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Bungie has provided some information on upcoming updates to the Sandbox, and the Portal! Direct links can be found at the bottom of this post!
All content below is a direct copy from Bungie’s official communications.

Our biggest set of changes to the Portal yet are just around the corner. New gear! More activities than ever before! Plus tons of upgrades to create more rewarding experiences. Here’s a look.
As a reminder from last week, we’re making Portal Rewards buffs based on your feedback – lots of buffs.
Additionally, The Desert Perpetual raid will have the following:
Oh, and before we move to post-launch updates, we have two more changes that will be released on September 9:
If you haven’t heard yet, we’re bringing back a weekly featured weapon for Trials. This will bring PvP gear to parity with the PvE experience and provide opportunities for players to focus their efforts on acquiring specific pinnacle PvP gear.
The Trials weekly featured weapon can be acquired with each visit to the Lighthouse and will have a chance to drop in addition to all pre-existing rewards when completing a match, win or lose. The drop chance varies depending on Grade, with C+ scaling to 20% and A+ scaling to 60%.
More details will be shared in next week’s TWID.
A number of the buffs we’ve been working on will be rolling out through the launch of Ash & Iron, with a handful targeting the next patch, Destiny 2 Update 9.1.0.1. Here are the changes heading towards this next patch and the work-in-progress info we can share about them:
We know our work isn’t done, and we have more changes planned in the future.
With all the above changes to how you earn rewards, we thought this would be a great time to introduce new rewards coming in the upcoming Major Update. Check out next week’s stream to see some in action.
Weapons
Shared Pool
Trials of Osiris
Iron Banner
Pinnacle Ops
Solo Ops / Fireteam Ops
Crucible Ops
Armor and Set Bonuses
Solo Ops / Fireteam Ops: Smoke Jumper Armor Suit
Other New Armor Suits
Dungeon Lairs are our way of bringing dungeon encounters into the Portal through our Pinnacle Ops offering, and will be available to all players looking for a challenge. The encounters will be familiar, but have been updated to work with the Portal’s modifiers, scoring system, and Portal loot.
The three Dungeon Lairs being added to Pinnacle Ops in the Portal are:
But wait, there’s more!
For two weeks, starting at Ash & Iron launch (9/9 – 9/23), we are making all three of their original dungeons available to all players! Once this period ends, the Dungeon Lairs for Pit of Heresy, Duality, and Warlord’s Ruin will remain freely available in the Portal.
If you’d prefer to farm dungeon-specific loot to fill out your collection in the Portal, you can customize Dungeon Lair activities and toggle the new boon modifier, Classic Collector. This modifier will ensure that legacy dungeon rewards will drop in addition to Portal rewards. These will be available to all players during the first two weeks of Ash & Iron. After which, players will be required to purchase the corresponding Dungeon Key to earn more of this loot. Please note, the legacy rewards will lack Seasonal Power and Gear tiers and are purely additive.
9.1.0 – Ash & Iron Launch
9.5.0 – Renegades Launch – Featured Gear

In an effort to provide a stable and high-quality experience, we have made the decision to delay the Epic Raid by one week. This activity will now ship on Saturday, September 27, and the World First Race will begin at 10:00 AM PT. Contest mode will be active through September 29, ending at 10:00 AM PT.
We understand that this may create challenges for some in scheduling, and we apologize for the inconvenience. Our highest priority is to ensure a fun, smooth experience not only during the race, but for all players who wish to take on Contest difficulty, or play the Epic Raid once normal mode becomes available.
Additionally, we’ve created new rules for the upcoming World First race, including a list of streaming requirements. These requirements are both for verification purposes to combat cheaters, and to improve the overall viewing experience for our players watching streams. We will use this race to test out these requirements and, based on the outcome and player feedback, we will make additional changes to these rules in future races.
The following will be required if teams wish to be in contention of being World First:
We will have a submission form ready to share in next week’s TWID for you to share your streaming info if you plan to participate in the race.
In addition to the upcoming Portal changes we highlighted above and in prior TWIDs, here is a short preview of other, smaller changes and fixes coming with Update 9.1.0 next week:
Various hip-fire reticles and hip-fire reticle elements have been updated with three goals in mind. The first is to make reticles properly communicate the weapon’s firing performance. The second is to tone down visual complexity and/or improve the visuals of reticle elements (perk active, pips, and charge meter). The third is to update reticle elements to properly adapt with changes to FOV, bloom, and auto aim, which eliminates situations where they could overlap with each other and in turn allows them to move in closer to the primary reticle.
Deterministic recoil, the set pattern by which a weapon shifts recoil direction when being fired, is something we’re removing in Ash & Iron. We had a goal when introducing this feature for players to be able to master their individual weapons, knowing just how it would recoil and being able to build to know exactly how it would perform.
However, weapons can sometimes feel harder to control or need recoil stat help that is counterintuitive to our in-game display or visual firing patterns. Therefore, we’re removing this and we will be looking into other options in the future. We’re retaining deterministic recoil on Vigilence Wing – here we believe deterministic recoil fulfills our goals.
Note: We have a larger balance pass on more families of weapons coming in the future, with specific emphasis on the balance between Special ammo archetypes and close quarters battle Primary weapons (CQB), but there were some high priority items that we wanted to pull forward.
Several patches ago, we increased the ADS Damage Falloff Scalar of Heavy Burst Sidearms from 1.2 to 1.3. While this has been beneficial for the rest of the sub-family, Forgiveness was a bit of an outlier when it comes to the total stat package, and this increased range has pushed it over the top. Instead of reducing the range of all Heavy Burst Sidearms back down, we’ve decided to target Forgiveness specifically to bring it more in line.
In the days since Immortal reigned in the Crucible, SMGs in general and the Aggressive subfamily specially have received multiple nerfs, leading to them falling far behind other CQB options in effectiveness. In the future, we plan to take a larger swing at increasing SMG ease of use, but for now we’re going to focus on a more target change to Aggressives which should allow them to better compete with Sidearms and Spreadshot Hand Cannons.
While Spreadshot Hand Cannons have proven to be a fun new tool in close combat, they are just a little bit too easy to use outside their intended engagement windows, and they can be frustrating to fight against. We’re going to take a few targeted swings at addressing this friction with accompanying paired ability tuning outlined later in this article to create a smoother PVP experience:
Snipers in general have fallen by the wayside in Crucible due to both the difficulty of maintaining ammo, and the increased flinch they take versus players. Now that Special ammo uptime in general has been reduced, we’re going to start looking to bring some of the power back to these weapons. Our first change will be to help to address their ammo economy, and we are currently playtesting changes to the flinch system that we will release in a future update.
Lightweight Shotguns are currently eclipsed by their Precision pellet brethren, so we are going to start narrowing the gap in effectiveness between them. This is only our first pass, as we’re still playtesting additional changes to give players a reason to run Aggressives and Lightweights in Crucible.

