• Daniel talks about making games. (Unrelated to Destiny, but a cool and long read)
  • The Nightfall timers were disliked by a lot of players. (Cozmo, Reddit)
  • The devs are doing the work. CMs are giving players a chance to share their ideas. (Cozmo, Reddit)
  • Deej is kicking ass behind the scenes to enable Cozmo and DMG to be more active. (DMG, Reddit)
  • The CMs lead the way, but the whole company contributes facts, commentary or art to help us arrive at the right message. (Deej, Twitter)
  • No plans to let anyone miss out on rewards. (Chris B, Twitter)
  • It’s important to not assume everyone thinks the game should be exactly like D1 (Cozmo, Reddit)
  • “We aren’t looking for any pats on the back, we are interesting in hearing which of our planned changes you like and which you don’t.” (Cozmo, Reddit)
  • No community managers are leaving. (Cozmo, Reddit & Various sources)
  • They’ll never fault anyone for being angry about something with the game as long as they are civil (Cozmo, Reddit)
  • No plans to go dark between updates. (Cozmo, Reddit)
  • All of the features outlined in the development update/roadmap will be free to all players. (Chris B, Twitter)
  • When Deej tweets “What else has you curious?” the answers help him take a census and plan the next round of dev commentary. It’s not an AMA. (Deej, Twitter)
  • The CM’s can’t make unilateral changes to the game so they’re not going to reply stating something will be changed until it’s been confirmed.
  • There was a lot of feedback on removing the grind to unlock weapon perks during D1
  • They have read a lot of feedback stating "It's ok if things change, just give us more info about what is happening!" (Cozmo, Reddit)
  • Bungie devs do play their own game. (Cozmo, Forums)
  • DMG looks at the feedback forums every day. (DMG, Forums)
  • Cozmo would definitely like to bring back the ride alongs. (Cozmo, Reddit)
  • The person playing in the video in the TWAB was a Bungie employee. Not an external playtester or some D2 streamers that were working on a secret project, contrary to popular belief. (Cozmo, Reddit)
  • Regarding Black Spindle-Esque quests, by Cozmo:
    • As a community manager, I know that there are always multiple opinions every decision. A lot of players loved the Black Spindle quest. There were a lot of players who also hated it. They thought it was way too hard and gating off content from solo players who couldn’t complete the challenge. Now the former may tell the latter to “Git Gud” but I still hear those people out.  Also, there are those who are for and against timers on the Nightfall. So when I ask for feedback, I try to get a sense of what the community is currently feeling about a subject. Not just go on my personal assumptions based on the past.
    • Cozmo later stated that he never stated his opinion when saying above. He was simply acknowledging that they did receive that feedback from some players. (Cozmo, Reddit)
  • Time is a harsh mistress in game dev. See source for the full story. (Daniel, Reddit)
  • Bungie never wanted to do player trading or a player driven economy. (Daniel, Reddit)
  • Daniel talks about hotfixes and schedules.
  • Originally they wanted the raid armor to have 2 mod slots (one normal, one raid) but they ran in to some technical hurdles that they didn't have time to solve. (Daniel, Reddit)
  • Forever 29 was a tricky thing to tackle. (Daniel. Reddit)
    • "Personally, I think forever 29 wasn't ideal because there was no protection against bad luck. There is a non zero percentage of players that tried every week to get capped but just couldn't get what they needed. That sucks, and I think makes for a pretty crappy experience. I think having some element of guaranteed progression helps mitigate that; the tricky problem is balancing that guaranteed progression with the feeling of excitement of getting what you need. Always room to do better!"
  • “Answering questions like "will Destiny ever have FeatureX" feels like a trap because I have no idea what we might decide in the future; what I strongly feel today might be proven wrong tomorrow. (For instance: I wanted to cut emotes from the game before Destiny 1 launched because I thought no one would care and thought we should spend those resources elsewhere... oh man was I wrong.) Plus, while I might feel a certain way about something, if the game director feels a feature is important to the franchise I might be overruled. (Probably for good reason.)

