There are more buffs than nerfs in Season 10’s armor update.
The Season of the Worthy is here in Destiny 2 and the dev team at Bungie has made some significant alterations with the 2.8.0 patch that came with it. This article takes a look at Season 10’s armor balancing.
Armor Energy
- Armor energy types can now be changed in the piece of armor’s inspection screen
- It costs 1 Upgrade Module per 1 energy value changed
- Armor can also be changed to another energy type at an equal energy value equal with 1 Upgrade Module + the combined cost of upgrading from energy value 1 to its current energy value
Armor Mods
- A piece of armor’s seasonal mod socket can now equip mods from the season of its release, as well as from a single season directly before or after the release season
- The Hands-On mod now provides energy on projectile melee kills
- Enhanced armor mods have been added to cover all weapon types for each armor mod that has an enhanced version
Armor Stats
- Prime Engrams will more dependably drop armor with greater variance in distributions and higher stat rolls
- Exotic armor will more dependably drop with higher stat rolls
- Legendary armor will have a greater chance of coming with higher stat rolls
World Drops
- The number of armor sets available from world drops will be increased from 3 to 11 and will include Faction Rally armor
- Various armor sets that were either difficult to obtain or previously inaccessible will be available as world drops
- World drops will most commonly be found in Legendary Engrams
Exotic Armor Balancing
Key: “-” = nerf, “+” = buff, “+/-” = neutral
- It costs 1 Upgrade Module per 1 energy value changed
- Armor can also be changed to another energy type at an equal energy value equal with 1 Upgrade Module + the combined cost of upgrading from energy value 1 to its current energy value
Hunter Nerfs & Buffs
- Assassin’s Cowl (Helmet)
- Powered melee and finishers will trigger the invisibility and healing effects
- Duration of invisibility will increase, with scale of duration dependent on the tier of the defeated enemy
- – Kills made using Arc Staff will no longer activate invisibility
- – FR0ST-EE5 (Leg Armor)
- – Ability regeneration will no longer stack to increase other class ability perks that generate energy
- Khepri’s Sting (Gauntlets)
- Smoke bombs will deal 150% damage
- – Orpheus Rig (Leg Armor)
- – A single use of Shadowshot will only regain up to 50% of the player’s Super
- Young Ahamkara’s Spine (Gauntlets)
- The explosion radius for Tripmines will increase by 14%
Warlock Nerfs & Buffs
- Powered melee and finishers will trigger the invisibility and healing effects
- Duration of invisibility will increase, with scale of duration dependent on the tier of the defeated enemy
– Kills made using Arc Staff will no longer activate invisibility
– Ability regeneration will no longer stack to increase other class ability perks that generate energy
- Smoke bombs will deal 150% damage
– A single use of Shadowshot will only regain up to 50% of the player’s Super
- The explosion radius for Tripmines will increase by 14%
- Apotheosis Veil (Helmet)
- Will drop with a guaranteed minimum Intellect increase of 16 points
– Contraverse Hold (Gauntlets)
– Damage resistance will be decreased from 40% to 20%
- Ophidian Aspects (Gauntlets)
- The lunge of all Warlock melee attacks will increase, even during melee ability cooldown
- Sanguine Alchemy (Chest Armor)
- Will be redesigned with Blood Magic, a perk that allows the player to extend the duration of a Rift they are standing in by getting weapon kills, which will pause the countdown timer
- Verity’s Brow (Helmet)
- Grenade damage will increase by 10% per stack
- The grenade recharge rate of a player’s allies will increase when the player throws a grenade
- The number of allies who benefit from this buff will be shown in a text notification to the player
Titan Nerfs & Buffs
- Will drop with a guaranteed minimum Intellect increase of 16 points
– Damage resistance will be decreased from 40% to 20%
- The lunge of all Warlock melee attacks will increase, even during melee ability cooldown
- Will be redesigned with Blood Magic, a perk that allows the player to extend the duration of a Rift they are standing in by getting weapon kills, which will pause the countdown timer
- Grenade damage will increase by 10% per stack
- The grenade recharge rate of a player’s allies will increase when the player throws a grenade
- The number of allies who benefit from this buff will be shown in a text notification to the player
- Ashen Wake (Gauntlets)
- Fusion Grenade kills will refund grenade energy, with the scale of the amount of this refunded energy dependent on the tier of the defeated enemy
– Antaeus Wards (Leg Armor)
– Chip damage through a slide-generated shield will no longer occur
- Doom Fang Pauldrons (Gauntlets)
- A bug that sometimes causes the armor to grant Super energy from melee kills while the Super is in use will be fixed
- Dunemarchers (Leg Armor)
- Static charge radius will increase from 12 to 20 meters
- Mk.44 Stand Asides (Leg Armor)
- The time between the start of a sprint and overshield activation will be decreased from 1.25 to 0.5 seconds
– One-Eyed Mask (Helmet)
– The target marker will be replaced with a target highlighter to prevent players from detecting targets through walls
– There will no longer be a damage bonus when a marked target is defeated
+/- The previous overshield that would occur upon the defeat of a marked target will be restored, but will last 6 seconds instead of the previous 8
- Severance Enclosure (Chest Armor)
- Powered melee and finishers will trigger the explosion
- The damage and radius of the explosion will increase in proportion to the tier of the defeated enemy
- Stronghold (Gauntlets)
- Maximizes sword defense stats, resulting in a high Defense guard that does not decay over time or lose guard energy upon taking blows
+/- Retains its existing healing functionality with Clenched Fist and +10 slotted in either Resilience or Recovery
This list is part of a series on the Destiny 2 patch for the Season of the Worthy update. Check out the rest of the 2.8.0 patch notes in this master guide.
- Fusion Grenade kills will refund grenade energy, with the scale of the amount of this refunded energy dependent on the tier of the defeated enemy
– Chip damage through a slide-generated shield will no longer occur
- A bug that sometimes causes the armor to grant Super energy from melee kills while the Super is in use will be fixed
- Static charge radius will increase from 12 to 20 meters
- The time between the start of a sprint and overshield activation will be decreased from 1.25 to 0.5 seconds
– The target marker will be replaced with a target highlighter to prevent players from detecting targets through walls
– There will no longer be a damage bonus when a marked target is defeated
+/- The previous overshield that would occur upon the defeat of a marked target will be restored, but will last 6 seconds instead of the previous 8
- Powered melee and finishers will trigger the explosion
- The damage and radius of the explosion will increase in proportion to the tier of the defeated enemy
- Maximizes sword defense stats, resulting in a high Defense guard that does not decay over time or lose guard energy upon taking blows
+/- Retains its existing healing functionality with Clenched Fist and +10 slotted in either Resilience or Recovery
This article was updated on March 11th, 2020
More on Attack of the Fanboy :
Attack of the Fanboy / GAME GUIDES / Destiny 2 – Season of the Worthy: Armor Guide