Internal promotion sample cv

No such thing as stupid questions

2013.02.02 09:52 I_Miss_Claire No such thing as stupid questions

Ask away! Disclaimer: This is an anonymous forum so answers may not be correct
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2009.07.18 17:57 ThePowerOfGeek A Song of Ice and Fire

News and discussions relating to George R. R. Martin's "A Song of Ice and Fire" novels, his Westeros-based short stories, "Game of Thrones" and "House of the Dragon" TV series, and all things ASOIAF - but with particular emphasis on the written series.
[link]


2014.11.18 15:13 LGHyourinmaru Final Fantasy Brave Exvius

Final Fantasy Brave Exvius is a free-to-play role-playing game developed by Alim and published by Square Enix for iOS and Android devices. ::::: Join us on Discord ::::: https://discord.gg/ffbraveexvius
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2024.06.04 19:52 Neo953 Student Working Full-Time as a Developer: Seeking Advice on Transitioning from Shopify Development to different field.

Hello,
I just finished my second year at university and wanted to share my journey and seek some advice. After my first year, I got a summer internship in Italy as a front-end developer. The company mainly catered to students and didn't offer much in terms of experience, but it was a good addition to my CV. After that, I returned to my home country to start my second year and quickly secured another internship.
This second internship involved working with Laravel and React, which I enjoyed. However, the company was small, and I often worked alone. Despite this, I stayed because they planned to hire three out of the twenty interns after three months(actual internship is 6 months). I joined later than others but managed to catch up with them in two weeks. Initially, the first three months were just for training, with no real projects. Once I caught up, I asked to work from the office and contribute more to the company.
After a month, I had a conversation with the boss about starting work early. He acknowledged my progress and indicated that I was a top candidate for hiring. However, he mentioned it wouldn't be fair to others. The atmosphere wasn't great, and the pay was less than expected, so I decided to leave after a few days.
Following this, I secured a full-time job as a front-end developer at a Shopify agency. I enjoy learning about e-commerce, but the technology stack I use is primarily JavaScript, Liquid, HTML, and CSS, with occasional work on Next.js and headless CMS. My role mostly involves theme development and helping clients set up their stores.
While I am fine with this for now, I don't want my entire career to be focused on it. Therefore, I started learning Shopify app development to enhance my skillsMy goal is to gain as much knowledge as possible while I have the opportunity and get paid for it because I aspire to start my own company one day. I've noticed that many people learn from their experiences before venturing into their own businesses, which is why I'm investing in learning, even if it doesn't interest me deeply. Also, I started freelancing outside of work because of that.
Recently, our company has shown interest in app development and plans to partner with another company for this. This presents a great opportunity for me to gain valuable experience. . I think app development is more scalable than selling services to merchants. Finally, I like my current company; it's a small but growing team of 15-17 people, and the environment is friendly and supportive.
However, I feel uneasy about investing solely in the Shopify ecosystem. Although I enjoy front-end development, I want to work with back-end technologies as well, which I've done for side projects. After graduation, I plan to relocate to another country and find a new job. I'm concerned that my experience in Shopify development might not be relevant to the jobs I'm more interested in. I'm unsure how to convince companies that I have skills in back-end development and other front-end frameworks beyond JavaScript, CSS, and Liquid.
What should I do to secure a job in a different field after graduation?
My idea was since Shopify uses Rails, I thought I could leverage my experience and get a job in shopify. Also, Rails has similarities with Laravel, which I enjoy, but I'm concerned about the demand for Rails developers and the size of the market, especially for junior positions if I can't get hired in shopify.
submitted by Neo953 to cscareerquestionsEU [link] [comments]


2024.06.04 19:51 SesshamoNekodearuzo SPIEF 2024: What Will Be on Forum’s Radar?

SPIEF 2024: What Will Be on Forum’s Radar? submitted by SesshamoNekodearuzo to what_couldve_been_if [link] [comments]


2024.06.04 19:41 d14m0ndh4nd5 June 11 2024: First International Day of Play

June 11 2024: First International Day of Play
Just leaving this here:
The first-ever International Day of Play, to be observed on 11 June 2024, marks a significant milestone in efforts to preserve, promote, and prioritize playing so that all people, especially children, can reap the rewards and thrive to their full potential.
You know what else is on June 11? Let‘s play 🚀
submitted by d14m0ndh4nd5 to Superstonk [link] [comments]


2024.06.04 19:33 NetworkTrend Where do you need the most help finding product-market fit?

Dear Entrepreneurs & Future Entrepreneurs,
It's a harsh reality that 92.1% of internet startups fail within 3 years (Source: startup research firm Startup Genome), with the leading cause being a failure to achieve product-market fit. In other words, there wasn't enough demand for their product. Ouch.
I'm working on creating courses to help increase the odds of achieving product-market fit. To ensure these courses address your needs, I'd appreciate your input on which areas you need the most help with, and which courses you'd be willing to purchase.
Tell me where you need more knowledge and skills:
A. Developing an Unmet Need Thesis
B. Validating the Unmet Need
C. Innovating Potential Solutions
D. Creating & Testing Prototypes
E. MVP Launch & Product- Market Fit Validation
F. Something not listed above – please describe
Your feedback will help me tailor these courses to your needs and increase your chances of achieving product-market fit.
Much appreciated! Let's Rumble!
submitted by NetworkTrend to startups [link] [comments]


2024.06.04 19:22 ApplyAllDay Brand Marketing Project Manager - Implus

About the Job

As the Brand Marketing Project Manager, you will play a vital role in the Marketing team's success. The person in this role will lead end-to-end project management of the go-to-market calendar to ensure on-time delivery and seamless execution of all creative assets for brand-led marketing initiatives, seasonal product collections, and marketing activations. This role will oversee creative project management for brands in the Consumer, Entrepreneurial, and Footwear Accessories categories at Implus. This is a hybrid role with expectations to work from the Carlsbad, CA office, as requested.

Job Responsibilities

Requirements

Preferred Qualifications

submitted by ApplyAllDay to u/ApplyAllDay [link] [comments]


2024.06.04 19:19 todwardscizzorhands Monkey Haircut - Greetings Boys and Barbers Monkeys and Girls We Are Recruiting!: The Next Phase of the cut is coming [$9 M market cap][6 months old]

Monkey Haircut - Greetings Boys and Barbers Monkeys and Girls We Are Recruiting!: The Next Phase of the cut is coming [$9 M market cap][6 months old]
Hello ser or madam,
I am jus a monky
But I promise u 🙏 that jus because I have little monkey brains 🧠, that we, as a team, are indeed a very talented community
We are a true OG community takeover. There is no fake scam venture capitalist firm ready to rug u half way to your lambo dream.
We r all part of one big primate machine on our telegram. Yes, we throw poop sometimes and sometimes we spend time sitting n' eating bananas but this is how we have acheived such amazing organic growth over the last few months!
While monkeys are known for swinging in circles in trees we also have a team of hardcore dedicated monkeys and barbers meme'ing hard in the background regardless of market conditions.
The memes for this coin are cross-promotable with all other media forms whether it be photoshopped or video, monkey haircuts can be added into any celebrity or current event easily with any iPhone, android, or even banana phones 🍌 in other words this is infinitely scalable and the efforts can be decentralized to the community. It is not common for there to be BOTH a GOD-tier meme intermixed with a true community coin. We r not tethered to a single graphic artist or team. Monkey haircut is the ideal meme coin. Due to it's low IQ and perfect decentralized nature it is bound to pump in the meme world
When u look at the charts and see that this coin was abandoned by the original monkey developer and died and then came back to life and thrive with JUST the community it is both amazing and expected at the same time... Rising from the dead, as u know is the stuff that religions ☯️ are made of. This is why we worship and haircut every day in our jungle barbershop temples.
Monkeys are heavily favored around the world and are extremely cute and marketable. We r NOT limited to any specific niches or even English speaking audience. Our barbershop services and memes can truly be spread to international audiences. As a monkey, myself I must say that Everytime I look in the mirror with my beautiful little monky face 🪞 🐵 I can't stop watching because I am so handsome with my fade and cute hairstyles💈
Everytime ppl see me they r always excited and they are like, hey 👋 is that a monky? Omg is that monke getting a haircut?! Ppl pose with me and get pictures all the time, it never fails. What I am getting at is that we likely go to $1 billion market cap. Bros!... I get pics with world leaders all the time, check out my Twitter acct if u want to verify...
So what I am trying to say is that we are gearing up for our next run and we r recruiting new participants for the next phase of growth.
Whales and meme watchers have all predicted that this is a future top 100 coin. I consider it a blessing that it got off to a rough start because it allowed REAL non-VC investors enough time to get in before it goes to legendary highs...
I forgot to mention that despite the overall meme market downturns Monk JUST crossed ath holders count. This is remarkable. Without artificial vulture capitalist involved, we managed to get to almost 30 million mc last month and now we have more holders than ever. With our name recognition and meme powers we are well positioned for future runs...
Anyway I have to go get haircut now...
Please join our telegram to kick off our next phase. We need new ideas, barbers, graphic designers, marketers, monkeys, and banana farmers 🍌
Please fill out barber applications below 👇 👇 👇 We hope to see u soon. 🐒
submitted by todwardscizzorhands to Moonshotcoins [link] [comments]


2024.06.04 19:08 abdehakim2222 Kidpreneurs Best-selling kids book B (over 250,000+ copies sold) now a digital bundle teaching entrepreneurship and financial literacy - helping children learn creativity, curiosity, and critical thinking

