Destiny 2 is a sci-fi open-world first-person shooter developed by Bungie (along with Vicarious Visions and High Moon) and published by Activision for the Xbox One and PlayStation 4 on September 6, 2017, with a later release for the PC on October 24, 2017 (as the first third-party title for Blizzard's Battle.net service). It was made free-to-play on October 1, 2019.
It is the sequel to the 2014 game Destiny and is set one year after the events of the Rise of Iron expansion. In the base campaign ("The Red War"), the Cabal Red Legion, commanded by Dominus Ghaul, have invaded the Last City in an attack that stripped the Guardians of their powers. As one of the few Guardians remaining, the player must now find a new way to regain their powers, reform the Vanguard, and take back the Last City.
Similar to the original game, Destiny 2 has received numerous post-release updates and expansions, including new campaigns, multiplayer maps, game modes, weapons (including new weapon types), cosmetics, and special events. Numerous gameplay mechanics were also altered post-release, including the "Masterwork" system for upgrading gear. The game later received a cross-platform progression system.
From 2019 onward, the game is published by Bungie themselves, with the PC version moved to Steam on October 1, 2019. It was also released as a launch title for the Google Stadia on November 18, 2019.
The game received two beta testing periods: one for consoles (from July 18, 2017 to July 25, 2017) and one for PC (from August 28, 2017 to August 31, 2017). Those who pre-ordered received exclusive early access to the beta.
Classes & Leveling
The three main classes of Guardians (Hunter, Titan, and Warlock) return from the original Destiny, each with three customizable elemental-based sub-classes (one of which is new to the series) that grant them unique abilities. Character inventories and progression are not carried over from the original Destiny, although character appearances can be transferred if they reached level 20 and completed the Black Garden mission.
Much of the tier-based upgrade system from the original is now replaced with a "skill tree" system, where players can specialize in multiple sub-class paths that grant special perks while changing both their Melee Ability and Super Ability. Players can still choose from multiple Movement Abilities and Grenade Abilities separate of their sub-class path and can now choose from multiple Class Abilities.
Prior to the Shadowkeep expansion, players can only unlock Abilities and progress through the skill tree by leveling up and earning "upgrade points". Certain sub-classes were only unlockable at certain character levels (where they must complete special quests), and certain activities were only available once players reached certain character levels. To keep New Light players from grinding in order to participate in endgame activities, character levels and upgrade points were removed (although some content is still locked to Power Level, and players still have to unlock and upgrade the sub-class paths introduced in the Forsaken expansion).
In the base game's story, players start with a fixed sub-class (Gunslinger, Striker, or Voidwalker) and then "lose their Light", losing most of their abilities outright until a certain point in the story (giving them Arcstrider, Sentinel, or Dawnblade).
The most agile class of the three, Hunters are former scavengers and can be recognized by their hooded capes and light, fitted armor.
Their unique ability is the Dodge, which allows them to quickly evade attacks in a daring maneuver. Players can choose from either Marksman Dodge (a short dash that automatically reloads the player's equipped weapon) or Gambler's Dodge (a combat roll that generates Melee Attack energy if done in close proximity to an enemy).
Their movement options involve quick double-jumping. These include High Jump (which upgrades the height of the second jump), Strafe Jump (which offers better directional control of the second jump), and Triple Jump (which adds a third mid-air jump).
- Arcstrider (Arc) - Their Arc Staff roaming super ability conjures a staff of pure electrical energy, allowing them to be an agile melee powerhouse. This can be upgraded either to buff attacks after dodging (Way of the Warrior) or to reduce damage while dodging (Way of the Wind). The added Way of the Current path allows the user to deflect projectiles with their Arc Staff. Their Melee Ability is a pressure-point punch that either gives a temporary buff (Warrior), disorients nearby enemies (Wind), or allows the user to deliver a powerful uppercut (Current).
- Gunslinger (Solar) - Their Golden Gun roaming super ability conjures a flaming revolver with three extremely powerful shots. This can be upgraded either to increase its ammunition (Way of the Outlaw) or to increase its duration on precision hits (Way of the Sharpshooter). The added Way of a Thousand Cuts path replaces Golden Gun with Blade Barrage: a quick barrage of explosive throwing knives. Their Melee Ability is a throwing knife toss, which either detonate on impact (Outlaw), recharge on precision kills (Sharpshooter), or have multiple knives thrown at once (Thousand Cuts).
- Nightstalker (Void) - Their Shadowshot super ability conjures a bow-and-arrow shot of void energy that damages, ensnares and marks their enemies. This can be upgraded either to create long-lasting traps that ensnares additional enemies (Way of the Trapper) or to allow multiple shots in a short time (Way of the Pathfinder). The added Way of the Wraith path replaces Shadowshot with Spectral Blades: a roaming super that conjures two daggers of void energy, allowing them to remain invisible for agile stealth kills. Their Melee Ability is a smoke bomb toss, which either ensnares enemies (Trapper), cloaks all nearby allies (Pathfinder), or damages them over time (Wraith).
The most durable class of the three, Titans are known for building the Wall that protects the Last City and can be recognized by their bulky armor, swept-back helmets, and marked sashes.
Their unique class ability is the Barricade, which allows them to form a temporary barrier of light that negates weapons. Players can choose from either Towering Barricades (tall barriers that offers better protection) or Rally Barricades (short barriers that can be peeked over by aiming down-the-sight, also instantly reloading the equipped weapon of allies behind it).
Their movement options involve the mid-air "Lift", which propels the Titan to the air and use jump-jets to hover down. These include High Lift (which upgrades the overall Lift height), Strafe Lift (which offers better directional control of the Lift), and Catapult Lift (which provides a quick Lift propulsion).
