Destiny 2’s The Final Shape will shake up the game’s sandbox with the introduction of new weapons, supers, exotics, and balance changes. Here are the patch notes for what we know so far.
The Final Shape will make some of the biggest changes Destiny 2 has ever seen. With the introduction of new supers, new Prismatic subclasses, and much more, the game won’t be the same when the new expansion drops.
Outside of the new additions, Bungie is always making more balance changes to the sandbox to ensure all weapon archetypes remain somewhat viable. Without further ado, here’s everything we currently know about the sandbox changes coming in The Final Shape.
Destiny 2 The Final Shape patch release date
Destiny 2’s The Final Shape patch will launch alongside the Final Shape, which drops on June 4, 2024.
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Destiny 2 The Final Shape file size
We do know that the full size of Destiny 2 following the Final Shape update will be 105GBs in total. This may not mean that the update itself will be 105GBs, but players should be prepared for a hefty download.
What’s changing in Destiny 2 The Final Shape’s sandbox?
Weapon Archetype Changes
Many weapons are receiving huge buffs in The Final Shape, particularly for PvE. This includes Pulse Rifles, who are receiving two consecutive buffs, which should make them a strong contender as a DPS option in the new expansion.
Subclass Tuning
Every subclass is receiving some form of tuning in The Final Shape, whether that be new fragments added into Stasis or a rework of Solar Hunter, there’s a change for almost every class.
Destiny 2 The Final Shape early patch notes
Weapon Archetypes
Mods
- Boss Spec, Taken Spec, Minor Spec, Major Spec, and Adept Big Ones Spec have been removed.
Exotic Primary weapons and Trace Rifles
- Reduced damage bonus versus Minors from 40% to 30% (except Fighting Lion).
Weapon Archetype Damage Changes
- Increased base PvE damage versus all combatants.
- Pulse Rifles: 20%
- Exceptions: Graviton Lance and Revision Zero’s Heavy Burst mode. (These both have an intrinsic PvE damage buff built in.)
- Pellet Shotguns: 10%
- Exceptions: Legend of Acrius, Tractor Cannon, Conditional Finality, and The Fourth Horseman. (These are all already performing as intended.)
- Slug Shotguns: 9%
- Fusion Rifles: 7%
- Exceptions: One Thousand Voices. (This one was just buffed.)
- Sniper Rifles: 7%
- Exceptions: Izanagi’s Burden’s Honed Edge shots and Cloudstrike’s storm. (These are both performing well.)
- Glaive projectiles: 7%
- Linear Fusion Rifles: 5%
- Pulse Rifles: 20%
- Increased damage versus Minors (red bars)—this stacks with the base PvE damage increase.
- Sidearms, Trace Rifles, Scout Rifles, and Bows: 20%
- Auto Rifles and Pulse Rifles: 15%
- For Pulse Rifles, this is in addition to the above buff, and Graviton Lance and Revision Zero’s Heavy Burst mode are included.
- I.e. Pulse Rifles will do 1.2 * 1.15 = 38% more damage to red bars.
- For Pulse Rifles, this is in addition to the above buff, and Graviton Lance and Revision Zero’s Heavy Burst mode are included.
- Submachine Guns: 10%
- Hand Cannons: 5%
- Increased damage versus Majors (orange bars).
- Trace Rifles: 20%
- Increased damage globally, including PvP.
- Machine Guns: 7%
- Swords: 7%
- Splash damage from add clear-Exotic Primary weapons was overperforming in The Final Shape when combined with the damage buffs listed above, so we’ve pulled it down slightly on a handful of weapons.
- Reduced splash damage by 10%:
- Sunshot
- Trinity Ghoul
- Polaris Lance
- Graviton Lance
- Reduced splash damage by 10%:
Kinetic Weapons
- Kinetic damage type weapons no longer deal bonus damage to bosses; damage to other combatant tiers is unchanged.
- For example, a kinetic Sniper Rifle and a Stasis Sniper Rifle of the same subfamily will both deal the same damage to a boss.
Quality of Life Weapon Changes
- Updated Heavy, Adaptive, and Aggressive Burst weapon intrinsic names to match burst count across all weapon archetypes. Functionality is unchanged.
- 2-burst: Heavy Burst
- Includes Sidearms, Hand Cannons, and Pulse Rifles.
- 3-burst: Adaptive Burst
- Includes Sidearms, Linear Fusion Rifles, and Adaptive Pulse Rifles.
- 4-burst: Aggressive Burst
- Includes Pulse Rifles.
