‘Destiny’ 6-Player Raids Detailed; How the Endgame Works

Published 9 months ago by

Destiny Raid Details

Coming out of last weekend’s Destiny beta test many felt a renewed interest in Bungie’s online shooter. At the same time, that short sample raised a lot of questions about the game, specifically with regards to how the developer hopes to keep that initially exciting experience feeling fresh after 20 hours.

Thankfully, now that Destiny is almost upon us, Bungie is finally willing to get into the finer details of their upcoming game. They want gamers to know what they have planned for them, not just at the outset but in the endgame as well.

Bungie‘s Luke Smith sat down with IGN to talk a little about the endgame content, promising that not only is there a ton of activities for players to complete once they reach the “end” of the story but also to reveal more about Raids, something Bungie has, up until this point, said very little about.

Destiny PS4 Exclusive Gear Showcase

As one might expect, Raids are experiences meant to challenge 6-player teams and force them into pre-determined roles. But Bungie isn’t throwing Raids into matchmaking, as these focused gameplay events require absolute teamwork.

“The activity is going to take you and your group of five buddies into a place that you’ve never been. A place that you will return to frequently. And [it will] demand of you things you’ve never even really been asked to do in a shooter before.”

When talking about the Raids, Smith reveals that, unlike the game’s instanced Strike missions, Raids will take hours of player’s time to complete. He wouldn’t launch into too many specifics, but it sounds to me like Raids will task the team with going through a set series of objectives and only after they have completed them all will the team be rewarded…with cool loot of course.

Challenge also plays a factor in the raids, as the game increases in difficulty as the team goes on. In Strikes, for example, players jump into a mission with a certain level indicator and the experience stays at that difficulty. Raids, on the other hand, start at a base line level and ramp up from there.

“How do we make something that leverages all of the feelings of the raiding that we understand from a game like Warcraft or EverQuest: cooperation, relying on each other, teamwork, and how do you marry that with a game where you jump, shoot, have abilities, supers, grenades that you activate? How do we bring those things together, and then, on top of all that, create an activity where everyone in the activity has a job, they have a role?”

Destiny screenshot - Shrike travel

Raids also toss aside some of the handholding in the main game, specifically the waypoints and checkpoint system. That means players will not only have to be diligent about reviving teammates, but they’ll have to explore.

“Unlike a bunch of the other activities in Destiny, where you begin the activity — like let’s say you pick the level-22 Strike playlist — everything in that activity is going to be level 22. It’s going to be consistent. If you’re level 26, you’re going to have some relationship to it. You’re going to be more powerful than that activity. In a raid, when the raid begins at level 25, it’s not where it ends. Like part of going the raid is the journey of gearing up; building your arsenal to react to the situations that it’s going to ask you to go through.”

From Smith’s descriptions, it sounds like Destiny’s Raids will hit a solid note for players, giving them plenty of endgame content. Talk of unique bosses with interesting abilities and new spins on familiar gameplay all sound well and good, but ultimately we just want something that draws us back in without retreading old territory. The beta showed us that Bungie knows how to deliver a solid shooter built in an interesting world, but the final game will tell us how deep the rabbit hole goes.

What do you think of Destiny‘s raids? How would you like to see Bungie keep the experience going after beating the “main story?”

Destiny releases September 9, 2014 for PS3, PS4, Xbox 360, and Xbox One.

Source: IGN

TAGS: Activision, Bungie, Destiny, PS3, PS4, Xbox 360, Xbox One

  • teddy_b

    This will kill my social life…but im ok w/ that

    • rjisbad

      bro wat and how do u do raids plz help me out

      • joe

        You need to be level 23 to unlock it. But don’t even think about trying it until at least level 26.

        The raid is in Venus, it’s called Vault of glass and it will show up on your map of venus once you reached the appropriate level.

  • Slade

    Im not sure if I like not beimg able to match make a team for raids. Not all my friends play destiny.

  • Elow

    This concerns me. Bungie has put out a statement recently saying something along the lines of “We don’t want this game to eat up players social lives” yet in this article there is talk of Raids lasting hours. I’m not saying there shouldn’t be tougher content or beefier missions/raids for those that want them, gaming shouldn’t become so casual that anyone and everyone is a top contender with next to no effort in-game but raids lasting hours doesn’t seem like it’s fitting with the idea of a non-social-life-ending game. It’s all going to come down to how good the loot is I guess. Beyond beating a raid for the first time to witness any story elements, I can’t see it being that tempting unless the loot is worth the time and effort but if that’s the case, will raid loot then overshadow the other ways of getting loot, like missions on hard or playing PvP. If raiding is worth the time and effort because of the loot, will most players feel obligated to raid for hours at a time just to stay in the game with anyone looking to be a contender?

    • austin

      This is the most casual post I’ve ever read. And I’ve read posts about how Dark Souls is “too hard.”

      • Elow

        I’m an avid player of souls games since Demon’s Souls. :( I’m more getting at the point that I don’t see a clear roadmap for this game. I’m not sure what the focus is, is it end-game PvP, is it’s end-game PvE or is it just going to be a “do what you feel like doing” game to be competitive. People who pick up games like battlefield do so mainly for the online play while people who pick up a game like uncharted are typically going to play the single player. I guess I was just curious as to which end of the spectrum this game will land on or if both areas are something players will have to enjoy to reach high end gear ya know.

      • Elow

        Also souls games are prime examples of games that don’t force players to sink time into characters once they are familiar with the game and world and mechanics. Until soul memory was introduced in DS2, any player who know what they were doing could start a fresh character and level it up by simply beating bosses and obtain the gear they wanted to make a “build.” There was little farming for upgrade materials or specific things like phantoms, which wasn’t a big deal and creating characters was completely effortless. I’m using that as an example because Destiny hasn’t given us any idea what building characters will really be like. Is it going to be a PvE slog or a PvP grind or something actually laid back where it doesn’t matter how many hours you put in, you can still play with the “high end” players. I’m not trying to get at the game’s difficulty, more like the style of gameplay we’re going to be experiencing as the game gets on in age.

  • mesh062

    +1 on matchmaking for raids
    Also I would love to see matchmaking on the weekly heroic and weekly night fall strikes

    Matchmaking will make this so much better.

    Because at level 25 right now and i can’t progress, not all my friends even have a PS4, and I’m getting board of crucible, without teamwork on the weekly stuff and the raids its useless playing it. This is why i might have to put it on the shelf for awhile. (Only 3 weeks after purchase)

    In short, matchmaking for raids and weekly stuff for the win


    Matchmaking will absolutely not make the raids better. In fact, it will make them far worse. I’ve never been paired in a strike with anybody who wanted to use actual teamwork. They al want to go off and do things their way, at their speed. You do that in the raid, and you screw people over – and you don’t finish.

    These take a colossal amount of teamwork, and you need to at least passively know the folks you’re going into it with and predefined the strategy, you role, who the leader is, etc. random matchmaking will suck in the raid format.