Destiny 2 will soon be traversing a period of huge transitions due to the release of The Witch Queen expansion and all the changes that come with it. The expansion is just a bit over three weeks away from its release, and its changes are being detailed by Bungie in TWABs and other official statements on social media, and many of the things coming to Destiny 2 are likely going to be the end of an era and the beginning of a new one. One of the most controversial topics ever since it was discussed in a recent TWAB has been that of Orbs of Power and the means to generate them — a crucial part of the gameplay experience.
Orbs of Power have always been very strong in that they provide a small amount of Super energy when players pick them up, making for a rather fast recharge time when fireteams are properly organized. However, Orbs of Power have also always been very problematic because they were tied to Destiny 2's Masterwork weapons, which gained the ability to generate Orbs on multikills with all Masterwork weapons at any given time. The problem lies in the fact that Masterwork weapons became too powerful and limited in their arsenal of perks, and Exotic weapons without a catalyst were borderline unusable because they couldn't generate Orbs — which also became very relevant with Charged with Light mods. All of this is changing with The Witch Queen, and it's hard to tell if it's for the best.
Every Playlist Weapon Leaving Destiny 2 Rotation in S16
Orb Generation in Destiny 2 will drastically change with The Witch Queen expansion, becoming unbound from Masterwork gear and rather tied to element-specific mods that are also going to be exclusive to helmet slots. The main issue here is that there are four elements in Destiny 2
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