    Speaking about personal opinions is also risky, because no matter how much I say it is a personal opinion then folks will assume it is official. I try to be really careful about not making promises or saying things that I can't personally verify are true, so I generally only talk about things I've actually worked on myself." (Daniel, Reddit)

  • Prestige raid clears wasn’t a stat tracked prior to the update. (Cozmo, Reddit)
    • [Cozmo] asked the design team what the deal was and they said they were not tracking the prestige clears before the update. [He] mentioned the API data, and they informed [him] that the data the emblem pulls from is not the same. (Cozmo, Reddit)
  • "With issues like [The trials erroneous loss bug) we don't broadcast that we're aware of it immediately when it's discovered. Try to avoid spreading the issue, while working on things internally to identify a fix and potential deployment window for it.” (DMG, Reddit)
  • (Re: Crucible emblem tracking) They were not previously tracking Guardians defeated by class. They didn’t want there to be a difference between your total and the breakdown by class, so they gave you a starting point evenly distributed among the 3 classes. The remainder went to Warlocks. (Cozmo, Twitter)
  • They have ways to test against different network connections, even when using a local environment. They have few techniques to replicate latency, which is used to measure the player experience and test for potential issues when mechanics experience lag. (DMG, forums)
  • Bungie never said that the reason they don’t have Warthog like vehicles is because they’re afraid of people being jerks with them. (Cozmo, Reddit)
  • Heroic Adventures on Mercury follow a different reset schedule than most other rituals in the game.
  • Sometimes test and design resources get allocated to fixing higher priority issues that could have prevented content from shipping. Such as Game crashes, FPS drops, interact prompts having issues, stuff like that (DMG, Reddit)
  • A lot of stakeholders need to review information Bungie puts out about changes to the game. (Cozmo, Reddit)
    • Stakeholders = “people who make the stuff”. Got to make sure the CMs get everything accurate. (Cozmo, Reddit)
  • They had to turn off item comparison in the vault to make an expansion work on legacy consoles for D1. (Cozmo, Reddit)
  • Cozmo will see if they can get more info about why Bungie simply can’t add 777,777 vault slots. Bungie never said “it’s because of 360” (Cozmo, Reddit)
  • They’ve heard the feedback that people want videos of what’s to come instead of tweets/screenshots. (Lars B, Twitter)
  • But there are certain difficulties with getting those kinds of videos. (Jon W, Twitter)
    • There's footage from a playtest coming soon to a TWAB. It was captured last week, took a fair amount of vetting from multiple ppl to make sure we weren't showing something we hadn't announced yet, required time from test to pull off lab machines, edit, compress then went to our vizd team for final editing where things like debug text can get removed from the footage. Then it gets passed around again for final sign off. All in all it has taken a little over a week. Again, I agree it would be totally sweet. Just saying there's a fair amount of work involved from people to make it happen. So, sometimes all you're gonna get is a fun tease from my twitter account and nothing else. All will be revealed in time. Cheers!
  • Changing ADS speeds is possible, but it messes people up. (Josh H, Twitter)
  • Player top speeds affect world loading, hence why they have to be careful with increasing it and why there are no sparrows in certain places. (Josh H, Twitter)
  • They’ve talked about the opt-in voice chat internally. They understand the desire for [automatic opt-in for voice chat, so that people could opt-out if they wanted] and they are still evaluating, but for now they’re sticking with the opt-in experience. (Kevin Y, Twitter)
  • Mark Noseworthy on the question of why he doesn’t tweet more about Destiny 2 and the state of the Live game. (Mark N, Twitter)
    • “A question I get a lot on Twitter is, “Why don’t you tweet more about Destiny 2 and the state of the Live game?” The answer here is multifaceted.

      Firstly, the official channel @bungie is the best source for info about the evolving game. So if you want latest news, that’s who to follow. I get that people like to follow folks who make things they care about because maybe they will share insider info or because you’re just interested in what we they have to say about random things. I do that too. See: @jamesgunn

      Secondly, my general rules of thumb on commenting on Destiny are if: 1. I’m currently a spokesperson for an upcoming release (because I’m working directly on it) AND I need to clarify something I or someone else has recently said (interview etc.) and it’s important to correct quickly. 3. There’s a cool but unimportant tidbit of info that hasn’t made it into another info channel for some reason. Since D2 launch, #1 hasn’t been true so I got real quiet about Destiny. And will remain so for a long while. That means #2 and #3 basically go to zero as well.

