Voted no because of the following things:
1. The game's core mechanics are poorly explained, not enjoyable, buggy, and clearly not well designed, especially as they are still changing after all this time.
2. Playing as a mage is an awful experience, so is tamer, and the directional combat does not interest me, it is super clunky and boring. I can enjoy melee combat, I really love it in Dark Souls / Elden Ring, and recently when been playing Elden Ring I get reminded of how well combat can be designed, and how crap this combat truly is, both melee, magic, and archery (MA balance at least).
3. I love exploration, the really big map was a big draw-in for me, but this game does not reward exploration (or at least when I scouted the whole map by myself the first few times I found almost nothing worthwhile SOLO content). Elden Ring has a huge map too, but almost every exploration attempt rewards the player, be it items, info, or new cool locations to explore. MO2 is just barren wasteland, and while the (very well hidden) dungeons which you need to stumble on by luck or online map, are cool looking, there is nothing for me to do there, as a solo player will just get crushed, even if there is no one else there (which would be rare). Other than dungeons, the map has nothing in it but bugs and glitches, plus places you can easily get stuck in. Even the towns are mostly empty space with nothing cool hidden anywhere. Oceans are empty and devoid of life. You see a lot of mountains, which are either inaccessible or have nothing on top of them anyway.
4. You cannot enjoy the game as a solo player, at least not after you have realized all the stuff you cannot do. In my opinion, even MMOs should have most of the content accessible to solo players, that is how most of them are too anyway.
5. The difficulty is artificial. There is nothing for the player to do if they want to go clear a bandit camp as a mage only, it just doesn't work, even with mounted the caster will get you. The difficulty of the often buggy mobs has nothing to do with skill, it is a numbers check or weapon style check. EIther you go with a big group or use a horse and it is piss-easy, or then you cannot do anything about getting dunked. The bosses are most disappointing, their attacks have been designed to just go through everything, so players need to rely on their healbot teammates to "succeed". there is no space for individual skill. You physically cannot just learn the mechanics and be so good that you could solo a dungeon, and I think that is shit design. Nothing worse than exploring the world, finding a dungeon only to realize you have to turn back as it's not content made for you. And that's about all the content there is to explore.
6. Travelling takes all day. It really does, and at first this was interesting to me, but then when I learned the map the interest faded as I realized I'm not going to find anything that special, all the camps are basically always being farmed by some group who will kill me if I dare to get anything, and even if not, the rewards are underwhelming compared to the time spent, and then there is a long way back to nearest safety. Dying due to bug or player or even your own mistake is heavily punished by loss of not just all the items, but also so much time to get back to where you were, depending on your objective, that it might not be worth it for the day.
7. The dev team keeps repeating the same mistakes from a previously failed game. It doesn't matter if your vision is one server, no instances, if you cannot make it enjoyable for ALL players (or even any really), then you have to go back to the drawing board, not all ideas can be reasonably completed. Henrik, you don't control the internet connectivity of people, neither can you force players to be nice and let everyone into the dungeons. You need to design the game so that these problems don't occurr, or they mean very little. Make dungeons which restrict access for multiple people at the same time if you really don't want instances, or design the combat so that it adjusts to group vs solo gameplay, or at least give ppl ways to deal with groups, or at least flee..
8. Henrik is damn delusional. First I admired his resolve and long journey, and while it still is cool that he is the man with a vision, I wonder if he ever did a single game design course or did he just one point decide that I wanna make this game FOR ME and my mates to play because this is what I like, and then when it didn't really hit he has been adjusting things when people tell him it sucks. And yet, after failing MO1, which I only learned of through this game, he insists on repeating the same mistakes here, why not redesign the combat when you can SEE so many other games with a lot better combat systems, why not rethink the PvP-system and make a really small scale single player game first, and make THAT fun, and then increase the size and start worrying about network? The problem of the game isn't the online issue, the problem is the core design, which would be just as unfun in a single player experience, where we would mimick other players with bots. The mechanics just are really not well designed, and he does not see that, and rather he looks to the future constantly with his head in the clouds, that oh we do this and that feature and it will be great. And he keeps patting himself on the back with "isn't this great we did this and everyone loves it except a few haters"? Sure there are some shitty ppl in the community, but from game design perspective this game is a nightmare. A game can be hardcore without being obnoxious.
But yeah, I will enjoy myself and try to learn as much as I can from this game's certainly failing path so that I will never hopefully repeat these mistakes in my own projects. Probably won't open the game anymore though, the roadmap has been a farce this far and I expect that to continue, obviously beast master wasn't going to work like I knew it wouldn't, and neither will TC, anyone thinking otherwise is just drinking that hopium a little too much. We all KNOW it will be a mess like every other mechanic they introduced during this time I've played since the "launch", why would it change now when the stakes are the highest and mechanics get the most complicated? You can make yourself believe that "let's give them a chance", but I have from my part given them enough chances, and they are well overdue their welcome. And even if one mechanic would magically not be super broken, the other already broken mechanics will ensure that even the new mechanic will not feel complete.