Bungie has shared a preview of Destiny 2 Renegades’ sandbox updates, going over all the weapon-related changes coming with this expansion.
Destiny 2’s next big expansion, Renegades, is just around the corner. Launching on December 2, 2025, it’s the first fully licensed crossover expansion with Lucasfilm’s Star Wars universe. This expansion takes players to the Lawless Frontier with new missions, exotics, and an entirely revamped progression system called “Orders.”
Over the past few days, Bungie has been rolling out marketing for Renegades in full swing. First came the weapons overview trailer, showing off new exotics like Praxic Blade and Heirloom, along with several new legendary weapons built around the game’s new “Dynamic Heat” mechanic.

And now, the developer has released its big sandbox tuning update, detailing every weapon balance change, from global tuning and ammo economy tweaks to perk and exotic overhauls, coming in Renegades.
All Exotic Weapon Changes in Destiny 2 Renegades
Destiny 2 Renegades is tweaking a total of 20 exotic weapons. Here’s a full list of every exotic weapon change Bungie outlined in its new Destiny 2 Renegades sandbox update:
Ace of Spades
Increased extra PvE damage bonus of Memento Mori from 18% to 30%.
Ace of Spades’ Firefly.
Increased maximum damage in PvE from 65 to 100.
Increased minimum damage in PvE from 0 to 20.
Increased area of effect size from 6m to 7.5m.
Increased damage falloff start from 30% of area of effect size to 50% (will keep full damage for more distance).

Hawkmoon
Now gets a PvE damage bonus per stack of Paracausal Charge.
Maxes out at 70% at x8 Paracausal Charge.
Does not include the final Paracausal Shot.

Osteo Striga
Reduced the cooldown of the poison burst on Osteo Striga final blow from four seconds to two.

Suros Regime
Can now be special reloaded at-will to swap between Spinning up and Dual-Speed Receiver behaviors.
Added new hip-fire reticle elements that correspond with each firing mode.
Grants bonus Special ammo progress with spun up kills while using Spinning Up.
Grants bonus Heavy ammo progress on Dual-Speed Receiver kills while ADS.

Revision Zero
Hunter’s Trace rounds now create a small damaging shockwave and Exhausts targets on impact.

Touch of Malice
Increased the amount of healing provided by the intrinsic perk.
Reduced the number of kills needed to trigger the healing in PvE, and activating Charged with Blight will now fire the healing impulse.
Collective Obligation
Added a very slow rate of leeching effects off unaffected targets. Gives each effect in order of effectiveness with around a full mag of hits (per debuff).
Volatile -> Weaken -> Suppression
Also charges the leech mode at the same rate.
Symmetry
Now builds Bolt Charge with > one stack of Dynamic Charge in alt fire mode.
Grants more stacks at >10x Dynamic Charge.
Now can spend Bolt Charge with >1 stack of Dynamic Charge in alt fire mode.
Increased base reload stat by 20.

Still Hunt
Buffed Still Hunt’s Golden Gun damage while using Celestial Nighthawk by 40%.
Allowed Sniper’s Meditation to buff Still Hunt’s Golden Gun shots.

Witherhoard
Reduced Silent Alarm auto-load time from 3.5 seconds to two.

Duality
Reduced hip fire spread by 6%

The Chaperone
Changed Chaperone to use the Rapid-Fire Slug frame damage and rate of fire profile.

Ruinous Effigy (Catalyst)
Catalyst now grants a 30% (15% in PvP) damage buff to the Trace Rifle when killing anything with the Transmutation Orb or damaging a miniboss/boss/Champion with a Transmutation Orb.

Izanagi’s Burden
Special Reload once again scales with reload speed stat.

