[MMO] Rift - Discussion

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badb0y

Diamond Member
Feb 22, 2010
4,015
30
91
I am interested in this game can anyone get me into the beta or let me use their account for a little bit?
 

JoshGuru7

Golden Member
Aug 18, 2001
1,020
1
0
After playing each of the four archetypes into the 20's my impression is that this is a really good game. It does pull from all the other MMOs you've probably played. Public Quests/RvR from Warhammer, a ton of the polish stuff from WoW, collections from LOTRO (deeds), etc.

The unique thing is the ability to switch roles, and this is really well done and adds a lot to the game in my opinion. Most MMOs will allow you to respec your characters for slightly different purposes at a cost. Some, like LOTRO, have modes such as war-speech where a healer can shift into DPS mode temporarily, but excelling in any build still involves visiting the bard to switch traits around and each class still has a basic role that you can't change that much.

Role switching in Rift, however, is a 2 second casting animation that can turn your character into what would be completely different classes in other games:
Mages can shift on the fly between rDPS, support (pet/cc/buffs/debuffs), and healing.
Clerics can shift on the fly between rDPS, mDPS, tanking, and healing.
Rogues can shift on the fly between rDPS, mDPS, tanking and support.
Warriors can shift on the fly between rDPS, mDPS, physical tanking, and magic tanking.

Some of the builds I've personally liked into the 20's:
mDPS Cleric Druid/Shaman/Justicar for general solo leveling and some PvP
http://rift.zam.com/en/stc.html?t=00ane.VxtohotRk.EqbzsMsck

rDPS Mage Pyro/Elemental/Archon for group DPS
http://rift.zam.com/en/stc.html?t=0zIqz.xfthzushto.Vpxt0oz.V

rDPS Rogue Marksman/Ranger for grinding
rDPS Warrior Voidknight/Riftblade/Reaper for PvP
 

Avogadro

Member
Jan 5, 2011
99
0
61
...aaaaand that's the end of Beta 5.

I tried some PvP in the last few hours. I'm not really a PvPer but ended up having a good time. As a warrior specced dual wield (paragon/champ/vindicator), the ranged guys were kicking my butt, but that changed in a hurry if I could get in close, mwahahaha.

The PvP game mechanics are pretty standard. Each Warfront (an instanced PvP map: think WoW battlegrounds) has its own NPC faction. Beating other players, holding map objectives, and winning matches earns you both faction rep and overall "favor," which are points you can spend to buy gear. There is also a PvP Prestige rank, but I didn't play enough to see how that worked. There are daily quests (win a match in a designated Warfront) and some faction-specific quests to get you started in each Warfront (Win 5 Black Garden matches in exchange for a blue-quality item, for example).

Your PvP soul can be purchased for 2500 favor, which took me about two hours to accumulate, albeit by winning most of the matches I played and having very short queue times. Gear will take a bit longer, mostly because you need to get your faction rep up before you can buy anything.

All matches have two victory conditions: hit a certain score for the match (500 in Black Garden, 1000 in Codex) or have the match timer run down to zero, in which case higher score wins. I'm very happy about this, because you have a definite upper bound on your time investment.

From what I experienced, it seems like a well planned system. It was nice to see that there's enough reward to make it worth PvPing at low levels. The faction rep will help you later, there's some low-level gear to buy, and you get some XP and cash.

The major criticism I have is that the level spreads are too wide. I was playing in the 20-29 bracket at L27 and 28, and the lower-level guys - ours and theirs - were getting crushed. I think they should narrow the level brackets to 5 levels (20-24, and 25-29 for example) to keep matches more competitive. I know there's a tradeoff in terms of slower queue times, but the level gap makes such a difference that it's probably worth it. With the brackets as they are now, once I hit 30, you won't see me near a Warfront until I'm 37.
 

Peppered

Senior member
Jul 3, 2009
397
0
0
I din't get to spend much time with it only got to lv 10. I m off now till next friday my luck they wont have the Beta going again till after I go back to work.
 

Peppered

Senior member
Jul 3, 2009
397
0
0
One question is if anyone played a Nerco in the Beta yet. I stated one thinking they may be wanted in the end game like in EQ because of there dots did a lot of DPS over time and they were very mana efficient.
I want to role a major dps role and a tank if I get the game.
 

akugami

Diamond Member
Feb 14, 2005
6,210
2,551
136
I was in the beta5 but real life intruded and I did not get to do anything. My main question is how does this compare to old school EQ? Specifically as it pertains to a Kunark era enchanter was my favorite era in the game.

