from 25 to 35 vs. PvE combatants.
- Amplified Arc Souls projectiles per burst decreased from 6 to 5, fire rate decreased by ~10%.
- Note: We expect to see significantly increased uptime on supercharged Arc Souls, so we wanted to provide a bit more time between bursts where players could safely engage an enemy that has an Arc Soul in PvP activities. We hope the increased PVE damage offsets this change sufficiently, but we’ll be keeping an eye on it going forward.
- Deprecated the Rising Storm melee ability, along with the Transcendence, Pulsewave, and Arc Web subclass node perks.
- Arc Aspects
- Hunter:
- Flow State
- Tempest Strike
- Lethal Current
- Titan:
- Touch of Thunder
- Juggernaut
- Knockout
- Warlock:
- Arc Soul
- Lightning Surge
- Electrostatic Mind
- Arc Fragments
- Spark of Beacons
- Spark of Resistance
- Spark of Momentum
- Spark of Shock
- Spark of Discharge
- Spark of Frequency
- Spark of Focus
- Spark of Recharge
- Spark of Voltage
- Spark of Magnitude
- ????
- ????
- ????
- ????
- General
- Blink
- Maximum displacement distance increased from 4.5m to 5.25m.
- Maximum vertical offset (how high up or down you are displaced based on your aim angle from the horizon) increased from 2m to 2.5m.
- Increased forgiveness of mantling to ledges after exiting Blink.
- Energy model reworked:
- Previously, Blink charges recharged slowly one-by-one, and could be activated at a cadence that felt inconsistent and often left players confused as to how many charges they had available.
- Now, Blink has a consistent activation cost. You can carry two charges at once, and 2.2 seconds after activating your last Blink, both are immediately recharged. We’ve also added a screen wipe and sound effect when this occurs, similar to Icarus Dash, to help communicate when you’re ready to Blink again. The overall availability of Blink is similar to the previous version, but we hope it is more understandable and results in fewer instances of frustration from the energy recharge model.
- Note: These changes apply to Blink on all subclasses that have access to it.
- Blind
- Screen shader brightness has been significantly decreased to address photosensitivity issues from the previous fully whited-out version.
- Ionic Traces
- No longer provide Super energy on pickup.
- Reduced melee, grenade, and class ability energy return to compensate for expected increased uptime:
- Base melee energy return reduced from 20% to 12.5%.
- Base grenade energy return reduced from 15% to 12.5%.
- Base class ability energy return reduced from 25% to 15%.
- Restoration
- Fixed an issue where Restoration x2 could be removed by some PvE combatants’ attacks and certain debuffs like Overload rounds.
- Arc-focused Exotic armor updates
- Crown of Tempests
- Conduction Tines now also activate from defeating targets with jolt damage.
- Getaway Artist
- Now amplifies you in addition to granting an Arc Soul when consuming your grenade.
PC (STEAM/WINDOWS): 7.5 GB
NEXT-GEN CONSOLE: 7.8 GB (PS5)
Download size can vary depending on the platform, including if it is a legacy system or next-gen.