Our Destiny 2: Season of Dawn guide contains everything you need to know about Destiny’s upcoming Season and will be updated once we know more.
Destiny’s Season of the Undying is coming to a close, and a new dawn approaches - quite literally. The next season is entitled the Season of Dawn, and it’s the first seasonal refresh Destiny’s ever facing.
It’s not technically an expansion, but it should bring a number of changes to the sandbox, weapon and armour tweaks, as well as some new activities. We also know that all Solar subclasses are getting switched up to make them more viable, but we’ll have to wait until the reveal stream to find out what else is arriving.
Below we’ve rounded up everything we know about Destiny’s upcoming Season of Dawn and we’ve updated this page with all the latest live stream info!
Destiny 2: Season of Dawn - Everything you need to know
Season of Dawn FAQ
To access all of the Season of Dawn features, including the new 6-player matchmade activity The Sundial and Timelost Weapons, you'll need the Season Pass which corresponds to the Season of Dawn.
- If you don't own Shadowkeep, simply purchase the Season of Dawn specific Season Pass in-game for 1000 Silver. This equates to around £8 in real world currency.
- If you own the standard edition of Shadowkeep, you'll also need to purchase the Season of Dawn Season Pass.
- If you own the Digital Deluxe Edition of Shadowkeep, you don't need to do anything. You already own four Season Passes, which means you'll be covered for the next couple of seasons too.
When it comes to season length, the Season of Dawn will run from 10th December to 9th March. Our roadmap page details all of the content that'll be dropping over the next three months.
If you've got Cross Save enabled, Season Passes can be shared across accounts. For more info on Cross Save, Bungie's official Cross Save page has you covered.
What content is arriving with the Season of Dawn?
Season of Dawn - Reveal 2
Bungie’s reveal stream gave us a deep dive into what’s arriving with the Season of Dawn. Here’s a short round-up of everything that you need to know:
The Sundial activity is highly reminiscent of the Menagerie. It’s so similar, in fact, that you could easily get them mixed up. You’ll battle through different stages, which usually involve clearing waves of enemies, defeating powerful bosses, throwing orbs, shooting crystals, capturing points and the like. Mechanics are involved, and it’ll be a randomly generated run each time. A hard mode will arrive at a later date, and new bosses will be added over time.
For a complete overview of the Sundial activity, our Sundial guide has you covered.
The Lantern of Osiris offers a similar array of mods as last time. There’s not a huge difference between the Season of Undying’s offering and the Season of Dawn’s, but expect a few of the highest tier offerings to impact your playstyle significantly.
Armour mods now have a new mechanic called “charge with light”. When you’re charged with light, you gain benefits depending on other mods you’ve equipped which take advantage of this mechanic. For example, equipping the mod “Protective Light” means you’ll gain significant damage resistance against combatants when your shields are destroyed. This effect consumes all stacks of light, however the more stacks consumed, the longer the damage resistance lasts.
Expect plenty of new Finishers. There’s a headbutt which we’re instantly equipping. What’s more, you can now select up to nine as your favourites and have them randomly activate whenever you use a Finisher in-game.
Sparrows now work on Mercury! Get in there.
Bungie wants the meta to shift with each season. With this in mind, the Season of Dawn focuses on bringing Scout Rifles to the fore, while Void and Solar subclasses should be getting more attention.
Season of Dawn - Reveal 1
Right before it’s big reveal stream, Bungie’s gone ahead and given us a first glimpse into what the Season of Dawn has in store for us:
Osiris has called on us to face a new threat. In the Season of Dawn we must stop a council of Cabal Psion Flayers from manipulating time and undoing our victory against the Red Legion.
In the campaign we are turning back time to save Saint 14. To prevent the Cabal from manipulating time, we’re going to save the legendary Titan from death.
The new Season Artifact is the Lantern of Osiris. It works similarly to the previous season’s artifact, in that you’ll level it up, equip special mods and the like.
The Sundial is a new 6-player matchmade activity. All we know so far is that we’ll defend it from the Cabal.
Timelost weapon frames can be crafted. We can choose which weapons to earn by completing special weapon frames. Reminiscent of Lost Prophecies from the Curse of Osiris DLC.
