Thank you for that reply, Rhob Anybody. I have been persisting and have some additional thoughts.
I have been making my peace with the interface. We're not exactly amicable but at least we can work together. It's sort of like that co-worker you hate and wouldn't wish happy birthday unless there was cake in the conference room. (Incidentally, I don't know if I just have a newer version or if you have a custom set-up, but you have the buttons reversed. Left mouse button to look around, right mouse button to smack things)
I'm not much of a fan of first-person shooter beyond Doom. I've never cared for this control scheme as it seems needlessly finicky with no real advantage gained unless you count seasickness as an advantage. And boy, do I get seasick from the constantly shifting perspective.
Part of the problem is I just can never find a good place to put the camera. This is one of those things that simply drives me crazy about these fully 3D games. Things are always getting in the way, like trees or stalagmites. It makes playing nearly impossible since you can't see. Dungeons & Dragons Online is worse than most that I've played because the underground labyrinths are much, much tighter and twistier. As are the above ground areas, come to think of it. This is a game that would have benefited from a smart automatic camera angle adjuster.
In the mission I recently completed that allowed me to leave the island, I had to deal with the typical game-lengthening busy work of throwing several switches to open the door so I can move on to the next section. (Ah, it's nice to see that even in fully 3D environments that the gameplay stylings of Doom remain rock steady) These switches were scattered about on several icy ledges the snake up and around the cavern. I spent as much time fussing with the camera as I did anything else and I was close to blowing chunks by the time I finally got the door open. I then moved on to the next section and found yet another locked door and series of ledges. I wept softly.
Combat I had been getting a better hang of, which will happen when you don't have three NPC's who can do that work for you, so why should I let my character get killed? I thought that the combat used an area attack system where any poor sap unlucky enough to get in the way of my battle ax's arch will get hurt, but what you said about chained attacks has me thinking that is not the case. Eh, the effect is roughly similar, I suppose. Area or multiple target attacks are one thing that I've found lacking in MMORPGs, and it's nice to see it here. But, well, combat is still not all that exciting.
This is probably more a matter of personal taste than anything else. I am an old school game player, so much of the appeal of modern gaming does not work on me. For fantasy adventure gaming, my personal gold standard is Legend of Zelda. And by that, I do not mean Ocarina of Time. I mean the original NES game. Part of the reason why is the combat, which require moving around the screen to dodge or approach enemies and there was the very satisfying knock back feature where an enemy would be flung in the opposite direction when you hit them.
If you can ignore the old-school trappings and glean the core concepts in that, then compare it to most MMO combat where you stand in one place and just swat whatever happens to be standing next to you until they fall down, then maybe you can see why I'm not all that happy with the combat, in Dungeons & Dragons Online, any other MMORPG or just plain RPG for that matter. I'm willing to bet my views are colored by nostalgia. But even past the rose tinted glasses, there seems to be some core gameplay issues here. The main difference being between standing in one place and just holding down the attack button and actually moving around and hitting the attack button at the proper time to hit the enemy while not getting hit yourself. (I should probably be care of what I wish for. While that sort of gameplay works on old school 2D games, since I have trouble just moving around in 3D games, perhaps that sort of thing just wouldn't work. I don't know)
Incidentally, is there a way to quickly drink a healing potion? Nearly every other game I've tried has this feature, and it's usually easy to spot and figure out but it doesn't appear to be here. I've had to open my inventory and double click the potion there. And since they're cure light wounds potions, they fit neatly in the drawer marked "might as well not bother." But even so, there must be a means to do this. Otherwise, healing potions are a waste of time.
Furthermore, this is a very buggy game. I had mentioned my sound issues before, and they continue. But even beyond that, the game seems more like a playable beta than a finished product that had been on the market for over three years. The sound is puzzling because sometimes I get the sound effects, other times I don't. I can smash a crate and get the clatter of balsa wood sound and then smash the crate right next to it and get nothing but silence. Also, enemies don't always run up to me to attack so much as they simply levitate towards me. It's surreal to see as it's more like they're standing still and being zoomed in on. Hit detection seems wonky, but given the issues with the camera and how combat may work, that may be my imagination. This may be the buggiest MMORPG I've tried yet, and I've tried Runescape. I'm not sure what is causing these issues, but from a potential customer perspective, this doesn't instill confidence.
One final note I'll make is the world. I'm not loving it. But then, I was not a fan of the new look Wizards of the Coast put on the game when they bought out TSR. It seems like they took the old joke "You, too, can have sex in spiky armor" that is used to describe the film Excalibur and applied it to everything. I'm no fan of Eberron. Mostly because it came out after I stopped caring. But looking at it now, I'm amazed at how little I like it. Probably the thing I like the least are the warforged you'd mentioned. I had no idea what they were, which makes it funny that they're a playable race. Since then, it's been hinted at that they're some sort of golem or magically-animated robot. Frankly, I just think they look stupid. C-3PO was a good side character, but I wouldn't want to play as him. So why would I want to play as his butch older brother? The same developer has also made Lord of the Rings Online, but I'm even less enthused by Middle Earth than I am Eberron
Once you get past the above issues, real or imagined, what you have is a fairly typical MMORPG. Go here, do this, kill that, fetch that. Blah, blah, blah. These quests are wrapped up in some story-like elements, but that's all facade. It's wrapping paper. Some people like to save the wrapping paper. Me? I'm more of a Dutch fried pastry. I donut care. Mostly because I donut think the paper is as pretty as others. I donut want to be bogged down with silly plot exposition which does little more than mask fairly typical fetch quests. Maybe now that I'm out of the beginner's area and finally into the titular Stormreach area, there will be more interesting quests, but I donut have much hope for that. Particularly since the first quest I found upon was to clear out all the giant spiders in a family crypt.
Interesting, before this I had tried Guild Wars, which has a criminally short trial period of only ten days or ten hours. (!) While diverting, I wasn't impressed enough to want to purchase it. But playing Dungeons & Dragons Online has made me look back much more charitably as several features of Guild Wars were sorely missed and some features Dungeons & Dragons Online brought to the table didn't enhance the proceedings. At least not in my opinion. I still have over a week for my trial, so I'll probably press on with little else to do with my time. But will I wind up subscribing? Well, as addicting as the gameplay of most MMO's tend to be, I seem to have little problem walking away after the trial ends for games I do like, such as City of Heroes. So, I donut think I'll be subscribing to Dungeons & Dragons Online anytime soon.