Enchanters were godly if played right. Though too many are crap at crowd controlling from Velious forward. I used to sit in Chardok and Sebilis with my groups and even if it was a pickup group they'd soon have absolute confidence in me because I could reasonably handle trains. I remember trains of 5-6 mobs in Sebilis and we'd already have 2 or 3 in camp and we'd still make it. That was thrilling because it really drained the group even if we survived. Enchanters were powerful but you really had to know the class to be able to play it correctly. Too bad Sony nerfed them to hell.

Basically I'm looking for a similar thrill where you don't know if you're going to live through the challenge. I'm no masochist and I don't like grinding too much (no time either) but I certainly don't want the walk-a-thon that is WoW.
 

Peppered

Senior member
Jul 3, 2009
397
0
0
Yes the enchanter Class was awesome during those days I use to play one but they made it were crowd control was not needed as much later on in the game, you could pull singles or two or three were a bard or some one that could root could handle the CC. I quit Eq after that.
 

coloumb

Diamond Member
Oct 9, 1999
4,069
0
81
If you try to take on an invasion by yourself or with a few other people - you probably won't live for very long unless you run away. The "invasion" mobs seem to be restricted to the "invasion area".

I think all classes are pretty over powered at the moment so things may change when it goes live [someone mentioned healing is completely cranked up for beta testing].

The game is setup where you really don't notice the "level grind" - there are enough quests and invasions to keep you relatively pre-occupied.

The game is constantly busy - you get the feeling that the world is under attack at all times. I keep saying this but the "invasions" remind me of Tabula Rasa except they just don't only attack strongholds - they seem to be randomized. And it's pretty cool when other people join in the "public group" [raid group] and help fend off the invasion.

The game has a lot of borrowed combat and crafting mechanics from other MMO's - Tabula Rasa, WoW, EQ2, etc with some new mechanics thrown in - I could easily see this game keeping me busy for a few months until the end game - that's where the longevity will be determined.
 
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pontifex

Lifer
Dec 5, 2000
43,804
46
91
I dunno....I don't really have time or the will to play an MMO any more but I have to say this was one of the better MMOs I've played since I quit WoW a few years ago. Since I don't have as much time, that $15 a month might seem a waste. As Coloumb said, there is plenty to keep you busy. Tons of quests to do so it never felt like a grind for me. If they can keep that up all the way to the highest levels that would be cool.
 

JoshGuru7

Golden Member
Aug 18, 2001
1,020
1
0
One question is if anyone played a Nerco in the Beta yet. I stated one thinking they may be wanted in the end game like in EQ because of there dots did a lot of DPS over time and they were very mana efficient.
I want to role a major dps role and a tank if I get the game.
I played the Necro/Lock as one of my roles and it is a very good combination. Here's the build I was working on: http://rift.zam.com/en/stc.html?t=0zwvs.ExcpVzozo.beohksVgk

This isn't news to longtime MMO gamers, but for relatively unorganized PvP (like in beta) the dominant builds are those with a focus on instant casting for both heals and damage. Builds with long cast times seem a bit underpowered right now, but once retail comes around and people get more organized those builds will get a lot better. The reason is that the builds with long time cast times also have a lot higher burst DPS, and burst DPS becomes critical in organized PvP.
 

Peppered

Senior member
Jul 3, 2009
397
0
0
Darn I just saw were the next beta may start next Friday. I will be working nights then 12 hr swing, wont have a lot of time to play. this is unofficial but sounds about right.

Thanks For the Build link JoshGuru7. The dots don't seem to do much damage compared to what the nerco dots did in EQ.
Your Pyro Mage seems to do a lot of dps though.
 

HumblePie

Lifer
Oct 30, 2000
14,665
440
126
Well, I'm still mixed about the game. Some elements I like, some I don't, and some I find so infuriating bass-ackwards.


The Good:
One element about the game I love is the exploration and rewards for that. The game literally rewards you, and big time, for going off the beaten path. You find random one shot treasure chest that give out blues and purple items for your level based on your class. You receive achievements that grant at a minimum a title, or sometimes even more loot. There is a bunch to do all over the game and that is some of the fun I miss about MMO's of late.

