10 Problems With Destiny 2 Nobody Wants To Admit
2. Three New 'Classes'/Special Abilities Aren't Enough
One of the most prevailing thoughts I had across my entire time with Destiny 2 is how much Bungie have just plunged their hands into the Destiny gumbo as it existed at the close of the original with all that DLC, and reordered a few things. The problem is, this 'new' sense of progression and structure is manufactured by giving you things back that were already in place before.
Case in point: Chunks of the story are required playing before you can even unlock Strikes and the Crucible. You don't get a Sparrow until after the whole thing, sub-classes are doled out as part of its progression, and you'll have to re-unlock all the same powers under the same skill-trees as before.
"Ooh, this narrative focus is something new!" you might say - but then you realise it's over in an afternoon, and was used to mask the fact that everything else exists as it always has.
There are three new sub-classes, but what you're really getting are three new special powers to dole out when your meter's maxed out. From the Titan's Sentinel shield-throw to a Hunter's staff-wielding Arcstrider and the Warlock's Dawnblade - all of these look and feel brilliant.
Granted, the older classes get revamped to be more like 'power states' than one-off actions, but again, take a step back and think on what's actually new here: Three special abilities, a ton of duplicate loot and a handful of passive class changes is not enough for a sequel.