Destiny 2 Patch Notes Details Fixes For Leveling, Updates Weapon Drops

You should now get Prime Engrams on the regular as you level toward 1250 in Destiny 2.


Players spent the last week in Destiny 2 powering up for the new Beyond Light raid, Deep Stone Crypt. But some found they had a hard time because of a bug affecting Prime Engrams, one of the key ways to level toward the seasonal Power cap required to take on Destiny 2's endgame content. That issue has been fixed in a new update to the game, which also fixes some other problems and one familiar exploit. [Update: A new Destiny 2 patch is out now: hotfix update]

The patch notes for Hotfix are live on Bungie's website, running down a handful of mostly small changes that should make life in Destiny 2 a little easier. Chief among them is a fix for Prime Attunement, a status characters get after they hit the soft Power level cap of 1200. Once you reach that level, your character is supposed to automatically gets the Prime Attunement status, which starts dishing out Prime Engrams as drops during gameplay. You need those engrams to grow your character's Power level up to the next cap of 1250, but previously, some players weren't getting the engrams they deserved, making the climb to 1250 (and getting ready to raid Deep Stone Crypt) a lot tougher.

The update also changes the kinds of weapons and armor you can get from random drops in the world. Items from the last few seasons of Destiny 2 are now part of that loot pool, and Bungie has tuned the drops so that items that are newer should drop more frequently than older gear.

One other, interesting throwback item in the patch notes refers to enemy spawns in the Cosmodrome. In certain activities, enemies would spawn endlessly, allowing players to stand still and blast away at them--forcing more random loot drops than the game was supposed to allow.

"This should resolve an issue where gaggles of Guardians would convene in the Divide, all shooting into a cave-like structure," Bungie writes, harkening back to the Loot Cave (or Cave of Wonders), a spot in the Cosmodrome where Destiny 1 players congregated to blast away at endlessly spawning enemies in order to circumvent the game's original, much more painful power climb. If you were hoping to take part in a repeat of Destiny 1 history, unfortunately, you've missed your chance.

Check out the full patch notes below.

Destiny 2 Hotfix Patch Notes


  • Fixed an issue where strikes in the Vanguard playlist were incorrectly set to 1100 Power.
    • Vanguard strikes are now 1050 Power.
  • Fixed an issue where enemies would continue to spawn during certain activities in the Cosmodrome.
    • NOTE: This should resolve an issue where gaggles of Guardians would convene in the Divide, all shooting into a cave-like structure.
  • Fixed an issue where players could skip to the end of the Veles Labyrinth Lost Sector.


  • Fixed an issue where Defeats’ audio was playing too often.



  • Fixed an issue where Trench Barrel was not being removed after firing three shots.


  • Fixed an issue where prime attunements were not being applied properly after reaching the soft cap (1200 Power).
  • Fixed an issue where the Strange Visitors emote from Seasonal of Arrivals Silver bundle would no longer appear in Rahool's inventory to claim.
  • Updated the World Engram weapons reward pool.
    • Remove all Legendary weapons that hit their Infusion Cap at the end of this Season.
    • Added all of the Seventh Seraph weapons from Season of the Worthy.
    • Added all of the Season of Arrivals Seasonal and planetary reprisal weapons.
    • Set weight drop chances so that the newer an item is, the more likely it is to drop.


  • Reduced number of bounties required for the New Light quest from three to one.
  • Fixed an issue where Combat Drill bounties were requiring Elimination defeats.
    • They will now correctly require Clash defeats.


  • Fixed an issue where players already have Seasonal Artifact but the Season quest does not progress.
  • Fixed an issue where Lure mods were duplicating.
  • Fixed an issue where Perk Veto Mods for the Cryptolith Lure were not correctly preventing the excluded perks from rolling on the weapons
  • Fixed an issue where players already have the Lure but the Lure quest doesn't progress.

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