Destiny 2 update 2.6.0.1 patch notes usher in Shadowkeep

Published , by Sam Chandler

Destiny 2: Shadowkeep is here and with it is the Destiny 2 Update 2.6.0.1 patch notes. There’s a lot to unravel here, with a lot of changes to core systems, new mechanics introduced, and a whole lot of balance changes.

For those playing on PlayStation 4, your Destiny 2 Version 1.41 system update will likely be referring to the very same update. So whether you’re playing Destiny 2 on PlayStation 4, Xbox One, or the now-released Steam version, your patch notes await below.


Destiny 2 update 2.6.0.1

Destiny 2 Update 2.6.0.1 is finally here, as is Shadowkeep.

The Destiny 2 patch notes come directly from Bungie. There are a whole lot of changes to go through, though the most eye-catching changes come with the addition of finishers, the nerfing of various subclasses, and the rebalancing of auto-reloading buffs.


SYSTEMS

COMBAT SYSTEMS

Finishers

PvE Damage Numbers Display

Goal: To provide players with useful and legible feedback for damage dealt to enemy combatants across many years of Power progression.

PvE Difficulty Tuning

Goals: Widen the sweet spot where fighting higher-level combatants provides a fun, challenging, and rewarding combat experience for a more enjoyable Power climb. Also, allow players looking for even greater challenges to confront much higher-level enemies.

SANDBOX

ABILITIES

Buffs
Nightstalker Way of the Pathfinder (Bottom)

Goal: We want to lean into the fantasy of a speedy disruptor. Pathfinders need more tools to scout the battlefield and a skill based way to engage with that gameplay more often. We should reward this scouting and battlefield control gameplay, executed well, with more opportunities to do the same. At the same time shadow shot needed some quality of life improvements for long standing frustrations.

Vanish: Smoke bomb grants invisibility to allies

Provision: Killing tethered enemies creates super orbs and increases agility, armor, and recovery for allies

Moebius Quiver: Fire super multiple times and deals massive damage to tethered targets

Shadowshot Super (Top and Bottom path)

Sentinel Code of the Protector (Top)

Goal: This path is the main support role for Titans and focuses heavily on melee kills while staying near allies. We want to focus more heavily on buffing allies so that players care about the timing of their buff usage. With a loop which allows players to get their melee energy back more quickly this will be a more engaging path to play. Additionally, Ward of Dawn is currently not up to snuff, and needs a buff that ties in to the fantasy of buffing allies.

Defensive Strike: Melee ability that creates an overshield for nearby allies

Rallying Force: Melee kills heal nearby allies

Ward of Dawn: Alternate super that creates a shield bubble

Sentinel Code of the Aggressor (Bottom)

Shield Bash: Shoulder charge that disorients nearby enemies

Voidwalker Attunement of Hunger (Bottom)

Vortex: Nova Bomb leaves behind a damaging AoE pool

Dawnblade Attunement of Grace

Well of Radiance: Alternate super that creates a healing/buffing field for allies

Nerfs

Nightstalker Way of the Trapper (Top)

Shadowshot: Fires an arrow that damages enemies and debuffs enemies nearby

Nightstalker Way of the Wraith (Middle)

Flawless Execution: Headshot kills while crouched grant invisibility and truesight

Shattering Strike: After performing a Flawless Execution, your melee attacks have a longer lunge range and weaken enemies

Instant Reloading

Goal: In the beginning, Lunafactions and Rally Barricade did exist, but they were clunky to use. They still had dramatic impact on gameplay even in that state, but eventually we decided to make their effects easier to handle. The problems they introduced always existed in the game, but over time these have become magnified due to new abilities, perks, and weapons introduced into the Destiny 2 sandbox. The impact of something that takes all reloading out of the equation means that other perks or effects like the Hunter’s Marksman Dodge or the Sealed Ahamkara’s Grasps can simply fall to the wayside – Even swords take a hit in comparison, being one of the few weapons that naturally never needs to reload.

Reloading is one of those mechanics that are simple, but have wide ranging consequences. Because the effect on gameplay of removing reloading is inversely proportional to the size of your weapon’s magazine and how slow your general reload animations are, weapons like Rocket Launchers and Shotguns can benefit greatly compared to other weapons. This, alongside the increase in general access to damage bonus effects like Well of Radiance left us with the decision to remove this effect from these two sources, as they were causing things to quickly snowball out of control.                               

