Lithose nailed it with the control vs. freedom thing (which is playing out everywhere these days, not just MMOs). I'll just copy what I wrote on the AoC reddit about pvp in MMOs -
If they want the pvp, and the game itself, to have depth and longevity, combat mechanics need to feel really good and there needs to be a high skill ceiling, with an emphasis on tactics and creativity over gear and levels. Every game that makes pvp all about gear over skill (Most Korean games, gacha games, etc), has pretty much failed and either lost its western audience or not lived up to the potential it has, whether its P2W or not. EVE nails this better than most MMOs, in that gear (ships and mods) gives you an advantage but you're also risking whatever you use, and in the hands of an unskilled player you're just throwing away money.
That doesn't mean AoC has to do a full loot system, but there needs to be risk vs. reward for everything. This kind of system where tactics and creativity and skill matter opens things up for different size groups to shine, from solo to small parties, guilds and big factions. Again this goes back to EVE, where its history is littered with famous names of solo players, small elite pvp groups, and big alliances. Create a good system and mechanics and let the creative players use them to do things you haven't even imagined, and instead of taking things away because they're not playing the way you want them to, look at what they're doing and enable more possibilities for that kind of creativity, and counters to metas if need be.
You can go fast paced like BDO or slower paced like a lot of the fighting sim type games, or something in between, it all can work as long as the mechanics are good and allow player freedom and options. Action combat is great because it adds another level of skill to things, and it can be done in such a way where different playstyles (some fast and stinging, some slow but powerful) can shine instead of everyone needing godlike reflexes and hand/eye coordination, allowing all types of players to find their style and niche.