Summary
Destiny 2’s Season of the Witch added plenty of new features, from a deckbuilding gimmick tied to tarot cards to a revamped Festival of the Lost, and Season 23 is not looking to be any different. Another big part ofDestiny 2’s seasonal modelis the balance patches that constantly shake up the meta, changing what’s viable and good, from Legendary weapons to Exotic armor and guns. This is something that happened with Season of the Witch and it’s slated to happen with Season 23 as well, this time potentially to a bigger degree. A recent Dev Insights post from Bungie included every major change applying to weapons, and one of them might makeDestiny 2go the “Haloroute.”
While Bungie is the original creator behind theHaloseries, it passed the reigns over to Microsoft as part of the companies' split deal. This doesn’t mean thatHalohasn’t been an inspiration for the team working onDestiny 2, to the point that severalHaloitems or references were added in the studio’s30th Anniversary Packfor the game, such as two halves of the iconic Energy Sword.Halomay not be the original founder of the so-called rocket jumping technique in games, but it became a big and popular part of the series, andDestiny 2might bring that back with Season 23.
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Destiny 2’s Danger Zone Perk Revamp COuld Mean Rocket Jumping is Coming
According to Bungie devs, a perk called Danger Zone is getting a fun and secret change in Season 23 that players will have to discover by themselves. WhileDestiny 2weapon perksare what determines the game’s god rolls, there are several underused ones that still make for niche, fun builds that have a lot of potential. In the case of Danger Zone, it was never an amazing perk due to self-damage.
Self-damage inDestiny 2is quite common, with weapons like grenade launchers and rocket launchers being the primary culprits, and so far there has been little to no way to deal with it apart from not using guns while surrounded by enemies or on uneven terrain. For this reason, Bungie made Danger Zone, which is supposed to increase the weapon’s blast radius significantly when surrounded by enemies, all while reducing self-damage with grenade launchers and rocket launchers. The perk’s rework in Season 23 has two possible options to make it better, and both involve taking no self-damage.
A rocket launcher that isn’t capable of killing its user on a close-range shot would not only be fun, but it could even lead to fun interactions with perks like Surrounded, becoming a sort of shotgun in terms of use, but one that deals massive splash damage. The other option is even more interesting, as it involves the rocket launcher to not only deal zero self-damage to the user, but also allow them to rocket jump - essentially building momentum from the explosion and jumping to greater heights. This could be useful forjumping puzzles inDestiny 2, and it could also make for a great tool to escape rough situations.
Halo’s rocket jumping techniques have been used left and right since the series' beginning, and seeing them find their way inDestiny 2outside of occasional Scorch Cannon shenanigans would be a welcome addition in Season 23. This doesn’t mean that only taking no self-damage from rocket launchers or grenade launchers would make the perk useless, but rather that going the extra mile would be a great move on Bungie’s side ahead ofDestiny 2’s The Final Shapeto pull even more players into the looter-shooter.