As an avid reader of the This Week at Bungie blog, I have long since made my peace with the way Destiny 2 balance changes tend to be a mixture of 'giveth' and 'confusingly taketh away'. Today's entry, which focuses on changes to how masterwork armor and weapons function, is a perfect example of the form. On the one hand we're getting some much-requested quality of life stuff. On the other it's going to become more fiddly to generate Orbs of Light.
Below I'll break down each of the major changes, which go live with the arrival of The Witch Queen on 22 February (and start of Season 16). I'll also give some analysis on what I expect the impact to be. Let's begin with the good stuff:
The mods in the seasonal artifact play a massive part in determining the weapon meta and play style for several months, so being arbitrarily locked out of over half of them always felt like a strange throttle on creativity and build crafting. From Season 16 onwards, provided you grind out enough XP, you'll be able to try all 25 out.
«For each unlock after the 12th, increased XP will be required for the next Artifact mod unlock, so the choice of which order to unlock mods still requires some decision-making,» explained Bungie. «And if you change your mind? You can still reset your Artifact and make your picks again.»
This has felt needed for a while, and I even asked game director Joe Blackburn about exactly this change in our interview last September.
According to the post, next season's Champion-stunning mods will include anti-barrier scout and bow, Unstoppable glaive (the new weapon type being added with the Witch Queen), and Overload auto rifle and SMG. Thankfully, Bungie said it has done some work to make the latter two more reliable.
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