- Sentinel (Void) - Their Sentinel Shield roaming super ability conjures a wielded shield of void energy that can negate enemy attacks, be used to bash enemies, and be thrown at enemies as a boomerang. This can be upgraded either to allow additional shield throws (Code of the Aggressor) or to extend a larger shield that allies can shoot through for extra damage (the newer Code of the Commander). The Code of the Protector path allows the user to instead cast the Ward of Dawn: a massive shielding dome that negates projectiles. Their Melee Ability either creates an overshield on all nearby allies after a kill (Protector), unleashes a devastating shield bash while sprinting (Aggressor), or set off void explosions from other void abilities (Commander).
- Striker (Arc) - Their Fist of Havoc roaming super ability supercharges the Titan's fists, allowing powerful melee dashes and ground slams. This can be upgraded either to allow more powerful ground slams (Code of the Earthshaker) or to extend its duration on kills (Code of the Juggernaut). The newer Code of the Missile path replaces Fist of Havoc with Thundercrash: a single guided melee strike that can controlled in the air like a missile. Their Melee Ability either unleashes a shoulder slam while sprinting (Earthshaker), automatically reloads the Striker's weapon after striking (Juggernaut), or slam into the ground after sprinting (Missile).
- Sunbreaker (Solar) - Their Hammer of Sol roaming super ability conjures flaming hammers that can be thrown at enemies. This can be upgraded either to detonate enemies killed by it (Code of the Fire-Forged) or to create a unique buffing aura on hammer impact (Code of the Siegebreaker). The newer Code of the Devastator path replaces Hammer of Sol with Burning Maul: a melee-focused roaming super focused on a single massive flaming hammer. Their Melee Ability either unleash a hammer strike while sprinting (Fire-Forged), causes an explosion that burns nearby enemies (Siegebreaker), or throws a retrievable solar hammer (Devastator).
The most arcane class of the three, Warlocks studied the Light of the Traveler through scholarly means and can be recognized by their robes, rounded helmets, and "bonds" (a special type of armband).
Their unique ability is the Rift, which allows them to conjure a temporary well of Light that continually buffs allies inside it. Players can choose from either Healing Rift (which heals them) or Empowering Rift (which increases their attack power).
Their movement options involve gliding in the air. These include Controlled Glide (which offers better directional control of the glide), Focused Burst (which provides an intial speed burst on the glide), and Balanced Glide (which provides a bonus to both speed and control of the glide). The Voidwalker sub-class is unique as it replaces the Focused Burst with Blink (allowing a quick teleportation effect).
- Dawnblade (Solar) - Their Daybreak roaming super ability conjures a flaming sword that allows them to launch Solar blasts at enemies. Players with the Attunement of Sky path can perform a mid-air dodge, while players with the Attunement of Flame path can perform a quick mid-air descent. The newer Attunement of Grace path replaces Daybreak with Well of Radiance: a larger rift that both empowers and heals allies. Their Melee Ability either recharges Class abilities on airborne kills (Sky), causes an explosion on an enemy kill (Flame), or empower nearby allies (Grace).
- Voidwalker (Void) - Their Nova Bomb super ability conjures and hurls a giant ball of energy, disintegrating all enemies that are caught within its blast. This can be upgraded either by adding a variety of devastating effects (Attunement of Chaos) or by creating a singularity effect (Attunement of Hunger). The newer Attunement of Fission path replaces Nova Bomb with Nova Warp: a roaming super that allows the user to Blink rapidly and explode with pulses of void energy. Their Melee Ability either recharges the user's grenade energy on striking an enemy (Chaos), fully restores the user's health on killing an enemy (Hunger), or grant ability energy (Fission).
- Stormcaller (Arc) - Their Stormtrance roaming super ability conjures streams of lightning from their hands. This can be upgraded either by allowing the user to Blink rapidly (Attunement of Conduction) or by creating a shockwave during casting (Attunement of Elements). The newer Attunement of Control path replaces Stormtrance with Chaos Reach: a large continuous beam of arc energy that is conjured while hovering. Their Melee Ability has extended range and either chains to an additional target (Conduction), recharges the user's abilities on striking an enemy (Elements), or release a slow-moving projectile that radiates lightning (Control).
Each player can equip three weapons on their loadout: two Primary/Special weapons and one Power weapon. Unlike the original Destiny, where the two main weapon slots are based on the weapon type (Primary or Special), Destiny 2 splits up the slots based on elemental type: Kinetic (non-elemental) and Energy (either Arc, Solar, or Void). Kinetic weapons work best against unshielded enemies while Energy weapons work best against shields of the same elemental type. Power weapons are always elemental and deal heavy damage at the cost of limited ammunition. All weapons are replenished by picking up ammo of their weapon type (white boxes for Primary, green boxes for Special, and purple boxes for Power).
Prior to the Forsaken update, Special weapons were instead categorized as Power weapons and both basic weapon slots were restricted to Primary weapons. Ammo boxes were also color-coded based on weapon slots (with white boxes for Kinetic and green boxes for Energy).
Rarities & Perks
Like the original Destiny, weapons come in multiple color-coded rarities (including grey Basics, green Commons, blue Rares, purple Legendaries, and golden Exotics). As players level up, they earn weapons of a rarer variety more often (with the highest level skipping Basics and Commons entirely).
Rarer weapons include additional perks and bonuses, including the ability to upgrade their level (by "infusing" them with other weapons of the same type), apply weapon mods to them, customize their perk choices, and customize their appearance (using Shaders for Legendary weapons and rare Ornaments for Exotic weapons). Unlike the original Destiny, all weapons no longer have dedicated "upgrade paths".
Beginning with the Curse of Osiris expansion, players can earn and craft rarer "Masterwork" variants of each Legendary weapon, granting stat tracking and an additional minor stat boost of a random choice (which could be re-rolled). This system was later changed to a separate upgrade system for all weapons added since the Forsaken expansion. For Exotic weapons, players can find rare "Catalysts" that add a progression system, with a fully-progressed Catalyst unlocking a more powerful Masterwork upgrade.