Tessellation
Property: Undecidable
Final blows now also grant 2.5% light and dark Transcendence energy, and grant bonus time to Transcendence while active.
Fixed an issue where Transcendence grenade chunk energy gains were not scaling based on the grenade stat.
Property: Irreducible
While Transcendence is active, special reload shots now deal 25% more damage when combined with the Transcendence damage buff.
Special reloading now reloads the mag from reserves, and you can now special reload while you have zero ammo in the mag.
Catalyst
Increased applied Scorch stacks from 15(+5) to 70(+10), and Slow stacks from 30 to 80.
Subclass keyword application is now near immediate, though it still does not apply before the primary explosion.
Misc
Updated the timing of the reload for Tessellation and Jötunn so that ammo is added to the mag slightly sooner, properly lining up with the animation.

Deathbringer
Reduced the spread of the secondary cluster munitions after they are created.

Black Talon
Heavy attack now suppresses on hits. If target is already suppressed, it spreads to nearby targets.
Catalyst:
On hit gives a 10% damage boost per void debuff on the target for 2s.
Reduced heavy attack cost to three ammo from four.
Added Duelist’s Trance trait.
Increased max reserve ammo.

Deterministic Chaos
New effect: Releasing the trigger after a Vexadecimal projectile pulls 12 rounds into the magazine from reserves.

Worldline Zero
Fixed an issue where Tesseract was only hitting one instance of damage instead of the usual five.
Increased the damage instances via Tesseract from five to seven (~40% damage increase).
Reduced time between these instances from .66s to .44s.
Fixed an issue where chaining tesseract was inconsistent if the player had the Wordline Zero catalyst equipped.
Reduced the cost of chained tesseract blinks from 20% Sword energy to 10% per.

Wolfsbane
Increased damage of light attack by 8.5% (closer to lament or aggressive Swords).
Increased nano assault duration from 10s to 12s, which makes the tornados feel a little more forgiving.
Increased Swarm-nado damage by ~20%.
Retuned Axe Handles
Increased damage resistance on each handle by ~5%.
Increased damage resistance linger time from 3s to 5s.
Reduced internal cooldown on Subroutine: ~Recursion’s extra nanites from 5s to 2s.
Adjusted damage increased when used on ~A F F L I C T E D targets to ramp slightly quicker.

Weapon Archetype Changes in Renegades
Beyond Exotics, Bungie is also making changes to weapon archetypes. These are:
Sidarms
General
Altered the firing animation for some long barreled Sidearms to hide the reticle for a reduced duration:
Heliocentric
Faustus Decline
Compact Defender
And a handful of older Sidearms with silencers/extended barrels as part of their physical model.
Submachine Guns
General
Increased stability by 10% on controller.
Lightweight
Increased ADS Damage Falloff Scalar from 1.4 to 1.45.
Pulse Rifles
Rapid Fires: Increased base damage from 15 to 15.5, increased crit damage from 27.75 to 27.9.
Bows
Recurve Bows
Rescaled draw time to be slightly faster at base and less punishing if increased
Base draw time: 580 to 567.
High Tension String draw time: 620 to 600.
Compound Bows
Rescaled draw time to be slightly faster at base and higher stat values, and less punishing if increased
Base draw time: 684 to 667.
High Tension String draw time: 720 to 700.
Elastic String draw time: 612 to 600.
Fusion Rifles
Rescaled Fusion Rifle charge times.
Rapid Fires: 500 to 533.
Adaptives and Aggressives: 660 to 667.
Precisions: 780 to 800.
High Impacts: 960 to 967.
Precisions, Adaptives, Aggressives
Increased PvE bonus damage scalar from 2.5% to 6.7%.
High Impacts
Increased PvE bonus damage scalar from 6.7% to 15%.
Shotguns
Rapid Fires
Added a 2.5% PvE bonus damage scalar.
Increased ammo per brick in PvE from three to four base, and six to eight enhanced.
Lightweight
Increased damage per pellet from 22 to 23.
Increased PvE bonus damage from 12.5% to 15%.
Precision Pellets
Increased PvE bonus damage from 12.5% to 15%.
Aggressives
Increased damage per pellet from 26.7 to 28.
Increased PvE bonus damage from 12.5% to 20%.
Slug Shotguns
General
Reduced Aim Assist cone size by 1% at the low end of the stat, and 3% at the high end of the stat.
Corrected the RPM displays in game to be more accurate (this does not affect gameplay; it is purely visual).
Rapid Fire Slugs
Increased PvE bonus damage from 8.3% to 11%.
Fixed an issue where Assault Mag would increase RPM by 50.
Pinpoint Slugs
Decreased damage against players by 6%.
Increased ADS Damage Falloff Scalar from 1.2 to 1.25.
Heavy Burst Slugs
Increased ADS Damage Falloff Scalar from 1.2 to 1.3.
Increased ammo per brick in PvE from three to six base, and six to 12 enhanced.
Snipers
Reduced flinch received from players by 40%.
Rocket Pulse Rifles
Reduced the base reserve ammo for Rocket Pulse Rifles from 18 to 14.
Reduced enhanced ammo per brick in PvE (as mentioned in the Ammo section) from six to five enhanced.
Swords
Reduced empty Sword swing damage.
Empty Sword swings are no longer are scaled by melee buffs.
Fixed an issue where Ascension was activating Sword perks.

