Regarding classes.
Something really bugs me about class design nowadays.
It seems that every class has an "insta-cast" abilities, abilities that require casting and abilities that require channeling.
Why??
This makes everything feels the same.
The reason why EverQuest classes felt different because almost 99% of caster spells required "casting time" while every melee abilities were instant. Switching from a Monk to a Wizard felt like playing a totally different game. But now when you play any recent game and play any class you'd find plenty of insta-casts spells and spells that require casting for almost every class in the game.
I agree 100%. The best part of playing a rogue on EQ in classic was you didn't have a bunch of buttons to press, you had one button that really set you apart from other melees, and that one button was all you really needed.
In modern MMOs, to make a rogue class, you'd have to have 24 skills according to most developers.
Hell with that.
1 passive and maybe 3-5 active skills at max.
-Pickpocket (for economy boosting, maybe exp bonus for kill after successful pickpocket?)
-Hide/Sneak (positional reduction on hide, sneak as a stealth)
-Backstab
-Stun Attack (3s, 60s cooldown).
-Passive, I would do something like evasive discipline (dodge attacks more often). Have everything else through gear.
D&D didn't have 3 hotbars worth of talents, it had rulebooks. Those rulebooks make the gameplay what it is, and those rules were 'passive' in current MMO terms.
EQ wasn't an active or skill based game. It had a lot of planning before you made your attempts to kill. It resembled D&D in a lot of ways, as you'd maybe reconsider doing an action because of how it could affect your character in some way.
Modern MMOs are almost becoming like modern FPS games. They are twitchy, they make you think on reaction instead of knowledge, and most older D&D players do not have the time for something like that. That's why EQ was such a big hit. It was like graphical D&D done right.
On topic again..
I still think EQ1 needs channeled spells, but only for casters, though (in custom classic-era mechanics).
Something like a reverse casting bar would be a cool mechanic if left to only casters. Tie it in to something like evocation skill for determining interrupts... that'd be unique without breaking the mold of what made EQ great.