Destiny 2 last edited by Nes on 09/07/18 02:47PM View full history

Overview

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Destiny 2 is a sci-fi open-world first-person shooter developed by Bungie (in conjunction with Vicarious Visions and High Moon) and published by Activision for the Xbox One and PlayStation 4 on September 6, 2017. It was later released for the PC on October 24, 2017 as the first third-party title for Blizzard's Battle.net service.

It is the sequel to the 2014 game Destiny and is set one year after the events of the Rise of Iron expansion. 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 acquire 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.

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.

Campaign

Prologue

  1. Homecoming (The Tower)
  2. Exodus (The Last City)
  3. Spark (EDZ)

The Red War

  1. Combustion (EDZ)
  2. Hope (Titan)
  3. Riptide (Titan)
  4. Utopia (Titan)
  5. Looped (Nessus)
  6. Six (Nessus)
  7. Sacrilege (Io)
  8. Fury (Io)
  9. Payback (EDZ)
  10. Unbroken (EDZ)
  11. Larceny (EDZ)
  12. 1AU (The Almighty)
  13. Chosen (The Last City)

Curse of Osiris

  1. The Gateway (Mercury)
  2. A Deadly Trial (EDZ)
  3. Beyond Infinity (Mercury)
  4. Deep Storage (Io)
  5. Tree of Probabilities (Mercury)
  6. Hijacked (Nessus)
  7. A Garden World (Mercury)
  8. Omega (Mercury)

Warmind

  1. Ice and Shadow (Mars)
  2. Pilgrimage (Mars)
  3. Off-World Recovery (EDZ)
  4. Strange Terrain (Mars)
  5. Will of the Thousands (Mars)

Forsaken

  1. Last Call (Tangled Shore)
  2. High Plains Blues (Tangled Shore)
  3. Scorned (Tangled Shore)
  4. The Machinist (Tangled Shore)
  5. Nothing Left to Say (Tangled Shore)

Strikes

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. Unlike most activities, Strikes are their own separate entry in the Destination Map (in a similar fashion to Raids and The Crucible) and use their own matchmaking playlist.

By completing Strikes, players earn Vanguard Tactician tokens, which can be redeemed at Commander Zavala to earn special Vanguard Tactician engrams.

Strikes

The Red War

  • The Arms Dealer (EDZ)
  • Exodus Crash (Nessus)
  • The Inverted Spire (Nessus)
  • Lake of Shadows (EDZ, timed exclusive for the PS4 version)
  • The Pyramidion (Io)
  • Savathûn's Song (Titan)

Curse of Osiris

  • A Garden World (Mercury)
  • Tree of Probabilities (Mercury)

Warmind

  • The Insight Terminus (Nessus, timed exclusive for the PS4 version)
  • Strange Terrain (Mars)
  • Will of the Thousands (Mars)

Forsaken

  • Warden of Nothing (Tangled Shore)
  • The Hollowed Lair (Tangled Shore)
  • The Corrupted (The Dreaming City)

Heroic Strikes

Released on December 5, 2017, Heroic Strikes are more difficult versions of standard Strikes. Along with a difficulty increase (with a higher Power level cap), it also adds one of the following "heroic modifiers" below:

  • Attrition - Drastically slower health/shield regeneration. Killed enemies sometimes drop wells of light that restores health and shields.
  • Momentum - Automatic health/shield regeneration is disabled unless the player is moving.
  • Prism - Automatically rotates between numerous elemental types, with the active one dealing more damage.
  • Torrent - Ability recharge rate is drastically faster.

The heroic modifier is rotated on a weekly basis and matches the same modifier used for Nightfall Strikes.

It is currently only available to owners of the Curse of Osiris expansion.

Nightfall

A special playlist that rotates every week, Nightfall uses only one map for each rotation. Unlike normal Strikes, players only have a limited amount of time to complete the mission (before players would have to retry it). Along with a higher difficulty increase and a "heroic modifier" (see Heroic Strikes above), Nightfalls also features one of the following "timewarp modifiers":

  • Anomalies - Shoot "anomalies" to extend the mission timer.
  • Killing Time - Defeat enemies to extend the mission timer.
  • Rings - Navigate through special "rings" to extend the mission timer.
  • Zero Hour - Mission timer cannot be extended.

