I like my RPGs like I like my coffee. Nice and deep, complex, with many different options with which to slay my enemies in any singular class, wait, what was I talking about again?
Tales of Maj'Eyal encompasses everything I love about roguelikes, everything I like about MMOs, and everything I LOVE about RPGs.
It has the typical roguelike grid-locked movement and combat system, plus projectiles have a fly speed, which means that you can dodge projectiles by sidestepping if they're slow enough that you can catch them midair. Every being has a global speed rating, too, so a slow mage with 75% global speed will often be double-turn-ed on by enemies often and won't be able to dodge many projectiles, whereas a rogue with 127% global speed will often be able to act twice in a "turn" and sidestep most projectiles! The speed system really does make such a big difference. Additionally, just like in roguelikes, if your character bites the dust they're gone... However unlike roguelikes you have three difficulty settings: Roguelike, Adventure and ...Endless, I believe? Whatever, the point is... Roguelike is roguelike: If your character dies, they kick the bucket for good. In Endless, you get to ressurrect every single time. However, Adventure is interesting. In Adventure, you work through lives--as you level and achieve things, you gain extra lives... but they're finite. So once you kick the bucket, the nameless cosmic tentacle-entity that keeps reviving you like a dunce for somehow loses interest and lets you fall into the void.
It borrows a few cool mechanics from MMOs too, namely the randomized loot system and many skill trees. Unlike MMOs, however, it ops for having many, MANY skill trees that are 100% linear with four steps, divided into two categories: Class trees, and Generic trees. Class trees are native to your class--a Rogue gets Trapitude, an Alchemist gets Golemancy, so on, so forth. Generic trees, on the other hand, you qualify for; being a Cunning-based class with high Cunning gives you access to the Survival tree; being a Wilder grants you access to the Wild Gift tree, so on so forth. On levelups you gain a Class point and a Generic point, as well as several Stat Points and, on particular levels, Category points. A Category point lets you unlock locked skill trees, or upgrade the potency of one you already had! Like I said: Deep and complex. Like coffee, I suppose?
And of course, from RPGs, it borrows the everything else. A vast world rich in story, with cool sidequests and enemy design and... this isn't RPG-native. what am i... i need to go sit down.
yes cool story, cool sidequests, cool enemies, someone pass me the coffee, wait i dont even drink coffee
(also, I recommend you grab the workshop addon Remove Class/Race Locks, which allows you to play as classes you've not unlocked yet... because the unlock restrictions are, quite frankly, ♥♥♥♥ing obtuse, and you get a piddly pool of races and classes to pick from otherwise)