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Hidden Mechanics

Here are some “hidden” mechanics and behavior that may not be obvious.

  • Anti-barrier mods/weapons will also pierce most shields and over-penetrate targets
    • This includes things like Vex Hobgoblin invulnerability and Cabal shields
  • Overload mods/weapons reduce enemy ability regeneration and damage output
  • Unstoppable will stagger/flinch enemies more often
  • Blinding grenade launchers work on invulnerable enemies
    • You can also still push around invulnerable enemies, like the Minotaurs in Vault of Glass
  • DoTs like Witherhoard will still hit through some shields
  • Holding the block key while spamming melee with glaives allows you to hit much faster than normal
  • You will not die to environmental damage alone (i.e. getting hit into a wall)
  • Mobility does not affect sprint speed
  • You can animation cancel a lot of ready/recovery/reload animations with abilities
  • Not all debuffs give the same benefit, and usually don’t stack
  • Pulling your ghost out will allow it to look at scannable items for easier finding
  • You can crouch behind a Titan rally barricade or obstacles and press your aim button to automatically look over it
  • The game will eventually give you “pity” special ammo if you have no primary ammo weapon equipped and are out of ammo
  • Pulling out your ghost will provide a light source in dark areas
  • You can mark all items as seen in collections
  • Holding a movement key while heavy slamming with a Hive sword will swing faster
  • Ammo drops only appear for you and not your team, unless with ammo scout mods or things like Aeon exotics
  • You can quickly move while placing a rally banner to relocate it somewhere else
  • Rally banners with an actual flag/banner on them in campaign missions and some seasonal content are free
  • You can move very quickly by “skating” with Warlock well or Hunter shatter dive and an Eager Edge sword
  • Engrams in your engram inventory are not shared across characters, but vendor ranks, vendor engrams, and inventory materials and consumables are