Here’s What You’re Going To Discover In Kidpreneurs
Chapter 1 - How Grown-Ups Earn MoneyMost kids have no idea what an entrepreneur is or what they do! We break down traditional ways adults make a living and show them the benefits of owning a business. **Chapter 2 - Are You An Entrepreneur?**Every entrepreneur possesses traits that make them great at what they do. Does your child have these? Read to find out. Chapter 3 - Getting StartedThis is where the fun begins! We dive into choosing your business, brainstorming ideas, research, advertising, understanding expenses, finding customers and much more. Your child will know exactly what goes into creating and managing a business.
**Chapter 4 - Sample Businesses You Can Create!**Now we’re ready to create the business plan. We provide templates and multiple sample business plans to help. Run through these and they’ll have a complete business plan ready to go. Chapter 5 - Money on The InternetWhilst real-world businesses are necessary and important, they aren’t the only way to start and run a business. Today’s internet makes it easier than ever to start (and many require minimal start up costs). In this section we cover social media and all the ways to make money online. Chapter 6 - Green Business and EthicsCreate a business that takes care of the planet, help fight pollution and make the earth a better place! We have so many important issues in the world today, this is how we will solve them. Chapter 7 - NetworkingThis is potentially one of the most important skills an entrepreneur (or anyone) can learn. Because we need others to help support us. Whether its helping to improve our ideas, introduce us to new partnerships we’d never have before, build a team, or find a partner to work with. We need networking and this chapter will teach your child this important skill. Chapter 8 - Giving BackWhile making money and building our businesses is important. It’s key to remember the people around us. We are blessed with abundant resources so we can give and support others less fortunate. Money is the ultimate magnifier so teaching our children this powerful lesson early on will set them up to be strong, kind people. Chapter 9 - Finding Your BalanceIt’s easy for entrepreneur’s to work too much and overwhelm themselves. That’s why finding your balance is so important. In this lesson we show you how to destress and relax so when you do get back to work, you will be fired up and ready to go. **Chapter 10 - You Can Do It!**Are you ready to take on the challenge of becoming an entrepreneur? Follow these key tips to succeed. These are powerful tips we’ve ingrained into ourselves and pass on to everyone who wants to be and do more in life. ...Plus Fun Quizzes At The End of Each Chapter to Help Internalize Each Concept! get your copy today https://kidpreneursbook.com/clickbank?shield=df0c7-fcogljja4an7l985ynpw
submitted by abdehakim2222 to daddit [link] [comments]


2024.06.04 19:05 abdehakim2222 Kidpreneurs Best-selling kids book (over 250,000+ copies sold) now a digital bundle teaching entrepreneurship and financial literacy - helping children learn creativity, curiosity, and critical thinking

Here’s What You’re Going To Discover In Kidpreneurs
Chapter 1 - How Grown-Ups Earn MoneyMost kids have no idea what an entrepreneur is or what they do! We break down traditional ways adults make a living and show them the benefits of owning a business. **Chapter 2 - Are You An Entrepreneur?**Every entrepreneur possesses traits that make them great at what they do. Does your child have these? Read to find out. Chapter 3 - Getting StartedThis is where the fun begins! We dive into choosing your business, brainstorming ideas, research, advertising, understanding expenses, finding customers and much more. Your child will know exactly what goes into creating and managing a business.
**Chapter 4 - Sample Businesses You Can Create!**Now we’re ready to create the business plan. We provide templates and multiple sample business plans to help. Run through these and they’ll have a complete business plan ready to go. Chapter 5 - Money on The InternetWhilst real-world businesses are necessary and important, they aren’t the only way to start and run a business. Today’s internet makes it easier than ever to start (and many require minimal start up costs). In this section we cover social media and all the ways to make money online. Chapter 6 - Green Business and EthicsCreate a business that takes care of the planet, help fight pollution and make the earth a better place! We have so many important issues in the world today, this is how we will solve them. Chapter 7 - NetworkingThis is potentially one of the most important skills an entrepreneur (or anyone) can learn. Because we need others to help support us. Whether its helping to improve our ideas, introduce us to new partnerships we’d never have before, build a team, or find a partner to work with. We need networking and this chapter will teach your child this important skill. Chapter 8 - Giving BackWhile making money and building our businesses is important. It’s key to remember the people around us. We are blessed with abundant resources so we can give and support others less fortunate. Money is the ultimate magnifier so teaching our children this powerful lesson early on will set them up to be strong, kind people. Chapter 9 - Finding Your BalanceIt’s easy for entrepreneur’s to work too much and overwhelm themselves. That’s why finding your balance is so important. In this lesson we show you how to destress and relax so when you do get back to work, you will be fired up and ready to go. **Chapter 10 - You Can Do It!**Are you ready to take on the challenge of becoming an entrepreneur? Follow these key tips to succeed. These are powerful tips we’ve ingrained into ourselves and pass on to everyone who wants to be and do more in life. ...Plus Fun Quizzes At The End of Each Chapter to Help Internalize Each Concept! get your copy today https://kidpreneursbook.com/clickbank?shield=df0c7-fcogljja4an7l985ynpw
submitted by abdehakim2222 to specialneedsparenting [link] [comments]


2024.06.04 19:04 abdehakim2222 Kidpreneurs Best-selling kids book (over 250,000+ copies sold) now a digital bundle teaching entrepreneurship and financial literacy - helping children learn creativity, curiosity, and critical thinking

Here’s What You’re Going To Discover In Kidpreneurs
Chapter 1 - How Grown-Ups Earn MoneyMost kids have no idea what an entrepreneur is or what they do! We break down traditional ways adults make a living and show them the benefits of owning a business. **Chapter 2 - Are You An Entrepreneur?**Every entrepreneur possesses traits that make them great at what they do. Does your child have these? Read to find out. Chapter 3 - Getting StartedThis is where the fun begins! We dive into choosing your business, brainstorming ideas, research, advertising, understanding expenses, finding customers and much more. Your child will know exactly what goes into creating and managing a business.
**Chapter 4 - Sample Businesses You Can Create!**Now we’re ready to create the business plan. We provide templates and multiple sample business plans to help. Run through these and they’ll have a complete business plan ready to go. Chapter 5 - Money on The InternetWhilst real-world businesses are necessary and important, they aren’t the only way to start and run a business. Today’s internet makes it easier than ever to start (and many require minimal start up costs). In this section we cover social media and all the ways to make money online. Chapter 6 - Green Business and EthicsCreate a business that takes care of the planet, help fight pollution and make the earth a better place! We have so many important issues in the world today, this is how we will solve them. Chapter 7 - NetworkingThis is potentially one of the most important skills an entrepreneur (or anyone) can learn. Because we need others to help support us. Whether its helping to improve our ideas, introduce us to new partnerships we’d never have before, build a team, or find a partner to work with. We need networking and this chapter will teach your child this important skill. Chapter 8 - Giving BackWhile making money and building our businesses is important. It’s key to remember the people around us. We are blessed with abundant resources so we can give and support others less fortunate. Money is the ultimate magnifier so teaching our children this powerful lesson early on will set them up to be strong, kind people. Chapter 9 - Finding Your BalanceIt’s easy for entrepreneur’s to work too much and overwhelm themselves. That’s why finding your balance is so important. In this lesson we show you how to destress and relax so when you do get back to work, you will be fired up and ready to go. **Chapter 10 - You Can Do It!**Are you ready to take on the challenge of becoming an entrepreneur? Follow these key tips to succeed. These are powerful tips we’ve ingrained into ourselves and pass on to everyone who wants to be and do more in life. ...Plus Fun Quizzes At The End of Each Chapter to Help Internalize Each Concept! get your copy today https://kidpreneursbook.com/clickbank?shield=df0c7-fcogljja4an7l985ynpw
submitted by abdehakim2222 to Autism_Parenting [link] [comments]


2024.06.04 19:02 abdehakim2222 Kidpreneurs Best-selling kids book (over 250,000+ copies sold) now a digital bundle teaching entrepreneurship and financial literacy - helping children learn creativity, curiosity, and critical thinking

Here’s What You’re Going To Discover In Kidpreneurs
Chapter 1 - How Grown-Ups Earn MoneyMost kids have no idea what an entrepreneur is or what they do! We break down traditional ways adults make a living and show them the benefits of owning a business. **Chapter 2 - Are You An Entrepreneur?**Every entrepreneur possesses traits that make them great at what they do. Does your child have these? Read to find out. Chapter 3 - Getting StartedThis is where the fun begins! We dive into choosing your business, brainstorming ideas, research, advertising, understanding expenses, finding customers and much more. Your child will know exactly what goes into creating and managing a business.
**Chapter 4 - Sample Businesses You Can Create!**Now we’re ready to create the business plan. We provide templates and multiple sample business plans to help. Run through these and they’ll have a complete business plan ready to go. Chapter 5 - Money on The InternetWhilst real-world businesses are necessary and important, they aren’t the only way to start and run a business. Today’s internet makes it easier than ever to start (and many require minimal start up costs). In this section we cover social media and all the ways to make money online. Chapter 6 - Green Business and EthicsCreate a business that takes care of the planet, help fight pollution and make the earth a better place! We have so many important issues in the world today, this is how we will solve them. Chapter 7 - NetworkingThis is potentially one of the most important skills an entrepreneur (or anyone) can learn. Because we need others to help support us. Whether its helping to improve our ideas, introduce us to new partnerships we’d never have before, build a team, or find a partner to work with. We need networking and this chapter will teach your child this important skill. Chapter 8 - Giving BackWhile making money and building our businesses is important. It’s key to remember the people around us. We are blessed with abundant resources so we can give and support others less fortunate. Money is the ultimate magnifier so teaching our children this powerful lesson early on will set them up to be strong, kind people. Chapter 9 - Finding Your BalanceIt’s easy for entrepreneur’s to work too much and overwhelm themselves. That’s why finding your balance is so important. In this lesson we show you how to destress and relax so when you do get back to work, you will be fired up and ready to go. **Chapter 10 - You Can Do It!**Are you ready to take on the challenge of becoming an entrepreneur? Follow these key tips to succeed. These are powerful tips we’ve ingrained into ourselves and pass on to everyone who wants to be and do more in life. ...Plus Fun Quizzes At The End of Each Chapter to Help Internalize Each Concept! get your copy today https://kidpreneursbook.com/clickbank?shield=df0c7-fcogljja4an7l985ynpw
submitted by abdehakim2222 to UKParenting [link] [comments]


2024.06.04 19:01 abdehakim2222 Kidpreneurs Best-selling kids book (over 250,000+ copies sold) now a digital bundle teaching entrepreneurship and financial literacy - helping children learn creativity, curiosity, and critical thinking