- 2-burst: Heavy Burst
- Removed the foundry name from the Veist Rapid-Fire, Häkke Precision, and Omolon Adaptive weapon intrinsics.
- Scout Rifles
- Updated the hip-fire reticle to better show accuracy and aim-assist state.
- Hand Cannons
- Some aggressive Hand Cannons struggle to compete with the stats of the top-tier examples [cough] Igneous Hammer [cough], so with Crimil’s Dagger and Something New returning in The Final Shape, we updated their stats.
- Crimil’s Dagger (Iron Banner)
- Stability: 23 to 31
- Handling: 23 to 31
- Magazine Size: 8 to 9
- Airborne Effectiveness: 10 to 21
- Something New (Solstice)
- Stability: 27 to 30
- Handling: 24 to 30
- Magazine Size: 8 to 9
- Low inventory Sniper Rifles were a little too low in PvE for our liking, so we’ve increased the minimum.
- Increased minimum reserves from 14 to 17 shots; maximum reserve is unchanged.
- Linear Fusion Rifles
- Adaptive Burst Linear Fusion Rifles are strong, but in some cases are quite hard to control.
- Reduced firing animation kick and recoil for Adaptive Linear Fusion Rifles.
- Adaptive Burst Linear Fusion Rifles are strong, but in some cases are quite hard to control.
Wave Frame Grenade Launchers
- The size of the wave is now affected by the blast radius stat. This will mostly impact the width of the wave, though the length and height will also be scaled.
- The default display stat for the blast radius has been changed from 100 to 50 (where 50 represents the previous baseline—any stat over 50 will result in a larger wave segment than what was possible before).
- Special ammo Wave – Frame Grenade Launchers overperform as add clear weapons in their current state, so we’ve pulled the length of the wave back a little.
- Reduced the length of the waves from 22 meters to 15 meters (except for Dead Messenger).
Swords
- Updated the Sword reticle to better indicate its charge state. When Sword energy is consumed, the amount of delay the Sword has before it begins to recharge now subtly appears in the reticle.
- Bug fixes:
- Fixed an issue where the Overwhelming Battlesong debuff from some missions would prevent Swords from recharging or losing energy while guarding.
- Fixed an issue where unpowered caster Sword heavy attacks would not reset the Sword’s energy recharge delay.
- Fixed an issue where uncharged adaptive Sword heavy attacks cost the same amount of ammo as their charged counterparts. They now cost 1 ammo, same as other uncharged heavy attacks.
Exotics
Divinity
- Increased the number of shots required to generate the cage by 75% against combatants (PvP unchanged).
The Rat King
- Swapped the firing animation to the same one used by other auto-fire Sidearms.
Devil’s Ruin
- Fixed an issue where the firing animation from Devil’s Ruin would get applied to other equipped Sidearms if the weapon was swapped during the firing animation.
Symmetry
- Catalyst now provides +10 reload speed, +10 handling, and the Eddy Current perk, in addition to its existing effects.
Gjallarhorn
- Updated the visuals of Wolfpack Rounds to match the damage type of the weapon.For example:
- On Gjallarhorn, they will use Solar effects.
- On the Royal Entry Void Rocket Launcher buffed by Gjallarhorn, they will have Void effects.
Touch of Malice
- Increased duration of burn applied by the Darkness Ball against combatants from 2 to 3.5 seconds.
Osteo Striga
- Now has a 4-second cooldown on the poison burst on kills. (Poison burst from sustained damage doesn’t receive this cooldown.)
Necrochasm
- Intrinsic perk now provides increased reload speed after precision kills.
- Increased duration of burn applied by the Cursed Thrall explosion against combatants from 2 to 3.5 seconds.
- Catalyst has been rebuilt.
- One for Thrall: Damaging 3 combatants in quick succession provides a period of increased damage, range, and aim assist.
The Lament
- Reduced healing effect by 20%.
- While this weapon does inherit the 7% global buff to Swords, we’ve reduced the damage of the high end of the chained heavy attack by 20% from that point.
- This means combos at lower stacks are less affected by the change than combos at higher stacks.
Dead Man’s Tale
- Baseline:
- Cranial Spike stacks now grant stability in addition to aim assist stat and range (+2 per stack).
- Increased reload speed benefit of Cranial Spike stacks.
- With catalyst, when hip-firing:
- Slightly reduced accuracy benefits.
- Increased magnetism falloff scale (1.6 to 1.7).
- Increased baseline rate of fire from 130RPM to 140RPM.