      I care deeply about the game’s future and am still processing feedback, even when it’s hard to hear. Don’t take my silence as ignorance. Others at Bungie are listening too.

      If you do want to follow folks who are working day in and day out on D2, may I suggest folks like @cgbarrett and @2scott2furious. Barry tweets about the game a bunch. And pixel art. Scott tweets about stuff like Golden Girls and @shakeshack. YMMV.”

  • There are many people at Bungie who would like to do some more cool stuff with the Infinite Forest. (Cozmo, Reddit)
  • They are excited to see these features coming to Destiny 2, but they are not going to portray them as “brand new content that you totally haven’t seen before.” (Cozmo, Reddit) If you see anyone representing Bungie making that claim, please let Cozmo know. (Cozmo, Reddit)
  • They want to bring back old favs, but not at the expense of actually making new stuff. (Cozmo, Reddit)
  • They are aware that people want more vid docs and agree that they should do more of them. (Cozmo, Twitter) (DMG, Reddit) (Cozmo, Reddit)
  • As long as people like Cozmo and DMG are in the mix, [gloom and death] won’t be the entire vibe. They’ll lead you to the fun. (Deej, Twitter)
  • Rumble is solo queue. While they’ve heard the feedback they know private matches are ever approaching and didn’t want to compromise the Rumble experience with teamers and feeders. (Kevin Y, Twitter)
  • Regarding the “Prevented the stacking of Lightweight and the MIDA Mini-Tool’s Lightweight perks” bullet point: This is related to Mini-Tool having faster movement speed than Multi-Tool. From the notes it sounds like this was unintentional, and due to Lightweight and the Mini-Tool perks stacking, and now they no longer stack. (DMG, Reddit)
  • Charlemagne’s numbers are not accurate of the entire player base. (Cozmo, Twitter)
  • Charlemagne’s numbers seem to be an inaccurate sampling of all players. The [Faction Rally] end results are in the millions, not hundreds of thousands. Don't get [Deej] wrong. [Deej is] not a Monarchy loyalist. (Deej, Twitter)
  • Tower Blackscreen saga:
    • “Hey guys,

      I'm one of the Engineers at Bungie that was recently charged with investigating this bug. It took us some time to reproduce this internally in a state where we could properly analyze it. We recently were able to get a full memory dump and dig through all of the data to identify the cause. (Engineer at Bungie, Reddit)

  • Raid spawning issue saga:
    • “While working through some of our most painful bugs, I was able to get my hands on a repro of the raid spawning issue and tracked down the bug. The good news is that I believe you may be able to avoid this issue with a relatively simple workaround while a permanent fix is on the horizon. As long as you are launching into a check-pointed raid or the fireteam leader launches solo into the raid before others join, you may be able to avoid this bug. The root cause is the cinematic at the start of the raid pushing some of our memory budgets over the edge as players swap around their gear later on.

      Cheers, Lemming” (Cozmo/Lemming, Forums)

  • Oryx Basketball Court, and why it was useless:
    • It came in super late as a challenging to reach secret and we hoped it would have a reward but it was too late for ship. Options were ship it as a hidden spot to go dunk on friends w/o reward or cut it. But the excitement around it led to early planning of future meta puzzles.” (Andrew H, Twitter)
  • Regarding criticism of lowering the player count to 6 in Rumble instead of adjusting spawn times:

    It's a two part problem - we have a change going in with the hotfix that will help spawn issues, but we found in playtests that 8 player Rumble was still too hot.The team will be looking at more spawn fixes for the future. If we find a place where 8 player rumble isn't too tight and we move to bring it back, we'll let you know!”  (DMG, Reddit)“Luckily, these were changes that we could get out quickly. We're having conversations internally on how to address the speed in which we fix rising issues.