Here’s What You’re Going To Discover In Kidpreneurs
Chapter 1 - How Grown-Ups Earn MoneyMost kids have no idea what an entrepreneur is or what they do! We break down traditional ways adults make a living and show them the benefits of owning a business. **Chapter 2 - Are You An Entrepreneur?**Every entrepreneur possesses traits that make them great at what they do. Does your child have these? Read to find out. Chapter 3 - Getting StartedThis is where the fun begins! We dive into choosing your business, brainstorming ideas, research, advertising, understanding expenses, finding customers and much more. Your child will know exactly what goes into creating and managing a business.
**Chapter 4 - Sample Businesses You Can Create!**Now we’re ready to create the business plan. We provide templates and multiple sample business plans to help. Run through these and they’ll have a complete business plan ready to go. Chapter 5 - Money on The InternetWhilst real-world businesses are necessary and important, they aren’t the only way to start and run a business. Today’s internet makes it easier than ever to start (and many require minimal start up costs). In this section we cover social media and all the ways to make money online. Chapter 6 - Green Business and EthicsCreate a business that takes care of the planet, help fight pollution and make the earth a better place! We have so many important issues in the world today, this is how we will solve them. Chapter 7 - NetworkingThis is potentially one of the most important skills an entrepreneur (or anyone) can learn. Because we need others to help support us. Whether its helping to improve our ideas, introduce us to new partnerships we’d never have before, build a team, or find a partner to work with. We need networking and this chapter will teach your child this important skill. Chapter 8 - Giving BackWhile making money and building our businesses is important. It’s key to remember the people around us. We are blessed with abundant resources so we can give and support others less fortunate. Money is the ultimate magnifier so teaching our children this powerful lesson early on will set them up to be strong, kind people. Chapter 9 - Finding Your BalanceIt’s easy for entrepreneur’s to work too much and overwhelm themselves. That’s why finding your balance is so important. In this lesson we show you how to destress and relax so when you do get back to work, you will be fired up and ready to go. **Chapter 10 - You Can Do It!**Are you ready to take on the challenge of becoming an entrepreneur? Follow these key tips to succeed. These are powerful tips we’ve ingrained into ourselves and pass on to everyone who wants to be and do more in life. ...Plus Fun Quizzes At The End of Each Chapter to Help Internalize Each Concept! get your copy today https://kidpreneursbook.com/clickbank?shield=df0c7-fcogljja4an7l985ynpw
submitted by abdehakim2222 to ParentingFR [link] [comments]


2024.06.04 19:00 abdehakim2222 Kidpreneurs Best-selling kids book (over 250,000+ copies sold) now a digital bundle teaching entrepreneurship and financial literacy - helping children learn creativity, curiosity, and critical thinking

Here’s What You’re Going To Discover In Kidpreneurs
Chapter 1 - How Grown-Ups Earn MoneyMost kids have no idea what an entrepreneur is or what they do! We break down traditional ways adults make a living and show them the benefits of owning a business. **Chapter 2 - Are You An Entrepreneur?**Every entrepreneur possesses traits that make them great at what they do. Does your child have these? Read to find out. Chapter 3 - Getting StartedThis is where the fun begins! We dive into choosing your business, brainstorming ideas, research, advertising, understanding expenses, finding customers and much more. Your child will know exactly what goes into creating and managing a business.
**Chapter 4 - Sample Businesses You Can Create!**Now we’re ready to create the business plan. We provide templates and multiple sample business plans to help. Run through these and they’ll have a complete business plan ready to go. Chapter 5 - Money on The InternetWhilst real-world businesses are necessary and important, they aren’t the only way to start and run a business. Today’s internet makes it easier than ever to start (and many require minimal start up costs). In this section we cover social media and all the ways to make money online. Chapter 6 - Green Business and EthicsCreate a business that takes care of the planet, help fight pollution and make the earth a better place! We have so many important issues in the world today, this is how we will solve them. Chapter 7 - NetworkingThis is potentially one of the most important skills an entrepreneur (or anyone) can learn. Because we need others to help support us. Whether its helping to improve our ideas, introduce us to new partnerships we’d never have before, build a team, or find a partner to work with. We need networking and this chapter will teach your child this important skill. Chapter 8 - Giving BackWhile making money and building our businesses is important. It’s key to remember the people around us. We are blessed with abundant resources so we can give and support others less fortunate. Money is the ultimate magnifier so teaching our children this powerful lesson early on will set them up to be strong, kind people. Chapter 9 - Finding Your BalanceIt’s easy for entrepreneur’s to work too much and overwhelm themselves. That’s why finding your balance is so important. In this lesson we show you how to destress and relax so when you do get back to work, you will be fired up and ready to go. **Chapter 10 - You Can Do It!**Are you ready to take on the challenge of becoming an entrepreneur? Follow these key tips to succeed. These are powerful tips we’ve ingrained into ourselves and pass on to everyone who wants to be and do more in life. ...Plus Fun Quizzes At The End of Each Chapter to Help Internalize Each Concept! get your copy today https://kidpreneursbook.com/clickbank?shield=df0c7-fcogljja4an7l985ynpw
submitted by abdehakim2222 to Parentingfails [link] [comments]


2024.06.04 18:51 IndyKSNews Indy appoints new police chief

News release from the city:
𝐒𝐠𝐭. 𝐃𝐮𝐬𝐭𝐢𝐧 𝐒𝐭𝐚𝐟𝐟𝐨𝐫𝐝 𝐬𝐞𝐥𝐞𝐜𝐭𝐞𝐝 𝐚𝐬 𝐧𝐞𝐰 𝐈𝐧𝐝𝐞𝐩𝐞𝐧𝐝𝐞𝐧𝐜𝐞 𝐩𝐨𝐥𝐢𝐜𝐞 𝐜𝐡𝐢𝐞𝐟
Independence City Manager Kelly Passauer has announced the appointment of longtime Independence officer Sgt. Dustin Stafford as the new Chief of Police for the community, effective July 1, 2024.
Stafford replaces former Chief Jerry Harrison, who left the community in April to assume a new role as chief of the Lebanon, Missouri, Police Department, and David Hutchings, who has served as interim chief since Harrison’s departure and will remain with the force to assist Stafford through the transition.
Throughout the past several weeks, Passauer said, a lengthy and layered selection process has been underway to identify a new chief. Several community members, representatives from area law enforcement agencies, and City leadership came together last week to interview and assess three highly qualified candidates.
“We are proud to announce that Sgt. Dustin Stafford of our own Independence Police Department prevailed and was selected to succeed Chief Harrison,” Passauer said. “Sgt. Stafford’s deep roots in our community and his extensive experience with the IPD make him the ideal choice to lead our department forward.”
An Independence native, Sgt. Stafford has served with IPD since 1999 in a variety of roles and with multiple responsibilities, including personnel management, scheduling, administrative operations, and helping coordinate the department’s engagement in large-scale events. Sgt. Stafford began serving in the role of School Resource Officer (SRO) in August 2008 and is classified as an Advanced SRO and continues to mentor fellow resource officers and serve as the IPD’s training officer for juvenile law and procedures. He was promoted to Administrative Sergeant in July 2019.
His educational background includes graduating from Independence High School and the Kansas Law Enforcement Training Center (KLETC). He has also completed continuous training at IPD, including courses in leadership, organizational change, and internal affairs investigations.
In addition to his professional achievements, Sgt. Stafford is actively involved in the community. He created and has led the Guitar Club for high school students for 15 years; volunteers as a mentor at Jefferson School through the TeamMates program; and provides various presentations at schools and community events.
“I strongly believe in building relationships within the community, among businesses and co-workers to help find new ways to improve the services provided by IPD, and I believe in serving with character and transparency,” Sgt. Stafford said. “It is an honor to be appointed as the Chief of Police for Independence. I am committed to continuing the legacy of excellence within our department and ensuring the safety and well-being of our community.”
submitted by IndyKSNews to IndependenceKS [link] [comments]


2024.06.04 18:51 MoreThanChipsnDip Resume and Career Advice

Hi everyone! I was recently laid off and am feeling pretty lost about my career trajectory. I'm looking for advice and/or resume help!
Background: When I first started working, I wanted to be with an international non-profit doing program management, grant writing or donor solicitation/stewardship. I finally found a job I loved with an organization I was proud to be with, but in 2020 during the height of COVID, I was laid off. I was only there for 2 years but was in talks of possible promotions and career growth before the organization needed to hit pause on their programs.
I had to move back home to Philadelphia, PA and start my search for my next employer. Jobs with an international org were slim to none at the time, especially where I live. So, I took a job doing what I loved, but with an org I didn't totally care for but was interested in seeing where it could take me. Long story short, it wasn't a good place to work (sketchy practices and such), so I found a new job at a marketing agency.
I took the marketing job because at non-profits, it's typical to wear multiple hats and I frequrently wore the marketing/communications hat. I was always building email campagins, solicitation letters, brochures, presentations, etc. Lots of people had said to use that time-period as an excuse to explore a new career route, which is what I did.
I liked the new job, but didn't care who it was for (for-profit company dealing with financial institutions). I just didn't have the same passion for it as my previous jobs but kept with it to build experience. Eventually, I thought about working for an outdoors organization but knew I needed experience. I started volunteering with an outdoors org in a communications role and figured I'd do that for a year or so and then start looking for a new job. However, life doesn't always go according to plan and I was laid off in May (the two "A Marketing Agency" positions are with the same agency).
I would love to be with an outdoors org (I'm an avid outdoors-person and care deeply for increasing access to responsible recreation) but am located in an area where there just aren't that many outdoors orgs (again, Philadelphia). If it wasn't an outdoors org, I'd want to work with a community impact org. However, I feel like I've been out of the game for so long, I just don't know if I'd even be someone an organization would want to hire.
I know I have an odd mix of experiences on my resume. I tried to make due with the hands I was dealt during difficult times in my life. I just don't know where I fit in...
Depending on the pay, I could relocate. But honestly, I help with family care-giving and would only leave if I could find affordable help or afford to travel home regularly.
Can anyone suggest job titles that I might be a good fit for? Any resume help?
https://preview.redd.it/m9ybahco4l4d1.png?width=1545&format=png&auto=webp&s=6d1b88d2d6af4bc563335591f14c043d975b7890
Note: big blocks of space are to keep certain info private
submitted by MoreThanChipsnDip to resumes [link] [comments]


2024.06.04 18:45 InterestingExcuse223 Can anyone help tell me what these are and how much they are worth?!