- Removed PvE-only damage buff that scaled with stacks of Cranial Spike and added a 15% damage bonus at maximum stacks of Cranial Spike.
The Colony
- Now spawns additional insectoid robots on final blows. More robots (up to five) spawn from tougher combatants.
Truth
- Increased area-of-effect (AoE) damage such that it doesn’t lose noticeable damage due to not dealing impact damage.
- Increased total reserves by 3. (This is on top of the reserves change to high impact Rocket Launchers from the 7.3.5 update.)
The Queensbreaker
- Increased damage versus bosses, minibosses, Champions, and vehicles by 12%.
- Increased reserve ammunition by 3.
Cerberus +1
- Focus fire now will activate on Special reloads following a kill and will no longer reduce range or rate of fire.
Bastion
- Reworked Saint’s Fists perk: Dealing damage with melee increases your charge rate, damage, and reload speed for a short duration. Landing a majority of pellets in a burst increases melee damage.
Eriana’s Vow
- Breaking a matched shield or piercing a Champion’s Barrier will cause the target to ignite.
Deterministic Chaos
- This weapon is now intrinsically anti-barrier.
- The Heavy Metal and Vexadecimal perks have had their locations and behavior swapped.
- Heavy Metal now causes every 4th bullet to make targets volatile.
- Vexadecimal now causes every 16th bullet to also weaken targets.
The Fundamentals
- The Fundamentals now maintains its state across death or respawn.
Perks
Alacrity
- Will no longer work in Rumble.
Archer’s Gambit
- Reduced draw time buff from 66% to 60%.
- Reduced buff duration from 8 to 4 seconds (but it can now stack up to 8 seconds).
Grave Robber
- Will now activate on dealing damage with a powered melee, in addition to standard melee kills.
Chain Reaction
- Special: About 15% smaller AoE size and 20% less damage.
- Heavy: Same AoE as before and 30% more damage.
Eddy Current
- Now takes 1.5 seconds of sprinting to activate instead of 3 seconds.
- Also provides a bonus to handling and a 5% scalar on each stat at base.
- Being amplified will immediately activate the perk at its maximum effectiveness.
Underdog
- Instances of Underdog have been replaced with Pulse Monitor.
Osmosis and Permeability
- These no longer drop off when pulling out a Ghost or similar actions.
- Now partially refill the weapon’s magazine on activation.
Chill Clip
- Adjust the number of slow stacks applied based on properties of the weapon.
- In this case, Rapid-Fire Fusions like Riptide will still require 3 shots to freeze, but slower firing Fusions only require 2.
- All other archetypes have been un-nerfed and only require 2 shots to freeze.
High Ground
- Reworked to provide a stacking damage bonus when getting kills in any context (like Rampage) or instantly granting the maximum amount of stacks when damaging an enemy from the high ground.
- PvE max bonus increased to a 25% damage bonus, and PvP max increased to 15%.
General Perks
- Osmosis and Tessellation now match the damage type of your equipped grenade.
- Permeability and Elemental Capacitor now match the damage type of your equipped Super.
Deconstruct
- Now refills from reserves instead of from thin air and should trigger more reliably across weapon types.
Subclasses
Stasis – General
Frost Armor keyword
- You are fortified by layers of durable Stasis matter, reducing incoming damage. Frost Armor damage resistance grows stronger as you gain additional stacks.
- Reduces damage from PvE combatants by 4.5% per stack and from enemy players by 2% per stack.
Whisper of Rime reworked
- No longer grants a Stasis Shard Overshield when collecting a Stasis Shard.
- Now increases the maximum duration and stack count of your Frost Armor.
All Harvest Aspects
- Added new behavior:
- While Grim, Tectonic, or Glacial Harvest is equipped, Stasis Shards grant a small amount of health and a stack of Frost Armor.
- Large Stasis Shards from Grim Harvest grant more health and Frost Armor stacks.
- All Harvest Aspects now have a standardized cooldown when a large number of Shards are created very quickly.
Tectonic Harvest
- Now creates a Stasis Shard when shattering a frozen target in addition to shattering Stasis crystals.
Renewal Grasps
- Replaced generic damage resistance with Frost Armor:
- On entering your Duskfield Grenade volume, you or your allies gain a stack of Frost Armor.
- About every 0.9 seconds while in the volume, an additional Frost Armor stack is granted, resetting your timer.
Balidorse Wrathweavers
- Replaced Stasis Shard Overshield with Frost Armor when you activate your Rift or use your Winter’s Wrath shatter attack.
