With the release of Witch Queen, Bungie began adding “Origin Perks” to weapons in Destiny 2. These perks are always found on given weapons and reflect their provenance from a certain source. For instance, all SUROS Foundry weapons come with the SUROS Synergy Trait, which gives them bonus handling and reduces incoming flinch after reloading. The newest Origin Trait in Destiny 2 is Dream Work, which is attached to the just-added Something New hand cannon tied to the Solstice Event, as well as the reuissued Compass Rose shotgun. The perk might not seem like much, but used correctly it lets you do some wild stuff — so wild, in fact, that I think Bungie might revise it soon or else patch it if it’s simply a bug.
Dream Work reads as follows: “Once per reload, assists or assisted final blows partially refill the weapon from reserves, potentially overflowing the magazine.” What this means is that scoring a hit on an enemy, then having an ally finish them off grants you free ammo in your magazine. But it doesn’t give you the whole picture. Dream Work currently activates on damaging a target using a weapon that has the Origin Trait, but if you swap to another weapon before an ally takes them out, then that weapon will get the magazine refill.
See where I’m going with this? That means if you tag someone with Something New or Compass Rose then swap to a breach grenade launcher, you’ll have two shots in the chamber. And why stop there? It works with Power weapons too, meaning that you can stock a half-dozen Gjallarhorn rockets in the magazine.
Is this intended behavior? It’s hard to say. There’s a good chance Dream Work trait was only ever intended to work on the weapons that actually have it. If that’s the case, though, then it’s simply a more situational Overflow. As it is, Something New and Compass Rose have fun, if niche utility, and I hope this behavior sticks around. Bungie does tend to dislike anything that breaks reloading on Power weapons, though, so we’ll see.