Can anyone help tell me what these are and how much they are worth?!
Got a whole bunch of factory sealed apple software and cant find this stuff anywhere online for sale and would like to get rid of it. Could anyone identify these for me… I have been searching for hours thanks!
submitted by InterestingExcuse223 to VintageApple [link] [comments]


2024.06.04 18:24 ApplyAllDay Digital Performance Marketing Specialist - Vista Outdoor Inc

About the Job

Our Adventure Sports brands (Fox Racing, Bell Helmets, Giro, CamelBak, and Blackburn) are seeking an enthusiastic, experienced Performance Marketing Specialist to join our team! As a Performance Marketing Specialist, you will get to do more than just manage online advertisements. You will be responsible for ensuring paid media projects are successfully planned and executed while contributing to the growth of the company via paid media strategies. More specifically, you will be responsible for developing and managing our digital prospecting, engagement, and rider acquisition strategy for the brands. In addition to being a passionate and creative storyteller, this person will be data-driven and enjoy diving into consumer insights to help craft the right messages to the right consumers at the right time. This role will also provide guidance and collaborate with our international markets to deliver a cohesive strategy delivering against global growth objectives. Reporting to the Senior Manager, Performance Marketing, you will develop and execute digital and paid tactics and handle day to day operations for comprehensive digital marketing campaigns across the Adventure Sports portfolio of brands. This position is a hybrid role working 3 days a week in our Irvine, CA headquarters and 2 days from home.

Job Responsibilities

Requirements

submitted by ApplyAllDay to u/ApplyAllDay [link] [comments]


2024.06.04 18:23 ApplyAllDay Director of Sports Marketing - Frontwave Arena

About the Job

Frontwave Arena is seeking a Director of Sports Marketing for our 7,500 capacity indoor entertainment and sports arena responsible for developing and driving the tenant sports teams marketing initiatives and brand awareness. This individual will develop and distribute consistent themes, messaging, and branding through all communication touch points, including digital marketing, traditional marketing, and media relations. In this role, we are looking for someone with a strategic and creative knowledge of audiences, user needs, attitudes, behaviors, trends, and ability to drive strategic planning across multiple marketing channels to achieve business goals. You will work with our marketing team and our cross-functional partners to bring the sports brands to life and shape the messaging, creative, and overall brand presence. The role requires someone who continually has their pulse on culture, supports outstanding marketing efforts that build value and desirability in the teams and drives increased fandom.

Job Responsibilities

Requirements

submitted by ApplyAllDay to u/ApplyAllDay [link] [comments]


2024.06.04 18:22 abdehakim2222 Kidpreneurs Best-selling kids book Best-selling kids book (over 250,000+ copies sold) now a digital bundle teaching entrepreneurship and financial literacy - helping children learn creativity, curiosity, and critical thinking

Here’s What You’re Going To Discover In Kidpreneurs
Chapter 1 - How Grown-Ups Earn MoneyMost kids have no idea what an entrepreneur is or what they do! We break down traditional ways adults make a living and show them the benefits of owning a business. **Chapter 2 - Are You An Entrepreneur?**Every entrepreneur possesses traits that make them great at what they do. Does your child have these? Read to find out. Chapter 3 - Getting StartedThis is where the fun begins! We dive into choosing your business, brainstorming ideas, research, advertising, understanding expenses, finding customers and much more. Your child will know exactly what goes into creating and managing a business.
**Chapter 4 - Sample Businesses You Can Create!**Now we’re ready to create the business plan. We provide templates and multiple sample business plans to help. Run through these and they’ll have a complete business plan ready to go. Chapter 5 - Money on The InternetWhilst real-world businesses are necessary and important, they aren’t the only way to start and run a business. Today’s internet makes it easier than ever to start (and many require minimal start up costs). In this section we cover social media and all the ways to make money online. Chapter 6 - Green Business and EthicsCreate a business that takes care of the planet, help fight pollution and make the earth a better place! We have so many important issues in the world today, this is how we will solve them. Chapter 7 - NetworkingThis is potentially one of the most important skills an entrepreneur (or anyone) can learn. Because we need others to help support us. Whether its helping to improve our ideas, introduce us to new partnerships we’d never have before, build a team, or find a partner to work with. We need networking and this chapter will teach your child this important skill. Chapter 8 - Giving BackWhile making money and building our businesses is important. It’s key to remember the people around us. We are blessed with abundant resources so we can give and support others less fortunate. Money is the ultimate magnifier so teaching our children this powerful lesson early on will set them up to be strong, kind people. Chapter 9 - Finding Your BalanceIt’s easy for entrepreneur’s to work too much and overwhelm themselves. That’s why finding your balance is so important. In this lesson we show you how to destress and relax so when you do get back to work, you will be fired up and ready to go. **Chapter 10 - You Can Do It!**Are you ready to take on the challenge of becoming an entrepreneur? Follow these key tips to succeed. These are powerful tips we’ve ingrained into ourselves and pass on to everyone who wants to be and do more in life. ...Plus Fun Quizzes At The End of Each Chapter to Help Internalize Each Concept! get your copy today https://kidpreneursbook.com/clickbank?shield=df0c7-fcogljja4an7l985ynpw
submitted by abdehakim2222 to u/abdehakim2222 [link] [comments]


2024.06.04 18:22 RNRuben Reaching out to biotech startups for internships as an undergrad.

I want to do an internship at a biotech startup in Toronto in the fall (I'm from there) as an extension of my current summer internship that I'm doing at a research institute at EPFL in Switzerland working on phylogenetic relationships through MSA Transformer based LLMs. I got it through my exchange since I came here to do an exchange but managed to land a paid internship (it's at my bioinformatics prof's research group) even though my primary background is primarily in pure math with a minor in CS. I essentially have no connections to anything biotech back home, in Toronto.
I figured, since I want to work at a biotech startup specifically, my best bet would be to just get the email addresses of the CEOs/Founders and whoever is in charge of their ML division and just email them with my CV attached. I've emailed over a dozen companies and (I guess rather unsurprisingly) not a single one has emailed back, even with a rejection.
I'm a 4th year at uToronto and have spent the last 3 years working in many different research labs and institutes in different countries. I've gotten every single one of these positions by hammering emails out to people I didn't know. Over these 3 years have sent out 100+ emails and as a general rule, out of every 5 I send out 2-3 will not respond, 1-2 will reject for whatever reason, and 1 will be interested. It's just a bit strange that none have even rejected me, just radio silence (although the sample size might be too small).
I get that most startups don't hire undergrads and/or are cash-strapped that's why they don't respond. Although, there was one neuroscience startup whose entire non-executive team was just undergrad interns but them too, no response. Is there any point in just doing this cause finding their emails off data broker sites and customizing each to not get a response is quite frustrating or is there a better way of doing this? I won't be back in Toronto until August either way.
Any advice is appreciated!
submitted by RNRuben to bioinformatics [link] [comments]


2024.06.04 18:03 Danthehookahman Job blames “administration error” for not promoting me

For context, I have been at my current role for close to 3 years. The past 9 months I’ve been told that I will be getting promoted but have had excuses throughout the time (budget issues EoY, etc.). I just had a meeting and was informed that I will be getting promoted, but due to an internal corporate error, I will be getting promoted at the same time as my team members who have worked for less than a year and a half. How should I go about this?
Part of me wants to set another call and ask for a raise that would equate to the difference between the year and a half of not getting promotion but I am not sure what the best move is
submitted by Danthehookahman to work [link] [comments]


2024.06.04 18:01 DTG_Bot Destiny 2 Update 8.0.0.1

Source: https://www.bungie.net/7/en/News/Article/destiny_2_update_8_0_0_1

Activities

Crucible

  • Competitive will now use the Blended “1-1-1" Special Ammo system in place of the Crates system. We will begin rolling this system out to other playlists soon.
  • Adjusted spawns on Altar of Flame and Dead Cliffs for Countdown Rush to improve match balance.
  • Updated Private Match screens to support expanded options and to improve usability.
  • Updated sound effects for rank promotion and defense toasts in Competitive to better convey success or failure.
  • Fixed an issue where Relic meter was not correctly progressing in Relic.
  • Fixed an issue where Private Match activity modifiers would display inaccurately.

    Shadowkeep

  • Fixed an issue in the mission Beyond where players would sometimes get stuck without the activity progressing them correctly.

    Warlord’s Ruin

  • Fixed an issue in Warlord's Ruin where the sound effect that occurs after a player is frozen by the tempest storm did not play correctly.

    Crota’s End

  • Fixed an issue preventing completion of the All for One challenge and associated Triumph.

    The Pantheon

  • Fixed an issue where The Pantheon emblems appeared in the General category rather than the Raids category in Collections.

    UI/UX

General

  • Added a gameplay subtitles option that displays the speaker's name before their dialog.
    • This option is off by default. To activate it, navigate to the Options menu and toggle it to on.
    • This feature does not affect cinematic subtitles.
  • Added Reputation Boost information for ritual activities to the Director.
    • Hovering over the Rituals nodes at the top of the Director (Vanguard Ops, Crucible, Gambit) will display when reputation boosts are active.
  • Fixed an issue where dungeon tracking stats were not displayed on emblems.

    Fireteam Finder

  • Improved placement and visuals of the Reselecting Activity button so players have better access to it.
  • Fixed an issue where Fireteam Finder lobbies for Crucible Labs weren't allowing the correct max number of players for the activity.
  • Fixed an issue where in some Fireteam Finder applications, player status was not displayed properly.

    Guardian Ranks/Journey Screen

  • Made visual and functional improvements to the Journey screen and Guardian Ranks icons.
  • Fixed an issue where the Cherished Guardian Rank objective displayed the incorrect Commendation score requirement.

    Quests

  • Added Milestones to the quest log.
    • Milestones will not count against a player's maximum quest/bounty capacity.
  • Tracked quests will be sorted to the top of their categories when the quest log is reloaded next.
  • Added an option to set a specific Quest tab as the default.
    • The default Quest tab will be the first tab opened when the quest log is loaded.
  • Added text to the Quest tooltip to communicate when a Quest is directly launchable from its Quest Details screen.