New Fragment: Whisper of Chill
- Stasis weapon final blows have a chance to create a Stasis Shard.
New Fragment: Whisper of Reversal
- While you have Frost Armor, dealing or receiving physical melee (i.e., not projectile melee) damage slows your victim or attacker.
Whisper of Chains rework
- No longer grants passive damage resistance when near a Stasis crystal or frozen target.
- Now grants a chance to create a Stasis Shard when defeating a target while you have one or more stacks of Frost Armor.
Whisper of Fractures rework
- No longer increases melee energy regeneration while surrounded by enemies.
- Now grants a stack of Frost Armor when you shatter any frozen target with a melee attack.
Whisper of Torment rework
- Grenade energy gains are no longer dependent on your current health value. Base grenade energy regeneration amount per incoming damage event increased from 5% to 7%.
- While you have Frost Armor, energy per damage event increases from 7% to 12%.
Stasis Shatter
- Increased base PvE shatter damage from 200 to 400.
- Fixed an issue where bosses auto-shattering were being hit by two instances of shatter damage.
- Fixed an issue where players in an active Super would show immune damage flyouts when automatically breaking out of Stasis freeze.
Stasis – Warlock
Iceflare Bolts
- Increased maximum number of seekers created before going on cooldown from 5 to 7.
Stasis – Hunter
Winter’s Shroud
- Added new behavior:
- Slowing targets briefly increases your class ability regeneration rate.
- Bonus is reduced in PvP game modes.
- Slowing targets briefly increases your class ability regeneration rate.
- Now grants PvE damage reduction when activated.
Touch of Winter
- Glacier Grenade:
- Added an additional Stasis crystal to the ring formation, increasing total count from 6 to 7.
- Glacier Grenade ring now forms over 0.27 seconds, rather than instantly.
- Coldsnap Grenade:
- No longer chains an additional time while Touch of Winter is equipped.
- Instead, seekers now duplicate when they freeze a target.
- Second and third seeker chains now create a medium and large Stasis crystal respectively, rather than every chain creating a small crystal.
Silence & Squall
- Increased Squall maximum travel speed by 10%.
- Squall storm now slows down when any target is within its area of effect to reduce instances where it could overshoot its target.
- Increased damage and slow tick rate vs. PvE combatants by about 40%, bringing its freeze time from approximately 0.8 seconds to ~0.5 seconds.
Stasis – Titan
Shiver Strike
- Increased damage vs. PvE combatants by 10%.
- Increased size of melee target search area cone by about 50%.
- Increased maximum lunge tracking angular speed from 7 degrees per second to 21 degrees per second.
Glacial Quake
- Now automatically begins sprinting when the player throttles forward.
Cryoclasm
- Removed sprint time requirement. Cryoclasm now goes on cooldown for 4 seconds after one extended slide.
Diamond Lance
- Increased thrown Diamond Lance detonation radius from 3.5 meters to 5 meters.
- Increased Diamond Lance slam detonation radius from 6.75 meters to 8 meters vs. PvE combatants.
- Diamond Lance now shatters Stasis crystals on direct impact.
- Reduced Diamond Lance pickup interaction time from 0.2 seconds to 0.1 seconds, matching Strand Tangles.
- Increased Diamond Lance pickup interaction radius from 0.7 meters to 3 meters, matching Strand Tangles.
Well of Radiance and Ward of Dawn
Well of Radiance
- Now grants radiant for 8 seconds when players exit the Well of Radiance area.
- Reduced player survivability while standing in the Well of Radiance aura.
- Reduced healing per second from 100 to 50 health points, matching restoration x2.
- Increased heal on cast from 40 to 300 health points.
- Reduced damage resistance vs. non-boss combatants from 40% to 20%.
- Reduced damage resistance vs. boss combatants from 40% to 10%.
- Note: damage resistance vs. enemy players is unchanged.
- Increased maximum Orbs of Power from defeating targets while in your Well of Radiance aura from 4 to 5.
Ward of Dawn
- Armor of Light:
- Removed Armor of Light overshield. Ward of Dawn now immediately applies a full Void Overshield to the caster and allies that enter its dome.
- Armor of Light now instead grants additional damage resistance to players inside the Ward of Dawn:30% vs. enemy players and 60% vs. enemy combatants.
- Effective health of players inside the Ward of Dawn dome remains roughly the same as it was before vs. PvE combatants.
