what used to make crpg better than warband, better than chivalry and better than war of the roses was that the core gameplay mechanics - basic melee dynamics, trade-offs for having viable ranged skill, etcetera - were the focus of the experience
melee USED to be fluid, fast, and based on a subtle interplay between twitch-reaction, stat choices, and equipment familiarization.
now everything that made crpg preferable to the other crap knight-vs-knight games is being steadily eroded, useless crap is being added to complicate the game and detract from the fundamental visceral combat that was enjoyed ~2 years ago, meanwhile a host of bugs continue to exist and lots of older, excellent maps have been allowed to completely disappear.
nudge another nail in the coffin
in another year or two crpg is going to be just what chivalry and war of roses are: an arcade game where players juggle tired gimmicks through an overly-complicated interface
block up. block down. block left. block right. swing. stab. overhead. arrows. bolts. throws. shields. kicks. couching. chambers. feints. horsies.
that is ALL you need if you do your core balancing properly