    Gameplay and Investment

Abilities

All Subclasses
  • All Super abilities now use the same damage-based recharge parameters.
    • Previously, energy gained through damage dealt and received was scaled based on the passive recharge rate of the Super, resulting in a broader delta between long-recharge Supers and short-recharge Supers than intended.
    • This will, for example, bring the real-world uptime of Ward of Dawn and Well of Radiance closer to the uptime of a Super like Arc Staff or Fists of Havoc.
Arc Subclasses
  • Arcstrider
    • 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.
  • Striker
    • 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.
    • Touch of Thunder
      • Lightning Grenade:
        • Now applies Jolt after the first damage event, rather than prior.
        • This means that the Jolt won't instantly pop on application, and attackers will need to either wait for the second lightning burst from the grenade or deal additional damage via other means to trigger the Jolt's chain lightning.
      • 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.
    • 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%.
  • Stormcaller
    • Lightning Surge
      • Added additional damage resistance vs. PvE combatants when activated, lingering for a short duration after the attack.
      • This is intended to help players survive during the final lightning strike performance until the player returns to first person and can maneuver out of danger
    • 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 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 Subclasses
  • Solar General
    • Restoration
      • Restoration’s full-body visual effects now reduce their intensity while the player's Super is active.
    • Cure
      • Cure's healing now takes place over 0.1 seconds rather than instantly.
        • This change is unlikely to affect Cure's efficacy in a meaningful way but is primarily intended to improve the readability of Cure's heal in the middle of combat in the UI.
  • Gunslinger
    • 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.
      • 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.
    • Gunpowder Gamble
      • Fixed an issue where Gunpowder Gamble was unable to damage Strand Tangles.
    • 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.
  • Sunbreaker
    • 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.
        • 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.
  • Dawnblade
    • Heat Rises
      • Fixed an issue where throwing some grenades while Heat Rises was equipped would produce Void visual effects on the player's hands during the throw.
    • 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%.
        • Damage resistance vs. enemy players is unchanged.
      • Increased maximum Orbs of Power from defeating targets while in the player's Well of Radiance aura from 4 to 5.
    • Solar Grenades
      • 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 Subclasses
  • Void General
    • Fixed an issue where Volatile could fail to auto-detonate if the target was defeated by the damage event that applied the Volatile effect.
  • Nightstalker
    • 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.
  • Sentinel
    • 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%.
    • 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.
        • No longer provides Weapons of Light by default. This behavior has been moved to the benefits of Helm of Saint-14.
        • Allies near the Ward of Dawn dome now have Void Overshield trickled on over time, similar to the volume behind a Bastion barricade.
        • This trickle rate is reduced in PvP activities.
        • 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. Up to a maximum of 5.
    • 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 the player's active Void Overshield with each melee defeat.
  • Voidwalker
    • Chaos Accelerant
      • Magnetic Grenade
        • Increased maximum intensity of physics knockback impulse by 10%.
        • Increased damage vs. PvE combatants by 20%.
        • Now passively decreases the player's 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.
    • Void Grenades
      • Suppressor Grenade
        • Damage radius now matches Suppression radius.
        • This does not meaningfully change the damage profile of the grenade but is intended to provide additional feedback to the player when they have successfully Suppressed a target.
      • Voidwall Grenade
        • Fixed an issue where the central damage volume was offset significantly lower than the left and right volumes.
    • Void Fragments
      • Echo of Instability
        • Can now be activated by defeating targets with Forerunner's The Rock grenade.
        • No longer displays its HUD buff text unless a Void weapon is readied.
Stasis Subclasses
  • Stasis General
    • New Frost Armor keyword:
      • You are fortified by layers of durable Stasis matter, reducing incoming damage. Frost Armor damage resistance grows stronger as the player gains additional stacks.
      • Reduces damage from PvE combatants by 4.5% per stack and from enemy players by 2% per stack.
    • 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.
  • Revenant
    • Grim Harvest
      • Added new behavior:
        • While Grim 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.
      • Now has a standardized cooldown when a large number of Shards are created very quickly.
    • Winter's Shroud
      • Added new behavior:
        • Slowing targets briefly increases the player's class ability regeneration rate.
        • Bonus is reduced in PvP game modes.
        • Now grants PvE damage reduction when activated.
      • Touch of Winter
        • 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.
        • 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.
      • 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.
  • Behemoth
    • Tectonic Harvest
      • Added new behavior:
        • While Tectonic Harvest is equipped, Stasis Shards grant a small amount of health and a stack of Frost Armor.
        • Now creates a Stasis Shard when shattering a frozen target in addition to shattering Stasis crystals.
      • Now has a standardized cooldown when a large number of Shards are created very quickly.
    • Glacial Quake
      • Now automatically begins sprinting when the player throttles forward.
        • This change should make Shattering the player's Stasis Crystals significantly more intuitive in the heat of combat.
      • Increased on-cast Freeze impulse radius vs. PvE combatants from 6 meters to 8 meters.
    • 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.
        • The end result of these changes is that Shiver Strike misses significantly less and is able to bend its lunge trajectory more to find a target within its search area.
    • 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.
    • Cryoclasm
      • Removed sprint time requirement. Cryoclasm now goes on cooldown for 4 seconds after one extended slide.
  • Shadebinder
    • Glacial Harvest
      • Added new behavior:
        • While Glacial Harvest is equipped, Stasis Shards grant a small amount of health and a stack of Frost Armor.
      • Now has a standardized cooldown when a large number of Shards are created very quickly.
    • Iceflare Bolts
      • Increased maximum seekers created before going on cooldown from 5 to 7.
  • Stasis Fragments
    • 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 the player's Frost Armor.
    • Whisper of Chains reworked:
      • 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 the player have one or more stacks of Frost Armor.
    • Whisper of Fractures reworked:
      • No longer increases melee energy regeneration while surrounded by enemies.
      • Now grants a stack of Frost Armor when the player shatters any frozen target with a melee attack.
    • Whisper of Torment
      • Grenade energy gains are no longer dependent on the player's current health value. Base grenade energy regeneration amount per incoming damage event increased from 5% to 7%.
      • While the player has Frost Armor, energy per damage event increases from 7% to 12%.
    • Whisper of Chill - New Fragment:
      • Stasis weapon final blows have a chance to create a Stasis Shard.
    • Whisper of Reversal - New Fragment:
      • While the player has Frost Armor, dealing or receiving physical melee (i.e., not projectile melee) damage slows the player's victim or attacker.
Strand Subclasses
  • Strand General
    • Grapple Tangles
      • 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.
    • Grapple Melee
      • Can no longer be activated after firing a weapon, similar to sprint-or-slide-activated melee abilities.
    • Tangles
      • Tangles will now be paired with the text "Pick Up Tangle" instead of only "Pick Up".
  • Threadrunner
    • 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 Specter
      • Arming shape vs. PvE combatants now grows more quickly, resulting in more responsive detonations when used in close quarters.
    • Threaded Spike
      • Reduced damage vs. enemy players from 79 to 70.
      • Catching a Threaded Spike no longer breaks invisibility.
  • Berserker
    • 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 / Bladefury
      • Reduced the forward offset for melee lunge target point from 0.4 meters to 0.18 meters.
        • This should reduce instances where attempting to lunge to a target while at very close range resulted in the character lunging backwards.
  • Broodweaver
    • 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 Fragments
    • Thread of Warding
      • Reduced Woven Mail duration on Orb of Power pickup from 10 seconds to 5 seconds.
    • Thread of Propagation
      • No longer displays its HUD buff text unless a Strand weapon is readied. ###Exotic Armor
  • Exotic armor can now be upgraded after it has been fully masterworked, granting an Artifice mod slot.
    • This comes at the cost of an Exotic Cipher and 10,000 Glimmer.
  • Hunter
    • Renewal Grasps
      • Replaced generic damage resistance with Frost Armor:
        • On entering your Duskfield Grenade volume, you or allies gain a stack of Frost Armor.
        • About every 0.9 seconds, an additional stack of Frost Armor is granted, resetting the timer.
    • Triton Vice
      • Glaive projectile final blows now always trigger a detonation that matches the Glaive's damage type, even when the Glaive does not match the equipped subclass.
      • The surrounded effect provided by Triton Vice while wielding a Glaive now lingers on the player for five seconds after no longer being surrounded.
    • The Sixth Coyote
      • Now creates an Orb of Power from final blows after using a class ability in addition to its previous behavior.
        • This is implemented as the Exotic granting a free copy of the Reaper armor mod's effects.
    • Star-Eater Scales
      • Increased the Orbs of Power required to grant maximum benefits from 4 to 6.
      • Reduced the increased Super energy gained per Orb of Power when the Golden Gun is equipped from 2% down to 0.5%.
      • Fixed an issue where the Super damage boost for attacks that occur quickly after initial cast, such as Shadowshot at close range, was not always applied.
      • Fixed an issue where a player could maintain the damage bonus after removing Star-Eater Scales.
    • Foetracer
      • Now grants the bonus damage it inflicts on a target to weapons. The damage type also matches that of the ability used to damage that target, instead of always matching the equipped subclass.
    • Assassin's Cowl
      • Now requires the player to expend a melee charge (or defeat an enemy via a finisher) to activate.
    • Mask of Bakris
      • Now requires a Stasis Super to be equipped, instead of a Stasis subclass.
      • Re-enabled the "Light Shift" debuff in the HUD when a class ability is not recharging.
        • This is a cosmetic-only change to keep the cooldown visible even while not holding a weapon that benefits from its damage boost.
      • Fixed an issue where Mask of Bakris applied a Tier 2 damage buff instead of a Tier 4 and failed to display the time remaining on a certain Solar weapon.
        • Additionally, the Solar damage buff will now function in the Crucible.
    • The Bombardiers
      • Now triggers an effect based on the equipped Super element, instead of the equipped subclass.
    • Celestial Nighthawk
      • Fixed an issue where players could swap from Celestial Nighthawk to Knucklehead Radar after activating their Super and be granted the benefits from both Exotics.
    • Dragons Shadow
      • Now triggers its effects when the player uses Ensnaring Slam or the new Ascension Arc Aspect.
    • Liars Handshake
      • Counterpunch now does Arc damage instead of Kinetic.
  • Titan
    • Helm of Saint-14
      • Now causes the wearer's Ward of Dawn to apply the Weapons of Light buff to allies.
    • Ursa Furiosa
      • Now provides increased movement speed while guarding with the new Unbreakable Void Aspect.
      • Also grants Super energy for guarding with Unbreakable that scales based on the amount of incoming damage the shield absorbs.
    • Eternal Warrior
      • No longer requires an Arc subclass for Arc final blows to grant its escalating Arc weapon damage bonus.
    • Armamentarium
      • Now creates an Orb of Power from grenade final blows in addition to its previous behavior.
        • This is implemented as the Exotic granting a free copy of the Firepower armor mod's effects.
    • Khepri's Horn
      • Increased the damage from the Solar blast by 100% in PvE.
      • The Solar blast now Scorches each time it hits a target, instead of Scorching only once.
      • Khepri's Horn now benefits from Ember of Eruption and Ember of Ashes (+30 Scorch in PvE and +15 Scorch in PvP).
    • Synthoceps
      • Reduced the amount of time that Bionic Enhancements lingers after no longer being surrounded, from 8 seconds to 5 seconds. This duration is now visible as a timer on the buff.
    • Severance Enclosure
      • Now requires the player to expend a melee charge (or defeat an enemy via a finisher) to activate.
      • Its explosions now require line of sight to damage enemies. We also reduced the knockback intensity of these explosions, which will now launch enemies more consistently vertically.
    • Heart of Inmost Light
      • Now displays a single, consolidated status effect icon in the HUD to communicate its state, instead of the two to three it used before.
        • The functionality of the Exotic is unchanged.
    • One-Eyed Mask
      • Fixed an issue where the negative status effects applied to victims by One-Eyed Mask no longer persist after death.
    • Precious Scars
      • Now requires a weapon matching the equipped Super element, instead of the equipped subclass.
    • Hoarfrost-Z
      • Now requires a Stasis Super to be equipped, instead of a Stasis subclass.
    • Cadmus Ridge Lancecap
      • Now requires a Stasis Super to be equipped, instead of a Stasis subclass.
    • Lorely Splendor
      • Now requires a Solar Super to be equipped, instead of a Solar subclass.
    • No Back Up Plans
      • Now requires a Void Super to be equipped, instead of a Void subclass.
    • Path of Burning Steps
      • Now requires a Solar Super to be equipped, instead of a Solar subclass.
    • Hallowfire Heart
      • Now requires a Solar Super to be equipped, instead of a Solar subclass.
  • Warlock
    • Ballidorse Wrathweavers
      • Replaced Stasis Shard Overshield with Frost Armor.
      • Activating a Rift grants the player and nearby allies the maximum Frost Armor stacks when Frostpulse is equipped.
      • Activating a Winter's Wrath shatter attack grants nearby allies the maximum amount of stacks of Frost Armor. When Winter's Wrath ends, the player gains maximum stacks of Frost Armor.
    • Mantle of Battle Harmony
      • Now grants Super energy ranging between +1.5% and +4.5%, depending on the target type killed.
      • Removed the 2-second cooldown for the perk's activation.
      • Now requires a weapon matching the equipped Super element, instead of the equipped subclass.
    • Secant Filaments
      • Updated Secant Filaments to require a Void Super instead of a Void subclass.
      • Secant Filaments Empowering Rift will now reset a player's existing Devour buff duration back to 11 seconds when they enter it, in addition to its previous behavior.
      • Fixed an issue where Secant Filament's Overload Rift was removing anti-Champion capabilities granted by the artifact.
    • Sunbracers
      • Reduced the increased Solar Grenade duration from 4 seconds to 2 seconds.
      • Reduced its increased grenade recharge rate to allow a max of 4 grenades while the effect is active, down from 5.
      • Fixed an issue where Sunbracers would not remove the "Sunbracers Ready" buff from the player when they throw a grenade.
    • Cenotaph Mask
      • Multiple players using Cenotaph Mask can no longer trigger its effect using a single enemy target.
      • Cenotaph's target lock visual marker is now hidden for the Exotic's wearer and only appears to the wearer’s allies.
    • Verity's Brow
      • Now requires final blows with a weapon matching the player's grenade damage type, instead of one matching the equipped subclass.
    • Felwinter's Helm
      • Now requires the player to expend a melee charge (or defeat an enemy via a finisher) to activate.
    • Wings of Sacred Dawn
      • Updated its description to correctly indicate that its effects are only active with Dawnblade equipped, rather than all Solar Supers.
    • Contraverse Hold
      • Updated its description to clarify it only works with Void grenades charged with the Chaos Accelerant Aspect.
    • Chromatic Fire
      • Now triggers an effect based on the player's equipped Super element, instead of the equipped subclass.
    • Promethium Spur
      • Now works with any equipped Solar Super.
    • Sanguine Alchemy
      • Now requires a weapon matching the equipped Super element, instead of the equipped subclass.
    • Vesper of Radius
      • The ability for the shockwave to blind now requires an Arc Super to be equipped, instead of an Arc subclass.
    • Karnstein Armlets
      • Fixed an issue where Karnstein Armlet's visual effects were not functioning correctly.
    • Necrotic Grips
      • Updated Necrotic Grips description to note that it requires a melee and that it works against both combatants and players. ###Armor Mods
  • The Artifice mod socket icon has been updated to make it more distinct.
  • Removed the energy cost from raid-specific armor mods.
  • Updated all Harmonic armor mods to change their element based on the currently equipped Super, rather than subclass.
    • This behavior is also now explained in their descriptions.
  • A Strand Resistance mod has been added.
    • Additionally, Harmonic Resistance is now compatible with Strand.
  • Heavy Ammo Finder and Special Ammo Finder armor mods now persist their progress towards an ammo brick through death.
  • Heavy Ammo Finder and Special Ammo Finder armor mods no longer function in Crucible, and opposing-team kills will no longer grant Ammo Finder progress in Gambit.
  • Heavy Ammo Finder and Special Ammo Finder armor mods have had their kill requirements increased by 20% for Guardians in a fireteam.
    • Solo Guardian requirements are unchanged.
  • Fixed an issue where Orb of Power mods would not pick up Orbs when Super energy was full. Mods affected are:
    • Recuperation (Leg Armor Mod)
    • Better Already (Leg Armor Mod)
    • Innervation (Leg Armor Mod)
    • Invigoration (Leg Armor Mod)
    • Insulation (Leg Armor Mod)
    • Absolution (Leg Armor Mod)
    • Orbs of Restoration (Leg Armor Mod)
    • Powerful Friends (Helmet Armor Mod)
  • Fixed an issue where multiple copies of Empowered Finisher could be active at once in rare cases.
    • Additionally, corrected an issue where its tooltip did not describe it as having no stacking benefits. ###Other
  • Fixed an issue where older Solstice armor did not display the correct glow color when using a Strand or Stasis Super.