- Effective health of players inside the Ward of Dawn is significantly lower than it was before vs other players in PvP, and cannot be further increased by stacking Bastion Barricades inside the Ward to gain additional Overshield layers.
- Allies near the Ward of Dawn dome now have Void Overshield trickled on over time, similar to the volume behind a Bastion barricade.
- No longer provides Weapons of Light by default. This behavior has been moved to the benefits of Helm of Saint-14.
- The Ward of Dawn caster can now generate additional Orbs of Power by defeating enemies with melee attacks in or near their Ward of Dawn dome.
Arc – Hunter
Arc Staff
- Heavy palm strike attacks and heavy air slam blind enemies.
Disorienting Blow
- Decreased base cooldown time from 100 seconds to 90 seconds.
Tempest Strike
- Added additional damage resistance vs. PvE combatants when activated, lingering for a short duration after the attack.
Arc – Warlock
Lightning Surge
- Added additional damage resistance vs. PvE combatants when activated, lingering for a short duration after the attack.
Ball Lightning
- Increased the final arming shape size by 30%.
- Fixed an issue where the arming shape was offset upward, higher than the maximum damage range of the projectile’s detonation.
Chain Lightning
- Increased secondary chain projectile’s base damage from 27 to 54.
Arc – Titan
Thunderclap
- Added additional damage resistance vs. PvE combatants when activated, lingering for a short duration after the attack.
- Increased minimum damage vs. PvE combatants by 20%.
- Increased maximum damage vs. PvE combatants by 33%.
- Increased maximum damage vs. enemy players by 14%.
Knockout
- Increased bonus damage granted to powered melee attacks vs. PvE combatants from 25% to 50%.
- Reworked healing behavior:
- No longer unstuns health regeneration on melee defeats. Now instantly grants a chunk of healing that scales with the type of target defeated.
- Player: 30 health points.
- Minor combatant: 50 health points.
- Major combatant: 75 health points.
- Champion+ combatant: 100 health points.
- No longer unstuns health regeneration on melee defeats. Now instantly grants a chunk of healing that scales with the type of target defeated.
Touch of Thunder
- Storm Grenade:
- Increased tracking travel speed when targeting PvE combatants by between 0.5 and 1 meters per second, increasing with the storm’s lifetime.
- Lightning Grenade
- Now applies jolt after the first damage event, rather than prior.
Arc Grenades
- Storm Grenade:
- Increased damage vs. PvE combatants by 20%.
- Touch of Thunder variant’s damage is unchanged.
- Skip Grenade:
- Increased damage vs. PvE combatants by 15%.
- Arcbolt Grenade:
- Increased damage vs. PvE combatants by 15%.
Arc Fragments
Spark of Recharge
- Ability regeneration bonus now persists until the player returns to full shields, rather than deactivating as soon as shields begin to recharge.
Spark of Beacons
- Now also triggers on defeating targets with Arc Power ammo weapons while amplified.
Spark of Frequency
- Now also grants 15 weapon stability on powered melee hit, in addition to its reload benefit.
Solar Hunter
Lightweight Knife
- Now has 2 melee charges by default.
- Increased throw animation speed by 33%.
- Reduced suppression time between throws, so both knives can be thrown very quickly back-to-back.
- Note: The additional melee charge does not stack with Ophidia Spathe, due to the Exotic’s unique energy recharge behavior. We’ll be monitoring this and evaluating how things are playing once things go live.
Knock ‘Em Down
- Reduced internal cooldown on throwing knife refund from 1 second to 0.2 seconds.
Golden Gun – Marksman
- Reduced strength of Orbs of Power created on precision hit as follows:
- When hitting non-boss enemies, reduced strength from 0.75x to 0.5x of a normal Super Orb of Power.
- When hitting boss enemies, reduced strength from 0.75x to about 0.4x of a normal Super Orb of Power.
- When hitting boss enemies while Star-Eater Scales is equipped, reduced strength from 0.75x to about 0.35x of a normal Super Orb of Power.
Solar – Titan
Consecration
- Consecration’s slam attack can now shatter Stasis crystals.
- Ignitions generated by Consecration now deal 20% additional damage to PvE combatants.
- Fixed an issue where Consecration’s slam attack was sometimes unable to damage floating combatants while they were grounded.
- Fixed an issue where Consecration’s intended PvE damage resistance was not being applied.
Hammer of Sol
- Increased projectile submunition count when Sol Invictus is not equipped as follows:
- If the projectile detonates within the first 0.7 seconds of its lifetime, it now creates 4 shrapnel submunitions, up from 3.
