Destiny 2 Eververse & Iron Banner Changes for Season 17 Detailed; Rift Makes Its Return to Iron Banner

Destiny 2 Eververse

A huge wave of changes are on the horizon for Destiny 2 players, as Bungie has detailed the upcoming Eververse and Iron Banner changes that will be making its way in Season 17.  Check out the changes making its way to the game below, which is sure to be comprehensive especially for those who are avid enjoyers of the PvP system in Destiny 2.

Destiny 2 Iron Banner Changes:

To break it down simply, here is how the revamped Iron Banner reputation will work:
  • Play matches with each match earning more towards Iron Banner reputation.
  • Win matches to earn a small bonus based on your current Iron Banner rank.
  • Wear Iron Banner armor (or just as ornaments on your own non-Iron Banner gear) and equip Iron Banner weapons to max out your gear multiplier at 200%.
    • Five total pieces must be equipped, though please remember this includes Iron Banner armor and Iron Banner ornaments.
  • Complete the daily Iron Banner challenges to tack on 100% to your challenge multiplier for the rest of the week.
    • Yes, this means for each challenge.
  • Use an Iron Banner emblem for an additional 10% emblem multiplier.
All modifiers will be listed on the launch screen, seen below:
Daily challenges: For the first four days of each Iron Banner week, Guardians will unlock a new daily challenge. These challenges unlock each day whether you complete them or not, so if you log in on Friday, you can do them all in succession if you want to. Rewards will also stack reputation bonuses for the remainder of the week alongside a Pinnacle Iron Engram. The weekly bounties that typically award Pinnacles have been deprecated appropriately to balance out this change.
Becoming an Iron Lord: It’s not easy being cheesy or an Iron Lord, so there should be something a little extra spicy to reflect that hard work. With these new Iron Banner reworkings, a new Seal and title will also be available to earn. Don’t expect this one to be simple or an “easy grab.” Being an Iron Lord is no joke; it requires dedication, gumption, and some spiffy gear. To set expectations for this new Seal and title, Iron Lord hopefuls can expect to spend around 15 to 20 hours to unlock this flair. Some of the more hardcore players could unlock this in one week if focused, but we expect most players to need a second week – maybe even a second Season. Intrepid Iron Lords will be able to gild the title in Season 18.
Becoming a Young Wolf: “New quest, who dis?” For anyone that may be scratching their head at some of these changes, Lord Saladin will offer a brand-new quest that will introduce all of these features and demonstrate how they work. You only have to run through it once per account, but with this reset we wanted everyone to get the same introduction, even Iron Banner veterans will need to do this. In fact, you’ll need to start this quest to even access the Iron Banner node.
To even out this change and to welcome the new quest, we will no longer be producing the Seasonal Iron Banner quest. Which brings us to our next point:
Saladin hangs his “out to lunch, be back in 15 minutes” sign: Due to his increased responsibilities on Caiatl’s war council, he now runs Iron Banner in the Tower just twice a Season. Because Iron Banner will be more in-line with those annual events, you’ll never see Iron Banner run during those annual festivities. For Season 17, Iron Banner will run during these times:
  • Week 2 starts on May 31.
  • Week 8 starts on July 12.
Rift is back: If you’re like us, Rift has a very special place in that PvP-playing heart of yours. We’re excited to bring back this staple, but for those that may be new to what this is, here’s what you need to know. Rift is an objective-based Crucible mode that plays more like a game of soccer or rugby (but with pew-pew weapons and no passing) than it does Clash. Teams of Guardians will attempt to take the Spark from the middle of the map into the base of the enemy team and dunk it into the enemy Rift. One dunk equals one point, the first to make it to five points or to have the upper hand by the 10-minute mark wins.
  • A Spark appears in the center of the map a few seconds after a match starts or a point is scored and can be picked up by interacting with it for a couple seconds. The Spark itself is a buff that allows full weapon and ability usage aside from Super.
  • For the first five seconds after picking up the Spark, or for a few seconds after taking damage, both teams receive a waypoint for the Spark holder. After that, the waypoint only remains for the Spark holder’s own team—marking the Spark holder for your teammates is important!
  • If you die while carrying the Spark, it drops to the ground where you died (or nearby if the spot is not navigable).
  • If you hold onto the Spark too long, it detonates.
  • Team resurrections are enabled in Rift, so make sure and help your teammates in the middle of a push, or if you are playing defense.
  • There are no points for kills, just for Spark dunks, so playing the objective is key.
