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 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.
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.
- Homecoming (The Tower)
- Exodus (The Last City)
- Spark (EDZ)
The Red War
- Combustion (EDZ)
- Hope (Titan)
- Riptide (Titan)
- Utopia (Titan)
- Looped (Nessus)
- Six (Nessus)
- Sacrilege (Io)
- Fury (Io)
- Payback (EDZ)
- Unbroken (EDZ)
- Larceny (EDZ)
- 1AU (The Almighty)
- Chosen (The Last City)
Curse of Osiris
- The Gateway (Mercury)
- A Deadly Trial (EDZ)
- Beyond Infinity (Mercury)
- Deep Storage (Io)
- Tree of Probabilities (Mercury)
- Hijacked (Nessus)
- A Garden World (Mercury)
- Omega (Mercury)
- Ice and Shadow (Mars)
- Pilgrimage (Mars)
- Off-World Recovery (EDZ)
- Strange Terrain (Mars)
- Will of the Thousands (Mars)
- Last Call (Prison of Elders)
- High Plains Blues (Tangled Shore)
- Scorned (Tangled Shore)
- The Machinist (Tangled Shore)
- Nothing Left to Say (Tangled Shore)
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.
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).
- 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).
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 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).
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 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).
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 Intristic Perks, which partly determine their base stats and play style. Some weapons have unique changes based on their Intristic Perk (for example, semi-automatic weapons with Rapid-Fire Frame fire in fully-automatic). All Exotic weapons have their own unique Intristic 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.
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.
- Auto Rifles - Fully-automatic. Their intristic perks include Adaptive, High-Impact, Lightweight, Precision, and Rapid-Fire frames.
- 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. Their intristic perks include Lightweight and Precision frames. Precision Combat Bows sacrifice draw speed for higher damage output. Added in Season 4 and currently requires the Forsaken expansion.
- Hand Cannons - Semi-automatic with a slow rate-of-fire. Their intristic perks include Adaptive, Lightweight, Precision, and Aggressive frames.
- Pulse Rifles - Three-round burst fire. Their intristic perks include Adaptive, Aggressive, High-Impact, Lightweight, and Rapid-Fire frames. Aggressive Pulse Rifles fire in four-round bursts.
- Scout Rifles - Semi-automatic. Their intristic perks include High-Impact, Lightweight, Precision, and Rapid-Fire frames. Rapid-Fire Scout Rifles are fully-automatic.
- Sidearms - Semi-automatic with a fast rate-of-fire. Their intristic perks include Adaptive, Lightweight, Precision, and Rapid-Fire frames. Rapid-Fire Sidearms are fully-automatic. Some Adaptive Sidearms fire in three-round bursts.
- Submachine Guns - Fully-automatic. Their intristic perks include Adaptive, Aggressive, Lightweight, and Preicision frames. 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. Their intristic perks include Adaptive, Precision, High-Impact, and Rapid-Fire frames.
- Grenade Launchers (Single-Shot) - 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. Their intristic perks include Aggressive, Lightweight, and Precision frames. 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).
- Sniper Rifles - Semi-automatic. Their intristic perks include Adaptive, Aggressive, and Rapid-Fire frames. Rapid-Fire Sniper Rifles are fully-automatic.
- 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 Power Ammo (sometimes known in-game as Heavy Ammo) that is less 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 Power ammo. The kill feed also displays when an ammo 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). Their intristic perks include Adaptive, Aggressive, and Precision frames. 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 and currently requires the Forsaken expansion.
- Rocket Launchers - Single-shot. Their intristic perks include Adaptive, High-Impact, Aggressive, and Precision frames. 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).
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.
The Red War
- The Arms Dealer (EDZ)
- Exodus Crash (Nessus)
- The Inverted Spire (Nessus)
- Lake of Shadows (EDZ, timed exclusive to the PS4 version)
- The Pyramidion (Io)
- Savathûn's Song (Titan)
Curse of Osiris
- A Garden World (Mercury)
- Tree of Probabilities (Mercury)
- The Insight Terminus (Nessus, timed exclusive to the PS4 version)
- Strange Terrain (Mars)
- Will of the Thousands (Mars)
- Broodhold (Tangled Shore, timed exclusive to the PS4 version)
- The Hollowed Lair (Tangled Shore)
- The Corrupted (The Dreaming City)
- Warden of Nothing (Prison of Elders)
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 four Power level-based difficulty settings: Level 200, Level 300, Level 400, and Level 500.