    Kevin touched on this a bit in one of his answers concerning prioritization and resources. We also had a podcast a few months back with Luke Smith and Mark Noseworthy where they went a bit deeper on how Hotfixes/Title Updates are made, and how intensive some of these changes can be. There are a bunch of pieces to this puzzle that we have to solve, but we're dedicated to it.”
    (DMG, Reddit)
  • Giving a list of what exactly the system looks at [in regards of the inactivity timer] gives ammunition to those who wish to work around it. (DMG, Reddit)
  • Bungie hasn’t forgotten about Doubles. (DMG, Reddit)
  • Joe Blackburn provides some insight on raid token system.
  • Spawn locations are generally mode-agnostic; they're based more on the map layout. The player spawn policy that determines which locations to use is gametype-specific. (We may do a deeper explanation on http://bungie.net  someday if there's interest.) (Derek C, Twitter)
  • It’s really hard to predict how long it would take before implementing a scaling back of the grind in case it gets too rough. A lot of factors are at play. Where are they in the patch cycle, what people can they take off of what they're doing to make the change, how dire is the problem, etc, etc (Daniel. Twitter)
  • No leaderboards because they didn’t want players to massively cheat like they have in some previous Bungie games. However they’re open to the feedback as always and are going to be improving ranks as they go on. (Kevin Y, Twitter)
  • Trials of The Nine and Iron Banner do not feature any ranks as they are experiences separate from the Crucible with their own investment games. Additionally to maintain the integrity of Glory ranks it’s only going to be featured in one playlist. (Kevin Y, Twitter)
  • On why they can’t put Trials on a hiatus for a season to “fix it”:
    • “Trophy/Achievement is tied to it, can’t remove availability. Tons of feedback has been collected. Once we have changes to talk about, we’ll gladly get the conversation rolling. Trials improvements are definitely on our radar, and we hope to bring that hype back.”  (DMG, Twitter)
  • They have plans to officially release MoTS in the near future. They’ll have more details for you soon. (Cozmo, Reddit)
  • Regarding “dodging questions” and the need for less vague answers:
    • “I know you want answers, and you shall have them. Our community is diverse enough to also include curious people who want to know more about how games are made and we would like to serve them, too. For us, it’s not about dodging a question. The answers can exist in the raw space where creation is still happening. Sometimes, the best we can do is to state our goals or priorities for the work that is happening. Waiting until we can make exact promises stifles communication.” (Deej, Twitter)
  • Daniel talks about solo players, casual players, and how changes are made with them in mind.  (Daniel, Reddit)
    • Hey! We definitely agree that not all solo players are casual players and appreciate all of the feedback here on the upcoming changes. It’s invaluable to informing our decisions making going forward. Getting powerful gear can be done solo, but players that play group activities (like Trials and Raid) will progress faster in this new system. That’s a behavior that I believe we want to support to reward those players that tackle that challenging content, but this doesn’t mean we want to leave solo players out in the cold. First, we’ve got some events coming in the future that will give extra opportunities for solo players to progress. Additionally, coming up with challenging and compelling reward sources for solo players (which, naturally, Raiders/Trials players will also participate in) is something I think we could do better with going forward and is something we’re actively thinking about. I think the progression system in Warmind feels a lot better than it has at any point in Destiny 2 so far, but I still think there’s untapped potential there to keep improving it in the future as well. Hopefully this has helped address some concerns, but I know we’re not at the perfect solo/group balance yet and we’re looking at ways to make that better going forward. I hate to sound like a broken record, but letting us know the parts you love and the parts you don’t love is super helpful as we work together to steer this ship towards future plans.

      EDIT: Hey folks, just for some clarity (and because I don't want people to think I'm ignoring them) - I'm a rewards and progression guy by trade; I totally will pass along LFG/matchmaking feedback to people (and I know our community peeps are keeping an eye on this thread so they can do the same) but as folks might know from some of my other comments in this sub I don't like speaking to areas I don't work on directly. Last thing I want to do is make promises/statements for teams I don't work on, or provide you guys with bad information.

  • Art leads have been discussing player concerns regarding Destiny’s armor/gear aesthetic design. (Chris B, Reddit)

