Destiny 2 Exotics Rework, New Iron Banner Items Coming in Season 15

Destiny 2 Exotics Rework

With the new season of Destiny 2 fast approaching, Bungie won’t just be introducing new content, but players can expect some familiar items to change, and that comes in the form of Exotics! Bungie has detailed a ton of the Destiny 2 Exotics rework coming in Season 15, and there’s a lot.

In addition to that, there’s a couple of new items entering the Iron Banner for the new season as well. Bungie has also talked about the Traction mod and how controller players will see a chage for it,

Controller Sensitivity and Traction

The Traction mod felt mandatory for PvP on controller and unnecessary on mouse and keyboard. This felt to be more appropriate as an accessibility option rather than a balance choice. Players (including us) have also long felt that maximum 10 sensitivity wasn’t enough on controller, so we’re making some changes to bring controller input closer to parity with keyboard and mouse.

  • Added a sprint turn speed scalar option (allowed values 0.3 to 0.8).
  • Removed the Traction mod.
  • Added additional controller sensitivity options (1-10 sensitivity is the same as before, 11-20 increases over that).
  • Added an ADS sensitivity modifier (allowed values 0.5 to 1.5).

Destiny 2 Exotics Rework for Season 15:

Super Regenerating Exotics

The first set of changes, coming in Season 15, have to do with Exotics that refund Super energy. As a group, these Exotics tend to outshine other Exotic choices, especially in high difficulty, endgame activities. In some cases, they can trivialize the content or make it feel like the only reasonable option to equip for your build. Most of our changes here aim to standardize how these Exotics work and to place a cap on how much Super uptime they can grant by themselves. To offset these changes, some of the perks were reworked to be more generous with their refund minimums. There’s also a new member of the family!
  • Shards of Galanor: Increased the amount of Super granted for hits, but total Super regain is now capped at 50%.
  • Ursa Furiosa: Capped the amount of Super energy you can regain once your Super ends at 50%.
  • Skull of Dire Ahamkara: Increased the amount of Super refunded per kill, but total Super gain is capped at 50%.
  • Phoenix Protocol: Capped the amount of Super energy you can regain once your Super ends at 50%.
  • Stormdancer’s Brace: Now also refunds up to 50% of your Super energy after your Super ends, based on the number of kills.
  • Geomag Stabilizers: Removed “sprint to top off your Super.”
      • This part of the perk led to a higher uptime in PvP than was healthy and gave Attunement of Control Warlocks an immediately renewable supply of Super energy for paying for mod costs like Special Finisher in PvE.
Retunes and Reworks 
The next batch of changes is focused on injecting some more power and excitement into some less popular choices. There are a few Exotics that missed the boat this time that need some extra special attention (like a certain pair of Hunter boots), and a lot more that could benefit from a nudge or two.

  • The Bombardiers
      • The bomb now has a secondary effect based on your subclass type:
          • Blind for Arc.
          • Burn for Solar.
          • Slow for Stasis.
          • Suppress for Void.
              • Note: The suppression will not affect a Guardian in Super.
  • Graviton Forfeit
      • Increased the bonus invisibility duration.
      • The melee regeneration speed now increases based on the number of enemies near you.
      • While you are invisible, your Recovery is greatly increased, and your weapons reload more quickly.
  • Lucky Pants
      • Added intrinsic Hand Cannon Holster mod, replaced previous functionality with the following:
      • “When you ready a fully-loaded Hand Cannon that deals Kinetic damage or damage matching your subclass energy type, for a short time each hit against a combatant from that Hand Cannon increases the damage of the next shot.”
          • Note: No, Hawkmoon won’t be able to one-shot a raid boss using these legs. Other Hand Cannons will get a fun edge in combat, though!
      • What is a Hand Cannon Holster mod? A new kind of mod that reloads stowed weapons. More on that below…

  • Precious Scars
      • Will now also create a burst of healing and bonus Recovery around you whenever you kill an enemy with a weapon whose damage type matches your subclass type.
  • Icefall Mantle
      • Removed the slower class ability recharge scalar.

