Huge changes coming to Destiny 2’s masterwork armor and weapons

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As an avid reader of This Week on the Bungie blog, I’ve long made my peace with the way Destiny 2 balance changes are a mix of ‘giwith’ and ‘confused takes away’. today’s entry, which focuses on changes in the way masterwork armor and weapons function, is a perfect example of form. On one hand we are getting some much awaited quality of life things. On the other hand it’s going to be more fiddly to generate Orbs of Light.

Below I’ll break down each of the major changes, which will go live on February 22 with the arrival of The Witch Queen (and the start of season 16). I’ll also give some analysis on what I expect the impact to be. Let’s start with the good things:

You will be able to unlock all the mods in Seasonal Artifacts


Mods in Seasonal Artifacts play a big part in determining weapon meta and play style for many months, so arbitrarily shutting down more than half of them always felt like an awkward throttle on creativity and build crafting. it happens. From season 16 onwards, provided you grind enough XP, you’ll be able to try out all 25.

“For each unlock after the 12th, the next Artifact mod unlock will require increased XP, so the choice of which order to unlock the mod still requires some decision making,” Bungie explained. “And if you change your mind? You can still reset your artifact and make your choice again.”

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This has been felt necessary for some time, and I also asked sports director Joe Blackburn about this change in our Interview last September.

Auto will no longer suck ass on amazing overloads

According to the Post, next season’s champion-ripping mode will feature Anti-Barrier Scout and Bow, the Unstoppable Glove (the New weapon type being added Witch Queen), and overloaded auto rifles and SMGs. Thankfully, Bungie said it’s done some work to make the latter two more believable.

The first involved using automatic weapons on overloaded champions to shoot them until you got to the middle of the mag, at which point they would theoretically stun. In practice, the result was notoriously reliable, especially when compared to bow or hand guns with explosive perks. The return of the Anti-Barrier Scout means that you should really make sure you find a Dead Man’s Tale with the Vorpal Weapon before the Presage mission sets in. This is going to be an absolute beast.

It will probably be Glaive’s ranged attack that stuns the invincible champion, as I don’t want to go into the poking distance. (image credits: Bungie)

Reducing the cost of gear switching elements

It currently costs an exorbitant amount of upgrade material to swap elemental affinity (ie void, arc, solar or stasis) on a piece of armor. As a result, players store huge wardrobes or armor in their vaults to accommodate the loadout, which requires mods that can only be placed in the respective elemental piece. To ease that pressure, Bungie is cutting costs wildly: “A fully masterworked piece of legendary armor can be converted to another energy type for the cost of 10,000 glimmers and an upgrade module, while alien armor A completely masterworked piece can be replaced with another energy type for the cost of 20,000 glimmers and an upgrade module.”

The only trouble is that it also costs something, as it comes with third-party tools like . prevents Destiny Item Manager than using the API to handle the switch as part of your (excellent) loadout system. Hopefully we’ll get there eventually, but in the meantime I’m not going to stop begging for safe space,

Generating Orbs won’t be tied to Masterwork weapons

The final transformation is the most amazing, and I can only read it as a backdoor to our overall power. now it is Very With masterworked weapons it’s easy to generate orbs of light by getting multikill. Orbs matter because they juice up your super meter and gain various effects through the Charged With Light mod system. Clearly Bungie thinks it’s a little too easy, because that’s not going to happen anymore. Instead, to generate orbs for multi-kills, you’ll need to slot a new helmet mod that will generate orbs on multikill—but only from the element’s weapons in question. So to maximize the effect, you’ll want to run, for example, a solar helmet mod with a matching solar power and power weapon.

These new mods will be free to all players, and it looks like there will be a dynamic version as well, as Bungie specifically mentions being able to generate orbs from Thorn. In fact, one of the obvious benefits of this change is that alien weapons like Thorn, which currently cannot be masterworked with an alien catalyst, will now be able to generate orbs.

This is a change that I find very strange. Our armor mod slots are already pretty overcrowded, and considering in PvE you’re going to want to have an ammo finder running at all times, it’s going to make it very difficult to use stuff like targeting mods on these new orb generation ones.

Interestingly, as Bungie mentioned, part of the inspiration for this change is that the new weapon crafting system will require players to generate orbs as part of the process of building your god roll gun. i hope we do hear more More about that in the coming weeks. There’s another potential silver lining: currently, orb generation functionality takes up some of the ‘perk budget’ on weapons.

Perhaps the free space can be used for additional benefits. Or, in other words: Outlaw, Headstone and Firefly are definitely happening on the same gun.

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