@OldBonesUK
I think they could be more inspired by the game lineage 2 because this game is mostly made on massive pvp games such as conquering the castle there are over 50 players on the side of the defender and 50+ on the side of the attacker (of course on servers where more players play so it can also be +-500 players)
in lineage 2 before you hit player you insta go in pvp mode = make less damage, heal,
in lineage 2 you can have clan (for WoW guild) skills that make passive bonus like +10% stun resist (resist in lineage give = like tank class have shield stun skill 1 sec CD and stun enemy for 6 sec but with clan resist lvl 3 -30% chance you will be stun and -30% stun time)
next what lineage have is CP (second HP bar) and this CP work only against players and have +-70% your normal hp and what is good on this CP is in lineage some class have vampire damage effect (= 40% or more(max 90%) damage go like heal for user) and from this CP you no get any vampire heal
and becose this CP is specific class (overlord/dominator) who can heal this CP (normal heal can not heal CP)(overlord/dominator is clan(guild) support class = buff all in clan(guild) in 100 yards+- and can same time heal normal hp (no good heal) and CP for all party and clan(guild) players (700 cp heal per 5 sec+-and max cp when i play was 10k+-))
in lineage taunt skills work on players for 4 sec (8 sec CD or less) and when you taunt player this player will be lock only on tank for 4 sec (can not 1 target heal on self 1 target heal heal tank = healer class can use only aoe heal skills for 4 sec = lose more mana)
and i write this taunt mechanic too long for suggestions becose i think this lock can be good in pvp on this classless WoW = tanks can be in pvp too and no only DPS and healers
and for more info classless 1st attempt(+- in 2008) was in lineage 2 but for this game is almost imposible to make balanced
sorry for long text