The class design of EQ2 is a bit outdated. The classes just play too identically in feel, aside from the obvious principle of range/melee/healer. Weapons have too little influence on the abilities and the gameplay. There is no real reason to carry a two-handed axe or rather two one-handed weapons. All the internal CDs and all the abilities have no real relation to this. The gameplay isn't affected either, because in the end all the abilities always feel more like spells that you just click through. There are no mechanics, no style chain that builds on each other, no separation of the gameplay whether I now carry two-handed, or wild with faster weapons, but with less damage per blow and with other skills also act differently. That has always bothered me in EQ2. The feel of the Monk might be a little different than a Berserker, but in the end it's not really so overwhelmingly different that it's really noticeable. It just pops up the numbers differently which for me from a gameplay standpoint, but hardly have any noticeable feedback, you end up pushing through your talents which feel more like spells than real melee talents. The archer in the game also nimbly pushes through his spells, which don't really give a real feeling of an archer, simply because then they also don't trigger any cocking times, they don't create a chain, they don't give a real feeling of an archer feeling. To put it briefly, it all seems like it's out of a box and the mechaninks are extremely similar. In the end, the AA skills hardly change anything, but only add more automatisms to the existing, yet very monotonous gameplay and then produce more numbers. Then also from the animations or the effects here, it all seems too einhitlich after spells, instead of cool well animated and also from the feedback well mediated melee, for example. As an assassin I don't need magic effects that work like spells when I ram my dagger into somebody's back. Here, the magic effects must be greatly reduced, at least for most classes, and exchanged for good animated and well-mediated combat animation. The enemy can also emit a torrent of blood, sure, but he doesn't have to glow like a rainbow because of it. The Assa, or the Berserker etc. needs good mechanics and melee styles. The gameplay of the Berserker should also immediately change significantly when he uses a two-handed weapon and the fight is more massive, slower, but the swings and attacks are more powerful and more forceful. Especially with the Berserker this is a good example. He fights a lot via auto attacks and generates his numbers that way. It would be better if he got a wrath system instead of a mana bar. He builds up anger via his auto attacks and then you as a player can reduce this anger again via his abilities through styles and style chains and the gameplay is completely different. EQ2 urgently needs something like this to bring a breath of fresh air to all the classes. You can also do a lot with the mages. A slightly better distribution of the magical abilities would improve the gameplay significantly. That is, that an elementalist does not click wildly through all the elements, that is so without statement. It would be far better if he specializes in 2 elemental directions via AAs and skill selection and these then result in synergies and there are also forbidden combinations like, fire does not go together with frost/water magic. So you can choose for example fire and air and now you have besides fire magic like flame balls and flame waves, also wind magic like whirlwinds, gusts of wind etc.. Through the AAs you can now combine the wind magic with the fire magic into new spells. If you create a flame area on the ground and cast a whirlwind into it, it becomes a pillar of fire and burns the enemies around it more and more to ashes with every second. Or take frost magic combined with storm magic and create icy winds that freeze the enemies more and more and slow down the movement a lot. Or ice with earth magic. You freeze the enemy and then drop a stone blast on them and can do tremendous damage when the enemy is crushed. These are the kinds of things the game needs far more of. Just some excitement, and better class based convincing mechanics. A mage does more arcane stuff and less elemental stuff, that's what the elementalist does. Also, some separation would do well. Boundaries are what make things interesting. Yeah what do you guys think? Where are the weaknesses for you and what would you like to see changed, apart from pure number crunching? Let's just not attack each other's discussion, but exchange ideas freely. Maybe we will then be able to recognize a visible problem. All the best.