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Enemy Modifiers in Destiny 2
Bungie’s September 25, 2024 developer preview described Enemy Modifiers as changes to base aspects of all enemies in an activity. They are distinct from effects that appear on individual enemies and from Combat Modifiers, which can affect players as well as enemies. Bungie’s stated aim for its planned combatant-modifier system was to make repeat activity runs more varied and encourage different strategies; that is Bungie’s design goal, not a measured result. Bungie’s developer article presents these categories in the context of Codename: Frontiers plans, so it should not be read as a guarantee that every detail remains live under the same name today.
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How the categories differ
- Enemy Modifiers: Change base aspects of all enemies in an activity.
- Banes: Appear intermittently on individual combatants. Bungie’s examples included Meteors, Shock, Berserk, Punchable, and Nuclear; some were previews or in development, not promises of current implementation. Bungie said that in Revenant, only one Bane could be present on an enemy at a time.
- Combat Modifiers: Can affect players as well as enemies.
The categories were intended to work alongside some existing modifiers, with older ones potentially retired over time. Check the current activity description in the live game for the configuration that actually applies.
Activity modifiers in practice
Bungie’s activity definition for The Way of the Hoof lists Match Game, Void Singe, and Rank-and-File Damage Increase as examples. In that configuration, Match Game affects shield damage, Void Singe concerns Void damage, and Rank-and-File Damage Increase raises damage dealt by rank-and-file enemies. This is one activity definition, not a complete or permanent list of Destiny 2 modifiers. View Bungie’s activity definition.
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Enemy modifiers in Tiny Epic Dungeons
In the base game, each enemy card’s modifier is added to the Enemy Die based on the type of attack the hero uses. Read the specific enemy card and use the full rules for its exact values and effects. Dized’s Tiny Epic Dungeons rules explain the categories as follows:
Goblins
A Goblin’s modifier tracks the number of Goblins currently in the dungeon. Apply that count as the modifier for each Goblin; it is not a fixed value independent of the current dungeon state.
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Minions
Minions have different modifiers depending on whether the hero attacks with a melee attack or a missile/spell attack. Use the value corresponding to the attack type.
Bosses
Bosses also have attack-type-specific modifiers and may have additional effects. Check the Boss card rather than assuming its modifier works like a Goblin’s or Minion’s.
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How Tiny Epic Dungeons Adventures differs
Tiny Epic Dungeons Adventures has a similar but separately worded rule. For most Mobs, the modifier against any attack depends on a specific object currently in the dungeon. Minions distinguish between melee and missile/spell attacks, while Bosses have modifiers for each attack type and can include additional effects. Read the Adventures rules. Do not substitute the base game’s Goblin-count example for the object-count rule described for most Mobs in Adventures.
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Which rule should you use?
- Playing Destiny 2? Check the activity’s current modifier display. Enemy Modifiers concern activity-wide enemy properties; individual-unit Banes and player-affecting Combat Modifiers are separate categories in Bungie’s 2024 preview.
- Playing Tiny Epic Dungeons? Check the enemy class, the hero’s attack type, and any card-specific effects. Goblin modifiers depend on the Goblin count in the dungeon.
- Playing Tiny Epic Dungeons Adventures? Use that edition’s rules and check the relevant object count for most Mobs; don’t carry over the base game’s Goblin example.
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