 Last night's Trab revealed some major nerfs and buffs coming to Destiny 2 with Shadowkeep, also giving us a glimpse at all new armors, all in which we will cover today and as always guys, me giving you guys my opinion on all coming changes. How's it going guys? My name's DP Jen. I'd like to thank you for stopping by and checking out my video. If you do enjoy it leaving a like really helps out and if you are new around here and enjoy daily Destiny 2 videos be sure to subscribe. Okay so the entire Trab if you want to read through all you will find it linked within the video description. It's pretty lengthy to say the least. Okay so the Trab opens up with the announcement of a new Bungie Bounty. I mean if you are lucky enough I mean super lucky on Tuesday, September 10th, 3-5pm PDT. Phil Spencer and Pete Parsons are playing strikes leaving one spot open. This will be on Xbox and if you manage to get that third spot over the course of these two hours, you'll snag yourself this pretty epic looking emblem. I mean good luck trying to get this. It will be streamed on Mixer to up your chances of when to join that strike playlist in search trying to get that third spot but in my opinion will need a miracle. Also if you are watching and participating in the Mixer chat there's a chance you'll be able to win the sold out Shadowkeep collector's edition. Okay so moving on to PvP director changes as well as the removal of certain PvP maps. We've removed the quick play and competitive nodes from the director. If you're looking for an experience like quick play we've added Classic Mix a connection based playlist like quick play today. Classic Mix includes Control, Clash and Supremacy. Competitive is replaced by 3v3 Survival which now rewards Glory. We've also added a Survival solo queue playlist which also rewards Glory. We've added 6v6 Control as its own playlist with the potential influx of new players this fall. We want to have a playlist that signals to new players where to start. We feel like a 6v6 control is the right start in place when introducing new friends to destiny. We've added a weekly 6v6 Rotator and a weekly 4v4 Rotator. These Rotator playlists are where models like Clash, Supremacy, Mayhem, Lockdown and Countdown will appear. We want to create some variety in the PvP experience from season to season and one way we're doing that is to bench some maps for the season. While they're out of rotation if time allows we also hope to improve how they play by tweaking spawn areas and more spawns and overall structure so they return better than before. The first four to be removed from all playlists are Dead Cliffs, Legion's Gulch, Retribution and Solitude. We also made a pass on all playlists, removing some maps from playlists where they don't shine. Echo Nox is now only in Scorched, Mayhem and Breakthrough and Firebase Echo is only in Supremacy, Mayhem and Breakthrough. While we are removing a few maps we are also introducing Widow's Court, Twilight Gap and a new map, Fragment. Think Dreaming City meets Infinite Forest. So they are removing a few certain maps people, to be honest looking at these images I think they're the only damn maps I seem to match into. The fact we are getting back Twilight Gap though and Widow's Court is absolutely epic, I loved both these maps and a new one called Fragment could be good. Elimination is also making a return to Crucible Labs, I believe here what they are trying to do is create the perfect trials mode and what better way to test it. Okay so moving on and changes are being made to heavy ammo spawns in 6v6 playlist modes and this will work a lot like it did in Destiny 1 but instead of having to be within a certain radius I do believe it spawns for all players on a team that grab the heavy and you will have 7 seconds to grab that heavy before it despawns. Changes are also being made to ranks, Glory Valor and Infamous Streaks have been made more resilient, instead of resetting your streak, losses will now reduce your Valor and Infamous Streaks by 1 and your Glory Streak by 2, you can still lose glory but if your rank is at or below fabled you can't lose glory, if doing so will drop you below that rank, each rank through fabled acts as a floor for glory. Competitive matchmaking changes Destiny has always tracked players skill behind the scenes, taking into account things like kills, damage dealt and so forth. These factors all contribute to a player's skill rating in season 8 with map skill ratings to glory ranks, with the lowest end of the scale mapping to Guardian 1 and the high end mapping to legend. Most players are somewhere between these extremes, as you play in the survival playlist, the glory system will accelerate you to the rank that corresponds to your skill rating. If your current rank is below where your skill rating says you should be, you'll earn extra glory based on criteria above so you can get your expected rank faster and lose less glory so you don't fall farther away. Once you reach your expected rank, glory gains and losses will normalise. Okay so we're going to move on to the sandbox changes to abilities and wow, there are some pretty big changes here for sure. Starting with the Hunter Nightstalker bottom 3. Vanish, smoke bomb grants invisibility to allies, gives one stack of heart at a pack newly revamped to all allies hit. Grants plus 32 to armor recovery and agility gives weapon reload speed and handling max 3 stacks, increased invisibility duration from 7 to 8 seconds. Provision, killing tethered enemies creates orbs and increases agility, armor and recovery for allies. New perk, old perk benefits move to be part of the Morbius Quiver. Damaging enemies with your grenades reduces the cooldown of your smoke bomb, 6% per damage tick. Making allies invis gives you grenade energy, 17.5% per ally. Morbius Quiver fires super multiple times and deals massive damage to tethered targets. Added the old Provision perk to naturally be a part of Morbius Quiver. Killing tethered enemies creates super orbs and grants stacks of heart at a pack for allies. Expending the range of heart of the pack from 20 to 30 meters. Shadow shot super, top and bottom 3, damage