Unlike other Strike playlists, Nightfalls cannot be played in standard matchmaking (requiring players to form pre-made fireteams). Instead, players can use the Guided Games feature to form three-man fireteams (with two clanmates as the Guides and one other player as a Seeker).

Along with the standard Nightfall playlist, the game also includes a Prestige Nightfall playlist which further increases the game's difficulty to match the game's maximum Power level.

Classes

The three main classes of Guardians return from the original Destiny. However, their upgrade and sub-class systems have changed significantly. Instead of a sub-class with eight tiers of modifiers, players instead start with an upgrade for the Movement Ability, Grenade Type, and new Class Ability (with most options locked with an "upgrade point" system and/or level lock) and can use upgrade points to specialize in one of two sets of abilities (each providing different series of buffs and unique Melee Abilities). Unlike the original Destiny, there are no modifiers for the player's main stats (Mobility, Resilience, and Recovery) and no separate modifier for the super ability.

The game's prologue has players start with either the Gunslinger, Striker, or Voidwalker sub-class. Once the player's Guardian "loses their Light", they lose their class-specific abilities (including mid-air movement and the ability to throw grenades) until a certain point in the story (which gives them the Arcstrider, Sentinel, or Dawnblade sub-class). By playing through the game, players can unlock additional sub-classes through special quests that can only be reached at certain player levels.

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.

Hunter

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 roll or dash maneuver. Players can choose from either Marksman Dodge (which also automatically reloads the player's equipped weapon) or Gambler's Dodge (which can also generate Melee Attack energy if done in close proximity to an enemy).

Their movement options involve 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).

Subclasses

  • Arcstrider (Arc) - Their Arc Staff super ability conjures a staff of pure electrical energy, allowing them to be an agile melee powerhouse. Can path into either Way of the Warrior (which creates an aftershock on Arc Staff attacks) or Way of the Wind (which increases the player's general agility), Their Melee Ability is a pressure-point punch that either gives a temporary buff (Warrior) or disorient nearby enemies (Wind).
  • Gunslinger (Solar, unlocked after level 5+) - Their Golden Gun super ability conjures a flaming revolver with three extremely powerful shots. Can path into either Way of the Outlaw (which increases the Golden Gun ammunition) or Way of the Sharpshooter (which increases the Golden Gun duration on precision hits). Their Melee Ability is a throwing knife toss, which either detonate on impact (Outlaw) or recharge on precision kills (Sharpshooter).
  • Nightstalker (Void, unlocked after level 15+) - Their Shadowshot super ability conjures a bow-and-arrow shot of void energy that damages, ensnares and marks their enemies. Can path into either Way of the Trapper (which allow Shadowshot attacks to create ensnaring traps) or Way of the Pathfinder (which allows multiple Shadowshot attacks). Their Melee Ability is a smoke bomb toss, which either ensnares enemies (Trapper) or cloaks all nearby allies (Pathfinder).

Titan

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).

Subclasses

  • Sentinel (Void) - Their Sentinel Shield 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. Can path into either Code of the Protector (which gives an option to create an impenetrable shielding dome instead) or Code of the Aggressor (which allows additional Sentinel Shield throws). Their Melee Ability either creates an overshield on all nearby allies after a kill (Protector) or instead unleash a devastating shield bash while sprinting (Aggressor).
  • Striker (Arc, unlocked after level 5+) - Their Fist of Havoc super ability supercharges the Titan's fists, allowing powerful melee dashes and ground slams. Can path into either Code of the Earthshaker (which allows more powerful Fist of Havoc ground slams) or Code of the Juggernaut (which extends the Fist of Havoc duration on kills). Their Melee Ability either unleash a shoulder slam while sprinting (Earthshaker) or automatically reload the Striker's weapon after striking (Juggernaut).
  • Sunbreaker (Solar, unlocked after level 15+) - Their Hammer of Sol super ability conjures flaming hammers that can be thrown at enemies. Can path into either Code of the Fire-Forged (which cause enemies to explode after being killed by the Hammer of Sol) or Code of the Siegebreaker (which create a unique aura on Hammer of Sol impacts that buff its user). Their Melee Ability either unleash a hammer strike while sprinting (Fire-Forged) or cause an explosion that burns nearby enemies (Siegebreaker).

