Launch EQ2 was a mess, yeah, but by the first expansion the game was decent, and I think by the second expansion the game really came into its own as something bespoke and great. It might never have reached the same level of immersion as original EQ but it was mechanically very tight and was really pushing the boundary on boss and dungeon design for the era. Nektropos Castle at launch was groundbreaking, and then they did it again with Estate of Unrest in the third expansion which took that concept of "you're playing in a TTRPG and your GM is the computer" to an entirely new level. The 12 classes were all significantly distinct from each other and the 24 subclasses -while maybe not being too mechanically different from each other - added some great flavor on the good vs. evil lore axis. It might have shot itself in the foot by racing WoW to release, having abysmal performance on launch, and calling itself an EverQuest sequel instead of a new game, but it really did become something