In Ash & Iron, we’ll be expanding the Featured Exotic Weapon list with the following options. They’ll benefit from the Artifact Buff and contribute to your score with an intent to add more diversity into loadouts. We’ve also revisited a few of these options to make them a bit more appealing.
| Kinetic Slot Weapons | Energy Slot Weapons | Heavy Slot Weapons |
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MIDA Multi-Tool is a stat monster, but the “Exotic” part of it has unfortunately been left behind as our standards for Exotics have evolved. We decided to take inspiration from its source material, taking a larger swing to raise this closer to modern standards while also seizing an opportunity to incorporate new pairing functionality with MIDA Synergy weapons.
The pairing fantasy of Sturm and Drang is a unique concept, though the output does not feel worth the requirement of two weapon slots. The slow rate of gaining Overcharge shots would lead to “maining” Drang until enough shots were stored, and the requirement to use Drang meant half (or more) of the time you felt like you weren’t running an Exotic. We wanted to keep the pairing requirement, so we took a larger swing with Sturm as well to help the juice feel worth the squeeze.
Miscellaneous
Eriana’s Vow was given a small VFX adjustment to bring it in line with other special weapons in PvP.
Graviton Spike has been quite popular since the launch of Edge of Fate, particularly in the Crucible where its performance makes it clear its Overcharge modes are a bit too easy to turn on. We don’t want to outright stomp this weapon down in PvP or PvE, so we’re taking a small swing, placing a stricter timer on both its base trait and its unique catalyst to activate. With the amount of targets in our non-Crucible activities, we’ve found that the performance remains nearly the same, but early Crucible playtests have shown this change reduces the overall frequency of those high-powered fire modes enough to give this a bit more counterplay.
Long ago, when zoom changed damage falloff distance, we reduced the zoom on Tarrabah to stop it from being in a menace in the Crucible. Now that that is no longer the case, we began the process of walking it back up and are now returning it to its original value.
Tarrabah with Ravenous Beast active in addition to the Peacekeepers damage buff was proving to be an extreme damage outlier. We want to make sure it stays very strong so that the high investment and need for close range remain worth it, but the top end combined damage needed to come down a bit, particularly to maintain fair competition in our raid and dungeon activities.
Hawkmoon was given the same treatment as Sturm by allowing Paracausal Shot (cacaw!) to benefit from Lucky Pants.
Lord of Wolves has been a consistent part of loadouts in our raid and dungeon encounters for a while now. We’re making an adjustment to let it remain a powerful option, while also encouraging a bit of diversity when dealing with our most challenging bosses.
In a long damage phase, particularly for our raid encounters, few other weapons are able to compete with Grand Overture’s total damage. Ideally, we’d like it to shine when players put in the effort to prep a missile barrage before a damage phase instead of being one of the best options even with no preparation. This pass will reign in Grand Overture slightly and give a bit more space to entertain other options for specific raid encounters.
Since its rework in Episode: Heresy, The Queenbreaker has proven a reliable and easy to use option for consistent damage, particularly for raid and dungeon boss encounters. We’re tapping it down some to bring it more in line with other similarly easy to use options to make a bit more space for other weapons in those fights.
These weapons are currently significant outliers in terms of Super energy generation, particularly during raid and dungeon boss damage phases. A core part of their Exotic identity is creating seeking projectiles for additional damage, but the projectiles are creating some issues with Super tuning. So, we want to tune that down instead of nerfing the weapon’s damage output when that’s ultimately not the issue culprit.
Outbreak Perfected
Barrow Dyad
Hierarchy of Needs
We discovered an issue with Thunderlord’s Exotic catalyst which was causing lightning strikes to refill more ammo than was required to activate it, so we’ve fixed this.
Befitting its fantasy of “damage-phase prima donna,” Whirling Ovation launched asking too much of players to really make the weapon shine against bosses. These changes should allow it to shine in a variety of damage rotations while maintaining the promise that dealing more damage with other weapons will always result in Anticipation building faster.
We’re overall very happy with how Burning Ambition is landing, but this perk uses some fancy new tech to make it easier for us to build and maintain these kinds of perks, and in some cases the enhanced version of the perk would not provide a decrease in number of shots to activate.
When we were initially developing enhanced perks, we had a strong vision around what they could be. Now with the system implemented alongside so many new enhanced perks, we feel more comfortable revisiting some old perks and granting them greater benefits; to align them with the fantasies they’re trying to deliver more.
With that in mind, the following perks have had their enhancement benefits adjusted:
Dragonfly
Cluster Bombs
Reservoir Burst
Magnificent Howl
Eye of the Storm
Flash Counter
Chain Reaction
Headstone
Chill Clip
Hatchling
As we updated perk damage scaling with explosions in The Edge of Fate, we missed updating Temporal Blast to this philosophy leading to a number of instances where this mod provides a wealth of extra damage, particularly on explosive weapons. To make space for some of the other seasonal mods in builds, we want to bring this down just a bit.

