It looks like you're new here. If you want to get involved, click one of these buttons!
My own little vent here. There are 3 classes, Warrior, Rogue and Mage. You then switch to a sub class at level 5. Each main has 3 subs, so there are really 9 actual classes, with maybe 3 more if you just choose to play the 3 original. Now each class uses any armor and weapons (odd from typical MMOs), and the armor and weapons are the same regardless of choice (2 hander does same damage as a dagger), whereas the only way to modify the damage or effects is to put a sigil onto the weapon or armor.
Now the issue I have here, is that there does not seem to be a single dedicated ranged class. Some of them have more skills in range than others, but for the most part all the classes are melee oriented, since nothing that you fight to actually gain exp is killable at range (unless you crit nonstop). In fact out of the 9 classes, only the rogue based seem to have any type of long range skills. Now at first I would not mind this, but each subclass of rogue doesn't really hold up well with the limited range.
Skinshifter (transforms into a wolf, human, etc. for the purpose of sneaking by not attacking) is at first interesting, but seems to devolve into a typical thief.
Trickster (uses bombs that cause status effects) is also slightly interesting with some long range attacks, but the skills that you would think be key to the class do not quite work correctly. Phase, which is supposed to put you in back of the enemy in question, takes too long to cast, and basically seems to just teleport you a few feet forward, so that you have to manually turn around after the action finishes. If you turn around too early, the game "fixes" your direction and thus you end up facing the wrong way again. Really, really dumb. From the description you would think its the perfect backstab, but it kinda sucks really.
Deathhand (poison dot using thief) now this has the long range skills, but the poison abilities don't seem to really do much in terms of damage quickly enough to warrant it being useful. With no type of CC abilities (no CC in game), you will eventually have to melee some mob and due to low hit points, probably die quickly.
In fact each of the classes seem to have faults (or bugs) that seem detrimental to being able to kill anything in game without a lot of backtracking, weaving, moving, and dodging. For classes like the Adept, this amounts to more pain to you than to the enemy (if you miss while using the special lvl 5 skill, you get wounded instead), or in the case of the Ancestral Mage (pet based), the pet does not listen most of the time. And with the Rune Mage (offensive caster), the good spells all have such long countdowns, that its impossible to kill at range without melee.
Now, is the game fun to play? Yes. Good graphics and UI? Yeah it has that too. But there is no mob ownership, so a lot of KSing, no true PvP (even on the PvP server, very odd), There are guilds, but no LFG search menu, a 13 minute non-skippable tutorial (good/bad), no stat reset, no skill reset (until much much later in game), bad description of skills, good variety of quests and monsters but bad directions with most quests. The countryside and surrounding cities/towns are very interesting to get lost in and marvel at the architecture, but theres not really any way to tell what the boundry areas of mob levels are at, since you could go from level 4 mobs, then cross the road and see level 12 mobs.
You get bonuses for not dying, but until later in the game, the bonus has little effect. There are no mounts in game, but you will run a bit faster at higher levels. Finally while some classes have no specialized offensive skills, they still have the base ones, which makes classes like the Void Seer (a pure healer sortof), somewhat more playable than others with no real healing abilities.