  • When Rift is in Iron Banner, the Hunt is on when your team has the Spark. When the music intensifies, it’s time to score!
  • There are several ways to extend matches past the time limit:
    • Continuation: At end of regulation time, If the current Spark holder could change the outcome of the match—either the game is tied, or if the current Spark holder is down one point—the match continues until the current Spark holder drops the Spark or scores.
    • Sudden Death Multispark: If there is a tie after time is up, the game enters a 90-second overtime where three sparks spawn in midfield. Who will be the first to score? Chaos reigns.
    • After the sudden-death timer is up, Sparks stop dropping on death, and any Sparks on the ground are removed. As soon as the last Spark is eliminated without a score, the match ends in a tie.
We have had a ridiculous amount of fun testing and tuning the mode internally; it plays so very differently than anything we have in the Crucible right now. It is available during the two weeks of Iron Banner during Season 17. It will be available as a rotator in the main Crucible playlists in Season 18.
Did someone say “new map”? In addition to Rift’s triumphant return, we also created a brand-new map specifically designed for this game made. It is one of our largest maps yet, but features areas that are made for different combat styles, particularly short, mid, and long-range combat.
The map is called Disjunction and is a symmetric map with a base on either end, three lanes with plenty of crossovers, and large backfields. It takes place in the swampy Pyramid area of Savathûn’s Throne World, so expect lots of many-butted horses, transparent brown glass, and art deco designs.
Disjunction will be available on day-one of Season 17 for all 6v6, 3v3, and Free -for -All modes in Crucible, as well as in Iron Banner.
Other Crucible changes: Season 17 is also bringing back Zone Control to Crucible. Zone Control, for anyone that might not be familiar, is a 6v6 mode like Control, only that Guardians don’t get any points for kills. This is intentional, because sometimes matching with random players can result in disjointed team play that can obscure objective focus. To keep all eyes on the objective, players will get points every 15 seconds for every zone that is in their control – so it is very much more diving into a defensive area control game that will allow players to highlight various skill and abilities, rather than just focusing on landing that headshot.
  • Each waypoint has a timer that shows when points are being awarded in addition to which team currently owns it.
  • Because this is a team effort mode, solo capping takes 22.5 seconds versus having a full fireteam playing together can cap a zone in 7.5 seconds. “Stronger together” isn’t just said because we like Saladin’s voice actor.
  • Cap all zones and dramatic music will intensify. Spooky.
Like with everything in the game, we’re always looking for feedback, especially as we continue making tweaks to the PvP experience. Zone Control will be launched via a new Crucible Labs node starting in Week 5 (June 21) and will be available until the end of the Season with the exception of when Iron Banner is live. Hit us with that feedback but just remember: stay together.
In addition to what’s new, we are also making some tuning changes to various existing Crucible modes:
Control 
  • Team gains 1 point per participant when capturing a zone, rather than 1 flat point.
  • This is how it was in Destiny 1.
Elimination 
  • Time limit is lowered to 90 seconds to match Trials of Osiris.
Mayhem 
  • Points for Super kills increased to 3 (previously 2).
  • Increased score target to 200 (previously 150).
  • Decreased time limit to 7 minutes (previously 8).
Rumble 
  • Increased time limit to 10 minutes (was 8).
Showdown 
  • Increased round score targets to 15 (was 10).

That’s it for the huge list of changes to Iron Banner. Now, let’s take a look at all the changes coming to the Eververse store in Destiny 2.

Destiny 2 Eververse Changes:

We want to keep players in the loop when there are any changes to Eververse, both big and small. . In Season 17, Bright Dust acquisition from bounties and challenges will be the same as Season 16, but we are adding a voluntary option for rank purchases.
Much like in Season 16, rank purchasing will be available starting in week three. In addition, we will be offering a new rank package that includes 10 Season ranks that you can purchase only once a Season. Available in the Eververse Seasons tab on the first day of S17, there will be the option of the Season Pass plus 10 ranks for 2000 Silver, or a standalone option of 10 Season ranks for 1000 Silver if you already own the Season. Whichever option you go with, the 10 ranks can only be purchased once per account each season.

That’s it for the upcoming changes. Stay tuned for further updates and changes being prepared for Season 17 as we inch ever closer to a new season of Destiny 2!

Source: Bungie

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