Pretty sure i'm going to be hated. I don't care either way. I'm not looking forward to replying to counter arguments or editing this post to be more accurate, this is a dump of my thoughts and of my own experiences. I know this game still has potential, but i'm not sure i'll ever gonna be playing it again. First off, i wanna say that i respect the hard work behind this game's development, but the issues that i've noticed just couldn't go unspoken. Most of what you'll see here will be my own opinion - it may have been subject to an internal "echo chamber", it may be wrong or incomplete, but i wanna share my thoughts here; see if you can relate. When you come around searching for minecraft MMOs, you have to choose two of the three: obsolesence, imbalance, indifference. There is never a server to do everything right, and there's rarely one to succeed. Wynncraft rests upon the first two pillars here, with obsolesence growing slowly over time and imbalance getting way higher with the release of 2.0. So let's start with the obsolesence. For as long as I've been familiar with it, Wynncraft's been full of small bugs, annoyances, inconsistencies, with all them combined halfway ruining my experience. (rant below) Spoiler: rant For example, you can't pick up items if you have all slots in your inventory taken up, but still have space for the item in a non-full stack; same goes for buying items from NPCs. This same little detail is why /itemlock can (or could) delete your items if you had a full inventory. Many quests can have you get stuck if you leave at a wrong point, be that in quest progression or below the map - thought you were smart by using a tp scroll to get out of the island you were supposed to carefully search for resources? too bad, the whole quest is now softlocked, and you can never access Galleon's Graveyard on this class! You died to the final boss in All Roads to Peace? Well screw you, you can't get to the place of the quest anymore, there is no quest marker or any inidcation at all of where the orcs' outpost is! Many quests are still using command blocks, and you still have a command blocker application form. I could probably list more issues, but let's get to the main point. Why 2.0 ruined it for me. TLDR: instead of letting me more freedom in how i want to play, it's taken away that freedom. For context: before the update, I had a Dex/Str mage build, focusing on the two stats and putting little into the rest, choosing equipment increasing main attack damage, mana steal/regen, and focusing of fast attack speed. Gameplay was active and risky, usually dealing a lot of damage really fast to a group of enemies with the main attack, supporting it with a downpour of meteor and heal spells. That was the playstyle I was happy with and which i found best for me. When they started teasing the community with 2.0 and presented a few archetypes, I knew i was going with the Arcane archetype. Too bad it turned out to be nowhere close to what i wanted. Not only was it complicated to play as, it also focused heavily on the fire element, which i didn't wanna use. It completely eradicated any potential for quick healing, which i used to rely on. It was absolutely not quite right for me to play. I wanted neither of the other archetypes, too. The only archetype to provide proper healing capabilities was Light Bender, which used all the completely wrong attacking methods and felt really wrong to choose. Riftwalker made too heavy use of the Ice Snake spell, a water-element spell, which felt really wrong for me to use. On top of that, all of the archetypes were overly complex to play as. My point is that before 2.0 you had infinite possible playstyles through different gear combinations and skill point allocations. Now there are 3. With only one of them being viable. The idea of archetypes and classes having different difficuty levels is atrocious to imagine from any game design standpoint. What's the point of having those 3 archetypes even if one of them is superior? And they admit to it, and it's intended. If you're ever progressing through this skill tree, you're inevitably finding yourself locking yourself out of some of the archetypes and having to stick with mostly one - mixing is barely existent here. And in order to be efficent in this archetype, you have to play along with its spell and element choices, dropping the number of possible playstyles to a single digit number. I simply couldn't find myself a place anymore. None of the three paths really fit. I'm glad if you enjoyed the update, but I could simply not adapt, there not being a good place for my playstyle anymore. It's ironic how the update designed to diversify people's gameplay made it way harder for one to be their own thing. To summarize: there is little mixing between archetypes - you pretty much can only choose one, each one needs you to go into very specific elements and equipment in order to be efficent, and if you wanna use a differently balanced build and go into a different set of elements which none of the avaivable archetypes cover, there is no place for you. That all limits the previously unlimited routes in how you built your character to 3-6 possible combinations. So what went wrong with the skill tree? The red abilities. It would have been so much better to have the skill tree as a side progression system that'd enhance, not overshadow the rest of your playstyle-building. And that's all I have to say.