I know I may be in the minority with this suggestion but I want to make my case anyways.
Within the 20th anniversary announcement video there was quite a few noticeable changes like drop down feature, a new "Guard" mechanic, and perhaps even increased HP pools for each class. I think these are amazing QoL changes, however there is one change that concerns me; ranged classes seemingly not needing to 'kite' anymore.
In the original vanilla game, classes like Hunter, Crossbowman, and Assassin would need to create space from an enemy to attack. Otherwise, Bowmans would be stuck swinging their bows in a vague attempt to 'knock-back' an enemy, and assassins outright would punch an enemy for minimal damage.
I recognize how many people have always harped on why this mechanic was annoying and justifiably so. However I am of the opinion that this mechanic should stay original and here is why:
Bowman weapons passively had "knock-back" on their bows, which would scale higher depending on the level of the weapon. In their second job advancement, both Hunter and Crossbowman received a skill called "Power Knock-back" which would hit 6 enemies for a max of 60% additional chance to "knock-back" enemies. Hunters also received 'Arrow Bomb' which passively had a chance to stun enemies.
In the third job advancement for bowman, both Ranger and Sniper received a skill called 'Thrust' that would passively increase movement speed to 130%, giving them the ability to create more space. Both classes received a "Puppet" that would somewhat lure enemies and take the aggression away from the player. Both classes received a bird summon that would have a percentage chance to stun an enemy. Sniper also received "Ice Arrow" Which would freeze enemies for a set duration.
In the fourth job advancement, both bowman classes received even more skills that would help them generate space from enemy monsters, skills like "Dragon Breath" "Hamstring" or "Blind" and some others.
My point is that by removing the need to create space from an enemy, many of these skills become entirely pointless.
Assassin was a bit different but the concept is the same, they received "Haste" and later, skills like "Shadow Web" and "Flash Jump" to help generate distance from enemies or slow them down to be able to fight them without spam punching to no avail.
Nobody except the development team of Classic World actually knows what will and will not make it into the final product of this server, and even so it's probably too late to revert such a dramatic QoL change if it was in fact implemented but my suggestion would be to keep the original need for kiting a monster on the ranged classes.
There's a certain level of skill required to play a ranged class, and each class had it's own unique challenges which is what made Classic GMS so much fun to play.
By removing this mechanic from the game, not only does it sap away a lot of the personal skill requirement to play these classes, it also encourages more mindless standing still and holding a button down type of gameplay. Not to mention, it really shifts the META even more into a Hermit/Night Lord's favor.
I really hope this reaches people that can think outside of the box, and be honest with themselves about what quality of life changes the player base actually wants versus what we think we want.