  • About allowing infusion cross-classes like in D1:
    • I wouldn’t say it is totally off the table, but I think “run one character to max out all three classes” isn’t a super compelling experience (or particularly rewarding feeling one) which is the reason this change happened in the first place. The goal was to make it feel like more of an accomplishment to hit max on all three than it was in Destiny 1. (I say that as someone that definitely ran raids on my Hunter to gear up my other, inferior classes)
      Curious if players that play on multiple characters feel like they have more to do and if it feels like more of an accomplishment to max all three (especially after the progression changes in Warmind) and such though. (Daniel, Reddit)
  • They are interested in promoting the LFG features of the app in-game, like they promote Trials and IB being live. (Halcylon, Reddit)
  • Stosh confirms that they are working on promoting the LFG features of the app to the top level. Will be a tab again. (Stosh, Reddit)
  • The original plan was a 50 slot vault increase, and then someone was like “I got it up to a 100.” (Cozmo, Reddit)
  • EP doesn't have unique perks becase they couldn’t get it done in time. (Daniel, Reddit)
    • Never is a scary word, but there aren’t any plans to go back and add unique perks to the EP armor, as those who worked on that are needed on other things now. (Daniel, Reddit)
    • Clarified that he’s talking about EP armor, not in position to speak for the armor team about their plans for the broader armor economy.
  • On the logic behind Warmind’s weapon rewards/PL climb system:
    • “I wanted to build the weapon rewards as something you could chase without limit during the week, but if we made them power upgrades that would give you (in theory) a source of unlimited upgrades. In an effort to address some of "we're hitting the cap too fast, and gaining power doesn't matter" feedback, we wanted to slow down progression so you could feel the impact of climbing the power ladder. Putting in sources that let you grind out unlimited upgrades a week means some players might get really lucky, and find themselves gaining huge power spikes, while other players didn't. That's one of the experiences that we've heard players don't like, so we opted to remove the power upgrades from these drops in favor of making them farmable.
      On weeks the boss only drops one of the weapons that's less relevant, but on weeks where the boss can drop all three I think players will want to farm for their missing guns and this gives them a route to do that. Having a three prong attack on the reward system let us create multiple different reward channels that should give players different ways to pursue loot from the activity. I think it feels pretty good in action, but I'll be listening to how folks feel about it once it is in the wild to inform future designs for sure.” (Daniel, Reddit)
  • Weapons are 5% drop chance from killing the final EP boss. (Daniel, Reddit)
  • Regarding why raid rewards are now class based/weekly raid loadouts:
    • “An issue was found in update 120 that would essentially help players to max power in a matter of days. I’ll be checking with the team tomorrow to see if this is a short term change.” (DMG, Reddit)
    • They found the raid loot exploit pretty late, and didn’t have time to build a more robust answer to the problem. (Daniel, Reddit)
  • Huckleberry's exotic perk stacking means even faster ROF without a reduction in damage per bullet. (Twitter)
    • They settled on the shipped version of the gun before any Summit videos happened. "The efficiency of the perk is essentially identical between the preview perk you saw and the shipping version. The biggest question was how to activate the perk. We felt that the trigger hold to get into the higher DPS register was a more approachable and could be applied in more situations effectively. The melee activation is an interesting dynamic for sure and you will see that show up in weapons like the IKELOS shotgun." (Twitter)
  • Season 2 Ornaments are no longer available, and are exclusive to that season. (Reddit)
    • DMG Clarifies:

      "We fully understand that Ornaments were a big hit for Trials - we'll be syncing with the Crucible team to see what the plan is for Trials of the Nine moving forward. We've collected a ton of feedback on what players would like to see from the mode (rewards included), but we weren't able to address the feedback for 1.2.0.

      We'll be updating the Roadmap later this month to flesh out Summer and September, but I do not know when Trials improvements would land. Stay tuned for official comms, we'll be sure to give you info when we have it."