Another thing I like, epic boss fights. With quirks you have to figure out or you are dead. I don't mind that at all. So long as there is a chance for a decently geared, equal level group to be able to take on a boss then I'm content. I don't damn near impossibilities where if you don't have X or Y class in your group or if the tank doesn't have X amount of armor, or if the DPS can do at least Z amount of damage then you have no chance. This is one hold back from WoW. Either bosses are ridiculously easy or retardedly hard. Very few in between fights with bosses I would can "fun" in WoW and most other MMO's right now.

Rift HAS great boss fights in the dungeons. I loved Iron Tombs, the Silverwood dungeon (forgot the name) and deepstrike mines. I was trying to get my guild together for one more run on Foul Cascades dungeon so I could try it out, but on the last day everyone had something else they wanted to try out. Oh well, I'll get to it next beta. The bosses are not impossible, but they are challenging and take planning. Chances are, the first time you face a new dungeon boss, you will die. Once you figure it out how to beat a boss doesn't make it a trivial thing to do however, but neither is it impossible which is what I like as I said before.

I like as others mentioned, the quick switching on the fly of up to 4 different roles for an archetype. This does allow groups to re-customize themselves to take on harder content. Found a magic based boss in the dungeon that just ripped the Paladin/Warlord/Reaver tank to absolute shreds? Switch things out! The tank pops on a Voidknight build. The rogues changes over to a bard for a massive MR buff. The mage and cleric also switch roles to help handle the situation. This is also great for rifting and pvp. Speaking of which.

PVP is pretty fun so far. So long as they take out that stupid unreal tournament style buff (which I'll get into later). Everyone has a chance of being useful in pvp. Queue times are fairly short (unless it's 2am....). Matches are reasonably well paced. Rewards are fantastic, but not overshadowing PVE. And while a level 20 is at a disadvantage against a 29 as mentioned before, it is not THAT bad. So long as the person isn't stupid, of which there are plenty of noobs.

Rifts are fun and a great distraction from usually questing for leveling. They can be challenging or easy depending on which ones you want to go after. Rewards are great in both experience and items. It has some faults though which I will point out later. The open public grouping is great too as they just put that in last beta and is the same thing that Warhammer Online had with Public Quests. Actually rifts really are the same thing as PQs from Warhammer, just more dynamic and random to an extent.

Lag is relatively light the majority of the time as well.

The graphics are a major step up from WoW at least, but nothing ground breaking. The engine is solid, and there are very few major show stopping bugs in terms of mechanics so far.

The Bad:
Starting where I left off from previously with graphics. While they are nice and run well on systems that literally meet the minimum specs (and in most cases lower), they have issues. One is problems with ATI cards and artifacting in cities and busy areas. Another is a lack of coding for SLI or Crossfire. So if you have multiple cards they are not used. Another is they just added in code for anti-aliasing and it's terrible right now. My framerats drop from 90 fps with 0x anti aliasing to 20 fps with only 2x AA. It's badly coded right now. Also, turning on forced AA through the drivers seriously messes up the graphics in the game so that option is a no go for now.

As I said with lag being relatively light, when it does get bad, it's BAD. Also even a medium amount of lag will cause some classes to be completely unplayable. Not all classes, just some. Pet classes can still get by, as well as tanks and buff based healers. Classes like the riftstalker are absolutely screwed though with lag.

The timers on rifts are a bit too short. Rifts are designed right now to disappear after a certain time frame. This is good. This is because rifts spawn invasion waves that attack nearby towns and take them over. If players don't or can't close a rift then there would be a real chance that all normal content is inaccessible until that happens. Which means players playing at 3am would be unable to do questing for example without those timers.
The problem with the timers though it they are too short sometimes. Which means, if you and a group of people are not on top of a rift as soon as it spawns to take it out, you may not get all the way to the last stage "boss" of the rift. Because it will close on its own once the timer has gone off. Also, if there just isn't enough people to clear everything fast enough, although the people fighting the rift are able to clear it without dying, then they lose out on the bigger rewards from fighting the end "boss" as well. The timers need to be fixed for rifts.