    Weapons

  • 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.
  • Removed the foundry name from the Veist Rapid-Fire, Häkke Precision, and Omolon Adaptive weapon intrinsics.

    Weapon Archetypes

  • Exotic Primary Weapons and Trace Rifles
    • Reduced damage bonus versus Minors from 40% to 30% (except Fighting Lion).
    • Exotic Primary Weapons and Trace Rifles benefit from the below damage buffs versus Minor combatants.
  • 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%
  • 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.
    • Submachine Guns: 10%
    • Hand Cannons: 5%
  • Increased damage versus Major combatants (orange bars).
    • Trace Rifles: 20%
  • Increased damage globally, including PvP.
    • Machine Guns: 7%
    • Swords: 7%
  • With these damage increases, the following Spec mods have been retired:
    • Boss Spec, Taken Spec, Minor Spec, Major Spec, and Adept Big Ones Spec.
  • Scout Rifle
    • Updated the hip-fire reticle to better show accuracy and aim-assist state.
  • Hand Cannons
    • General
      • Reduced the screen shake dealt to players by Hand Cannon projectile impacts by 33% (does not affect flinch dealt to Combatants).
    • Heavy Burst
      • Reduced the base recoil of this sub-family to make them more stable.
    • Aggressives
      • Improved the stats of two Aggressive Hand Cannons that are returning in The Final Shape to be more competitive with our current offerings.
        • 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
  • Sniper Rifles
    • Increased minimum reserves from 14 to 17 shots; maximum reserve is unchanged.
    • Changed the way flinch works when taking damage from players (this does not affect incoming damage from combatants).
      • Increased the screen shake duration by 25%.
      • Increased the screen shake intensity by 350%.
      • Reduced the camera roll by 25%.
  • Linear Fusion Rifles
    • Reduced firing animation kick and recoil for Adaptive Linear Fusion Rifles.
  • 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.
  • Wave 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.
    • 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.
  • Rocket Sidearms
    • Added a slight delay to the detonation to allow perks to activate correctly if they required precision kills. ###Exotics
  • Non-precision based add clear-Exotic Primary weapons:
    • Reduced splash damage by 10% on the following weapons:
      • Sunshot
      • Trinity Ghoul
      • Polaris Lance
      • Graviton Lance
  • Rat King
    • Swapped the firing animation to the same one used by other auto-fire Sidearms.
  • 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.
  • Colony
    • Now spawns additional insectoid robots on final blows. More robots (up to five) spawn from tougher com
submitted by DTG_Bot to LowSodiumDestiny [link] [comments]


2024.06.04 18:01 DTG_Bot Destiny 2 Update 8.0.0.1

Source: https://www.bungie.net/7/en/News/Article/destiny_2_update_8_0_0_1

Activities

Crucible

  • Competitive will now use the Blended “1-1-1" Special Ammo system in place of the Crates system. We will begin rolling this system out to other playlists soon.
  • Adjusted spawns on Altar of Flame and Dead Cliffs for Countdown Rush to improve match balance.
  • Updated Private Match screens to support expanded options and to improve usability.
  • Updated sound effects for rank promotion and defense toasts in Competitive to better convey success or failure.
  • Fixed an issue where Relic meter was not correctly progressing in Relic.
  • Fixed an issue where Private Match activity modifiers would display inaccurately.

    Shadowkeep

  • Fixed an issue in the mission Beyond where players would sometimes get stuck without the activity progressing them correctly.

    Warlord’s Ruin

  • Fixed an issue in Warlord's Ruin where the sound effect that occurs after a player is frozen by the tempest storm did not play correctly.

    Crota’s End

  • Fixed an issue preventing completion of the All for One challenge and associated Triumph.

    The Pantheon

  • Fixed an issue where The Pantheon emblems appeared in the General category rather than the Raids category in Collections.

    UI/UX

General

  • Added a gameplay subtitles option that displays the speaker's name before their dialog.
    • This option is off by default. To activate it, navigate to the Options menu and toggle it to on.
    • This feature does not affect cinematic subtitles.
  • Added Reputation Boost information for ritual activities to the Director.
    • Hovering over the Rituals nodes at the top of the Director (Vanguard Ops, Crucible, Gambit) will display when reputation boosts are active.
  • Fixed an issue where dungeon tracking stats were not displayed on emblems.

