Dreaming City Details:
Can't enter this location until you finish the campaign
Quest after the campaign that will open access to this location, but difficulty may be too high to do much here initially for most players
Size of location is about the size of NessusCan ride sparrow here
Elven homeland is under threat from "an isidious dragon that has infected its heart."
Destination exists across "dual planes", can be pulled into Ascendant Realm with Taken foes
Will take weeks to fully unravel the mystery
Dreaming City will literally change from one week to the next along a 3-week cycle, as Petra Venj relocates over timeA great secret awaits discovery at the end of the cycle, as destination becomes "more and more cursed"
New Scorn Enemies:
Mongrels - Tower over battlefield, blast out cascades of lightning that are near-impossible to dodge.
Screeb - Scramble on all fours in packs, explode like cursed-thralls but with much more range on explosion.
Raiders - Send out explosive spinning saw blades of void energy, can teleport.
Lurkers - Carry small shields.
Ravagers - Charging hunchbacks with spinning lantern-like censers they slam into the ground, creating a solar flame attack.
Chieftains - Throw out three types of totems, one of each element, each does something different. Solar is area of denial turrets of flame, void create shield for all enemies in range, arc will pull guardians towards them.
Another interesting bit about the new Subclass abilities:
Scott Taylor said, "
On the subclasses right now there are two diamonds on the right at the top and bottom of the screen. We're essentially inserting a third one. We'll probably deliver three on day one, and have the others take a little bit longer than players are used to. imagine one or two weeks before you can even earn the next batch. They won't all be available on day one."
Regarding Mods:
Mods are recoverable from dismantled legendary gearWill serve as the player's way of improving and customizing, even beyond random rolls
Fewer mods, but more interesting mods
They will act as a way of doubling down on weapons that you like
Will feature fewer conditionals that limit what class or weapon type they can apply to
Most mods learned about by GI will allow you to specialize a peice of gear into a preferred play style, like hip fire or airborne accuracy, or extra damage to vehicles
Mods will no longer boost item by 5 points in power
Regarding Perks:
Perks are going to be new and different
Actual mechanic of random rolls will be the same as it was in D1
Also confirmed you will now have a Triumph Score that's akin to the Grimoire score from D1. This also plays into the special titles you can unlock if you complete lots of triumphs in particular areas, which has been mentioned before. There are allegedly about a dozen of those titles.
Regarding the Director and Weekly Resets:
Director screen has been redesigned
Less focus on milestones, made to be a more intuitive guide to meaningful contentMore organic approach to playing how you want, progressing no matter how you prefer to play
Crucible and Vanguard nodes are moved to the bottom of the screen, will be joined by Gambit node - All of those activities (And Flashpoints) will refresh every four days (no longer a week).
Raids will remain on a weekly cycle
Daily heroic missions are back, appear on respective destinationsIndividual strikes can be picked againRegarding Lore:
Looks like Lore will be its own category inside the Triumphs system
Forsaken will introduce a "bevy" of new written stories to chase, both in new and old locations.Dozens of lore fragments to gather
Between 10 and 15 distinct stories
All readable in-game (assuming this means every piece of discover-able lore will be readable inside the Triumphs system, but doesn't get into details on that)Regarding Crucible:
In addition to the changes coming this summer regarding 6v6 quickplay and always-on Rumble playlist, they specify that "for the first time" curcible improvements are going to be "decoupled" from content expansions. Meaning they will be able to "evolve" crucible at a faster pace and react more quickly than they could in the past. (sidenote: I call bullshit, we've heard this before but it's what they claim)
They claim they are going to "lay low" for a few weeks after Forsaken drops before rolling out 4 new maps and a new game mode called Breakthrough
It's going to be in the competitive playlist, it's designed for 2 teams of 4
Both teams will attempt to control a single Breaker, the breaker allows you to hack into the enemy vault. Once the central breaker is owned by a team, it can't be recaptured by the other team, and the team that did not capture it goes on the defensive. The team that captured the breaker will need to capture the opponents' vault before time runs out or else the defending team wins the round.
