Following a turbulent 2024, Destiny 2 is gearing up to launch fresh content for players as we welcome a new year. The time left until the release of Destiny 2’s Revenant Act 3 is rapidly approaching, and there’s been no shortage of leaks online, as well as confirmed adjustments such as buffs and nerfs for the upcoming patch.
2025 roadmap indicates a bustling start to the year for D2, with several exciting events lined up. Firstly, Revenant Act 3 is approaching, followed closely by Bungie’s annual Game2Give charity event, where a captivating new cel-shader has been rumored to leak. Over the next twelve months, we can expect more details and gameplay for the highly anticipated spin-off, Destiny Rising.
We can only hope that this year turns out to be fantastic for Bungie and its fans, kicking off with Destiny 2’s Revenant Act 3. The end is nigh for the release date and countdown timer, leaving us just under a month to enjoy it.
In this version, I aimed to maintain the same tone and structure while using slightly different words and phrases to make it more natural and easy to read.
Destiny 2 Revenant Act 3 release date
According to the latest blog post from Bungie, which was their last one for 2024, the expected launch date for Destiny 2’s Act 3: Revenant is January 7th.
Bungie announced that they are planning to wrap up the Revenant storyline along with a fresh Exotic mission, new weapons, and an additional Artifact perk. The developer hinted at providing further details on their DestinyTheGame Twitter account, but so far, no significant updates have been provided.
When does Destiny 2 Revenant Act 3 start?
The scheduled beginning for the launch of Destiny 2’s Revenant Act 3 is set at 9AM Pacific Time, 12PM Eastern Time, and 5PM Greenwich Mean Time on January 7th.
After the start of the finale, you’ll have just four weeks to finish, as it concludes at the same hour on February 4th. The climax of the story, which is a significant event in January, will also be accompanied by other exciting developments shortly after Act 3 of ‘The Revenant’ begins and ends.
- Iron Banner return – Jan 14th
- Game2Give – Jan 23rd
- Trials of Osiris – Jan 31st
- New dungeon – Feb 7th
Destiny 2 Revenant Act 3 release time US
- 9AM PT on Tuesday, January 7th
- 12PM ET on Tuesday, January 7th
Destiny 2 Revenant Act 3 start time UK
- 5PM GMT on Tuesday, January 7th
Countdown
Below is a visual countdown to when the new act will start:
Leaks
As a gamer, I’ve been eagerly awaiting details about Revenant Act 3, but so far, the official word is scarce. However, some leaks online have given us a sneak peek. The exotic mission they’re hinting at is titled “Kell’s Fall,” and from what BungieLeaks suggests, it seems to have multiple versions, each with its own Expert mode.
- Distortion
- Diffraction
- Reflection
Because of three different versions, it’s claimed that each one will have a unique boss:
- Scorned Organist (Distortion)
- Fikrul, the Fanatic (Diffraction)
- Reksis Vahn, the Hangman (Reflection)
Lastly, there will be the following rewards:
- Red Tape Scout Rifle
- Enriching Powder (Tonic Ingredient)
- Vintage Kell’s Fall Weaponry
- Slayer’s Fang
If you’re keen on uncovering story spoilers for the Exotic Mission, be sure to check out BungieLeaks’ latest post! As for the intriguing Slayer’s Fang Exotic Shotgun, earlier leaks have provided some thrilling gameplay footage. This sneak peek at the weapon in action is thanks to the talented YouTuber, Kanye 4 King.
D2 buffs and nerfs
On January 14th, Bungie is set to introduce modifications to Act 3’s balance. Here are the anticipated adjustments, as hinted at in their last tweet of 2024:
(or)
On January 14th, Bungie will roll out adjustments to Act 3’s equilibrium based on the information shared in their final tweet of 2024. Here are the expected modifications:
Weapon Archetypes
- Sidearms
- Heavy Burst – We preemptively nerfed Heavy Burst Sidearms before we made the Destiny 2: Into the Light sandbox changes because they had one of the most forgiving body shot Times to Kill in the game. We have not walked back those changes entirely, as that goes against the spirit of the current PvP sandbox, but we do feel that increasing the strength of some close-range Primary weapons is a worthwhile endeavor given the relative power of other close-range engagement options.