  • Verity’s Brow
      • Changed to trigger when you get a weapon kill that matches your subclass energy type.
      • Increased grenade damage bonus to 20% per stack (up from 10%).
  • The Stag
      • Grants damage reduction to allied Guardians standing in your Rifts.
          • 25% against combatants, 15% against players.
  • Promethium Spur
      • Has additional functionality:
      • While standing in a Rift, Solar weapon kills give you class ability energy.
      • When your class ability energy is full, Solar weapon kills consume that energy and spawn a combination healing/empowering Rift at the target’s location.
Keep your eyes open for other changes to come in the wake of these as well. Our goal for the next few Seasons, especially following the launch of The Witch Queen, is to increase the variety of fun and powerful choices available to players in PvE and PvP alike.
Finders, Scavengers, and Holsters – Oh My! 
We are also rolling out some changes to mods that affect the ammo economy. Running double ammo scavenger mods makes it too easy to have 100% uptime with special weapons in both PvP and PvE. In PvP specifically, we believe this is an important factor in how oppressive certain Special weapons feel. Reducing their effectiveness is a step towards addressing this – we’re prepared to revisit this depending on how it plays when it’s out in the wild. We’re also looking to improve Ammo Finder to make it a bit easier to earn Special and Heavy ammo in PvE, while introducing a new type of Leg armor mod that reloads stowed weapons.
  • Ammo Finder
      • Now have an increased chance to spawn ammo on kills with primary weapons, and a further increased chance with Exotic Primaries.
  • Scavenger
      • Multiple copies of Scavenger mods of the same type no longer stack.
  • Holster
      • This is a new type of leg armor mod that will gradually reload stowed weapons of the matching type over time.
          • Multiple copies of Holster mods of the same type will increase the rate ammo is reloaded.
      • The following weapon types will have Holster mods: Auto Rifle, Fusion Rifle, Grenade Launcher (Power), Hand Cannon, Linear Fusion Rifle, Machine Gun, Pulse Rifle, Scout Rifle, Shotgun, Sidearm, Submachine Gun, Sniper Rifle, and Trace Rifle.
          • Hand Cannon excludes Eriana’s Vow.
          • Rocket Launchers, Breech-loaded Grenade Launchers, and Bows will not have Holster mods, as we didn’t want to affect any weapon that has a magazine size of 1.
Warmind Cells. Interlinked.  
To be blunt: these are currently too powerful.
This isn’t a surprise. Even at their introduction, we knew they were very strong. That was the point! At the time these were created, they were only expected to last for about a year, so we could push the envelope on something cool and flavorful knowing that they wouldn’t be around breaking things forever with the force of Rasputin’s explosive wrath. They would have a time to shine, but eventually leave and make room for the next exciting thing. Now that they are able to remain viable in endgame content indefinitely, we feel it’s necessary to bring them down to be more in line with what the rest of the sandbox is capable of. If we didn’t, it would cause ongoing problems for activity design and weapon rewards.
  • Base Warmind Cells
      • Reduced radius of the explosion/effect range of Warmind Cells (10 → 6 meters).
      • Reduced damage of the explosion of Warmind Cells (previously 200-400 → now 50-250).
  • Global Reach
      • Increase the mod cost of Global Reach to 3.
      • Reduce the amount of radius increase (20 → 10 meters).
  • Cellular Suppression
      • Reduce the duration of the suppressing effect when using Cellular Suppression (3 seconds → 2 seconds).
  • Wrath of Rasputin
      • Reduce bonus Solar damage (previously 100-200 → now 25-100).
Elemental Wells 
Two Elemental Well mods are getting improvements in order to make them a more competitive choice when compared to other Combat Style mods.
  • Elemental Armaments now has an increased chance to spawn an elemental well based on the tier of the enemy defeated.
  • Font of Might’s base duration has been increased to 10 seconds and increased the damage bonus provided from 10% to 25%.

As for the Iron Banner, the new season will see two new weapons in the Forge’s Pledge Pulse Rifle and Peacebond Sidearm, each available through vendor packages, bounties, match rewards, and the Seasonal Iron Banner quest.

The Forerunner armor set will also be making a return as well. Bungie will be introducing the Iron Lord’s Pride intrinsic perk through this set. :Wearing a piece of this armor grants a small chance of an Enhancement Prism dropping at the end of an Iron Banner match,” per the devs. Each additional piece worn increases the chance, capping at four pieces total.

Once more details are revealed for the new season, we’ll let our readers know. Don’t forget, the new season starts on August 24, so we should hear more info about it this coming week.

Source: Bungie

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