increased from 150 to 250. One shot kill in PvP improved tether accuracy near obstacles. Supress is unhitted is more consistent, yeah we'll see about that. Well to be honest some pretty decent change is stated there but we will see how it handles in-game, I mean it looks good on paper but that isn't always the case of how it actually handles and as we know. Moving on to Titan Sentinel Top 3. Defensive strike, melee ability that creates an over shield for nearby allies. All kills while the over shield is active grant melee energy for the player with the shield. Work for all allies you grant a shield too, wow this is based upon enemy threat level. From 5% for minor enemies and 25% for bosses and players, i.e. guardians. Rallying force, melee kills heal nearby allies. Heal buffed from 10 health and 10 shields to 10 health and 20 shields 50% increase. Wall of Dawn, alternate super that creates a shield bubble. Increase ward health versus supers, more supers will require the whole thing to be dumped on the ward to destroy it but will usually not kill the players inside. Wall grants weapons of light buff when passing through it, 35% weapon damage for 15 seconds, wow grants an additional super orb 3. Auto generated orbs now grant the same amount of super energy as regular super orbs. Previously the orbs had less super energy they were on par with master work orbs. Sentinel, cold of the aggressor, bottom tree, shield bash, shoulder charge that disorients nearby enemies, wow no supers sister, target hit and any enemy within 2 meters have to be basically right next to them, well that's reassuring. Void walkout attunement of hunger, bottom tree. War techs, normal bomb leaves behind a damaging area of effect pool. Initial explosion damage increased 15%, lingering damage increased 15%. Dawnblade attunement of grace, wall of radiance, alternate super that creates a healing buffing fluid for allies, grants an additional super orb 3. Auto generated orbs now grant the same amount of super energy as regular super orbs. Previously the orbs gave less super energy which were on par with master work orbs. Okay so decent but now let's check out the nerfs. Nightstalker wear the trapper top, shadow shot fires an arrow that damages enemies and debuffs enemies nearby. Damage sharing for the nightstalker player significantly reduced from 100 to 50%. Now all allied players have 50% damage sharing on tether, wow. Nightstalker wear the wraith middle, flawless execution, headshot kills while crouch grants invisibility and true sight. Now true sight lasts 3 seconds down from 9. Wow that is a nerf sharing strike. After performing a flawless execution your melee attacks have a longer lunge range and weakens enemies. Advanced warning when we made the change to flawless execution is automatically unintentionally nerf this ability to only last 3 seconds. It was directly tied to the true sight. We have prepared a fix for the 4.6.1 patch to restore the weakened and lunge range increase to last the entire 9 seconds regardless of true sight and invisibility status. Changes are also being made to abilities and the exotic switch grants instant reload people so let's get into it. Tight and rally barricade. This ability now provides a large increase to reload speed for the duration of the effect. The ability no longer automatically loads your weapons from reserves. Warlock, rift and weller radiance. Lunification boots now provides a large increase to reload for the duration of the weller radiance. It's exotic no longer automatically reload your weapons from reserves. Wow. Now I know there's been a little uproar over the past 12 hours due to these changes and yeah I kind of understand but in reality and the bigger picture here I understand why these changes are being made along with others which will come to in a second and changes to various supers and so forth which we've already covered. The truth is all these instant reloading tactics paired with crazy OP supers and instant super regions and so much more means that destiny 2 is easier than ever the way it is right now and let's face it it is that way people. There isn't a single activity within the game which is a struggle. Everything is simple. Every activity has a method of completing seductivity in mere seconds and really although it's fun to steam through these things and get that loot in the long run it does kind of take away the enjoyment of activities. The change I feel won't drastically change how easy some things are but they will as I believe intended make people more so think about said loadouts. They're also nerfing super regeneration. New energy granted by super orbs. Super orbs have a 50% reduction now grants 7.143% of your super. Masterwork orbs 50% reduction 2.5% towards your super kills 25% reduction and assists 25% reduction. Wow I just hope it doesn't turn out to be how destiny 2 was at launch having like one super per PvP game was just so boring and made it so slow paced but we will see so moving on to damage multipliers and this concludes with my point of thinking getting a little harder going forward. They state gold. At destiny 2 launch damage buffs were fairly sparse. There was empowering rift for a small increase and you could combine it with a weakening effect such as hammer strike but very little else. As time has gone on and we have introduced well of agents weapons of light guiding flame, frontal assault etc and combining these effects has resulted in player damage output far beyond what was previously available. Even with just a small amount of them a player can go from 1 times damage to 3 times and beyond causing there to be an extremely large gap between standard player output and theoretical output. By preventing the larger effects from stacking we are able to keep each of them around without having to do something in response like raise boss health to compensate for these tactics as well as create more of them. As an example lumina would not have been created in world where the damage bonus effect of noble runs stacked with other damage effects and these changes are simply an extension along those same lines. While the weakening effects never stacked we also