Armor Energy
- Armor energy types can now be changed in the armor inspection screen
- It costs 1 upgrade module for 1 modified energy value
- Armor can also be changed to another energy type at an energy value equal to 1 upgrade mod + the combined cost of upgrading from energy value 1 to its current energy value
Armor mods
- A Seasonal Armor mod socket can now equip mods for the season of its release, as well as a single season directly before or after the season of release
- Hands-On mod now provides energy during projectile melee attacks
- Upgraded armor mods have been added to cover all weapon types for each armor mod that has an upgraded version
Armor Statistics
- Primary Engrams will drop armor more reliably with greater variance in distributions and higher stat rolls
- Exotic armor will be more reliable with higher stat rolls
- Legendary armor will have a better chance to come with higher stat rolls
Drops of the world
- The number of armor sets available in Global Drops will be increased from 3 to 11 and will include faction rally armor.
- Various sets of armor that were hard to obtain or previously unreachable will become available as the world falls
- World Drops are most commonly found in Legendary Engrams
Exotic Armor Balance
Hunter Nerfs & Buffs
- + Assassin hood (helmet)
- + Melee and powerful finishers will trigger invisibility and healing effects
- + The duration of the invisibility will increase, the duration scale depending on the level of the defeated enemy
- - Bow staff kills will no longer activate invisibility
- - FR0ST-EE5 (leg armor)
- - Ability regeneration no longer stacks 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 recover up to 50% of the player's Super
- + Spine of young Ahamkara (gauntlets)
- + The explosion radius of Tripmines will increase by 14%
Warlock Nerfs & Buffs
- + Apotheosis veil (helmet)
- + Decreased with a guaranteed minimum Intelligence increase of 16 points
- - Counterverse (Gauntlets)
- - Damage resistance will be reduced from 40% to 20%
- + Aspects ophidiens (gantelets)
- + Slit of all Warlock melee attacks will increase, even during melee ability cooldown
- + Blood Alchemy (Chest Armor)
- + Will be redesigned with Blood Magic, a perk that allows the player to extend the duration of a rift they are in by getting killed weapons, which will pause the countdown
- + Verity’s Brow (casque)
- + Grenade damage will increase by 10% per stack
- + A player's allied grenade recharge rate increases when the player throws a grenade
- + The number of allies that benefit from this buff will be displayed in a text notification to the player
Titan Nerfs & Buffs
- + Ashen Awakening (Gauntlets)
- + Fusion grenade shots will refund the energy of the grenade, the scale of the amount of this energy refunded depending on the level of the defeated enemy.
- - Antaeus Wards (Leg Armor)
- - Chip damage through a shield generated by a slide will no longer occur
- + Doomfang Pauldrons (Gauntlets)
- + A bug that sometimes caused armor to grant super energy on melee attacks while super is in use will be fixed
- + Dunemarchers (Leg Armor)
- + The 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 the activation of the shield will be reduced from 1,25 to 0,5 seconds
- - One-eyed mask (helmet)
- - Target marker will be replaced with 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 on-screen that would occur when defeating a marked target will be restored, but will last 6 seconds instead of the previous 8
- + Separation enclosure (chest armor)
- + Melee and powerful finishers will trigger the explosion
- + The damage and radius of the explosion will increase in proportion to the level of the defeated enemy
- + Stronghold (Gantelets)
- + Maximizes sword defense stats, resulting in a high defense guard that doesn't decay over time or lose guard energy when hitting
- +/- Retains its existing healing functionality with Clenched Fist and +10 in Resilience or Recovery
This listing is part of a series on the patch for the Season of the Worthy update. Check out the rest of the 2.8.0 patch notes in this main guide.
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