Warlock

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).

Subclasses

  • Dawnblade (Solar) - Their Daybreak super ability conjures flaming swords that can be thrown at enemies. Can path into either Attunement of Sky (which give the ability to dodge in mid-air) or Attunement of Flame (which give the ability to dive down, causing a ground slam with Daybreak active). Their Melee Ability either recharges Class abilities on airborne kills (Sky) or cause an explosion on an enemy kill (Flame).
  • Voidwalker (Void, unlocked after level 5+) - Their Nova Bomb super ability conjures and hurls a giant ball of energy, disintegrating all enemies that are caught within its blast. Can path into either Attunement of Chaos (which adds a variety of devastating effects on the Nova Bomb and allows the user to consume super ability energy to empower their next grenade toss) or Attunement of Hunger (which adds a singularity effect to the Nova Bomb and allows the user to consume grenade energy for health). Their Melee Ability either recharges the user's grenade energy on striking an enemy (Chaos) or fully restores the user's health on killing an enemy (Hunger).
  • Stormcaller (Arc, unlocked after level 15+) - Their Stormtrance super ability conjures streams of lightning from their hands. Can path into either Attunement of Conduction (which allows the user to teleport during Stormtrance) or Attunement of Elements (which creates a devastating shockwave when casting Stormtrance and improves the user's Rift). Their Melee Ability has extended range and either chains to an additional target (Conduction) or recharges the user's abilities on striking an enemy (Elements).

Weapons

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. Primary weapons are replenished with white-colored ammo boxes, Special weapons are replenished with green-colored ammo boxes at a rarer rate, and Power weapons are replenished with purple-colored ammo boxes at an even rarer rate.

Like the original Destiny, weapons come in multiple rarities (including grey Basics, green Commons, blue Rares, purple Legendaries, and golden Exotics). Rarer weapons include additional perks and bonuses, including the ability to upgrade its level by "infusing" other weapons of that weapon slot (which require additional resources). Unlike the original Destiny, perks are tied to the weapon and are not randomly generated (although the later Forsaken update added random choices to Exotic weapons). Rarer weapons have the option to choose from a group of perks, such as the scope and magazine type).

New to the series is the ability to use Shaders to customize the weapon's appearance. Exotic weapons are unique in that they have a mandatory line of perks (including unique perks) and can only be customized using rare Ornaments. Similar to Masterwork Gear, later updates added the ability to receive and craft rare "Masterwork" versions of Legendary weapons, granting stat tracking and an additional minor stat boost.

Prior to the Forsaken update, the game had both basic weapon slots as Primary weapons (with Kinetic replenished by white-colored ammo boxes and Energy replenished by green-colored ammo boxes) while the Special weapons were instead Heavy weapons (which were then-named Power weapons). In addition, weapons were only infused with weapons of the same type, rather than slot and Energy/Heavy weapons could have mods to change their elemental type.

Primary Ammo

Auto Rifles

Fully-automatic rifles/carbines. Preferred for short-to-mid range combat. Their intristic perks include the balanced Adaptive Frame, High-Impact Frame (which sacrifices firing speed for higher damage and improves accuracy while both stationary and aiming down the sight), Lightweight Frame (which increases the wielder's mobility while equipped), Precision Frame (which improves horizontal recoil control), and Rapid-Fire Frame (which increases ammo reserves, and improves reloading speed on an empty magazine).

Exotic Auto Rifles:

  • Hard Light (Void) - Holding down the Reload button cycles to a new elemental type. Shots have no damage fall-off on longer ranges, overpenetrate enemies, and ricochet off hard surfaces (increasing damage after each bounce).
  • Sweet Business (Kinetic) - Significantly larger magazine. Increased accuracy while firing from the hip. Improved range and rate-of-fire, with Kinetic ammo pickups automatically reloading part of the magazine, while continuously firing.
  • SUROS Regime (S3, Kinetic) - All bullets on the latter half of each magazine deal bonus damage and have a chance to return health on kill. Can choose between two special perks: an increased firing rate (when the trigger is held down) or a more powerful slower firing rate (when aiming down the sights).
  • Cerberus+1 (S4, Kinetic) - Triple-barreled (with each barrel having different stats). Reduced spread while aiming down sights.