took a look at them and adjusted their values as many of our more powerful units would simply evaporate when touched by one of them. But we compensated for that in other ways such as either extended duration of the effect or in the case of shadow shot making the effect power weapons. Player damage buffs, player bonuses, damage bonus effects that apply to all of a player's weapons simultaneously and no longer stack multiplicatively? Wow that's a big word. The highest applicable bonus will be used instead. This does not affect single weapon buffs such as rampage, kill clip or exotic weapons that increase their own damage. These will still stack multiplicatively. Buffs that provide bonus damage will still exist simultaneously on the player so in the event that the one of the highest multiplayer wears off the next highest will be used instead. This change affects the following weapons abilities in pairing with frontier assault, guarding flame, sun warrior, inertial override, well of radiance, lumina noble rounds and weapons of light. Notable exceptions, vengeance, one eyed mask, frontier assault, bonus damage is now at plus 20 previously plus 25, sun warrior, damage bonus is now at plus 20% previously plus 25, well of radiance, damage bonus is now at plus 25% previously 35% and weapons of light, damage bonus is now at plus 35% previously 25%. Enemy debuffs are weakened, shadow shot, incoming pve damage is now at plus 30% previously 35%, incoming pve damage is now at plus 50% previously plus 55%, this affect no longer exclude power weapons. Tractor cannon reports a force, incoming pve damage now at plus 30 for all elements, previously plus 33% for non void and 50% for void damage respectively and it's the same for pvp, besides incoming pvp damage is now at plus 50% for all elements. Hammer strike, incoming pve damage is now at plus 30% previously 50%, duration increased from 6 to 10 seconds in pve, shattering strike, incoming pve damage is now at plus 30% previously 50%, duration increased from 6 to 10 seconds in pve. Super damage resistance is also being lowered people, here's what's changing and this also coincides with reports out of packs that 90 rpm snipers can one indeed kill you in your super with a headshot. Super damage resistance removed from master work inherent super damage resistance lowered by category c below okay so let's get into that. Low 55 to 49%, novel warp, thunder crash, blade barrage, novel warp and well of radiance, medium 56% to 51%, hammer of soul and daybreak, high 6% to 53%, fist of havoc, burning more, sentinel or shield, arc staff, arc lightning and shadow shot, unchange, spectral blades, golden gun and chaos reach so guys some massive changes coming to the sandbox ones that will definitely change the feel of the game and the way most people think about playing this and to be honest guys I'm excited for this it's a change I do indeed welcome but what do you think about all these let me know down below in that comment section are there any issues you see bubbling in the future here let me know down below okay so we're going to move on to shallow keep armor sets and exactly what armor will be available when armor 2.0 system comes into effect on october 1st okay so the shadow keep armor sets the dream bane armor this is acquired from activities under moon and it looks amazing now we have seen a lot of these people in like wallpapers and sold many other images on twaben via press kits and so forth but yeah it does look absolutely epic next up we have the garden of salvation raid armor now this was obviously previously leaked from packs we only got images of the icons and one Titan helmet I mean yes they are these skins but yes they do indeed look absolutely incredible with them blue holograms substitutional armor set acquired from seasonal activities three seasonal rewards and premium seasonal rank rewards this indeed looks decent too phenotype plasticity universal armor set acquired from premium seasonal rank rewards and I mean like wow this has got to be the best looking armor I've seen so far then we have the iron will armor set acquired from participating in the iron banner pretty damn cool people imperial cartography universal armor set acquired from the ever-virus store this looks pretty good too not gonna lie so some seriously amazing looking armor here people I cannot wait to obtain it they also go on to state the current arm is in game which will be available with shadow keep as armor 2.0 okay so crucible year one armor includes year one ornaments vanguard year one armor includes year one ornaments the black army forge armor gambit armor all of it including gambit prime menagerie all the menagerie armor mean the ones you can roll also raids the life and ease of worlds by the stars and lash wish gorgeous the past and crown of sorrow destinations european dead zone titan nessus ior mercury mars vendor and escalation protocol tangled sure and dreaming city there will also be additional world drops that can be found in legendary engrams which have been updated to armor 2.0 so there's a lot of armor to chase now the one thing I am still unsure about is what happens if we pull these armors out of our collections that we've already collected will they still be armor 2.0 I mean I'm guessing they will have they already confirmed I know they confirmed it with exotics that you could pull out your vote and it'll be armor 2.0 but I'm not sure about legendary armor pieces but we will see as time goes on unless they've already mentioned this and you can clear that out for me down below in that comment section people and guys that is it shallow keep is just around the corner it's shaping up to be something amazing in my opinion and I cannot wait let me know what you think about this down below in that comment section people now if you enjoyed the video leaving a like really helps out if you're new around here and enjoy daily destiny videos be sure to subscribe and if you never want to miss a video I upload you can turn notifications on by hitting that bell button but guys thanks as always for stopping by hopefully you enjoyed the video and hopefully I will see you on that next one