  • They now have the ability to restrict access to weapons or items that cause problems in-game (New functionality since the Prometheus Lens incident). (Twitter)
  • Regarding why they couldn't disable the Silly Walk emote and canceled two weeks of Trials instead: This is new tech they built based on previous issues like that. (Reddit)
  • They've still got room to make things better. " I definitely don't think "better" equals "easier" just needs to be more clear and diverse paths. Takes time, but I definitely think we're heading down the right road." (Twitter) 2
  • Heroic strikes giving smaller power level rewards than the power level recommended is not optimal behaviour. Warmind progression is an improvement over CoO, but it isn't the end of the journey for improving those systems. (Twitter)
  • They're not sure when they will get changes in. Having to balance between fixes for Warmind and working on [redacted] means lots of hard decisions, but they'll communicate out plans when they've got changes coming! (Twitter)
  • Regarding suggestions to ban weapons in the Crucible: "In general I don’t want to ban anything. The game is the game to me. If you want to be the best at the game then you gotta play the game as it is. If something is truely busted we will fix it. I could see restricting duplication on subclass/weapons being interesting. Creates the concept of a team composition." (Twitter)
  • They're digging how different the two moods (radar vs no radar) feel but understand the feedback about not having enough audio or other queues to get your bearings. (Twitter)
  • They like to determine the root cause of issues so they don't compound people with misinformation, hence the wait on acknowledging issues. (Twitter)
  • Regarding writing critisism: "Just like every aspect of Destiny development, all of our writing is a team effort. None of the credit or blame lies at the feet of any one individual. We all work together to make Destiny, and it’s fine to criticize Bungie to point out where we can do better, but attacking writers is not productive feedback." (Reddit)
  • These ornaments will no longer be visible on the Raid Vendor when Warmind releases. They aren't trying to sneakily hide them or remove them from the game - the ornaments are still planned to be rewards for Prestige EOW in the future, just doing housekeeping on the vendor as those rewards aren't yet available and they were causing confusion. (Reddit)
  • Regarding Lore/Grimoire: "I completely agree with you [on not wanting to read while in the game] - from a gamer's perspective. I don't read or listen to stuff in game. I want to shoot or stomp on things... not read. That being said, this thread - and my inbox - has clearly shown there is a cry for all sorts of solutions ;)" (Reddit)
  • Daniel will take the blame for not having more high-tier emblem variants for EP: didn't budget them into planning early enough. (Twitter)
  • On feedback to have an EP activity on all planets: "There's a lot of setup work to get EP to work in a space, so I don't know how likely it is to see it ported to another destination (especially compounded if we don't want to reuse bosses, which I think would feel kinda meh) but this is something I can bring up with people!" (Twitter)
  • "[Bad RNG on milestones being a pain for solo players with limited time] definitely a problem I think we need to tackle. One thing I'd love to tackle in the future is making sure the drops are what you need, especially if they're limited." (Twitter)
  • Regarding Lost Prophecies not going into "Pursuits":
    • "Speaking with the Investment team, [Lost Prophecies] items were not included in the pursuits inventory bucket due to being account scoped. What you see within pursuits is held by character, where items like Prophecies or Treasure Maps can be progressed by any character on your account. The team is continuing to investigate solutions to feedback concerning inventory, and indeed are aware of this question/conversation. Thanks for sounding off." (Reddit)
  • Regarding the change to Benedict no longer having weapons in his/its lootpool:
    • "During the first day of Spire of Stars, we witnessed players obtaining all rewards from the activity simply by using tokens. We've also collected numerous feedback items noting that rewards are far too easy to earn through direct purchase and vendors, so a few changes were made with this release to address this for the Raid Lairs in particular.
