Well, but basically these MMORPGS of today are no longer RPGs in the true sense of the word.
They have long since become, and are, a genre all their own. Namely, a kind of last level instance sports game around a number competition and item exchange.
RPGs are, however, in addition to a built-in adventure as a story, so to speak, always interested in the journey and not in reaching the end of the game.
Ok, in such a game, there is of course also after reaching the maximum level further content, but which basically also ties where the development of the character to the maximum level ends, with the actual character development via the skills and its expansion and specialization.
And here you have to prove a good hand.
Of course, this is not necessarily the goal, but you are always present in the endgame, no matter what level you are. The game, as an RPG, doesn't feel like you want to get through and finish because then the sports part kicks in, but the path is always felt to be totally present and you're always exactly right at every moment.
And this is where proper RPGs differ from these new-age "RPGs," or rather new-age endgame games with shallow RPG touches.
But this requires a completely different approach to the games. You don't build a game for the endgame from the beginning and bring in singleplayer to that extent and automatically prevent group play everywhere and all the time with this way of playing.
The professions are the item providers, the classes are real roles and have real differences that complement each other in a very slowed down and hard world.
How else can you build a good MMORPG if you don't have the basics for it?
And it's clear that a healer has to struggle a lot in solo play, whereas a servant class has it easier. In the end, however, group play is always more worthwhile and the healer will constantly find groups very easily, because he is a guarantee for much safer play and simply offers more opportunities to explore the world much deeper, where one fails solo.
There is then also only little instanced, but dungeons are open, the group play takes place steadily everywhere. There will be many small groups of 1-3 players who fight their way through the world to advance into a crypt, for example, because they need something down there for their class quests to develop.
The talents are also always divided again, in order to result so with the same class, nevertheless differences.
It's not about DPS, it's about Coop. Each class has its significant advantages and disadvantages.
Classes like Supporter and CCler are again with it and very valuable.