What bothers me in most real-time RPGs is that the battles against the NPCs go by too quickly and you play ping pong with the life energy, while also killing the weaker NPCs quickly with little damage.

So somehow there is no real feeling of struggle.

If possible, I always adjust the difficulty in such a way that I also get to recognize a fight as a fight and enemies do not fall over so quickly, but my own group is also not almost dead at one go.

Because I have to beat the enemies for a while and they also only deal moderate damage, classes like healers are really successful and interesting.
You can then give them magic times e.g. and doesn't necessarily have to solve it via cooldowns.
In general, the RPG loses the exaggerated share of pace and action, because for me that belongs more to an ARPG.
Thus, the individual classes can be played out really well and the talents, spells and abilities come into their own and become more useful and meaningful.

It is not much fun to plow through everything and / or with a few hits from enemies, to be almost dead at the same time and to have to pause the game obsessively and drink healing potions.

I actually imagine a game experience in battles like an old school MMORPG.
More real time, and smoother gaming. This means that the enemy can do something, every fight lasts longer and the life values ​​do not have to go up and down every second. It's more tactical but in real time. Healers cast spells with magic time and mana consumption, etc.

There should be customizable scaling switches / scales in the options where you can adjust the life values ​​according to your taste.
If you prefer short fights and that your group has less HP, spells do less damage and heal healing spells less, etc., the HP including the attached mechanics is reduced by 50%.

Someone who prefers longer battles and wants to act more tactically, keeps an eye on their mana budget etc. increases the HP of the enemies and group by 100-500%, including the attached mechanics such as potions, adapted spells, abilities of the enemies etc. ,

For me, this only really works if I have the feeling that enemies are not just there to clear them like cones. If the fights act like a fight and I can use my talents and abilities well, healing is fun, I can do magic at all as a magician etc.

The advantage of such a gameplay is that you can enable talents, spells and skills in the classes that just need a little time to build up, like rage for fighting styles that pop up, or become more powerful over time, etc.

I hope you have understood what I mean and can bring this to a certain extent through options and general gameplay.

e.g. the game Dragon Age Origin.
A very nice game. However, it was not so nice that the own group lost life so quickly and the enemies could hardly stand anything except the bosses, who then did so much damage that you had to pause and drink potions. That was just not a good concept in the end, when the fights seem so fragmented and it could be solved much better, as MMORPGs show.
The senseless hustle and bustle, while overusing the pause button, is not a good game for me.
In DA: O it would also have been good if the enemies had simply had more HP and the group had not always been almost dead per blow. If there is simply a better coordination here, the whole game looks much better ..

Sorry for my bad english.. I have translate this with google translator wink