Combat Bow

Added in Season 4. Currently requires the Forsaken expansion.

Exotic Combat Bows:

  • Trinity Ghoul (S4, Arc) - Arrows split when fired (with its spread determined by whether the user aims down the sight and whether the bow is fully drawn). Arrows chain energy to nearby enemies after precision kills.
  • Wish-ender (S4, Kinetic) - Enemies behind walls are highlighted when aiming down the sight. Increase accuracy against Taken enemies. Quest reward.

Hand Cannons

Semi-automatic revolvers with a slow rate-of-fire and strong impact. Their intristic perks include the balanced Adaptive Frame, Lightweight Frame (which increases the wielder's mobility while equipped), and Aggressive Frame (which sacrifices recoil control for higher damage output).

Exotic Hand Cannons:

  • Sturm (Kinetic) - Kills with this weapon partially reloads the wielder's Energy Weapon. Kills with Energy Weapons grant improved precision damage for the Sturm until its next reload. Significantly improved recoil control. Kills with the Drang sidearm partially reloads the Sturm. Quest reward.
  • Sunshot (Solar) - Fires explosive rounds. Enemies who take damage from the Sunshot are highlighted. Enemies killed with the Sunshot release an energy explosion.
  • Crimson (S2, Kinetic) - Fires in three-round bursts. Kills with this weapon automatically heals the wielder. Precision kills with this weapon automatically reloads it.
  • Ace of Spades (S4, Kinetic) - Radar stays active while aiming down sights. Reloading after a kill loads additional extra-damage bullets in the magazine. Precision kills cause a Solar explosion and temporarily increases reload speed. Quest reward.
  • Malfeasance (S4, Kinetic) - Shots "burrow" into enemies, causing an explosion when stacked. Deals bonus damage against Taken enemies and Gambit invaders. Quest reward.

Pulse Rifles

Battle rifles that fire in three-round bursts. Preferred for mid-range combat. Their intristic perks include the balanced Adaptive Frame, High-Impact Frame (which sacrifices firing speed for higher damage and improves accuracy while both stationary and aiming down the sight), Lightweight Frame (which increases the wielder's mobility while equipped), and Rapid-Fire Frame (which increases ammo reserves and improves reloading speed on an empty magazine).

Exotic Pulse Rifles:

  • Graviton Lance (Void) - Final shot in the burst deals higher damage (with no damage fall-off at longer ranges). Enemies killed with the weapon release an elemental explosion that spawns homing projectiles.
  • Vigilance Wing (Kinetic) - Fires in five-round bursts. Temporarily improves the player's health regeneration and movement speed when a nearby ally is killed. Improves overall stats while the player is the last living member of a fireteam.

Scout Rifles

Semi-automatic precision rifles for mid-to-long ranged combat. Their intristic perks include the High-Impact Frame (which sacrifices firing speed for higher damage and improves accuracy while both stationary and aiming down the sight), Lightweight Frame (which sacrifices damage for faster firing speed and increases the wielder's mobility while equipped), Precision Frame (which improves horizontal recoil control), and VEIST Rapid-Fire (which changes it to a fully-automatic weapon, improves ammo reserves, and improves reloading speed on an empty magazine).

Exotic Scout Rifles:

  • MIDA Multi-Tool (Kinetic) - Radar stays active while aiming down sights. Boosts movement speed. Enhances the MIDA Mini-Tool submachine gun. Quest reward.
  • Skyburner's Oath (Solar) - Fully-automatic. Homing projectiles. Aiming down the sight improves the damage and accuracy at the cost of a lower rate-of-fire and no homing properties. Penetrates Phalanx shields. Deals extra damage to Cabal enemies.
  • The Jade Rabbit (S2, Kinetic) - Chaining body shots together adds ammo to the magazine and deals bonus damage on the next precision shot. Shots overpenetrate targets and deal extra damage to shields.
  • Polaris Lance (S3, Solar) - Precision shots return ammo to the magazine. Landing four consecutive precision shots cause the next shot to release an energy explosion. Quest reward.