      • Players must earn Raid Lair Weapons from Raid Lair Checkpoints
      • Raid Lair Armor must either be earned through Raid Lair Checkpoints, or direct purchase using Tokens once the Raid Lair has been beaten on a given week
      • Prices for Raid Lair Armor pieces were increased, as there are multiple checkpoints, challenges, and chests to earn Tokens from. With a higher price, this gives players a bit more reason to play more activities for the currency.
  • On giving feedback: "Everyone who plays our game has the right to give their opinions. We just ask you do so in a respectful manner and don't attack or insult anyone in the process. You don't have to be a developer to give feedback on whether something is fun or exciting to play." (Forums)
  • Crucible Labs is a PvP jam. As a bonus playlist, it offers great potential for testing new modes & rule tweaks. Also, PvP is in a position to take maximum advantage of it. While sandbox would love to also take advantage, we currently have two things holding us back 
    1. Time. All of SBX is currently heads down & tied up with major work (results coming soon!).
    2. Tech. With some clever tricks, we may be able to simulate certain changes, but most SBX changes can’t be made without affecting the entire game (beyond the bounds of Crucible Labs).
    If there are many questions remaining this might be something I can talk more about on a TWAB
    ."  (Twitter)
  • No promises on how long Crucible Labs will be active, but they'll try to leave it up for a while. If all goes well, it will stay up until the weekly reset. (Twitter)
  • Crucible Labs is about bringing us in early, and giving us a chance to let Bungie know what we think BEFORE they ship it. (Twitter)
  • As a rule, Crucible Labs will not touch sandbox balance. (see Josh's explanation below). But, who knows what the future holds. (Twitter) 2
    • Complaints about SBX are still legit and heard by people at Bungie. They will try to make it more clear what Labs is looking for, but in the end, it’s about what players want. (Twitter)
  • They didn’t add extrinsic (emblems, etc) rewards to Labs this time to keep the focus on the gametype. (Twitter)
  • Having new versions of current gear implemented as test weapons/armor that can only be equipped in Labs is a cool idea, but it's expensive. "I'm not asking SBX team for custom Labs stuff, since I'd rather get better stuff for everybody down the road." (Twitter)
  • On concerns with lowering the EP difficulty: "I agree in keeping challenging events challenging. Level 385 content won't be a walk in the park for many throughout the community, but will help achieve the 3-player fireteam goal of this event. Ex: 8 hours for a highly co-ordinated team of 3 goes against this goal." (Twitter)
    • There are many, many teams that haven't even beat wave 3 yet, let alone reach wave 7. This will still take time for the majority, and only those with high skill will earn full Escalation Protocol Armor Sets / Weapons. (Twitter)
  • As far as Daniel is aware, there are no bugs with the drop rates of the catalysts. (Twitter)
  • The Shader Deleting Robot will not get banned.
  • Iron Banner load times saga:
    • "On PC, while there have been some load time issues with AMD drivers, there was also a systematic problem exposed when we launched 6v6 in Destiny 2. It manifests most often by players running low/lowest texture quality regardless of GPU. Those players often are kicked with Beet or Kale error code and the match starts 5v6. (fixed now) (Reddit)
    • This issue was identified not long after the release of 6v6 Iron Banner and the impact felt by all, however the cause of the long match start times and conditions under which it would happen eluded us for many weeks. During the last Iron Banner we were able to finally nail down the conditions under which it would happen and have since been able to fix the underlying issues that caused this bug.
  • They're definitely considering the feedback on having >3 fireteams for future activities. Changing fireteam sizes isn't a change they can make in the short therm. (Reddit)
  • They're looking into letting us stay in the same lobby with people in strikes if they were doing well.
    • Cozmo: "It's something that has been brought up before and we are looking at. I'll continue passing these threads along as feedback that the community would like to see this change made in the future."