The unreal tournament mega damage buff in pvp needs to go. Basically in PVP there spawns little red orbs every so often on the pvp maps. These orbs give you a 1 hour buff (never lasts that long since you typically die in pvp) that buffs your damage by double while pvping. You get little red wings that appear on the back of your character which are not that easy to see to mark you as a big target since they are transparent somewhat. Which means you can wreak havok in pvp. Also, pvp right now is to dependent upon "bursty-ness" right now. It's all about burst damage or burst healing with some annoying CC. The CC isn't that bad as nothing lasts longer than 8 seconds which all four archetypes have access to talents that can reduce the effects of CC drastically. CC in world PVP is a bit more overpowering though in smaller group fights, or even 1 on 1 if they have it and you don't then you are screwed. Because of the focus on burst damage, classes like the saboteur shine in pvp. But compound that with the double damage buf, other buffs, and a good crit; you can literally 1 shot many players. I've done it. But on a side note, it's annoying as hell to pop someone with a Sab for 2K damage which almost kills them (once I had someone at exactly 1 hitpoint from a burst hit), to see them full health in less than a second later due to burst healing. I like the plethora options of healing, but it is almost too much right now in pvp. Especially in the low levels as only the warrior archetype has access to talents by level 16 that reduce the effectiveness of healing on their target. Everyone else has to wait until the 30's or 40's.

Animations are still horrid for this game. Yay, that my kelari defiant character has a /dance that just wiggles in place. The emotes are boring, the animations for those emotes that have them are usually terrible, and the lack of such is not immersive.

The Ugly:
Just outdated mechanics that add in frustration for the sake of frustration. These serve absolutely no purpose. Many of them are pure time sinks where none is needed. The game does well to remove some time sinks to a degree such as being able to soul walk after death once every hour to rez where you died instead of spending extra time running back to your corpse all the time. However, for every good thing, there is at least an equally bad if not worse mechanic. Take Motifs from bards for example. Bards get 15 second buffs (30 seconds with talent support) that may be instant cast, but require 1 seconds between casts because of the global cooldown. There are 6 of these buffs for the bard, which takes at a minimum of 6 seconds to get through them. Which means by the time you are done casting the last one, the first one only has about 24 seconds left. This leaves the bard enough time to do 2 cadence attacks and a finisher before having to redo all the motif buffs again. It serves no real purpose to leave those timers that short. Some have mentioned that maybe bards shouldn't have all motifs up, but there are too many talents and skills that make use of multiple motifs running such as resonance. So that theory doesn't hold water. 1 minute or less long buffs are an old, outdated, tired mechanic that has failed every time it has been tried. Get rid of them all if possible, but 1 or two can be used if that is the limit of them for any class.

Speaking of buff problems... too many of the overlap and overwrite each other. Nothing is more frustrating than being in a group and having my 36 point endurance buff constantly being overrode by the warrior's 10 point endurance buff because he doesn't see his buff icon. It's seriously a major pain in the ass.

Major zone wide invasions have some big issues to be solved. One is obviously too many people in the same spot. It is not so much a problem with crashing, as that is pretty good, it's a problem with drawable objects. If there are literally hundreds of people on a certain spot, the game only allows 50 or so to be drawn even with maxed sliders. So that means there is a real possibility the enemies aren't being drawn on your screen.

There is still a fairly bad memory leak if you constantly change zones. After enough time, the game stops drawing server objects like buildings, fences, and trees. You can literally walk through them. Which is a massive bug in world PVP. People that know an object is there (because you still can't cast through the object because of line of sight) can literally walk in and out of an object that is not drawn on their screen but their foes can't because the object is on their screen.

On PVE servers, the PVP auto toggle option is not disabled by default. Bad programmers, bad! So if you are a pet class and a pvp flagging NPC attacks you or the pet then BAM! You are now flagged for pvp if your pet wasn't on passive. Or, if you are channeling an AoE attack spell that targets the GROUND and a flagged player steps into it then BAM! you are flagged now as well. Not to mention accidentally healing, or auto healing flagged people that join your public group for whatever reason. All of that can be stopped by turning off auto flagging, but most people don't even know about that interface option and assume it is that way until they find out otherwise the hardway.

Inventory space and small stacks. Combined with WoW's crappy inventory interface and it's a royal pain in the ass. Get rid of it. Not needed at all. I don't need a damn 30 point pixel border around every "bag" I have. They did so well with already allowing a very moveable interface, something WoW still doesn't have without addons, but then they throw back OLD WoW interface rejects into the mix that seriously piss me off. It is not 2002 and even some of these retarded interface problems WoW got rid of already.

Also, why do I feel as if I'm running back in EQ1 speeds in this game? It's so slow, that my 60% run speed mount hardly feels any faster than regular walking at all. Sure the zones are nicely sized instead of being insanely huge for no reason with large amounts of empty places and no content, but moving at a snail's pace is old.





Well that's my take on some of what I like and don't. Unfortunately, too many of the major ugly problems are keeping me from fully enjoying the game. Unless these are all fixed before release (which I doubt since I have many friends in alpha which is way ahead of beta on releases), I will not be buying this game.
 