All pre-Forsaken weapons have a curated set of perks which are not randomly-generated. This was changed for weapons added since the Forsaken expansion, where their perks are randomly picked. Regardless, rarer weapons give players the option to choose from groups of perks (such as different scopes and magazine types).
All weapons have Intrinsic Perks, which partly determine their base stats and play style. Some weapons have unique changes based on their Intrinsic Perk (for example, Aggressive Pulse Rifles fire four-round bursts). All Exotic weapons have their own unique Intrinsic Perk.
- Adaptive Frame - Balanced.
- Aggressive Frame - Sacrifices recoil control for higher damage output.
- High-Impact Frame - Sacrifices firing/projectile speed for higher damage output. Improves accuracy while both stationary and aiming down the sight.
- Lightweight Frame - Increases the wielder's mobility while equipped.
- Precision Frame - Improves horizontal recoil control.
- Rapid-Fire Frame - Increases ammo reserves. Improves reloading speed on an empty magazine. Shotguns, sidearms, and scout rifles fire in full-auto.
Primary weapons are the most common used weapons, and use standard Primary Ammo that is common to find. In PvP, players spawn with a large amount of ammunition.
- Combat Bows - Hand-drawn. While they can be fast to reload, each arrow must be drawn prior to firing by holding down the Primary Fire button. Pressing the Reload button cancels the current draw. Added in Season 4.
- Pulse Rifles - Three-round burst fire. Aggressive Pulse Rifles fire in four-round bursts.
- Scout Rifles - Semi-automatic.
- Sidearms - Semi-automatic with a fast rate-of-fire. Some sidearms fire in bursts (three-round bursts for Adaptive and two-round bursts for Aggressive).
- Submachine Guns - Fully-automatic. Aggressive Submachine Guns also deal bonus damage at close range. New to the series.
Formerly part of the Power type, Special weapons are more powerful than Primary weapons and use Special Ammo that is slightly less common to find. In PvP modes, players spawn with a very limited amount of ammunition.
Some Exotic Special Weapons are instead treated as Power Weapons and use that slot and the Power ammo type. In addition, the Fighting Lion Grenade Launcher is instead treated as a Primary Weapon and use the Primary ammo type.
- Fusion Rifles - Charge-shot. Fires a barrage of bolts and is charged by holding down the Primary Fire button.
- Grenade Launchers (Breech-Load) - Single-shot. Depending on perks, grenades have a wide variety of projectile types and purposes (including proximity grenades that stick onto surfaces and grenades that blind or stun enemies). Unlike drum-fed Grenade Launchers, these have no alternate intristic perks. New to the series.
- Shotguns - Pump-action. Some shotguns with Aggressive Frame include a temporary firing rate buff after each kill. Some Precision Shotguns fire with single-slug rounds instead of pellets, significantly reducing the spread of each shot (and requiring more precise aiming for devastating impact).
- Trace Rifles - Continuous. Fires a continuous beam of energy. Currently only exist as Exotic weapons. New to the series.
Power weapons are more powerful than both Primary and Special weapons and use Heavy Ammo that is the least common to find.
In PvP modes, players spawn with no ammunition at all, and can only find them in two places: as time-locked crates in specific locations or as loose crates dropped by those killed while carrying Heavy ammo. The kill feed also displays when an ammo crate is picked up, by who, and with what Power weapon type.
- Grenade Launchers (Drum-Fed) - Multi-shot. Depending on perks, grenades have a wide variety of projectile types and purposes (including proximity grenades that stick onto surfaces and grenades that blind or stun enemies). Precision Grenade Launchers sacrifice projectile speed for projectiles that bounce against hard surfaces and detonate on trigger release. New to the series.
- Linear Fusion Rifles - Charge-shot. Fires a single, powerful, precise bolt and is charged by holding down the Primary Fire button. Unlike standard Fusion Rifles, these have no alternate intristic perks.
- Machine Guns - Fully-automatic. Added in Season 5.
- Rocket Launchers - Single-shot. Precision Rocket Launchers lock onto targets when aimed at, auto-tracking.
- Swords - Melee. When equipped, the game is played in a third-person over-the-shoulder perspective. Unlike other weapons, swords can be used in a weaker capacity without ammo. Heavy ammo gives special powered attacks (either Uppercut, Dash, or Slam, depending on the intristic perk) and Sword Guards (which allow players to use Heavy Ammo to guard against enemy attacks, both melee and ranged).
Added on October 1, 2019 for new players.
- New Light (Old Russia, Earth) - Based on the mission "A Guardian Rises" from the original Destiny.
The Red War (Prologue)
- Homecoming (The Tower, Earth)
- Adieu (The Last City, Earth)
- Spark (European Dead Zone, Earth)
The Red War
- Combustion (European Dead Zone, Earth)
- Hope (New Pacific Arcology, Titan)
- Riptide (New Pacific Arcology, Titan)
- Utopia (New Pacific Arcology, Titan)
- Looped (Arcadian Valley, Nessus)
- Six (Arcadian Valley, Nessus)
- Sacrilege (Echo Mesa, Io)
- Fury (Echo Mesa, Io)
- Payback (European Dead Zone, Earth)
- Unbroken (European Dead Zone, Earth)
- Larceny (European Dead Zone, Earth)
- 1AU (The Almighty)
- Chosen (The Last City, Earth)
Curse of Osiris
- The Gateway (Fields of Glass, Mercury)
- A Deadly Trial (European Dead Zone, Earth)
- Beyond Infinity (Fields of Glass, Mercury)
- Deep Storage (Echo Mesa, Io)
- Tree of Probabilities (Fields of Glass, Mercury)
- Hijacked (Arcadian Valley, Nessus)
- A Garden World (Fields of Glass, Mercury)
- Omega (Fields of Glass, Mercury)
- Ice and Shadow (Hellas Basin, Mars)
- Pilgrimage (Hellas Basin, Mars)
- Off-World Recovery (European Dead Zone, Earth)
- Strange Terrain (Hellas Basin, Mars)
- Will of the Thousands (Hellas Basin, Mars)
- Last Call (Prison of Elders)
- High Plains Blues (Tangled Shore)
- Scorned (Tangled Shore)
- The Machinist (Tangled Shore)
- Nothing Left to Say (Tangled Shore)
- A Mysterious Disturbance (The Moon)
- In the Deep (The Moon)
- Beyond (The Moon)
The game's traditional co-operative activity pits up to three players in a single mission (similar in length to campaign missions and adventures), ending with a final confrontation against a boss. By completing Strikes, players can earn unique gear from Commander Zavala.
