Destiny 2 Season of the Witch mid-season update - Full patch notes

Destiny 2 Season of The witch armor sets for all Guardians
Credit: Bungie

Destiny 2 Season of The witch armor sets for all Guardians
Credit: Bungie

Destiny 2 Season 22 is at its halfway point and as is customary Bungie has prepared a Season of the Witch mid-season update to spice things up even more.

Season of the Witch has been a hectic one already, with the inclusion of a reprised raid, Crota's End, and the appearance of perhaps the biggest glitch in Destiny 2 history with the recent crafting bug that is now (sadly for some) gone.

In any case, we have a lot of notes to get through so let's get down to business and show you everything that's changing with the Season of the Witch mid-season patch.

Destiny 2 Season of the Witch mid-season update - Full patch notes

The deck of whispers table in Destiny 2
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Credit: Bungie
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While we don't have a set date for the arrival of Destiny 2 patch 7.2.5 (the Season of the Witch mid-season update) Bungie gave fans a preview in the 5 October This Week at Destiny 2 blog post.

Without further ado, here it is.

Armor changes

Antaeus Wards:

  • Reflective Vents now requires full class ability to deploy. Following deactivation of Reflective Vents, your class ability energy is drained proportional to the amount of damage reflected.
  • No longer provides an improved slide.

Young Ahamkara's Spine:

  • Reduced the Tripmine Grenade's bonus health from 100 to 70 and removed the bonus 50% damage resistance.
  • Grenade energy is now provided on ability kills instead of damage with abilities.

Weapon changes

First, let's see what's changing about general weapon archetypes.

Submachine Guns

General

  • Increased recoil globally by 10%.
  • Reduced the mouse and keyboard stability bonus from 20% to 10%.

Auto Rifles

Rapid-Fire Auto Rifles

  • Reduced the ADS damage falloff scalar from 1.7x to 1.6x.

Adaptive Auto Rifles

  • Reduced the ADS damage falloff scalar from 1.7x to 1.6x.
  • Increased the base damage from 14.25 to 15.
  • Decreased the critical hit multiplier from 1.6 to 1.55 (critical damage goes from 22.8 to 23.3).

Precision Auto Rifles

  • Reduced the ADS damage falloff scalar from 1.7x to 1.6x.

Ammit AR4

  • Reduced the zoom from 17 to 15.

Pulse Rifles

General

  • Increased damage falloff range at 0 stat by 1m.

Aggressive Pulse Rifles

  • Increased the ADS damage falloff scalar to 1.8x.

Fusion Rifles

General

  • Reduced the minimum damage that Fusion Rifles can deal after damage falloff from 50% to 45%.

Sniper Rifles

General

  • Decreased the airborne accuracy penalty by 20%. (Sniper Rifles are now as accurate at base as they were pre-AE with an Icarus mod.)

Aggressive Sniper Rifles

  • Decreased body shot damage from 157.5 to 135.
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  • Increased critical hit multiplier from 3x to 3.5x.

Adaptive Sniper Rifles

  • Decreased body shot damage from 131 to 119.
  • Increased critical hit multiplier from 2.95x to 3.25x.

Rapid-Fire Sniper Rifles

  • Decreased body shot damage from 90 to 85.
  • Increased critical hit multiplier from 3.25x to 3.45x.

Shotguns

General

  • Decreased the airborne accuracy penalty for Precision Slug Shotguns by 20%. (Slug Shotguns are now as accurate at base as they were pre-AE with an Icarus mod.)
  • Decreased the airborne pellet spread penalty for Pellet Shotguns by 20%.

Perks changes

Perfect Float

  • Increased base duration from 6 to 10 seconds.
  • Increased extended duration from 7 to 12 seconds.

Kickstart

  • Reduced damage bonus from 20% to 15%.

We highly recommend you check out the TWID blog if you want a richer context into why the devs are making these changes. These are the hard-cold facts, and as you can see, that's already plenty of info to digest!

And that's it! For more content check out our picks for best PvE weapons in Destiny 2.

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