Very objective focused mode
3 of the 4 new maps were designed specifically for this game mode"
Section 2: Additional notes from Reddit User GimmieFuel21:
https://www.reddit.com/r/DestinyTheGame ... r/e1qg0x5/"The Spider (that fallen in the vidoc with the weird voice sitting in a net) is the world vendor for The Tangled Shore. He collects dead ghosts.
The Dreaming City is available after beating the campain. Its tied to the confrontation with Uldren. (Theory: After killing cayde in the trailer he walks through a portal. This leads to the dreaming city and he wants us to go there because someone else wants us.) The dreaming city was cursed by the Taken (So the taken are involved and i think byf mentioned that he saw hive having symbols of xivu arath sister of savathun)
Dreaming City is apparently big as Nessus but probably the smaller destination of Forsaken
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Theres a new Escalation Protocol style activity called the blind well in the dreaming city.The raid is in a castle called the Keep of Voices probably the big tower you can see in the vido"
Section 3: New super and subclass node descriptions from Reddit User Skull1103:
https://www.reddit.com/r/DestinyTheGame ... _here_are/"Titans:
Titan Sentinel’s Code of the Commander: Melees cause explosions, but all void ability damage also attaches a Void Detonator, and any subsequent damage causes the detonator to go off and attach detonators to enemies caught in the explosion. Grenade energy partially recharges for you and nearby allies when detonators trigger. BANNER SHIELD can still be used for offense like normal, but holding guard creates a barrier wall of light that absorbs enemy attacks, but allows ally attacks to pass through.
Titan Sunbreaker’s Code of the Devastator: Throw your hammer with the melee button, but it remains in the world – risk retrieving it where it fell to fully recharge your melee ability, and trigger health regen. The more solar-ability kills you get, the higher your damage, up to 3x. SIEGE HAMMER creates a flaming maul that hits like an earthquake and leaves behind flame tornadoes.
Titan Striker’s Code of the Missile: While airborne, melee to slam into the ground like a bunker buster, and gain super energy for your trouble. If you pick up ammo while sliding, you automatically reload your equipped weapon and increase weapon damage for a short time. THUNDERCRASH sends you hurtling great distances like a missile to hit a targeted area like a meteor strike.
Hunters:
Hunter Nightstalker’s Way of the Wraith: Your melee smoke bomb heavily damages and slows those in its path. Nail the perfect precision kill against a foe to vanish and gain truesight. SPECTRAL BLADES drops you into a veil of shadows to slip behind foes and stab them before they know you’re even there.
Hunter Gunslinger’s Way of a Thousand Cuts: Knife-trick melees fling out a fan of burning blades. In turn, killing burning enemies recharges your knife trick, and burning enemies also recharge your dodge. BLADE BARRAGE doubles down on your knife skills to expel a volley of explosive kills.
Hunter Arcstrider’s Way of the Current: Slide before a melee to unleash a staff-powered uppercut, and any melee hits increase your reload speed. All your arc abilities electrify your enemies, and subsequent melee strikes disorient them and refuel your abilities. Use your staff super like normal if desired, but WHIRLWIND GUARD means that you can guard by spinning your staff, reflecting back projectiles, and tripling your staff’s damage afterwards
And Warlocks:
Warlock Voidwalker’s Attunement of Fission: A new Atomic Breach melee ability creates a void explosion at range, while holding the grenade button down creates a short-range area explosion Supernova. Any void ability kills now heal you and grant ability energy. NOVA WARP empowers you with transdimensional hopping abilities, letting you repeatedly teleport short distances and then erupt in a burst of energy.
Warlock Stormcaller’s Attunement of Control: Tap the melee button to fling out a long-distance electricity ball that eventually detonates and flings a lighting bolt straight downward. Arc Kills sometimes create Ionic Traces, a spark of raw arc energy that travels across the ground toward you, which can be collected to recharge abilities. CHAOS REACH fires a long-range blue beam of intense and focused damage dealing, which can be deactivated early to save energy.
Warlock Dawnblade’s Attunement of Grace: Melee attacks burn bad guys, but empower allies. Transform your grenade (by holding the button) into a Blessing, a projectile that heals allies and drops retrievable overshield orbs. WELL OF RADIANCE slams your solar sword into the ground, creating a wide-radius aura that rapidly heals and empowers your friends. Any ability that heals or empowers helps regen your non-Super abilities."