Prior to the Forsaken expansion, Strikes were only playable as its own matchmaking playlist. This was changed so that players can play individual Strikes by accessing them on the Map screen of each planet.
Beginning with the Curse of Osiris expansion, more difficult versions of Strikes were made available on a separate "Heroic Strikes" playlist. This later replaced the normal Strikes playlist, and can be played in multiple Power level-based difficulty settings. Along with a difficulty increase and more rewards, it adds three gameplay modifiers that change every week, one of each type (Burn, Advantage, and Disadvantage).
The Red War
- The Arms Dealer (European Dead Zone, Earth) - Bracus Zahn (Cabal Legionary)
- Exodus Crash (Arcadian Valley, Nessus) - Thaviks, the Depraved (Fallen Marauder)
- The Inverted Spire (Arcadian Valley, Nessus) - Protheon, Modular Mind (Vex Minotaur)
- Lake of Shadows (European Dead Zone, Earth; timed exclusive to the PS4 version) - Grask, the Consumed (Taken Phalanx)
- The Pyramidion (Echo Mesa, Io) - Brakion, Genesis Mind (Vex Hobgoblin)
- Savathûn's Song (New Pacific Arcology, Titan) - Savathûn's Song (Hive Shrieker)
Curse of Osiris
- A Garden World (Fields of Glass, Mercury; based on the mission of the same name) - Dendron, Root Mind (Vex Cyclops)
- Tree of Probabilities (Fields of Glass, Mercury; based on the mission of the same name) - Valus Thuun (Cabal Centurion)
- The Insight Terminus (Arcadian Valley, Nessus; timed exclusive to the PS4 version) - Kargen, the Technocrat (Cabal Psion)
- Strange Terrain (Hellas Basin, Mars; based on the mission of the same name) - Nokris, Herald of Xol (Hive Prince)
- Broodhold (Tangled Shore; timed exclusive to the PS4 version) - In Anânh, Brood Queen (Hive Wizard)
- The Hollowed Lair (Tangled Shore; based on the mission Scorned) - Fikrul, the Fanatic (Scorned Baron)
- Warden of Nothing (Prison of Elders) - The Mad Warden (Fallen Servitor)
- The Festering Core (Echo Mesa, Io) - Baurisk, Envoy of Savathûn (Taken Incendior)
- The Scarlet Keep (The Moon) - Hashladûn, Daughter of Crota (Hive Wizard)
A special endgame playlist, "Nightfall Strikes" are even more challenging versions of Strikes with a very large difficulty increase, special rewards, a unique scoring system, and a limited map selection that changes every week. Unlike other Strike playlists, these cannot be played in standard matchmaking and require players to form pre-made fireteams. Players can opt to use the Guided Games feature to form three-man fireteams (with two clanmates as the "Guides" and one other player as the "Seeker").
Prior to the Forsaken expansion, these came in Normal and Prestige variants (with Prestige playlists disabling the Guided Games functionality and further increasing the game's difficulty to the game's then-maximum Power level), have limited mission timers (failing the mission entirely when it reaches zero), and used special modifiers (including "time warps" that allow players to extend the mission timer in special ways).
Beginning with the Warmind expansion, teams are scored based on the performances of all three players together. Scoring is gained by both killing enemies (primary) and generating Orbs of Light (secondary) and is lost gradually over time. After 15 minutes, players earn less points. After 18 minutes, players can no longer earn points. Players can also use special Challenge Card items to further increase the difficulty and apply a set of modifiers (one Burn, one Advantage/Disadvantage, and two Disadvantage), all of which add a multiplier to the scoring system.
Beginning with the Shadowkeep expansion, players can participate in a special version of Nightfall called "The Ordeal", with four difficulties in total (Adept, Hero, Legend, and Master). Harder difficulties add additional challenges (including the added Champions mechanic) and rewards (including Exotic gear and the new Enchantment Prism and Ascendant Shard items), while the Adept and Hero difficulties can be played in matchmaking.
Along with Heroic Strikes and Challenge Cards, these modifiers are also applied to Heroic Adventures, the Heroic Story Mission playlist, and certain Activities (including the Reckoning and the Managerie).
- Arc Singe - +25% damage with/from Arc weapons and abilities.
- Solar Singe - +25% damage with/from Solar weapons and abilities.
- Void Singe - +25% damage with/from Void weapons and abilities.
- Brawler - 2x melee damage and recharge speed.
- Grenadier - 2x grenade damage and recharge speed.
- Heavyweight - 2x Power weapon damage, 3x Power ammo drop rate.
- Attrition - Challenge Card only. Drastically slower health/shield regeneration. Killed enemies drop wells of light that restores health and shields.
- Blackout - 20x enemy melee damage. Radar is disabled.
- Extinguish - Challenge Card only. Teams who are wiped fail the mission and are immediately returned to orbit.
- Famine - Challenge Card only. 50% ammo drop rate.
- Glass - Cannot be used with Challenge Cards. 50% player health/shield. 2x player health/shield recharge rate.
- Grounded - Players take 5x damage while airborne.
