Thinking about the current design of classes in EQ2. When you start, you have no class (or role) from level 1-2. At level 3, you're forced to pick one of the 4 main archtypes (fighter, mage, priest, scout). Then, at level 10 you pick your sub-class (3 for each archtype), and finally, at level 20, you pick your final type (usually a choice of only 1 based on your alignment, some sub-classes have 2 possibles).

The problem I see with this is that the pace of the game in the first dozen levels is so fast that it's difficult to make a meaningful choice so early. On the other hand, it makes rolling up alternate characters to experiment much quicker.

If I was going to re-design it (wishful thinking):

Levels 1-9 - no archtypes at all. Leave the heroic opportunity system off the table until level 10+. Give everyone the ability to do a little bit of everything, but nothing class-definining. So, everyone could heal a bit, nuke a bit, and do a bit of melee damage. Nothing like experimentation to decide which role you prefer.

Level 10 - Now you pick an archtype (fighter, priest, mage, scout).

Level 20 - This would be the first sub-class level. (Similar to the existing levels 10-19.)

Level 30 - Pick your final class specialization.

My thought is that by forcing everyone to pick an archtype at level 3, a sub-class at 10, and final class selection at 20, they compressed too much choice into too narrow of a range. Expanding of the decision over an additional 10 levels would have given them a few benefits:

- Players are better informed when it comes time to choose.

- Easier class balance due to more levels at the lower end where you can introduce new spells.