In Ash & Iron, we’ll also be expanding the Featured Exotic armor list. They’ll benefit from the Artifact Buff providing additional Damage Resistance and contribute to your score. To encourage some new buildcrafting selections, we’ve tuned a number of these additions!
| HUNTER | TITAN | WARLOCK |
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In Ash & Iron, we’re reworking the exotic Stronghold arms. For a while now, they’ve provided immense defensive benefits, but those benefits rarely prove to be valuable to players outside of niche situations. We’re redistributing the power that this Exotic provides to make buildcrafting with it more interesting, doubling down on the “tank” fantasy to make moment to moment decisions more engaging.
Woven Mail is a strong buff but without a means for regaining health, Strand hunter struggles to stay in the fray. This change to the base Exotic aims to increase some of that survivability while you grapple around combat.
While updating Cyrtarachne, we began to investigate some adjustments to the Spirt of Cyrtarachne perk to balance it a bit against other options on the Exotic Class item. We concluded this change was premature but were unable to fully remove the change before 9.1.0 was locked.
While we intend to revisit the effectiveness of this perk in the long run, we’ll be rolling back the following change to the Woven Mail timer in our next available patch.
Chromatic Fire is an Exotic that ostensibly should be useful with a variety of subclasses and weapons, but in reality the current design is only useful on certain subclasses with a subset of kinetic weapons. We’re reworking it to be less dependent on your subclass to be useful and to be functional with all kinetic weapons. Yes, all.
Contraverse Hold should have been a big winner with the stat rework, but ultimately it failed to shine in the Edge of Fate release meta. We’re buffing the energy return, tuning it by grenade type to be aligned with how quickly the grenade cooldown lasts, and giving it a bit of a buff by providing weaken, freeing up some likely space in fragment selection when using this exotic.

We’ve already detailed most of the ability changes coming in Ash & Iron in our Warlock tuning preview and our Class Identity writeup, but there are a few more we haven’t talked about yet.
In the Edge of Fate release, we changed the melee-energy return from Gambler’s Dodge to scale on the Melee stat and no longer require dodging near an enemy. We’re bringing back the “dodging near enemies” behavior to double the amount of energy you get, while rescaling the stat bonus. This change brings back the “gamble” by allowing you to get close to enemies to double your reward, while addressing Crucible feedback about Hunter melee spam. In PvE, having 50 melee stat and dodging near an enemy will now give you a full melee charge, and at 100 melee stat, dodging near an enemy will grant two melee charges for multi-charge abilities.
Dodging near an enemy now doubles this amount.
We’ve received strong feedback that Lightweight Throwing Knives are frustrating to play against in the Crucible. We’re reducing their damage vs. players and will continue to monitor their performance.
General
Woven Mail
In order to fix an issue with Warlock’s new Weavewalk behavior, we’re making a change to Woven Mail application to make the duration no longer reset to the original Woven Mail source’s max duration. Now, when you proc Woven Mail, the duration will be the longer of these two options: the current time remaining or the new source’s max duration.
Stats
We’re still working out the kinks of our new stats system, and we’ve made some changes to smooth out the experience. First up, we’re making stats no longer increase damage against yourself.
Next, we’re making the Super stat the only stat that buffs your Super damage. It’s cleaner and more consistent this way.
We’ve also fixed a technical issue that was causing the Class stat to only increase the benefits when you hit a multiple of ten.
Finally, we have a fix for mods and perks that increase player mobility.
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https://www.bungie.net/7/en/News/Article/weapon_tuning_preview_ashiron