- Iron - 2x enemy health. Enemies no longer stagger.
- Match Game - Challenge Card only. Energy shields are highly resistant to all unmatched elemental damage.
- Momentum - Challenge Card only. Automatic health/shield regeneration is disabled unless the player is moving. Faster health/shield regeneration while sprinting.
Returning from the original Destiny, these unique endgame PvE events pit a fireteam of up to six Guardians against a series of challenging stages in unique locations. Each stage has unique objectives and constraints that require heavy use of teamwork, strategy, puzzle-solving, and communication. Completing through these stages unlock unique and powerful loot.
All raids prior to Season 4 have two difficulties: Normal and Prestige, with the Prestige version giving additional (and exclusive) rewards while increasing the difficulty of all enemies and adding new challenges to each mission. This was replaced with special Challenge triumphs/bounties and an optional "flawless run" mechanic (where players unlock a hidden version of the Raid where a team wipe returns the team to orbit and resets progress).
Each player's progress in each Raid is saved and can be returned to before the start of the next weekly rotation (where progress is reset). Players in a smaller fireteam (known as "Seekers") can use the Guided Games feature to pair up with larger fireteams (known as "Guides") to form a full team for the current year's Raid.
- Leviathan - Set on the massive Cabal space vessel (of the same name) orbiting around Nessus, Leviathan has the players invited by the former Emperor of the Cabal Empire to test their strength against his Loyalist forces. Unlike previous Raids, Leviathan uses a central hub area (the Castellum) to link all four chambers together. Players need to clear three of these chambers (Royal Pools, Pleasure Gardens, and The Gauntlet) before facing off against Emperor Calus himself in his throne room. As progressing through the Castellum is a challenge in itself, players can optionally sneak inside a hidden part of the ship (the Underbelly) to skip the Castellum and find hidden loot.
- Last Wish - Added in Season 4. Set in the Dreaming City after the events of the Forsaken campaign, Last Wish has players making their way to a massive tower (the Keep of Voices) while freeing two Techeuns (Kalli and Shuro Chi) from Taken corruption. Afterwards, they must defeat the tower's guard (a powerful Taken Ogre known as the Spirekeeper Morgeth), find a way to enter the Vault, and destroy the corrupted Ahamkara known as Riven of a Thousand Voices.
- Leviathan, Eater of Worlds - Added in Season 2. Players are summoned back to the Leviathan to venture deep inside the Vex-infested vessel to find and destroy the Planetary Core Argos.
- Leviathan, Spire of Stars - Added in Season 3. Players are summoned back to the Leviathan to repel a Cabal Red Legion assault on the vessel and assassinate the fleet's leader: Val Ca'uor.
- Scourge of the Past - Added in Season 5. Set in a desolate section of the Last City (now occupied by a Fallen syndicate known as Kell's Scourge), Scourge of the Past has players navigating the city to the Black Armory Vault and preventing the massive war-mech Insurrection Prime from plundering it.
- Crown of Sorrow - Added in Season 7. Players are summoned back to the Leviathan to clear Hive infestation and retrieve the Crown of Sorrow (a Hive artifact believed to be used to command the Hive) from the corrupted Cabal Shadow Gahlran.
- Garden of Salvation - Added in Season 8. Set in the the Black Garden after the events of the Shadowkeep campaign, Garden of Salvation has players making their way through the realm to search for the endpoint of a signal from the Unknown Artifact while battling a Vex collective known as the Sol Divisive. Throughout the way, they must challenge two powerful Vex Minds: the Consecrated Mind and the Sanctified Mind.
Dungeons are similar to Shorter Raids, but have a maximum fireteam size of three.
- The Shattered Throne - Added in Season 4. Players are summoned to Eleusinia, one of Mara Sov's "throne worlds" corrupted by the Taken King Oryx, in order to locate the source responsible for the Dreaming City's Taken corruption: the Hive Wizard Dûl Incaru.
- Pit of Heresy - Added in Season 8.
Like the original Destiny, PvP multiplayer takes place in-universe in the Crucible: a series of live-fire training exercises that doubles as gladiatorial competition.
Each Crucible match takes place in dedicated arenas (most of which use environmental assets from areas used for PvE), with Lord Shaxx as the mode's primary announcer. By completing public matches, players can earn unique Crucible-themed gear for use in any mode.
At launch, the game had no private matches, no ranking system, and a player limit of 8 (restricted to two teams of four players). Along with the addition of private matches and two ranking systems (Valor and Glory), the game later increased the player limit to 12 and added free-for-all play.
As of the Forsaken update, each player has two separate rankings that reset each Season:
- Valor - Used for all public modes, Valor tracks the player's overall Crucible experience for a particular Season. While players can earn additional Valor by winning consecutive matches, they can never lose Valor. When players reach the maximum Valor Rank (Legend), they can choose to reset it back to zero to gain additional rewards and commendations.
- Glory - Used solely for the Competitive playlist, Glory tracks the player's skill in the playlist in relation to other players. Players can earn additional Glory by winning consecutive matches, and lose Glory by losing matches and disconnecting from games.
Unlike in the original Destiny, Destiny 2 simplifies the scoring system so that bonus points (such as headshots and assists) do not count towards the team's score.
- Clash - Standard team deathmatch. Teams earn points for eliminating enemy combatants.
- Control - Objective-based "conquest" mode, where teams fight over three neutral Points throughout the battlefield. Neutral and enemy Points can be captured for the team by standing on them uncontested for a short amount of time. Teams earn points both for eliminating enemy combatants (with bonus points based on how many Points they control) and for capturing a Point. In Competitive settings, each team starts with one Point controlled.
- Supremacy - Team deathmatch with a twist: killed players drop colored "crests" (blue for teammates, red for enemies) that can be collected. Teams can only earn points by picking up enemy Crests, and picking up a teammate's crest denies the opportunity for the enemy team to score with it.