Weapon Perk Changes in Renegades
There are also some big changes coming to weapon perks in Renegades.
Rangefinder: Now also provides +10 range while aiming down sights.
Rampage: Now loses only one stack of the damage buff when the timer expires (yes, this includes Huckleberry).
Box Breathing: Box Breathing now provides a flat 40% buff to your next shot’s precision damage for all existing weapon types and 30% for the new Heavy ammo Sniper. This works out to be a buff of around 10% for existing Snipers and LFRs, and a small nerf for Scout Rifles.
Shot Swap:
The swap benefits are now more potent. New values are:
0.7 ready speed multiplier, 0.65 enhanced. Previously, 0.75, 0.70 enhanced.
0.7 stow speed multiplier, 0.65 enhanced. Previously, 0.90, 0.85 enhanced.
You now only lose one charge on stow. Previously you would lose one on stow and one on ready (effectively losing two every swap).
As a result, the maximum number of charges that can be held has been reduced from eight to six. This is an effective increase, buffing six swaps at six charges instead of the previous four swaps at eight charges.
The HUD buff no longer appears while stowed.
To maintain parity between each other, the Sturm catalyst has received some minor tweaks:
Now loses a charge on stow (previously would lose one on ready). This should have no negative impact on the number of swaps this will benefit.
The HUD buff now only appears while Sturm or a Together Forever weapon is in hand.
Sleight of Hand:
Increased the duration of the buff from 7 seconds (7.5 enhanced). Previously 8.5 seconds (9 enhanced).
You no longer need to swap to the weapon within five seconds of getting a kill. Instead the buff timer will activate upon your next swap to the weapon regardless of how long ago your last kill was.
Added a timer to the HUD buff.
Fixed an issue where you could potentially lose newly gained stacks if you swapped off the weapon while the buff was still active.
Bray Legacy:
Increased gains for rocket launchers from 10% per rocket to 17%.
No longer activates from explosions caused by perks or from Gjallarhorn micro-missiles.
Veist Stinger: Fixed an issue where the Veist Stinger origin trait wasn’t working on Veist Fusion Rifles or Shotguns.
Bewildering Burst: Disorient duration increased from 0.5s to 1.0s against players. Enhanced duration increased from 0.7s to 1.25s.
Shield Disorient, Photoinhibition, Disorienting Grenades, Concussion Grenades:
Fixed an issue where these perks would not apply the Disorient effect to bosses.

There are also some other big changes, like changes to the Ammo system, HUD update, Artifact gear reworks. For the full list, check out the official article here.
What do you think of these exotic reworks? Which one are you most excited to try out? Let us know your thoughts in the comments below!