      Reddit user: "A lot of people are saying a simple "fix" is to invite them to a fireteam. That would be like following your highway buddy at an exit and asking them if they want to caravan with you. Don't make it weird.

      Cozmo: "I don't think inviting players you meet in the wild to your fireteam should feel as intrusive as flagging someone down on the highway. I'd encourage you to take a chance on Guardians who you have identified to be helpful and good teammates now and then. I've seen a lot of great stories on this sub over the years, and would hate for it to become taboo to send out invites or accept invite from others you see in Strikes or Crucible.

      I'm not saying that inviting others is the "fix" for your request to keep teams together after strikes. Consider it a secondary thought. :)" (Reddit)

  • Pretty unlikely any changes are going to get made to EP rewards any time soon, but they appreciate feedback about EP for stuff in the future. (Twitter)

  • The Sunbracers' lack of multiple solar grenade damage stacks is not a bug. It's intended behavior.
    • "The functionality of Solar Grenade has not changed in several years, what you’re seeing is the same behavior they had in D1 where the lingering damage volume left by Solar Grenades (As well as other grenades that behave similarly) does not stack when an enemy is in the middle of multiple instances of it. The Sandbox Team has heard your feedback regarding this behavior and are considering it for the future." (Reddit)
  • "Not looking to nerf the [strike modifiers] into the ground, but some paired with specific elemental burns on certain strikes do not mix well. Grounded + Solar Burn on Pyramidion, for example." (Reddit)
  • "Modifiers stack, so tuning up elemental damage would empower players to eliminate targets a bit faster, but also enable targets to eliminate players on top of glass/blackout/grounded." (Twitter)
  • More on adjusting Strike modifiers: "I can say right now, tuning will only be for [Blackout, Glass, Grounded] modifiers (for July). I'll be passing along the feedback concerning Grenadier/Brawler, but there won't be any changes to these in the near future. Sorry for the bad news, but want to set proper expectations." (Reddit)
  • On when DMG visits/lurks Reddit: "It honestly depends. I check the Bungie.net forums, reddit, twitter, etc every single day. But on weeks like this one, where Faction Rallies goes live for the first time after an overhaul to the experience, Reddit is one of the first things I check in the morning. "Did they find another Weep???"" (Reddit)
  • On why faction ornament progression isn't account based: " Each ornament has unique unlock requirements - leading to a character based progression in an account scoped pledge. We're collecting feedback throughout this Faction Rallies event to pass along to the team." (Forums)
  • On Pass/Expansions/Etc: "Buy the expansion if you want to experience a new story. Buy the pass if you want more content to engage with all year long. If you want to see how the game will evolve, just keep playing it." (Twitter)
  • Regarding Faction Rallies pledges - you aren't locked to a single faction for the entirety of the season. You may pledge to an alternate faction with each event. "This isn't locked for the entirety of the season - each Faction Rallies event, you can pledge to an alternate. Ex: Next week, FWC The following event, DO, The following, NM. You can still collect three sets, but your decision will carry more weight with each choice." (Twitter)
  •  "[Buffing the positive modifiers] would help in some cases, but make some worse. Modifiers stack, so tuning up elemental damage would empower players to eliminate targets a bit faster, but also enable targets to eliminate players on top of glass/blackout/grounded." (Twitter)
  • Fine tuning ammo and TTK in PVP is the last big item they’re still working on for Forsaken. It’s not locked in yet and they’ll likely be tuning until the last minute. (Twitter)
    • "I can assure that all the opinions being called out here are being represented internally to various degrees. We are changing and playtesting every day to find the sweet spot." (Twitter)
  • On why they are changing things mid-season: "[No changes to made during the season so that the season would have a consistent feel is] where ultimately the Crucible team would love to be but I don't think we're there yet to start firing off a season and letting it sit. That's the goal though and we're gonna try to push there with each release/update" (Twitter)
  • Next feature they plan on adding to the companion app is language filtering and displaying full battlenet tags to fireteam members only. They are still evaluating if we need a full description field. Chat might replace it's need if done right. (Reddit)
  • Gambit will not be trialed in Crucible Labs:
    • 1) Crucible Labs is for experimental PvP modes. Gambit is not Crucible, it’s something else entirely! 
    • 2) All the new Code, Design, and Art that has gone into Gambit goes live with Forsaken. (Twitter)
  • On the Prismatic Matrix bug where you get duplicates even though you're not supposed to: "We figured it out. It was a bug on what was displayed, not what was being given out. The Prismatic Matrix was incorrectly displaying the Warlock Boots (Mihaylova's Path) as already acquired (checked off) if a player had received the Warlock Chest (Mihaylova's Choice) piece. However, the item grant was working correctly, and players were still receiving the Warlock Boots if they’d never owned it before, even if it appeared to be checked off. No duplicates were granted to players from the Prismatic Matrix. This bug has now been resolved and players will see the intended display of previously acquired items in the Prismatic Matrix." (Reddit)
  • Joe's wisdom:
    • Imagine a younger Joe. Bright faced, full of ambition, ideas, Dr. Pepper. I was working in test at the time. The Lead gameplay designer for combat on ESO took time out of his schedule to meet with me to talk about the core combat in the game.
      I HAD a lot of feedback. And a lot of ideas. I did my homework and made sure that my ideas and criticisms were backed up with some pretty solid logic. So when I presented them, I said a lot of things like "THIS IS GOOD BECAUSE X" or "THIS SUCKS BECAUSE X."
      He told me to never assume that people agreed with me. And never assume that because people didn't agree with me, that they were wrong.
      He was not trying to put me in my place. He was trying to help me ideas and feedback get heard. When I say something like "This is bad because X." My audience can just immediately shut down and think, nope, I disagree with that, I like it.
      By simply rephrasing things to "I think, I feel, I believe." You are no longer telling someone something they might already know or disagree with, you are just adding your perspective.
      Now your audience is hungry, instead of shutting down, their brain starts spinning. "Are they right?" "Why do they feel that way?" "Is this more important than I thought it was?"