- Increased body shot damage from 30 to 33.
- Increased critical hit damage from 48 to 52.8.
- Heavy Burst – We preemptively nerfed Heavy Burst Sidearms before we made the Destiny 2: Into the Light sandbox changes because they had one of the most forgiving body shot Times to Kill in the game. We have not walked back those changes entirely, as that goes against the spirit of the current PvP sandbox, but we do feel that increasing the strength of some close-range Primary weapons is a worthwhile endeavor given the relative power of other close-range engagement options.
- Submachine Guns
- General – SMGs are currently struggling in both high-end PvE and PvP, where combating more resilient enemies is making their small magazines feel overly punishing. We are bringing their magazine sizes up a small amount globally and will also be slightly increasing their damage versus Minor combatants in Heresy.
- Increased magazine size by approximately 10%.
- General – SMGs are currently struggling in both high-end PvE and PvP, where combating more resilient enemies is making their small magazines feel overly punishing. We are bringing their magazine sizes up a small amount globally and will also be slightly increasing their damage versus Minor combatants in Heresy.
- Auto Rifles
- Rapid Fires – Increased damage slightly to remove a resilience gate from their optimal Time to Kill.
- Increased body shot damage from 13.5 to 13.6.
- Increased critical hit damage from 23 to 23.1.
- Rapid Fires – Increased damage slightly to remove a resilience gate from their optimal Time to Kill.
- Pulse Rifles
- High-Impacts – We have heard your feedback that, in the hands of highly skilled players, High-Impact Pulses can feel oppressive. We are removing their last bit of baked-in forgiveness, requiring them to hit six crits to achieve their optimal Time to Kill against all resilience levels over one. At the same time, to reduce their top-end effectiveness, we are decreasing their range via the aim down sights damage (ADS) falloff scalar, which will bring them more in line with Adaptive Hand Cannons and reduce their range below all other Pulse Rifles.
- Reduced body shot damage from 22 to 21.5.
- Reduced critical hit damage from 39.6 to 38.7.
- Reduced ADS damage falloff scalar from 1.7 to 1.6.
- Lightweights – Lightweight Pulses can feel too difficult to use for their Time to Kill and Time on Target requirements, so we are bringing their optimal TtK forgiveness up through all resilience levels.
- Increased body shot damage from 17 to 20.4.
- Increased critical hit damage from 31.45 to 31.6.
- High-Impacts – We have heard your feedback that, in the hands of highly skilled players, High-Impact Pulses can feel oppressive. We are removing their last bit of baked-in forgiveness, requiring them to hit six crits to achieve their optimal Time to Kill against all resilience levels over one. At the same time, to reduce their top-end effectiveness, we are decreasing their range via the aim down sights damage (ADS) falloff scalar, which will bring them more in line with Adaptive Hand Cannons and reduce their range below all other Pulse Rifles.
- Hand Cannons
- Precisions – Precision Hand Cannons have seen a small bump in usage and effectiveness with the recent buff to body shot damage, but we wanted to lean harder into the fantasy of the intrinsic perk. This change will affect Luna’s Howl, Not Forgotten, and Malfeasance.
- The intrinsic Hand Cannon Precision Frame now reduces your ADS movement speed penalty by 10%.
- Precisions – Precision Hand Cannons have seen a small bump in usage and effectiveness with the recent buff to body shot damage, but we wanted to lean harder into the fantasy of the intrinsic perk. This change will affect Luna’s Howl, Not Forgotten, and Malfeasance.
- Scout Rifles
- Lightweights – For a brief period we buffed Lightweight Scouts to bring down their body shot Time to Kill (which is among the slowest in the game) and to make them more forgiving in terms of their optimal Time to Kill, but these changes were quickly undone when we moved to the Into the Light Crucible sandbox. We have re-implemented these changes, tuned for the new health values in PvP.
- Increased body shot damage from 32 to 38.
- Increased critical hit damage from 64 to 64.6.