- Survival - Team deathmatch with a twist: games are played in rounds and teams only have a limited amount of lives. Teams win rounds by depleting the enemy team of their life count and then eliminating them. If the round timer is depleted, the team with the most lives remaining wins the round. Based on Elimination mode from the original Destiny.
- Countdown - Round-based asymmetrical assault mode where the Attacking team must prevent the Defending team from arming and detonating a central charge at one of two points in a specific time limit. Although players only have one life per round, they can be revived by teammates. Teams win rounds by either by eliminating the enemy team or by completing their objective. New for Destiny 2.
- Mayhem Clash - Similar to Clash. All Guardian abilities and Heavy Ammo crates recharge faster. Added on December 19, 2017.
- Showdown - Team deathmatch with a twist: games are played in two-minute rounds. Teams win rounds by having the highest amount of kills when the round timer is depleted. New for Destiny 2. Added on February 13, 2018.
- Rumble - Free-for-all deathmatch. Players earn points for eliminating enemy combatants. Added on March 27, 2018.
- Scorched / Team Scorched - Similar to Rumble / Clash. All loadouts are replaced with one weapon with very high ammo: the Scorch Cannon. New for Destiny 2. Added on August 21, 2018 and are available in Private Matches.
- Iron Banner Control - Similar to Control. Once a team captures all three points at once (and gains a "Power Play"), the points remain locked for 15 seconds before they all reset. New for Destiny 2. Added on September 18, 2018 and not available in Private Matches.
- Breakthrough - Round-based symmetrical assault mode where teams fight to capture a central neutral control point (or "deploying the Breaker"). Once a team deploys the Breaker, they must capture their enemy's control point (or "hacking the Vault") to win the round. If they fail to hack the Vault, the other team wins the round. New for Destiny 2. Added on September 25, 2018 and requires the Forsaken expansion for use in Private Matches.
- Lockdown - Similar to Control. However, the game is now a round-based system where kills no longer contribute to the score. Teams slowly earn points by capturing and holding two uncontested zones. If all zones are captured and uncontested, the holding team wins the round automatically. New for Destiny 2. Added on November 27, 2018 (formerly a Crucible Labs playlist since July 26, 2018).
- Crimson Days Doubles - Similar to Showdown. Players who are close together gain the "Reunited" buff (increasing the recharge rate of their abilities), while players who are too far apart gain the "Drifting Apart" debuff (marking them as waypoints for the enemy). When a player's teammate is defeated, they gain the "Vengeance" temporary buff (further increasing the recharge rate of their abilities while slightly healing them). New for Destiny 2. Added on February 12, 2019 and not available in Private Matches.
- Elimination - Team deathmatch with a twist: games are played in rounds and players cannot respawn naturally (but can be revived by teammates). Teams can only earn points by winning rounds. Added on October 1, 2019, is being tested through Crucible Labs, and is not available in Private Matches.
- Momentum Control - Similar to Control. Increased zone capture speed and bonus points. Increased overall weapon damage, Heavy Ammo crate respawn rates, and Heavy Ammo drop amounts. All Guardian abilities can only be regenerated by defeating enemies. Increased damage resistance for Supers (with the exception of Power weapons). Instant respawn timer. Motion tracker disabled. New for Destiny 2. Added on October 29, 2019.
- Altar of Flame (Caloris Basin, Mercury)
- The Dead Cliffs (European Dead Zone, Earth)
- Endless Vale (Arcadian Valley, Nessus)
- The Fortress (European Dead Zone, Earth)
- Javelin-4 (Warsat Launch Facility, Io)
- Legion's Gulch (European Dead Zone, Earth)
- Midtown (The Last City, Earth)
- Vostok (Felwinter Peak, Earth)
- Retribution (Upper Startosphere, Mars) - Timed-exclusive to the PS4 version.
- Emperor's Respite (Prison Barge, Leviathan) - Added on September 13, 2017.
- Eternity (Unknown Space) - Added on September 15, 2017. Formerly exclusive to Trials of the Nine.
- Distant Shore (Arcadian Strand, Nessus) - Added on October 10, 2017. Remake of Shores of Time from the original Destiny.
- The Burnout (Vex Future, Infinite Forest) - Added on February 13, 2018. Remake of Burning Shrine from the original Destiny.
- Bannerfall (The Last City, Earth) - Added on May 23, 2018. Remake of the map of the same name from the original Destiny. Compatible with Breakthrough mode.
- Convergence (Infinite Forest, Mercury) - Added on September 18, 2018. Remake of Pantheon from the original Destiny. Compatible with Breakthrough mode.
- Pacifica (Tidal Anchor, Titan) - Added with the Curse of Osiris expansion.
- Radiant Cliffs (Mercury's Past, Infinite Forest) - Added with the Curse of Osiris expansion.
- Wormhaven (New Pacific Arcology, Titan) - Added with the Curse of Osiris expansion. Timed-exclusive to the PS4 version. Compatible with Breakthrough mode.
- Meltdown (Clovis Bray Special Projects, Mars) - Added with the Warmind expansion.
- Solitude (Warmind Facility Hellas, Mars) - Added with the Warmind expansion.
- The Citadel - (The Dreaming City) - Added with the Forsaken expansion. Compatible with Breakthrough mode.
- Firebase Echo (Arcadian Valley, Nessus) - Added with the Forsaken expansion. Compatible with Breakthrough mode.
- Equinox (Unknown Space) - Added with the Forsaken expansion. Compatible with Breakthrough mode.
- Gambler's Ruin (The Tangled Shore) - Added with the Forsaken expansion. Timed-exclusive to the PS4 version.
- Fragment (Unknown, The Infinite Forest) - Added with the Shadowkeep expansion.
- Twilight Gap (Last City Parameter, Earth) - Added with the Shadowkeep expansion. Remake of the map of the same name from the original Destiny. Compatible with Breakthrough mode.