Sidearms

Semi-automatic handguns with a fast rate-of-fire. Their intristic perks include the balanced Adaptive Frame, Lightweight Frame (which increases the wielder's mobility while equipped), Precision Frame (which improves horizontal recoil control), Omolon Adaptive Frame (which changes it to a burst fire weapon), and SUROS Rapid-Fire (which changes it to a fully-automatic weapon, improves ammo reserves, and improves reloading speed on an empty magazine).

Exotic Sidearms:

  • Rat King (Kinetic) - Reloading immediately after getting a kill grants temporary invisibility. Improved magazine size and rate-of-fire when nearby allies also have the Rat King equipped. Quest reward.

Submachine Guns

New to the series, sub-machine guns are fully-automatic sidearms with a very fast rate-of-fire. Their intristic perks include the balanced Adaptive Frame, Lightweight Frame (which increases the wielder's mobility while equipped), and Precision Frame (which improves horizontal recoil control).

Exotic Submachine Guns:

  • Riskrunner (Arc) - Gains a temporary overcharge (which can be prolonged by killing enemies) known as the "Arc Conductor" when the player receives Arc damage. The Arc Conductor improves player resistance to further Arc damage, improves the weapon's overall stats, and grants a random chance for its shots to both chain to other enemies and return ammunition.
  • The Huckleberry (S3, Kinetic) - Increased rate of fire while the trigger is held down. Kills reload a portion of the magazine. Shots ricochet off of hard surfaces.

Special Ammo

Formerly part of the Power type, Special weapons have a limited ammunition pool that is not as common to find as Primary weapons.

Some Exotic Special Weapons are instead treated as Power Weapons and use that slot and the Heavy ammo type.

Fusion Rifles

Powerful railguns that fire barrages of bolts at close-to-medium range, and must be charged prior to firing. Their intristic perks include the balanced Adaptive Frame, Precision Frame (which improves horizontal recoil control), High-Impact Frame (which sacrifices firing speed for higher damage and improves accuracy while both stationary and aiming down the sight), and Rapid-Fire Frame (which increases ammo reserves and improves reloading speed on an empty magazine).

Exotic Fusion Rifles:

  • Merciless (Solar) - Non-lethal shots improves its charging time until the wielder gets a kill. Reloading immediately after a kill temporarily increases weapon damage.
  • Telesto (S2, Void) - Bolts attach to enemies and detonate with a delayed energy blast. Multi-kills with it automatically reloads the wielder's Kinetic and Energy weapons.
  • One Thousand Voices (S4, Solar, Power) - Fires a continuous beam (similar to Trace Rifles) after its charged. Beam causes delayed elemental explosions on impact with an enemy.

Grenade Launchers (Single-Shot)

New to the series, single-shot grenade launchers have a wide variety of projectile types and purposes (including proximity grenades that stick onto surfaces and grenades that blind or stun enemies). They currently have no alternate intristic perks.

Exotic Single-Shot Grenade Launchers:

  • Fighting Lion (Void) - Direct hits deal more damage to shielded enemies. Kills drop Primary ammo. Multi-kills against enemies damaged by the Fighting Lion automatically reloads the weapon.

Shotguns

Pump-action shotguns for powerful close-quarters combat. Their intristic perks include the Aggressive Frame (which sacrifices recoil control for higher damage output), Lightweight Frame (which sacrifices damage for better recoil control and increases the wielder's mobility while equipped), and Precision Frame (which improves horizontal recoil control). Some shotguns with Precision Frame also fire with single-slug rounds instead of pellets, significantly reducing the spread of each shot (and requiring more precise aiming for devastating impact).

Exotic Shotguns:

  • Legend of Acrius (Arc, Power) - Fires energy blasts that overpenetrates enemies. Improved radar. Quest reward that can be upgraded (with improved stats) by completing additional quest missions.
  • Tractor Cannon (Void, Power) - Significantly knocks nearby enemies away. Damaging an enemy with it temporarily improves firing speed and handling while stunning their abilities and reducing their damage resistance.
  • The Chaperone (S4, Kinetic) - Single-slug. Precision kills temporarily improves handling, range, and precision damage. Quest reward.
  • Lord of Wolves (S4, Solar) - Fires energy blasts. Defeating an enemy temporarily doubles the amount of projectiles per shot.