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brandonb

Diamond Member
Oct 17, 2006
3,731
2
0
Thanks for the review HumblePie.

I don't necessarily agree with all of the Ugly Portion. But alot of those seem just like bugs to me, especially the buff stacking.

Some of the outdated mechanics I believe add to the game, such as a slower run speed, as I think the game as it stands right now is targetted towards those with ADHD. Way too many fireballs exploding everywhere randomly, and the combat seems a bit too fast paced for me. In fact, if they made things about 4 times slower all around, and reduce the number of quests by 1/4 would add to the game. (Of course, make the quests mean more when you finish them) ...

I played Asheron's call recently, and they added this thing the facility hub, a dungeon of sorts which teleports you to quest givers/dungeons. They give you a quest, and when you finish it, you get enough experience to level your toon one full level. However, the quests were actually quests. Get some item in the dungeon off a mob, or laying on the ground, then having to figure out the dungeon puzzle to get the item. You could spend a few hours doing the quest and to figure out the dungeon, but once you did it, you'd get a level guaranteed. Sometimes less is more if done right. But if it was like EQ1's quest rewards (gave you no experience) it would be rather pointless.

I never read one quest in Rift... The mini map tells you exactly where the mobs are highlighted on the map. Why is it called a quest if you figure nothing out by yourself?
 

pontifex

Lifer
Dec 5, 2000
43,804
46
91
Last night I was kind of bored and I really wanted to play Rift again. I haven't felt that way about an MMO in a long time...maybe I will have to buy it...argh....
 

Peppered

Senior member
Jul 3, 2009
397
0
0
Darn I didn't think Asheron's Call was still going. that was defiantly a good game when it came out.
 

coloumb

Diamond Member
Oct 9, 1999
4,069
0
81
14 day free trial of AC "where thousands of players inhabit a 3d world":

http://ac.turbine.com/

agree with pontifex - definitely looking forward to the next beta event - I'd like to do more testing of the crafting system and additional character testing this time around [I spent most of the time leveling up a cleric].

I think what would make WoW a hell of a lot better/more interesting at end game - if there were randomized events similar to the scourge invasions they had a long time ago. Something similar to Wintergrasp without the PVP aspect. That would probably get rid of most of the afker's/trade chat trash talkers....
 

akugami

Diamond Member
Feb 14, 2005
6,210
2,551
136
From the same link as Phobic9, which I already saw, are a few more codes. Some of you might miss reading the comments where a few other codes were posted.
 

akugami

Diamond Member
Feb 14, 2005
6,210
2,551
136
Some of the outdated mechanics I believe add to the game, such as a slower run speed, as I think the game as it stands right now is targetted towards those with ADHD. Way too many fireballs exploding everywhere randomly, and the combat seems a bit too fast paced for me. In fact, if they made things about 4 times slower all around, and reduce the number of quests by 1/4 would add to the game. (Of course, make the quests mean more when you finish them) ...

I really hated too many "sparklies" which can really detract from the fighting experience. Cool spell effects are nice but sometimes being understated is better than being too flashy. As an old school EQ enchanter, too many particle effects got in the way of good targeting which could be critical in dungeons if a mob got loose.

I played Asheron's call recently, and they added this thing the facility hub, a dungeon of sorts which teleports you to quest givers/dungeons. They give you a quest, and when you finish it, you get enough experience to level your toon one full level. However, the quests were actually quests. Get some item in the dungeon off a mob, or laying on the ground, then having to figure out the dungeon puzzle to get the item. You could spend a few hours doing the quest and to figure out the dungeon, but once you did it, you'd get a level guaranteed. Sometimes less is more if done right. But if it was like EQ1's quest rewards (gave you no experience) it would be rather pointless.

I never read one quest in Rift... The mini map tells you exactly where the mobs are highlighted on the map. Why is it called a quest if you figure nothing out by yourself?

Limited use of "route highlights" is ok. But when everything is handed to you it's definitely no fun. Part of the fun of early EQ was figuring out how to complete quests. Heck, most classes in EQ1 took months of concerted community effort to figure out their class epic quests. Having to actually "learn" a game will actually make it stick in your mind more.
 

coloumb

Diamond Member
Oct 9, 1999
4,069
0
81
Limited use of "route highlights" is ok. But when everything is handed to you it's definitely no fun. Part of the fun of early EQ was figuring out how to complete quests. Heck, most classes in EQ1 took months of concerted community effort to figure out their class epic quests. Having to actually "learn" a game will actually make it stick in your mind more.