Unlock the Exotic Scout Rifle, Symmetry and seasonal armour sets with the Season Pass. Fork out the cash for this season and you’ll earn special rewards as you level up. To have a look at them, head on over to Bungie’s official teaser page.
Here’s a roundup of all the good stuff straight from Bungie's blog post:
Solar Subclass Changes
- Roaring Flame has received a significant buff to its bonus damage, and the buff now lasts 25% longer, making it easier to build and retain stacks between encounters.
- The base damage of Throwing Hammer has increased. It’s now very lethal in PvP while you have Roaring Flames active. Also, the hammer will be easier to pick up when it’s on the ground so you won’t have to reach as far anymore.
- Burning Maul now lasts longer, and the height of the heavy-slam explosion has been increased making it a bit easier to catch airborne enemies off guard.
- 3-shot’s auto-aim distance and reliability when aiming down sights has been increased. For 6-shot, the damage fallout range has been shortened.
- The Explosive Prox Knife can stick to surfaces and detonate when enemies pass nearby.
- Weight Knife (New ability) - High-damage knife throw with a long wind up. Travels at high speeds, bounces once, and does extra damage to the head. Precision shot final blows recharge the melee completely. One-hit precision final blow in PvP.
- Practice Makes Perfect (Quality of life change) - Lasts longer but gives a bit less energy per second. Precision hits grant two stacks.
- Knock ‘em Down (New ability) - Precision final blows increase weapon stability and ADS speed. Timer starts at 10 seconds but any additional final blow/assists can increase it up to 25 seconds. Casting your Super with this buff above 20 seconds consumes the buff and grants extra damage. (Does not stack with Celestial Nighthawk).
- Line ‘em Up (Quality of life change) - Old perks from Crowd Pleaser are now part of this perk. (Golden Gun can cause precision damage and precision shots generate orbs of light).
- Burst Glide’s speed has been reduced when used in conjunction with Daybreak.
- Icarus Dashes while in Daybreak have increased speed and thrust to recapture the burst glide gameplay for those running the air superiority path.
- There’s a new Celestial Fire melee ability that sends a spiral of three explosive Solar projectiles at enemies.
- Heat Rises has been reworked. Now you can consume a grenade to extend glide time and dramatically reduce in-air accuracy penalties for weapons.
- Winged Sun has been reworked. You can now fire weapons, use Celestial Fire, and throw grenades while gliding. Airborne final blows grant melee energy and extend the duration of Heat Rises.
- Icarus Dash has been reworked. Tap crouch twice to dodge in midair. Dodging in Daybreak accelerates you faster and costs less Super energy while under the effects of Heat Rises.
Weapon and Item Changes
In a previous TWAB post, Bungie outlined a few item and weapon changes it's making in the new season.Here's the original post.
Changed the effects of Master of Arms:
- Removed the precision damage modifier
- Recluse will continue to receive a damage bonus from Master of Arms, but damage will not default to precision values when the perk activates
Many doubted The Recluse when it was first announced, but it has since proved to be resilient to being squashed. Although the precision damage modifier did not actually improve the efficacy of the weapon at its best, it did allow for fairly mindless spraying to be just as good as concentrated aiming. After considering various options on what to do with it, the decision was made to remove that part of the functionality and preserve its activation methods. The alternative was leaving in an effect we believe to be too strong for a Legendary weapon.
- Changed the effects of Vengeance
- Removed the overshield granted from defeating an opponent that inflicted damage on you
In a previous sandbox update, One-Eyed Mask received some tuning in how Vengeance was applied to Titans. Next Season, this perk will continue to provide health regeneration when defeating an opponent that has inflicted damage upon your Guardian, but it will no longer grant an overshield.
Additionally, the team is addressing some feedback concerning the newly released Xenophage Exotic:
- Increased PvE damage by +50%
- Ammo pulled from PvP crates has been increased to 4/6 from 3/4 from shared and solo Heavy ammo crates, respectively
Xenophage unintentionally shipped a little weak, so it’s getting a bump up in raw damage. Machine Guns have a higher ammunition capacity than other Heavy weapons, trading raw DPS for ease of use. Xenophage slides further towards other Heavy weapons such as Grenade Launchers in that aspect but didn’t get enough power back. This will correct that.
In the next few weeks, we’ll have further sandbox patch note previews, paired with some quality of life changes to things like Escalation Protocol Armor, bug fixes, and more.