Sniper Rifles

Semi-automatic sniper rifles for powerful long-ranged shots. Their intristic perks include the balanced Adaptive Frame, Aggressive Frame (which sacrifices recoil control for higher damage output), and Rapid-Fire Frame (which changes it to a fully-automatic weapon, increases ammo reserves, and improves reloading speed on an empty magazine).

Exotic Sniper Rifles:

  • Borealis (Void) - Holding down the Reload button cycles to a new elemental type. Breaking an enemy's shield automatically reloads one bullet to the magazine. Breaking an enemy player's shield of the same type grants double damage for the remainder of the weapons' magazine. Timed-exclusive to the PS4 version.
  • D.A.R.C.I. (Arc, Power) - Shows bonus statistics when aiming at an enemy. Increased precision damage while aiming down the scope.
  • Whisper of the Worm (S4, Solar, Power) - Precision shots deal higher damage. Consecutive hits refill the magazine. Missed shots have a chance to return ammo to the magazine. Quest reward.

Trace Rifles

New to the series, Trace Rifles fire a continuous beam of energy. Currently, they only exist as Exotic weapons.

Exotic Trace Rifles:

  • Coldheart (Arc) - Deals exponentially more damage the longer it remains on a target. Timed-exclusive to those who pre-ordered the game.
  • Prometheus Lens (S2, Solar) - Beam size grows the longer the weapon is fired. Kills with it return part of the ammo used back to the magazine.
  • Wavesplitter (S4, Void) - Oscillates between three levels of damage while the trigger is held down. Collecting Orbs of Light grant an automatic reload and a temporary guarantee on the highest damage level.

Heavy Ammo

All Power type weapons have a limited ammunition pool. On PvP modes, players start each life with no Heavy ammo and can only find ammo time-locked in random locations (always shown in the HUD). The kill feed also displays when an ammo is picked up, by who, and with what Power weapon type.

Linear Fusion Rifles

Powerful railguns that fires powerful, precise bolts at medium-to-long range, and must be charged prior to firing. Unlike standard Fusion Rifles, they have no alternate intristic perks.

Exotic Linear Fusion Rifles:

  • Sleeper Simulant (S2, Solar) - Bolts overpenetrate enemies and bounce off of hard surfaces. Increased movement speed while aiming down the sight. Quest reward.
  • The Queenbreaker (S4, Arc) - Bolts blind enemies on hit. Increased magazine size.

Grenade Launchers (Drum-Fed)

New to the series, semi-automatic grenade launchers have a wide variety of projectile types and purposes (including proximity grenades that stick onto surfaces and grenades that blind or stun enemies). Their intristic perks include the balanced Adaptive Frame, Aggressive Frame (which sacrifices recoil control for higher damage output), and Precision Frame (which sacrifices projectile speed for projectiles that bounce against hard surfaces and detonate on trigger release).

Exotic Grenade Launchers:

  • The Prospector (Arc) - Fully-automatic with all shots sticking on hard surfaces and detonating on trigger release.
  • The Colony (S2, Void) - Grenades are "insectoid robots" that chase enemies and explode near them. Automatically reloads when unequipped.

Rocket Launchers

Single-shot rocket launchers that launch powerful missiles. Their intristic perks include the balanced Adaptive Frame, High-Impact Frame (which sacrifices projectile speed for higher damage and improves accuracy while both stationary and aiming down the sight), Aggressive Frame (which sacrifices recoil control for higher damage output), and Precision Frame (which fires auto-tracking missiles, requiring wielders to "lock onto" targets by aiming at them).

Exotic Rocket Launchers:

  • The Wardcliff Coil (Arc) - Fires a volley of mini-rockets (instead of a single projectile) that home in on enemies. Picking up Heavy ammo while wielding the weapon automatically reloads it.
  • Two-Tailed Fox (S4, Void) - Fires two homing rockets: one Void rocket that stuns enemies and one Solar rocket that causes damage-over-time.