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).
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.
Along with Heroic Strikes and Challenge Cards, these modifiers are also applied to Heroic Adventures and the Heroic Story Mission playlist.
- 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 - Strikes / Story / Adventures only. 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.
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.
- 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 neutral control points, which can be captured by standing on each point's capture zone uncontested for a short amount of time. In Competitive settings, each team starts with one point controlled.
- 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. Added on December 19, 2017.
- 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. Added on February 13, 2018 and not available in Private Matches.
- Rumble - Free-for-all deathmatch. Players earn points for eliminating enemy combatants. Added on March 27, 2018.
- 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. 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. 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. Added on November 27, 2018 (formerly a Crucible Labs playlist since July 26, 2018).
- Scorched / Team Scorched - Similar to Rumble / Clash. All loadouts are replaced with one weapon with very high ammo: the Scorch Cannon. Added on August 21, 2018 and are available in Private Matches.
- Altar of Flame - Mercury (Caloris Basin)
- The Dead Cliffs - Earth (European Dead Zone)
- Endless Vale - Nessus (Arcadian Valley)
- The Fortress - Earth (European Dead Zone)
- Javelin-4 - Io (Warsat Launch Facility)
- Legion's Gulch - Earth (European Dead Zone)
- Midtown - Earth (The Last City)
- 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.
- Convergence - Mercury (Infinite Forest). Added on September 18, 2018. Remake of Pantheon from the original Destiny.
- The Citadel - The Dreaming City. Added on September 25, 2018.
- Firebase Echo - Nessus (Arcadian Valley). Added on September 25, 2018.
- Equinox - Unknown Space. Added on September 25, 2018.
- Gambler's Ruin - The Tangled Shore. Added on September 25, 2018. Timed-exclusive to the PS4 version.
- Quickplay (Valor) - Low-intensity playlist. Uses the Clash and Control modes and is played with two teams of six (formerly two teams of four). Mercy rule enabled.
- Competitive (Glory) - High-intensity playlist with mid-game joining disabled. Uses the Clash, Control, Survival, and Countdown modes and is played with two teams of four. Players who disconnect from multiple Competitive matches in a short time frame get a temporary suspension from the playlist.
- Rumble (Valor) - Low-intensity no-team playlist. Uses the Rumble mode and is played with six players (formerly eight players). Formerly a rotating playlist.
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.
- Breakthrough (Valor) - Uses the Breakthrough mode and is played with two teams of four.
- Lockdown (Valor) - Uses the Lockdown mode and is played with two teams of four.
- Showdown (Valor) - Uses the Showdown mode and is played with two teams of four.
Trials of the Nine
The sequel to the "Trials of Osiris" event in the original Destiny, Trials of the Nine is 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. 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 starts on Friday and ends at 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 themed gear.
As of the Forsaken update, this mode has been temporarily disabled.
Returning from the original Destiny, Iron Banner is a special monthly endgame event hosted by Lord Saladin where, for one week a month, the Weekly playlist is replaced with a special "Iron Banner" playlist that grants unique themed gear. In addition, Saladin replaces Shaxx as the mode's announcer.
Prior to the Forsaken update, the playlist was restricted to one gametype that rotates every month (Clash, Control, or Supremacy). This was 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).
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.
- Cathedral of Scars -The Vestian Web (The Dreaming City)
- Emerald Coast - Earth (European Dead Zone)
- Kell's Grave - The Reef (Tangled Shore)
- Legion's Folly - Nessus (Arcadian Valley)
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, including tokens for unique Engrams.
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 for the latest 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.
- Leviathan, Eater of Worlds - Added in Season 2. Players are summoned back to the Leviathan by Calus to venture deep inside the vessel to find and destroy the Planetary Core Argos (a powerful Vex Axis Mind).
- 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: Vex Ca'uor.
- Last Wish - Added in Season 4. Set in the Dreaming City, 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.
- 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.