I think the days of actually requiring the player to use a little bit of Sherlock Holmes research are long gone [just as dungeon games or adventure games which require you to draw a map]. I also think a lot of people would choose to skip most of the content if they could choose to start out as a maxed level character to rinse/repeat dungeons for gear if it was an option.

That's what I liked about SWG and EQ2 [was about 4-5 years ago] and WoW prior to Cataclysm - you had to actually go search and find what the quest wanted rather than having an in game GPS to let you know here you should go.

Even though the GPS feature is available - I will read the quest dialogue the first time through. However, I will just click and go if/when I run alts through the same quests...

With that said - 2 more days until the next BETA!
 

smackababy

Lifer
Oct 30, 2008
27,024
79
86
I think the days of actually requiring the player to use a little bit of Sherlock Holmes research are long gone [just as dungeon games or adventure games which require you to draw a map]. I also think a lot of people would choose to skip most of the content if they could choose to start out as a maxed level character to rinse/repeat dungeons for gear if it was an option.

That's what I liked about SWG and EQ2 [was about 4-5 years ago] and WoW prior to Cataclysm - you had to actually go search and find what the quest wanted rather than having an in game GPS to let you know here you should go.

Even though the GPS feature is available - I will read the quest dialogue the first time through. However, I will just click and go if/when I run alts through the same quests...

With that said - 2 more days until the next BETA!

The problem is people won't want to level if it takes such a long time do "figure" out the quests. There is a reason WoW addons that had this feature were so popular.

Also, from what I've heard (I never made it this far into the betas) once you hit high level, the WoWiness becomes much less noticeable.
 

Punter

Senior member
Jul 21, 2006
318
1
81
My impression after participating in 2 beta's: Rift is not anything new or innovative. It is an amalgamation of the conventional mmo elements adding a layer of polish and with a twist or two. I have been really enjoying the game. It seems many people from everquest and aion are switching over to Rift. I think this is not a game for people looking for something different. Rift is a game for players who want a well-made, easy to use, modern game that delivers the fun experience they desired from previous releases.
 

CurseTheSky

Diamond Member
Oct 21, 2006
5,401
2
0
Well, after reading all of the testimony here, I've decided to pre-order the game, even without having participated in beta. As a former Asheron's Call (love to death) and WoW (love / hate) player, I really hope this is THE MMO that will finally grab my attention again.

Thanks guys!
 

Avogadro

Member
Jan 5, 2011
99
0
61
My impression after participating in 2 beta's: Rift is not anything new or innovative. It is an amalgamation of the conventional mmo elements adding a layer of polish and with a twist or two. I have been really enjoying the game. It seems many people from everquest and aion are switching over to Rift. I think this is not a game for people looking for something different. Rift is a game for players who want a well-made, easy to use, modern game that delivers the fun experience they desired from previous releases.

Nailed it. I said in the other Rift thread that had I not taken an MMO sabbatical for over a year, I'd be a lot less interested in Rift. It's not new or different: it's the red-sauce Italian restaurant of MMOs. But with my batteries recharged, I've been having fun reliving "the old days" of leveling up, exploring a world, figuring out the mechanics, etc.


Three big advantages I see to Rift:

1) It's hard to get bored. You have the choice of solo questing, exploring for artifacts, chasing down rifts, PvE instances, PvP battlegrounds, open-world PvP, and crafting/gathering. The "metagames" of playing the AH or leveling alts/twinks will be there after release. At endgame, obviously, your choices narrow somewhat, so the jury is still out about variety at that point. But leveling has been fun and varied so far.

2) You can feel yourself making progress in 60-90 minute playtime chunks. Leveling is quick, quests don't take long to complete, battlegrounds are usually over in 15 min or so, crafting doesn't take forever to skill up, etc.

3) There's enough complexity and variety in the class system to keep your character feeling fresh. Want to try tanking? Spec it up! Want a pet? Make your third soul Beastmaster (or whatever) and get one!

Sometimes it's nice to sit down to veal parm with a side of ziti, you know?
 

Phobic9

Golden Member
Apr 6, 2001
1,822
0
71
I'm going to try really hard to skip this beta session (which starts today @ 1PM EST) to keep myself from getting beta burnout. I've already pre-ordered the game (I got the digital collectors edition for $47!) so I'm obviously wanting to play it more but I'm hoping I can resist just a bit longer.

Anyone ele preorder prematurely?
 
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