Swords

Used for aggressive close-ranged melee combat. 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 Uppercut Attacks and Sword Guards (which allow players to use Heavy Ammo to guard against enemy attacks, both melee and ranged).

Exotic Swords:

  • Worldline Zero (S3, Arc) - Performing a Sword Guard while sprinting (or while performing a sprinting jump) deals a teleporting dash that with a powerful area-of-effect blast. Quest reward.
  • Black Talon (S4, Void) - Pressing the Primary Attack button twice in quick succession launches a projectile strike.

The Crucible

Like the original Destiny, PvP multiplayer takes place in-universe in the Crucible. Unlike Destiny, all standard Crucible games are simplified with no level-based advantages. By completing Crucible matches, players can earn items and Crucible Tokens, which can be redeemed at Lord Shaxx for special Crucible engrams.

At launch, all matches were played with two teams of four players. This was later changed with the addition of both new game modes and Private Matches. The maximum lobby size is 12 players.

Playlists

Common

  • Quickplay (Valor) - Low-intensity playlist with shorter matchmaking times. Uses the Clash and Control modes and is played with two teams of six (formerly two teams of four).
  • Competitive (Glory) - High-intensity playlist with longer matchmaking times. Uses the Clash, Control, Survival and Countdown modes and is played with two teams of four.
  • Rumble (Valor) - Low-intensity no-team playlist. Uses the Rumble mode and is played with six players (formerly eight players). Formerly a rotating playlist

Weekly

Added on March 27, 2018, one bonus playlist in the Crucible mode features one of the following in a weekly rotation:

  • Doubles (Valor) - Uses the Showdown mode and is played with two teams of two.
  • Mayhem (Valor) - Uses the Mayhem Clash mode and is played with two teams of six.
  • Supremacy (Valor) - Uses the Supremacy mode and is played with two teams of six. Formerly part of Quickplay.

Game Modes

  • Clash - Standard Team Deathmatch. Teams earn points for eliminating enemy combatants.
  • Supremacy - Similar to Clash. However, killed players drop colored "crests" (blue for teammates, red for enemies) that must be picked up to score points. Picking up a teammate's crest denies the opportunity for the enemy team to score with it.
  • Survival - Similar to Clash. However, 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.
  • Control - Similar to Clash. However, teams earn bonus points per kill for how many control points they claim. Each map has three control points, and each team starts with one control point controlled. Teams control the points by standing in that point's capture zone for an amount of time.
  • 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.
  • Mayhem Clash - Similar to Clash. Faster Super gain rate, faster cooldown on class abilities, faster cooldown on Heavy Ammo spawns.
  • Rumble - Free-for-all deathmatch. Players earn points for eliminating enemy combatants.
  • Showdown - Similar to Clash. However, games are played in two-minute rounds. Teams win rounds by having the highest amount of kills when the round timer is depleted. Not available in Private Matches.

Crucible Labs

  • Scorched - Similar to Clash. All loadouts are replaced with one weapon with very high ammo: the Scorch Cannon.

Maps

  • Altar of Flame - Mercury (Caloris Basin)
  • Endless Vale - Nessus (Arcadian Valley)
  • Javelin-4 - Io (Warsat Launch Facility)
  • Legion's Gulch - Earth (European Dead Zone)
  • Midtown - Earth (The Last City)
  • The Dead Cliffs - Earth (European Dead Zone)
  • The Fortress - Earth (European Dead Zone)
  • Vostok - Earth (Felwinter Peak)
  • Retribution - Mars (Upper Startosphere). Timed-exclusive to the PS4 version.
  • Emperor's Respite - Leviathan (Prison Barge). Added on September 13, 2017.
  • Eternity - Unknown Space. Added on September 15, 2017. Formerly exclusive to Trials of the Nine.
  • Distant Shore - Nessus (Arcadian Strand). Added on October 10, 2017. Remake of Shores of Time from the original Destiny.
  • Pacifica - Titan (Tidal Anchor). Added on December 5, 2017. Requires the Curse of Osiris expansion for use in Private Matches.
  • Radiant Cliffs - Infinite Forest (Mercury's Past). Added on December 5, 2017. Requires the Curse of Osiris expansion for use in Private Matches.
  • Wormhaven - Titan (New Pacific Arcology). Added on December 5, 2017. Requires the Curse of Osiris expansion for use in Private Matches. Timed-exclusive to the PS4 version.
  • The Burnout - Infinite Forest (Vex Future). Added on February 13, 2018. Remake of Burning Shrine from the original Destiny.
  • Meltdown - Mars (Clovis Bray Special Projects). Added on May 8, 2018. Requires the Warmind expansion for use in Private Matches.
  • Solitude - Mars (Warmind Facility Hellas). Added on May 8, 2018. Requires the Warmind expansion for use in Private Matches.
  • Bannerfall - Earth (The Last City). Added on May 23, 2018. Remake of Bannerfall from the original Destiny.