Titan Rally Barricade

Warlock Rift/Well of Radiance

Super Energy Regeneration

Goal: These changes will reduce the speed with which players are able to earn their super which supports difficulty and reduces the current ability to trivialize certain content through excessively chaining supers. Systemically, we want to reduce base sources of supers on a large macro scale without diminishing the feeling that your actions are gaining you a worthwhile energy boost. By reducing the speed at which you gain super we can make mods and perks feel more worthwhile. We still want it to feel like you can make meaningful progress not only through normal play but by augmenting super energy through teamwork, class choices, gear, and skillful play.

New Energy Granted by Super Orbs:

Damage Multipliers

Goal: At Destiny 2 launch, damage buffs were fairly sparse – There was Empowering Rift for a small increase, and you could combine it with a weakening effect such as Hammer Strike, but very little else. As time has gone on, we introduced Well of Radiance, Weapons of Light, Guiding Flame, Frontal Assault, etc, and combining these effects has resulted in player damage output far beyond what was previously available. Even with just a small amount of them, a player can go from 1x damage to 3x and beyond, causing there to be an extremely large gap between standard player output and theoretical output.

By preventing the larger effects from stacking, we are able to keep each of them around without having to do something in response like raise boss health to compensate for these tactics, as well as create more of them. As an example, Lumina would not have been created in world where the damage bonus effect of Noble Rounds stacked with other damage effects, and these changes are simply an extension along those same lines.

While the weakening effects never stacked, we also took a look at them and adjusted their values as many of our more powerful units would simply evaporate when touched by one of them, but we compensated for that in other ways, such as either extending the duration of the effect or in the case of Shadowshot, making it affect power weapons.

Player Damage Buffs

Enemy Debuffs (Weakened)

Reduced Super Damage Resistance

Goal: Since the launch of Destiny 2 we have slowly introduced buffs to supers, especially roaming supers. While we believe supers should be powerful they should not be mindless. We want supers to be more risky in both PvE and PvP. We want players to think about positioning and timing more. Not so long ago we experimented with Spectral Blades by lowering the damage resistance substantially. These changes were generally well received and improved the experience of the super for both the person running it and the person who was running from it. In PvE players shouldn’t feel like their super makes them invulnerable and casting one should call for situational strategic thinking. In PvP players need to feel like they can challenge a super and that with skillful play there’s a chance they can beat it. 

Low- 54% → 49%

Medium - 56% → 51%

High - 60% → 53%

Other (unchanged)

ABILITY AND ARMOR GENERAL FIXES

WEAPON CHANGES

Exotics

Perks

Weapon General Fixes

PLAYER IDENTITY SYSTEMS

TRIUMPH STEPS

SEASONAL ARTIFACT

ARMOR CHANGES

Character Stats

Armor 2.0

Masterworks

Exotics

ECONOMY

ARMOR MASTERWORKING COSTS

INFUSION MATERIAL COSTS

BRIGHT DUST

EVERVERSE

GLIMMER

SPIDER’S EXCHANGE

XÛR

UNIVERSAL ORNAMENTS

Select armor sets now function as Universal Ornaments. Once unlocked, these ornaments can be used to change the appearance of any Legendary Armor 2.0 item. Note armor items that correspond to converted Universal Ornaments have not been removed from player inventories; already owned armor items still exist in their current state.

GUNSMITH

REWARDS POWER AND PROGRESSION

BOUNTIES

ACTIVITIES

VANGUARD

CRUCIBLE:

Director

Maps

Ranks

Matchmaking:

General

CHALLENGES

RAIDS AND DUNGEONS

DESTINATIONS

NEW LIGHT

GENERAL

NEW GUARDIANS

BLACK ARMORY

WARMIND

GENERAL

REWARD SYSTEMS

And that's all she wrote. That's a lot of changes coming to Destiny 2 with update 2.6.0.1. Now that Shadowkeep is finally here, be sure to keep it locked to Shacknews so you don't miss out on any of the latest findings. Head over to the Shadowkeep guide up for everything you need to know.