- Widow's Court (European Dead Zone, Earth) - Added with the Shadowkeep expansion. Remake of the map of the same name from the original Destiny. Compatible with Breakthrough mode.
All 6v6 playlists have "Shared Heavy Ammo" enabled, where instead of Heavy Ammo crates being limited to one player, players instead "unlock" the crate for their team for a short amount of time.
- Control (Valor, 6v6) - Standard low-intensity playlist. Uses the Control mode only. Mercy rule enabled.
- Survival (Glory, 3v3) - High-intensity playlist with mid-game joining disabled. Uses the Survival mode only. Players who disconnect from multiple Survival matches in a short time frame get a temporary suspension from the playlist. An alternate "Freelance" playlist only allows matchmaking with solo players.
- Classic Mix (Valor, 6v6) - Uses the Clash, Control, and Supremacy modes. Mercy rule enabled. Matchmaking is based on connection rather than skill level.
- Rumble (Valor, 6P) - Free-for-all playlist. Uses the Rumble mode only.
- 6v6 Weekly Rotator (Valor, 6v6) - Rotates between the following modes each week: Clash, Supremacy, Mayhem, Team Scorched, Mayhem Control. Some modes have mercy rule enabled.
- 4v4 Weekly Rotator (Valor, 4v4) - Rotates between the following modes each week: Countdown, Showdown, Breakthrough, Lockdown.
- Quickplay (Valor, 6v6) - Standard low-intensity playlist. Used the Clash and Control modes. Mercy rule enabled. Formerly 4v4.
- Competitive (Glory, 4v4) - High-intensity playlist with mid-game joining disabled. Uses the Clash, Control, Survival, and Countdown modes. Players who disconnect from multiple Competitive matches in a short time frame get a temporary suspension from the playlist.
- Rumble (Valor, 6P) - Free-for-all playlist. Uses the Rumble mode only.
- Weekly Rotator (Valor) - Added on March 27, 2018. Rotated between the following modes each week: Mayhem (6v6), Supremacy (6v6), Breakthrough (4v4), Lockdown (4v4), Showdown (4v4 and 2v2 "Doubles"). Rumble was originally part of this playlist (with both 6P and 8P variants). During the Iron Banner event, this playlist is replaced with the Iron Banner playlist.
Returning from the original Destiny, Iron Banner is a special monthly endgame event hosted by Lord Saladin where, for one week a month, players can participate in a special "Iron Banner" playlist that grants unique themed gear. In addition, Saladin replaces Shaxx as the mode's announcer.
Prior to Season 4, the playlist was restricted to one gametype that rotates every month (Clash, Control, or Supremacy). This was later changed to a special variation of Control (known as "Iron Banner Control") and introduced the return of Power level advantages (where players with higher Power levels have increased damage and resistance). Since Season 5, certain medals received their own Iron Banner counterpart that is earned exclusively in that mode.
Season 6 added two new consumables: the Iron Burden (which gives a temporary handicap of -100 Power in the Iron Banner) and the Wolf's Favor (which gives a temporary handicap of +100 Power in the Iron Banner). This system was removed in Season 7.
Trials of the Nine
The sequel to the "Trials of Osiris" event in the original Destiny, Trials of the Nine was a special weekly endgame event where players participate in a series of highly-competitive matches on a specific map and gametype (either Survival or Countdown) that cycles each week. It was later discontinued in Season 4.
Unlike standard playlists, players must form their full four-player fireteam before entering matchmaking and cannot modify their chosen loadout while in the playlist. Each match's introduction is extended and shows the loadout of all players individually (allowing teams to coordinate on countering their foes).
Each event duration started on Friday and ended at the weekly reset. Once the player's character reached either 7 wins or 3 losses, that character could no longer participate in the event for that week. Depending on the amount of wins, the player could enter parts of an exclusive location (The Third Spire) to spend on unique themed gear.
Added in Season 4, Gambit is a unique "competitive PvE" game mode that pits two groups of four-man fireteams against each other to summon and destroy a powerful boss enemy (the Taken Primeval). While it have elements of PvP multiplayer, it is outside of the scope of the Crucible and does not count towards Crucible bounties and challenges. It was formerly exclusive to owners of the Forsaken expansion.
In-universe, Gambit is a secret competition hosted by a mysterious Lightbearer , known as the Drifter, in order to generate and harness the Darkness (as portable "Motes"). It takes place at locations near the Drifter's ship (the Derelict, which tows a gigantic mysterious object throughout the solar system), with the beginning of each round taking place inside the ship. Further lore behind Gambit and the Drifter's intentions are explained in both Forsaken (through lore books) and Joker's Wild expansions.
Similar to the Crucible's Valor ranking system, Gambit has Infamy ranks which tracks their public Gambit experience throughout the season. While players can earn additional Infamy by winning consecutive matches, they can never lose Infamy (although at the highest Rank, they gain no Infamy by losing). When players reach the maximum Infamy Rank (Legend), they can choose to reset it back to zero to gain additional rewards and commendations.
In Gambit, games are played in rounds, with the first team to win two rounds winning the match. At the beginning of the match, an enemy faction is randomly determined, which will spawn naturally for the entirety of the match (outside of the Primeval phase).
When each round begins, both teams spawn in the spawn area of their battlefield, with the battlefields of both teams being both completely identical and separate. Each battlefield has a central area (where a "Mote Bank" and an "Invasion Portal" are located) and three enemy spawn areas (each of which are named by the Drifter when enemies spawn, such as "the Cavern" and "the Base").
Enemies of the chosen faction then spawn in one of these areas, with enemies dropping anywhere from 1-5 "Motes of Dark" based on their difficulty. Once all enemies are cleared from that area, they begin spawning in one of the two other spawn areas. Although Motes disappear after a short amount of time, players can collect them to keep them in their possession (up to 15 at a time). Players can then deposit their current stack of Motes to their team's Bank, provided there are no enemy Blockers alive. If a player dies while holding a stack of Motes, that stack is "lost" and removed from the game.