Trials of the Nine

The sequel to the Trials of Osiris event in the original Destiny, Trials of the Nine is a special weekly PvP endgame event where players participate in a series of matches on that rotation's map and gametype choice (Survival or Countdown). Unlike normal playlists, players must form their full four-player fireteam before entering matchmaking and cannot modify their chosen loadout while in the playlist. All participating players must complete the Red War campaign with their character, have that character at Power Level 260 or above, and complete the Call to Arms milestone at least once.

Each week, the event starts on Friday at 10:00 AM PST/PDT and ends during the weekly reset. Once the player's character reaches either 7 wins or 3 losses, that character can no longer participate in the event for that week.

Depending on the amount of wins, the player can enter parts of an exclusive location (The Third Spire) to spend on unique gear and Trials Engrams. Each match's introduction is extended and shows the loadout of all players individually (along with their chosen emote).

Iron Banner

Returning from the original Destiny, Iron Banner is a special seasonal PvP endgame event where a playlist uses that rotation's gametype choice (Clash, Control, or Supremacy) and grants unique gear and Iron Banner Engrams. All participating players must complete the Red War campaign with their character and have that character at Level 20 or above.

Gambit

Locations

  • Cathedral of Scars - The Dreaming City (The Vestian Web)
  • Emerald Coast - Earth (European Dead Zone)
  • Kell's Grave - Tangled Shore (The Reef)
  • Legion's Folly - Nessus (Arcadian Valley)

Raids

Similar to raids in 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, including tokens for unique Emblems.

Each raid has two difficulties: Normal and Prestige. Prestige raids give additional (and exclusive) rewards while increasing the difficulty of all enemies and adding new challenges to each mission. The player's current raid progress, regardless of difficulty, is reset at the start of the weekly rotation. 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.

Leviathan

The game's flagship raid, available in the base game. It is set on the massive Cabal space vessel of the same name orbiting around Nessus. The fireteam is invited by Emperor Calus to test their strength against his Loyalist forces.

Unlike the raids in Destiny, the Leviathan uses a central hub area to link all four chambers together. Fireteams that transmat in from orbit spawn in the entrance (known as the Embarkment), where they can either walk through the main entrance (the Castellum) or sneak inside the ship (the Underbelly) to reach each chamber.

Castellum and the Underbelly

Walking through the main entrance of the Leviathan leads to the Castellum, a large open courtyard that links all four stages of the raid together. To progress to the next stage, fireteams need to gather standards from the plates of the other three stages (each guarded by a mini-boss Centurion) and bring them to a single plate while fending enemies off of the plate (as Liberators attempt to recover each standard).

Alternatively, players can explore the hidden Underbelly of the Leviathan from a hidden entrance in the Embarkment. Featuring a labyrinth of corridors, platforming puzzles, and combat areas (which can be sneaked through), the Underbelly allows fireteams to reach each raid chamber without the need to succeed in the Castellum. Additionally, players can find hidden loot chests that can only be unlocked with special keys earned by completing raid chambers (which are discarded at the start of each weekly rotation and can only be used before reaching the Throne).

Main Chambers

On each weekly rotation, the order of the first three chambers changes:

  • The Gauntlet.
  • The Pleasure Gardens.
  • The Royal Pools.

Throne

The boss battle against Emperor Calus himself.

Eater of Worlds

The game's first "Raid Lair".

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