The other interesting sub-discussion from my post about weak solo mobs in WoW focused on the relative time it takes to kill mobs in various games.
WoW was built around short time per mob, and appears to have made a conscious decision to accelerate that pace for soloing while using a group spec. It's fine from a storytelling perspective, or if you're trying to solo as a tank or healing spec, it just makes for slightly boring gameplay if you're an overgeared DPS spec and things die before you have the need, or even the opportunity, to think about tactics. I don't know that I need to spend more time on this point, having covered it twice this week.
I haven't played EQ2's stereotypical DPS classes yet, because the game's more extended combat makes them feel weak by comparison to their WoW counterparts. I've focused on the finesse-like feel of the Dirge over the more powerful Swashbuckler, and the lightly armored kiting and utility of the melee Warden over arguably more powerful melee hybrid classes like the Inquisitor or Shadow Knight. Mobs take long enough to kill that I go through my skill rotation twice in a fight, with time to think about what to do if I get an add (run on the dirge, stack some HOT spells on the Warden). Perhaps it seems slower, and perhaps it actually is slower at the game's higher levels (I've spent the majority of my time in old content that has since had leveling enhancements added), but the solo combat has a bit more of the tactical feel that you need to be doing group content to get in WoW.
In the limited time that I played it, Warhammer appears to have structured its PVE content to approximately mirror the durability of RVR foes - the game very deliberately did not want players getting insta-gibbed the way that WoW characters do, they built the classes with that in mind, and then balanced the mobs to the classes instead of the other way around. In hindsight, I wonder if that may be part of what made the game's PVE feel lackluster. A long match against a player, who may behave in unexpected ways, keeps players on their toes. A long match against a mindless mob, who takes as many hits as the player would, is far less interesting.
LOTRO (Before and after)
My experience with LOTRO is harder to gauge because I've spent the majority of my time playing a single class, the Champion, which may or may not have changed roles in the two years that I've been away.
Champions were at once point top melee DPS classes, though I get the impression they're now looked to more for AOE and off-tanking. The character has heavy armor, AOE abilities, and a few self-heals, but no crowd control. The way to do things when you get multiple foes is to wade into the crowd and hack away at all of them at once. Combat against a single mob feels like it take a while, even compared to EQ2, but combat with 2-3 mobs captures the swashbuckling feel of something like a Pirates of the Carribean swordfight, with a battle going back and forth and my character eventually emerging on top of a pile of vanquished foes.
The issue I've had since dusting off the Champion two years later is durability. The DPS stance for the class turns off all of the damage avoidance stats - parries and evasion - but is necessary for resource generation and overall damage levels. This puts time to kill in an unfortunately critical position - I wouldn't mind the time I spend per mob, except that my life depends on killing the first mob and having enough HP left to outlast the second. If I have time to try out an alt, now that I have access to the new classes, it will be interesting to see how the time to kill varies.
The feel of combat
One of the fun things about gaming in an era where we have this many AAA titles on the market has been having the opportunity to see how each of them has handled the combat pacing design. I guess that WoW's solo game runs into a challenge because one set of character classes need to support the full range of playstyles. Perhaps it seems strange to miss having fights take longer, but I do think that challenging solo content is one area right now where WoW is sorely lacking. This is not necessarily because Blizzard hates solo players. Rather, this niche was less important than allowing healers and tanks to solo at an acceptable pace so that they don't quit, leaving no one to tank and heal group PVE content at endgame.