Once a team deposits 75 or more Motes in their Bank, they begin their Primeval Phase, which removes all faction enemies from their battlefield, locks the Bank, and begins spawning unique Taken enemies near the Bank. The objective of this phase is to eliminate the boss "Primeval" (who is both lethal and very tanky). To help hasten the death of the Primeval, a stacking "Primeval Slayer" buff is applied automatically to the team (first after 30 seconds, then after every 12 seconds). In addition, eliminating both of the Primeval's lieutenants (the Taken Wizards known as "Primeval Envoys") grant an additional "Primeval Slayer" buff.
Once the Primeval is defeated, the round ends and the team who defeated their Primeval first wins the round. In normal Gambit matches after the Gambit Prime update, the final tie-breaking round (when more than one round is needed to win) is changed to immediately start at the Primeval Phase.
At certain times of the match, a more powerful "High-Value Target" can spawn in a random location and roams throughout the battlefield. Damaging HVTs causes it to drop Motes, while defeating HVTs drop a large amount of Motes (up to 15 total).
In addition, teams that are behind in score can find glowing "Catch Up Targets" with spawned enemies, each of which drop additional Motes on death.
Both HVTs and CUTs can be disabled in Private Matches.
When a player deposits 5 or more Motes at a time, they send a "Blocker" to the enemy battlefield near their Bank. As long as an enemy Blocker is alive, that team's Bank is "blocked" and cannot be used.
- For 5-9 Motes, Taken Goblins are deployed as Small Blockers, whose ability to shield other Taken from all damage made them annoying in groups. Prior to the Gambit Prime update, these were Taken Phalanxes.
- For 10-14 Motes, Taken Captains are deployed as Medium Blockers, whose lethality made them dangerous for players holding onto motes . Prior to the Gambit Prime update, these were Taken Knights.
- For the maximum amount of Motes (or 15-19 Motes in Gambit Prime), Taken Knights are deployed as Large Blockers, whose tankiness made them tougher to dispatch. Prior to the Gambit Prime update, these were Taken Ogres.
With the addition of the High-Yield Savings perk in Gambit Prime (and exclusive to that mode), Collectors can deposit 20 Motes to send a Giant Blocker (a boss Taken Phalanx) to the other side. Giant Blockers are risky to obtain, but are very dangerous to dispose of (due to their large shields, their tankiness, and their lethal stomp attack).
Players can still send Blockers to the enemy's side when their enemies are in the Primeval Phase, which can be detrimental to that team (as distractions and shields).
Reminiscent of the Invader Phantom system in the Souls series, players can "invade" the opposing team's battlefield once their Portal is active (which happens after each 25 motes deposited as a team, or at regular intervals during the enemy's Primeval Phase).
Invaders are transported to the furthest spawn area from the opposing players, are highlighted in red, have all enemy Guardians marked on their HUD, and cannot be targeted or damaged by PvE enemies. Their goal is simply to eliminate enemy Guardians while avoid being killed themselves. After either 30 seconds have passed or four enemy Guardians are eliminated, the Invader is automatically transported back to their battlefield. If they are killed, they drop 3 Motes around them, lose their current stack of Motes, and must wait to respawn at their battlefield.
Teams who are being invaded are notified (with heavy aural and visual cues) and have an incentive to hunt the Invader down:
- If the Invader kills an enemy Guardian prior to the Primeval Phase, that Guardian loses their stack of Motes. This can be detrimental for those carrying large stacks.
- If the Invader kills an enemy Guardian during the Primeval Phase, the Primeval gets healed for a small amount.
Added in Season 6, Gambit Prime is a unique single-round version of Gambit with numerous changes:
- Players can earn special armor pieces from the Reckoning activity that gives them points towards special perks for Gambit Prime. Perks are split into four combat roles: Reaper (green, focusing on clearing waves of enemies and defeating powerful enemies), Invader (red, focusing on invading enemy teams), Collector (white, focusing on gathering motes and sending Blockers), and Sentry (yellow, focusing on defending against both Blockers and Invaders).
- The number of banked motes that are required to summon a Primeval is increased from 75 to 100, and can be drained over time in two ways: when multiple Blockers are near the Bank, and when invaders with a certain Invader perk are standing near the Bank.
- The Primeval can only be damaged for a short time after all three Envoys are defeated. The third Envoy spawns after the other two is defeated and leaves a Well of Light once defeated (granting temporary buffs to those standing in it). After a short time, the Primeval is shielded and more Envoys spawn.
It was formerly exclusive to owners of the Forsaken Annual Pass.
Gambit + Gambit Prime
- Emerald Coast (European Dead Zone, Earth) - Enemies are either Cabal, Fallen, or Hive. Added on September 4, 2018 (Gambit) and March 26, 2019 (Gambit Prime).
- Legion's Folly (Arcadian Valley, Nessus) - Enemies are either Cabal, Scorn, or Vex. Added on September 4, 2018 (Gambit) and added on March 19, 2019 (Gambit Prime).
- New Arcadia (Hellas Basin, Mars) - Enemies are either Cabal, Hive, or Vex. Added on March 5, 2019 (Gambit Prime) and April 2, 2019 (Gambit). Later added in classic Gambit on April 2, 2019.
- Deep Six (New Pacific Anthology, Titan) - Enemies are either Fallen, Scorn, or Hive. Added on March 12, 2019 (Gambit Prime) and April 2, 2019 (Gambit).
- Cathedral of Scars (The Dreaming City, The Vestian Web) - Enemies are either Cabal, Scorn, or Vex. Added on September 4, 2018.
- Kell's Grave (Tangled Shore, The Reef) - Enemies are either Fallen, Scorn, or Vex. Added on September 4, 2018.