- If the projectile detonates after the first 0.7 seconds of its lifetime, it now creates 6 shrapnel, up from 5.
- Note: When Sol Invictus is equipped, only 3 shrapnel submunitions are created, regardless of flight time.
- Shrapnel submunitions now deal additional damage when Sol Invictus is not equipped, with the damage increasing after the first 0.7 seconds of the projectile’s lifetime.
Swarm Grenade
- Increased tracking shape size from 4 meters to 6 meters.
- Increased linger duration from 7-8 seconds to 10-11 seconds.
- Increased damage vs. PvE combatants by 20%.
Void – Hunter
Snare Bomb
- Increased linger duration of smoke after detonation from 3 seconds to 5 seconds.
- Now applies small damage over time to enemies in the smoke , which increases in strength the longer they remain in the smoke.
Trapper’s Ambush
- Increased linger duration of the smoke after detonation from 4.5 seconds to 6 seconds.
- Now applies Snare Bomb’s damage over time to enemies caught in its smoke.
- Fixed an issue where Trapper’s Ambush’s smoke effects could be obstructed by ground geometry.
Stylish Executioner
- Stylish Executioner’s weaken effect can now be applied by Glaive melee attacks.
Void – Titan
Shield Throw
- Increased maximum bounce count from 4 to 5.
- Increased maximum lifetime from 3 seconds to 4 seconds.
- Now increases its tracking shape size and strength after each bounce, increasing its ability to consistently find a new target.
- Slightly increased gravity and decreased thrust speed with each bounce.
- Increased damage vs. PvE targets by 20%.
Offensive Bulwark
- Can now only extend Void Overshield’s timer to its normal maximum duration, to prevent an issue where players could get into a bad timer state.
- Now regenerates a small portion of your active Void Overshield with each melee defeat.
Void – Warlock
Chaos Accelerant
- Charged Magnetic Grenade:
- Increased maximum intensity of physics knockback impulse by 10%.
- Increased damage vs. PvE combatants by 20%.
- Now passively decreases your Magnetic Grenade’s cooldown by 10% while Chaos Accelerant is equipped.
Pocket Singularity
- Increased detonation damage vs. PvE combatants by about 50%.
Nova Bomb
- Cataclysm variant:
- Increased seeker count from 4 to 6.
- Fixed an issue where seekers could impact the environment on creation.
- Vortex variant:
- Increased Vortex linger duration from 7 seconds to 10 seconds.
- Fixed an issue where the linger visual effects were shutting off early.
Strand – General
Thread of Warding
- Reduced Woven Mail duration on Orb of Power pickup from 10 seconds to 5 seconds.
Strand – Hunter
Ensnaring Slam
- Detonation volume vs. enemy players is now a cylinder with a 6.5-meter radius, rather than a sphere with an 8-meter radius.
- This results in fewer instances of victims correctly attempting to counterplay by jumping but being caught by the Ensnaring Slam detonation high up in the air.
Threaded Spike
- Reduced damage vs. enemy players from 79 to 70.
- Catching your Threaded Spike no longer breaks invisibility.
Strand – Warlock
Weaver’s Call
- Added new behavior:
- Defeating a target with Strand damage now has a chance to generate a perched Threadling, with a higher chance of generation from defeating more powerful targets.
- This damage can be from any source, including other Threadlings.
Strand – Titan
Into The Fray
- Reduced melee energy regeneration scalar from 4x to 3x in PvE activities.
- Unchanged in PvP activities.
Banner of War
- Reduced maximum timer from 30 seconds to 24 seconds.
- Melee, Glaive melee, and Super damage bonus now have diminishing returns with Synthoceps as follows:
- Melee bonuses decreased from 1.4x to 1.15x.
- Glaive melee bonuses decreased from 1.25x to 1.125x.
- Super bonuses decreased from 1.4x to 1.2x.
- Melee and Glaive melee damage bonuses now have diminishing returns with Wormgod Caress, too.
- Melee bonuses decreased from 1.4x to 1.1x, based on stack count.
- Glaive melee bonuses decreased from 1.4x to 1.05x, based on stack count.
Frenzied Blade
- Reduced the forward offset for melee lunge target point from 0.4 meters to 0.18 meters.
Grapple Tangles and Melee
- No longer fully refresh their duration when Grappled to.
- Now increase their duration by a maximum of 5 seconds per Grapple, reducing to a maximum of 1 second added after 5 consecutive Grapples to the same Grapple Tangle.