Surges will be removed from Destiny 2 Raids and Dungeons starting with the June 25, 2024, weekly reset. Bungie decided to implement Surges within the existing endgame activities and put players in a power cap below all the existing enemies. Most of this change received mixed receptions, as the existence of Surges in endgame activities brought forth unwanted loadouts for many players.
With the June 20 TWID (This week in Destiny) blog post, the company confirmed that any Surges or elemental advantages inside a Raid or Dungeon will be removed. In turn, the percentages of outgoing and incoming damages inside these activities will change as well.
Elemental surges to be removed from Destiny 2 endgame activities
All existing Raids and Dungeons in Destiny 2 are currently having a weekly rotating elemental Surge. This requires players to use specific loadouts with matching elements, something many players weren't happy doing daily. Not doing it, however, means missing out on a 25% damage bonus.
Starting June 25, these modifiers on each endgame activity will return to their normal state.
Here is an overview of the outgoing and incoming damage that has been active from the launch of Destiny 2 The Final Shape expansion until now:
The company has clarified that the aforementioned numbers work against minor combatants such as Dregs, Acolytes, and more.
Regarding the upcoming change, Bungie stated the following:
"We have decided to remove surges from raids and dungeons in next week's update, as well as to adjust tuning so that you’ll perform as if you had them across the board."
The statement continued:
"This means the damage bonus will now be applied to all subclass damage types, including Kinetic, by default. This change will make outgoing damage in dungeons higher and reduce the difference in raids compared to before The Final Shape."
As a result, the community might see an increase in the usage of the new Kinetic heavy Trace Rifle, Microcosm, alongside other Kinetic weapons against enemies, elites, and bosses.