- Lightweights – For a brief period we buffed Lightweight Scouts to bring down their body shot Time to Kill (which is among the slowest in the game) and to make them more forgiving in terms of their optimal Time to Kill, but these changes were quickly undone when we moved to the Into the Light Crucible sandbox. We have re-implemented these changes, tuned for the new health values in PvP.
- Sniper Rifles
- General – We are continuing with our work to reduce the visual flinch experienced by Sniper Rifles in Crucible to a more reasonable level. The intent is to maintain the difficulty of shooting through flinch to allow for counterplay, without it feeling too jarring to be damaged while scoped in.
- Reduced the camera roll component of flinch against players by 20%.
- Whisper of the Worm – We have further reduced the flinch experienced by Whisper of the Worm to compensate for it being a Heavy weapon.
- Reduced the camera roll component of flinch against players by 50%.
- General – We are continuing with our work to reduce the visual flinch experienced by Sniper Rifles in Crucible to a more reasonable level. The intent is to maintain the difficulty of shooting through flinch to allow for counterplay, without it feeling too jarring to be damaged while scoped in.
Weapon Perks
- Skulking Wolf (Iron Banner Origin) – We felt like the Iron Banner origin perk could use an effect to make it worthwhile in PvE, and we think this addition is in line with the fantasy of the perk itself. The perk description string will be updated in a future release to reflect the new functionality.
- Now activates in PvE, and makes enemies slightly less accurate in targeting you when active (this is like the effect Manticore has when airborne).
- Target Lock – With the increased magazine sizes on SMGs, keeping this perk in its nerfed state rendered it effectively useless. We will keep an eye on how this perk changes the strength of SMGs in Crucible, and we are interested to see how it performs alongside the multitude of other very strong CQB options that currently exist.
- Removed the custom tuning to make the perk less effective on SMGs.
Exotic Weapons
- Graviton Lance – Graviton Lance is arguably the strongest Primary weapon in the game when viewed across both the PvE and PvP sandboxes. While it is not proving to be too problematic in high-skill Crucible lobbies, it is dominating lower- and middle-skill lobbies to an unhealthy degree, as well as seeing extremely high uptime and potency in all levels of PvE content. As such, it needs to be brought more in line for both sandboxes. One option we considered was bringing down the stats to be closer to other Heavy Burst Pulse Rifles, but that felt like too much of departure from the spirit of the weapon. Instead, we settled on reverting the RPM back to its previous value of 300. In PvE, the RPM reduction will effectively be a small DPS nerf, while in Crucible it will move the weapon back to how it was performing pre-Episode 2.
- Reverted its RPM to 300.
- Malfeasance – This gun feels noticeably different to shoot compared to other 180 Hand Cannons because it was missing some of the intrinsic benefits provided by the Precision perk.
- Added the remaining intrinsic effects from the Precision Hand Cannon perk, including accuracy bonuses and the new ADS movement speed penalty reduction (the airborne effectiveness was already baked into the stats).
Exotic Armor
- Stoicism
- Spirit of Alpha Lupi – The healing impulse was tuned around barricade, which has significantly less uptime than Thruster. Now that Alpha Lupi can work on Thruster, we needed to branch the effect’s strength accordingly.
- Reduced heal impulse when using Thruster to 30 HP that can roll over into shields.
- Spirit of Alpha Lupi – The healing impulse was tuned around barricade, which has significantly less uptime than Thruster. Now that Alpha Lupi can work on Thruster, we needed to branch the effect’s strength accordingly.
Read More
- ARB PREDICTION. ARB cryptocurrency
- What Are Silo 18’s Tunnels Connected To? Juliette’s Silo 17?
- W PREDICTION. W cryptocurrency
- ZK PREDICTION. ZK cryptocurrency
- XRD PREDICTION. XRD cryptocurrency
- Vishnu Manchu finally ENDS THE SILENCE over ongoing family feud between Manchu Manoj and Mohan Babu
- LDO PREDICTION. LDO cryptocurrency
- Mahesh Babu is back in town as he gets spotted at airport in SSMB29 look, donning a casual outfit; see PICS
- WWE Undisputed Champion Cody Rhodes Drops a Bombshell After His Return
- XVG PREDICTION. XVG cryptocurrency
2025-01-06 16:40