    Fireteam Finder

  • Improved placement and visuals of the Reselecting Activity button so players have better access to it.
  • Fixed an issue where Fireteam Finder lobbies for Crucible Labs weren't allowing the correct max number of players for the activity.
  • Fixed an issue where in some Fireteam Finder applications, player status was not displayed properly.

    Guardian Ranks/Journey Screen

  • Made visual and functional improvements to the Journey screen and Guardian Ranks icons.
  • Fixed an issue where the Cherished Guardian Rank objective displayed the incorrect Commendation score requirement.

    Quests

  • Added Milestones to the quest log.
    • Milestones will not count against a player's maximum quest/bounty capacity.
  • Tracked quests will be sorted to the top of their categories when the quest log is reloaded next.
  • Added an option to set a specific Quest tab as the default.
    • The default Quest tab will be the first tab opened when the quest log is loaded.
  • Added text to the Quest tooltip to communicate when a Quest is directly launchable from its Quest Details screen.

    Gameplay and Investment

Abilities

All Subclasses
  • All Super abilities now use the same damage-based recharge parameters.
    • Previously, energy gained through damage dealt and received was scaled based on the passive recharge rate of the Super, resulting in a broader delta between long-recharge Supers and short-recharge Supers than intended.
    • This will, for example, bring the real-world uptime of Ward of Dawn and Well of Radiance closer to the uptime of a Super like Arc Staff or Fists of Havoc.
Arc Subclasses
  • Arcstrider
    • 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.
  • Striker
    • 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.
    • Touch of Thunder
      • Lightning Grenade:
        • Now applies Jolt after the first damage event, rather than prior.
        • This means that the Jolt won't instantly pop on application, and attackers will need to either wait for the second lightning burst from the grenade or deal additional damage via other means to trigger the Jolt's chain lightning.
      • 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.
    • 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%.
  • Stormcaller
    • Lightning Surge
      • Added additional damage resistance vs. PvE combatants when activated, lingering for a short duration after the attack.
      • This is intended to help players survive during the final lightning strike performance until the player returns to first person and can maneuver out of danger
    • 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 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 Subclasses
  • Solar General
    • Restoration
      • Restoration’s full-body visual effects now reduce their intensity while the player's Super is active.
    • Cure
      • Cure's healing now takes place over 0.1 seconds rather than instantly.
        • This change is unlikely to affect Cure's efficacy in a meaningful way but is primarily intended to improve the readability of Cure's heal in the middle of combat in the UI.
  • Gunslinger
    • 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.
      • 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.
    • Gunpowder Gamble
      • Fixed an issue where Gunpowder Gamble was unable to damage Strand Tangles.
    • 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.
  • Sunbreaker
    • 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.
        • 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.
  • Dawnblade
    • Heat Rises
      • Fixed an issue where throwing some grenades while Heat Rises was equipped would produce Void visual effects on the player's hands during the throw.
    • 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%.
        • Damage resistance vs. enemy players is unchanged.
      • Increased maximum Orbs of Power from defeating targets while in the player's Well of Radiance aura from 4 to 5.
    • Solar Grenades
      • 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 Subclasses
  • Void General
    • Fixed an issue where Volatile could fail to auto-detonate if the target was defeated by the damage event that applied the Volatile effect.
  • Nightstalker
    • 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.
  • Sentinel
    • 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%.
    • 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.
        • No longer provides Weapons of Light by default. This behavior has been moved to the benefits of Helm of Saint-14.
        • Allies near the Ward of Dawn dome now have Void Overshield trickled on over time, similar to the volume behind a Bastion barricade.
        • This trickle rate is reduced in PvP activities.
        • 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. Up to a maximum of 5.
    • 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 the player's active Void Overshield with each melee defeat.
  • Voidwalker
    • Chaos Accelerant
      • Magnetic Grenade
        • Increased maximum intensity of physics knockback impulse by 10%.
        • Increased damage vs. PvE combatants by 20%.
        • Now passively decreases the player's 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.
    • Void Grenades
      • Suppressor Grenade
        • Damage radius now matches Suppression radius.
        • This does not meaningfully change the damage profile of the grenade but is intended to provide additional feedback to the player when they have successfully Suppressed a target.
      • Voidwall Grenade
        • Fixed an issue where the central damage volume was offset significantly lower than the left and right volumes.
    • Void Fragments
      • Echo of Instability
        • Can now be activated by defeating targets with Forerunner's The Rock grenade.
        • No longer displays its HUD buff text unless a Void weapon is readied.
Stasis Subclasses
  • Stasis General
    • New Frost Armor keyword:
      • You are fortified by layers of durable Stasis matter, reducing incoming damage. Frost Armor damage resistance grows stronger as the player gains additional stacks.
      • Reduces damage from PvE combatants by 4.5% per stack and from enemy players by 2% per stack.
    • 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.
  • Revenant
    • Grim Harvest
      • Added new behavior:
        • While Grim 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.
      • Now has a standardized cooldown when a large number of Shards are created very quickly.
    • Winter's Shroud
      • Added new behavior:
        • Slowing targets briefly increases the player's class ability regeneration rate.
        • Bonus is reduced in PvP game modes.
        • Now grants PvE damage reduction when activated.
      • Touch of Winter
        • 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.
        • 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.
      • 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.
  • Behemoth
    • Tectonic Harvest
      • Added new behavior:
        • While Tectonic Harvest is equipped, Stasis Shards grant a small amount of health and a stack of Frost Armor.
        • Now creates a Stasis Shard when shattering a frozen target in addition to shattering Stasis crystals.
      • Now has a standardized cooldown when a large number of Shards are created very quickly.
    • Glacial Quake
      • Now automatically begins sprinting when the player throttles forward.
        • This change should make Shattering the player's Stasis Crystals significantly more intuitive in the heat of combat.
      • Increased on-cast Freeze impulse radius vs. PvE combatants from 6 meters to 8 meters.
    • 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.
        • The end result of these changes is that Shiver Strike misses significantly less and is able to bend its lunge trajectory more to find a target within its search area.
    • 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.
    • Cryoclasm
      • Removed sprint time requirement. Cryoclasm now goes on cooldown for 4 seconds after one extended slide.
  • Shadebinder
    • Glacial Harvest
      • Added new behavior:
        • While Glacial Harvest is equipped, Stasis Shards grant a small amount of health and a stack of Frost Armor.
      • Now has a standardized cooldown when a large number of Shards are created very quickly.
    • Iceflare Bolts
      • Increased maximum seekers created before going on cooldown from 5 to 7.
  • Stasis Fragments
    • 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 the player's Frost Armor.
    • Whisper of Chains reworked:
      • 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 the player have one or more stacks of Frost Armor.
    • Whisper of Fractures reworked:
      • No longer increases melee energy regeneration while surrounded by enemies.
      • Now grants a stack of Frost Armor when the player shatters any frozen target with a melee attack.
    • Whisper of Torment
      • Grenade energy gains are no longer dependent on the player's current health value. Base grenade energy regeneration amount per incoming damage event increased from 5% to 7%.
      • While the player has Frost Armor, energy per damage event increases from 7% to 12%.
    • Whisper of Chill - New Fragment:
      • Stasis weapon final blows have a chance to create a Stasis Shard.
    • Whisper of Reversal - New Fragment:
      • While the player has Frost Armor, dealing or receiving physical melee (i.e., not projectile melee) damage slows the player's victim or attacker.
Strand Subclasses
  • Strand General
    • Grapple Tangles
      • 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.
    • Grapple Melee
      • Can no longer be activated after firing a weapon, similar to sprint-or-slide-activated melee abilities.
    • Tangles
      • Tangles will now be paired with the text "Pick Up Tangle" instead of only "Pick Up".
  • Threadrunner
    • 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 Specter
      • Arming shape vs. PvE combatants now grows more quickly, resulting in more responsive detonations when used in close quarters.
    • Threaded Spike
      • Reduced damage vs. enemy players from 79 to 70.
      • Catching a Threaded Spike no longer breaks invisibility.
  • Berserker
    • 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 / Bladefury
      • Reduced the forward offset for melee lunge target point from 0.4 meters to 0.18 meters.
        • This should reduce instances where attempting to lunge to a target while at very close range resulted in the character lunging backwards.
  • Broodweaver
    • 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 Fragments
    • Thread of Warding
      • Reduced Woven Mail duration on Orb of Power pickup from 10 seconds to 5 seconds.
    • Thread of Propagation
      • No longer displays its HUD buff text unless a Strand weapon is readied. ###Exotic Armor
  • Exotic armor can now be upgraded after it has been fully masterworked, granting an Artifice mod slot.
    • This comes at the cost of an Exotic Cipher and 10,000 Glimmer.
  • Hunter
    • Renewal Grasps
      • Replaced generic damage resistance with Frost Armor:
        • On entering your Duskfield Grenade volume, you or allies gain a stack of Frost Armor.
        • About every 0.9 seconds, an additional stack of Frost Armor is granted, resetting the timer.
    • Triton Vice
      • Glaive projectile final blows now always trigger a detonation that matches the Glaive's damage type, even when the Glaive does not match the equipped subclass.
      • The surrounded effect provided by Triton Vice while wielding a Glaive now lingers on the player for five seconds after no longer being surrounded.
    • The Sixth Coyote
      • Now creates an Orb of Power from final blows after using a class ability in addition to its previous behavior.
        • This is implemented as the Exotic granting a free copy of the Reaper armor mod's effects.
    • Star-Eater Scales
      • Increased the Orbs of Power required to grant maximum benefits from 4 to 6.
      • Reduced the increased Super energy gained per Orb of Power when the Golden Gun is equipped from 2% down to 0.5%.
      • Fixed an issue where the Super damage boost for attacks that occur quickly after initial cast, such as Shadowshot at close range, was not always applied.
      • Fixed an issue where a player could maintain the damage bonus after removing Star-Eater Scales.
    • Foetracer
      • Now grants the bonus damage it inflicts on a target to weapons. The damage type also matches that of the ability used to damage that target, instead of always matching the equipped subclass.
    • Assassin's Cowl
      • Now requires the player to expend a melee charge (or defeat an enemy via a finisher) to activate.
    • Mask of Bakris
      • Now requires a Stasis Super to be equipped, instead of a Stasis subclass.
      • Re-enabled the "Light Shift" debuff in the HUD when a class ability is not recharging.
        • This is a cosmetic-only change to keep the cooldown visible even while not holding a weapon that benefits from its damage boost.
      • Fixed an issue where Mask of Bakris applied a Tier 2 damage buff instead of a Tier 4 and failed to display the time remaining on a certain Solar weapon.
        • Additionally, the Solar damage buff will now function in the Crucible.
    • The Bombardiers
      • Now triggers an effect based on the equipped Super element, instead of the equipped subclass.
    • Celestial Nighthawk
      • Fixed an issue where players could swap from Celestial Nighthawk to Knucklehead Radar after activating their Super and be granted the benefits from both Exotics.
    • Dragons Shadow
      • Now triggers its effects when the player uses Ensnaring Slam or the new Ascension Arc Aspect.
    • Liars Handshake
      • Counterpunch now does Arc damage instead of Kinetic.
  • Titan
    • Helm of Saint-14
      • Now causes the wearer's Ward of Dawn to apply the Weapons of Light buff to allies.
    • Ursa Furiosa
      • Now provides increased movement speed while guarding with the new Unbreakable Void Aspect.
      • Also grants Super energy for guarding with Unbreakable that scales based on the amount of incoming damage the shield absorbs.
    • Eternal Warrior
      • No longer requires an Arc subclass for Arc final blows to grant its escalating Arc weapon damage bonus.
    • Armamentarium
      • Now creates an Orb of Power from grenade final blows in addition to its previous behavior.
        • This is implemented as the Exotic granting a free copy of the Firepower armor mod's effects.
    • Khepri's Horn
      • Increased the damage from the Solar blast by 100% in PvE.
      • The Solar blast now Scorches each time it hits a target, instead of Scorching only once.
      • Khepri's Horn now benefits from Ember of Eruption and Ember of Ashes (+30 Scorch in PvE and +15 Scorch in PvP).
    • Synthoceps
      • Reduced the amount of time that Bionic Enhancements lingers after no longer being surrounded, from 8 seconds to 5 seconds. This duration is now visible as a timer on the buff.
    • Severance Enclosure
      • Now requires the player to expend a melee charge (or defeat an enemy via a finisher) to activate.
      • Its explosions now require line of sight to damage enemies. We also reduced the knockback intensity of these explosions, which will now launch enemies more consistently vertically.
    • Heart of Inmost Light
      • Now displays a single, consolidated status effect icon in the HUD to communicate its state, instead of the two to three it used before.
        • The functionality of the Exotic is unchanged.
    • One-Eyed Mask
      • Fixed an issue where the negative status effects applied to victims by One-Eyed Mask no longer persist after death.
    • Precious Scars
      • Now requires a weapon matching the equipped Super element, instead of the equipped subclass.
    • Hoarfrost-Z
      • Now requires a Stasis Super to be equipped, instead of a Stasis subclass.
    • Cadmus Ridge Lancecap
      • Now requires a Stasis Super to be equipped, instead of a Stasis subclass.
    • Lorely Splendor
      • Now requires a Solar Super to be equipped, instead of a Solar subclass.
    • No Back Up Plans
      • Now requires a Void Super to be equipped, instead of a Void subclass.
    • Path of Burning Steps
      • Now requires a Solar Super to be equipped, instead of a Solar subclass.
    • Hallowfire Heart
      • Now requires a Solar Super to be equipped, instead of a Solar subclass.
  • Warlock
    • Ballidorse Wrathweavers
      • Replaced Stasis Shard Overshield with Frost Armor.
      • Activating a Rift grants the player and nearby allies the maximum Frost Armor stacks when Frostpulse is equipped.
      • Activating a Winter's Wrath shatter attack grants nearby allies the maximum amount of stacks of Frost Armor. When Winter's Wrath ends, the player gains maximum stacks of Frost Armor.
    • Mantle of Battle Harmony
      • Now grants Super energy ranging between +1.5% and +4.5%, depending on the target type killed.
      • Removed the 2-second cooldown for the perk's activation.
      • Now requires a weapon matching the equipped Super element, instead of the equipped subclass.
    • Secant Filaments
      • Updated Secant Filaments to require a Void Super instead of a Void subclass.
      • Secant Filaments Empowering Rift will now reset a player's existing Devour buff duration back to 11 seconds when they enter it, in addition to its previous behavior.
      • Fixed an issue where Secant Filament's Overload Rift was removing anti-Champion capabilities granted by the artifact.
    • Sunbracers
      • Reduced the increased Solar Grenade duration from 4 seconds to 2 seconds.
      • Reduced its increased grenade recharge rate to allow a max of 4 grenades while the effect is active, down from 5.
      • Fixed an issue where Sunbracers would not remove the "Sunbracers Ready" buff from the player when they throw a grenade.
    • Cenotaph Mask
      • Multiple players using Cenotaph Mask can no longer trigger its effect using a single enemy target.
      • Cenotaph's target lock visual marker is now hidden for the Exotic's wearer and only appears to the wearer’s allies.
    • Verity's Brow
      • Now requires final blows with a weapon matching the player's grenade damage type, instead of one matching the equipped subclass.
    • Felwinter's Helm
      • Now requires the player to expend a melee charge (or defeat an enemy via a finisher) to activate.
    • Wings of Sacred Dawn
      • Updated its description to correctly indicate that its effects are only active with Dawnblade equipped, rather than all Solar Supers.
    • Contraverse Hold
      • Updated its description to clarify it only works with Void grenades charged with the Chaos Accelerant Aspect.
    • Chromatic Fire
      • Now triggers an effect based on the player's equipped Super element, instead of the equipped subclass.
    • Promethium Spur
      • Now works with any equipped Solar Super.
    • Sanguine Alchemy
      • Now requires a weapon matching the equipped Super element, instead of the equipped subclass.
    • Vesper of Radius
      • The ability for the shockwave to blind now requires an Arc Super to be equipped, instead of an Arc subclass.
    • Karnstein Armlets
      • Fixed an issue where Karnstein Armlet's visual effects were not functioning correctly.
    • Necrotic Grips
      • Updated Necrotic Grips description to note that it requires a melee and that it works against both combatants and players. ###Armor Mods
  • The Artifice mod socket icon has been updated to make it more distinct.
  • Removed the energy cost from raid-specific armor mods.
  • Updated all Harmonic armor mods to change their element based on the currently equipped Super, rather than subclass.
    • This behavior is also now explained in their descriptions.
  • A Strand Resistance mod has been added.
    • Additionally, Harmonic Resistance is now compatible with Strand.
  • Heavy Ammo Finder and Special Ammo Finder armor mods now persist their progress towards an ammo brick through death.
  • Heavy Ammo Finder and Special Ammo Finder armor mods no longer function in Crucible, and opposing-team kills will no longer grant Ammo Finder progress in Gambit.
  • Heavy Ammo Finder and Special Ammo Finder armor mods have had their kill requirements increased by 20% for Guardians in a fireteam.
    • Solo Guardian requirements are unchanged.
  • Fixed an issue where Orb of Power mods would not pick up Orbs when Super energy was full. Mods affected are:
    • Recuperation (Leg Armor Mod)
    • Better Already (Leg Armor Mod)
    • Innervation (Leg Armor Mod)
    • Invigoration (Leg Armor Mod)
    • Insulation (Leg Armor Mod)
    • Absolution (Leg Armor Mod)
    • Orbs of Restoration (Leg Armor Mod)
    • Powerful Friends (Helmet Armor Mod)
  • Fixed an issue where multiple copies of Empowered Finisher could be active at once in rare cases.
    • Additionally, corrected an issue where its tooltip did not describe it as having no stacking benefits. ###Other
  • Fixed an issue where older Solstice armor did not display the correct glow color when using a Strand or Stasis Super.

