TL;DR:

Next Dev Stream: June 24th, 10am Pacific

Topics to cover include:

Rite of the Nine Continues

The Calendar:

Dates Available Rewards
Now - End of Event (July 15) - Complete all encounters in one run to earn an extra drop from the final boss
- Complete all encounters in one run on Eternity or Ultimatum difficulty to earn an armor piece (knockout style)
June 17 - June 24 Increased currency drops will be active for all dungeons.
June 24 - End of Event (July 15) The Emissary will offer a handful of Exotics, more added each week through The Edge of Fate launch.
June 24 - July 1 Spire of the Watcher will have increased currency drops, a chance for weapons to drop from enemy kills, and increased loot from the final boss chest when completing all encounters in Spire of the Watcher.
July 1 - July 8 Ghosts of the Deep will have increased currency drops, a chance for weapons to drop from enemy kills, and increased loot from the final boss chest when completing all encounters in Ghosts of the Deep.
July 8 - July 15 Prophecy will have increased currency drops, a chance for weapons to drop from enemy kills, and increased loot from the final boss chest when completing all encounters in Prophecy.
July 8 - July 15 - “lootapalooza” will begin, increasing currency rewards and weapon drops from enemies in all dungeons.
- And even more increased loot from the final boss chest when completing all encounters.

Melee Damage is Changing in The Edge of Fate

How Melee Damage Worked Before

Currently, most sources of increased damage are multiplicative. For example, two 50% (1.5x) damage buffs would multiply together to give you 125% (2.25x) damage. This leads to two major problems:

  1. The more buffs you stack, the more powerful they all become, causing the best builds to just be the ones that stack the most buffs.
  2. Balancing the game becomes more difficult as more sources of damage increase are added, causing bosses to either be one-shot with buffs or feel like bullet sponges without buffs.

How Melee Damage Will Work in The Edge of Fate

When The Edge of Fate launches on July 15, melee damage increases will be additive. This means that two 50% (1.5x) damage buffs will add together to give you 100% (2x) damage.

This does result in a lower maximum damage output, and it’s unlikely that most bosses will ever be one-shot with melee abilities going forward, but because of these changes the following cool changes will happen:

The goal with these changes is to make it easier to create a personalized build that works for you. Many potential combinations of melee abilities and buildcrafting tools are now much stronger.

Systemic Updates

There is one exception to the “melee damage increases are additive” rule: the new Melee stat. It will be multiplicative with all other sources of melee damage increases. As a reminder, maxing out the Melee stat will increase your melee damage by 30% (1.3x).

Additionally, melee damage no longer scales Scorch and Ignition damage generated by melee attacks. (This is similar to the Jolt damage change a while ago)

About Glaives

Glaive melee is considered an unpowered melee ability in The Edge of Fate.

More details (and examples) can be found on the Original TWID, but here are the highlights:

Abilities Changes for Melees

All Classes

Titan

Hunter

Exotic Armor Changes

Hunter

Titan

Warlock

Weapon Changes

Weapon Perks

Exotic Weapons

Exotic Armor Tuning Preview

Additional details, including elaboration on the changes and the reasoning behind them, can be found in the Original TWID.

Hunter

Titan

Warlock

The Final Shape Bungie Rewards

Don’t forget to earn the triumphs for any Bungie Rewards you want to claim before The Edge of Fate launches!

Player Support Report

Known Issues

Read the full Bungie.net post
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