    Weapons

  • 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.
  • Removed the foundry name from the Veist Rapid-Fire, Häkke Precision, and Omolon Adaptive weapon intrinsics.

    Weapon Archetypes

  • Exotic Primary Weapons and Trace Rifles
    • Reduced damage bonus versus Minors from 40% to 30% (except Fighting Lion).
    • Exotic Primary Weapons and Trace Rifles benefit from the below damage buffs versus Minor combatants.
  • 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%
  • 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.
    • Submachine Guns: 10%
    • Hand Cannons: 5%
  • Increased damage versus Major combatants (orange bars).
    • Trace Rifles: 20%
  • Increased damage globally, including PvP.
    • Machine Guns: 7%
    • Swords: 7%
  • With these damage increases, the following Spec mods have been retired:
    • Boss Spec, Taken Spec, Minor Spec, Major Spec, and Adept Big Ones Spec.
  • Scout Rifle
    • Updated the hip-fire reticle to better show accuracy and aim-assist state.
  • Hand Cannons
    • General
      • Reduced the screen shake dealt to players by Hand Cannon projectile impacts by 33% (does not affect flinch dealt to Combatants).
    • Heavy Burst
      • Reduced the base recoil of this sub-family to make them more stable.
    • Aggressives
      • Improved the stats of two Aggressive Hand Cannons that are returning in The Final Shape to be more competitive with our current offerings.
        • 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
  • Sniper Rifles
    • Increased minimum reserves from 14 to 17 shots; maximum reserve is unchanged.
    • Changed the way flinch works when taking damage from players (this does not affect incoming damage from combatants).
      • Increased the screen shake duration by 25%.
      • Increased the screen shake intensity by 350%.
      • Reduced the camera roll by 25%.
  • Linear Fusion Rifles
    • Reduced firing animation kick and recoil for Adaptive Linear Fusion Rifles.
  • 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.
  • Wave 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.
    • 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.
  • Rocket Sidearms
    • Added a slight delay to the detonation to allow perks to activate correctly if they required precision kills. ###Exotics
  • Non-precision based add clear-Exotic Primary weapons:
    • Reduced splash damage by 10% on the following weapons:
      • Sunshot
      • Trinity Ghoul
      • Polaris Lance
      • Graviton Lance
  • Rat King
    • Swapped the firing animation to the same one used by other auto-fire Sidearms.
  • 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.
  • Colony
    • Now spawns additional insectoid robots on final blows. More robots (up to five) spawn from tougher com
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