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Thread: Final PAX Impressions - Your Moment of Zen

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    Rift Chaser Automaticzen's Avatar
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    Default Final PAX Impressions - Your Moment of Zen

    This is a bit of a ramble across a few topics, giving impressions and information. Some of the stuff I grabbed I had Kilrathi film.

    Please note: Not only is the game in Alpha, but this build is a few back from the build Trion is actually working with. Not only will things change, some of them already have changed.

    Warrior Trees:
    Like I said, I had Kilrathi film me looking through all of the Warrior soul trees, but I can give a quick rundown of the basics of each.

    Beastmaster - The Warrior Pet class, nothing more to say here.
    Champion - This is the straight DPS warrior, with the charge move, Bull Rush, being in this tree.
    Paladin - This is the first Warrior tank spec, focusing on blocking techniques using a shield.
    Paragon - The best way to put this would be Warrior/Rogue. The flavor text has a 'Monk' feel to it, but it mentions weapons so I'm not seeing it as an unarmed class. Lots of focus on Dodge, Parry, and Dexerity.
    Reaver- The second tank spec is focused on threat generating DoTs and has a good AOE focus if specced in a certain way.
    Riftblade - I didn't focus much on this one, wait for the video.
    Void Knight - The third tank class I noted. Anti-magic and some resistances.
    Warlord- This is the Warrior buff class. Alot of buffs for your party, both active and passive. I'm viewing this as something a tank or dps would drop a couple of points in to give the group a helping hand in both PVE and PVP.

    Of the souls I got to mess with in-depth (Champion, Reaver, Paladin, and Void Knight) most of them had a basic strike that varied slightly, a second strike with more variation (the tanks' second strike usually had extra threat gen built-in), a two-three person Cleave, a strike that used the Warrior's combo point, and some sort of aura dependent on which soul you were in.

    For example, the Reaver's auras were called 'Binding of' and you received different ones as you moved further into the tree. Now, for the multiclassers, these auras stack. I could only use one Reaver Binding at a time, but I was also specced into Paladin so I could use the Paladin aura I had on top of that. Quite fun.

    Dungeon Run 1 - Darkening Deeps
    This was the first of my dungeon runs, and the one that I did with Kilrathi and Starseeker (unsure if either filmed this). My girlfriend was also in, playing a Mage. I tanked. Now the first issue was the premade I recieved was a Champion/Void Knight. With only a few points in Void Knight. This left me with no abilties that generated additional threat, other than my Void Knight secondary strike and Combo point user. Both of which were single target. So, tanking a bit annoying. On the bright side, one of the Rogues (i think Kilrathi was playing) was a decent offtank.

    Darkening Deeps is a city filled with some sort of goblin race. It's the one shown in this trailer here.

    For some of you classic fans, this first run took us a little around 2 hours. This is what the staff at Trion had alotted for most of the dungeon runs they set up.

    I'll leave content specific stuff out, as I personally believe that something you should experience for yourself. The only reall issue we had other than mobs occasionally running before I could grab aggro was the second boss. We walked up, and he hit me with cone attack that dropped half my life, at which point he two-shot me for the rest.

    The problem here was I wasn't specced to tank really, and the healer was specced for HoTs only. It could've been done with a tank centric spec and a HoTs healer, or a DPS spec and a direct healer, but not both of the lower end together. So speccing failures can and will happen in groups. I know this makes some of you happy.

    The other issue was my girlfriend's mage, which was a Pyromancer soul. The mana regen on the beta build was a bit low, with only one ability on a coolodown increasing the regen rate. It was told to us that the mage was possibly being reworked a bit to allow mana regen through more active abilities.

    We did complete the instance though. The instance itself was drop dead gorgeous, but I felt the trash might be able to use a little more razzmatazz. Bosses were quite cool, especially the second boss who wiped our group a couple of times. All in all, it was fun, as evidenced by the fact that I didn't realize we had burned 2 hours until we were done.

    Dungeon Run 2 - Deepstrike Mines
    This time I got to spec my own character, which is an intensely rewarding experience over playing a level-boosted premade. This time I ran as a Reaver/Paladin. Spreading DoTs + Shield Blocking + Two different warrior auras = Great stuff. Far more control than my previous attempt, including two taunts, both of which forced mobs to attack me for 3 seconds. This is in the tooltip, so I'm not sure how this will affect PVP, but be warned.

    Deepstrike Mines is full of suspended platforms and if you're not paying attention, you can fall off and kill yourself. In fact, one boss has a knockback attack on his platform to take advantage of this. A couple of deaths came from fall damage. You also have to jump at certain points to clear gaps to continue on.

    The mobs in this instance were undead of various types.

    We cleared this one in about an hour and a half, with various fall deaths and a couple of wipes on the instance's final boss.

    As previously mentioned on the forums, most of these dungeons had a gate at the end of them. This gate will open if you return at higher levels, allowing you to progress even deeper.

    Invasion
    I witnessed the full invasion mechanic as well. When the invasion is incoming, their target point will be highlighted on the area map. At this target point is a ward crystal (I believe this is what it was called). The invasion is centered around a powerful single mob with an entourage. A sort of 'instant plane' follows the lead mob, bringing the dynamic rift effect with him as he goes.

    Defeating the leader and his entourage spawns a champion and some guards. We were told the champion and guard spawn will allow solo players the chance to take invasions on. The champion, once spawned, will actually lead you to the next invasion spot, where the plane will have it's version of a ward crystal. Knock that out, and the invasion stops if that was the only one in the area. If not, the Champion will lead you onto the next one until you've cleaned it all up.

    Seeing the rift effect follow the lead invasion mobs is cool as ****.

    Misc

    As stated elsewhere, the customization is low because the devs are worried about what I'm calling the Oblivion Effect. Essentially the larger number of sliders would allow you create horribly ugly characters. Trion's artists have put alot of hard work into their art assets and allowing you to create Snoop Dogg Reaver is not in the cards. So more is apparently coming customization-wise, but don't expect the world at this point.

    I asked about variable mob AI, as many of the mobs in the demo are leashed. I was told that they have a robust AI system, and mobs who roamed or never stop chasing you (for you train lovers) may be coming in future.

    There was another playable dungeon mentioned outside of Deepstrike, Darkening Deeps, and Iron Tomb, but the name is slipping my mind.

    Mounts cannot be summoned in dungeons.

    You spec into skills and abilities, but only the Rank 1 version. Higher versions must be learned from trainers. Random tangent, trainers are logically stronger than other NPCs, so they'll survive longer in a invasion scenario if it gets that bad.

    I'm sure there's more, but it's late and sleep beckons.
    Last edited by Automaticzen; 09-07-2010 at 03:27 PM.

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    Champion of Telara Shagroth's Avatar
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    Thanks that's the most solid info I've seen so far - Kudos.
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    Shadowlander dd0er's Avatar
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    Great information, thanks for the write up.

    Wish they would eliminate the trainers and just have abilities rank up automatically t though.

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    Rift Disciple LordMorgoth's Avatar
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    Niiice! Thanks Auto. I already knew some of that, but great impressions.

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    Rift Chaser eLdritchZ's Avatar
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    wow that is a lot of neat info!

    nice to hear again that the dungeons are not of the "go here and clear it in 30 mins" variety other games are latching on...


    thanks for doing all this great work for the community. it is GREATLY appreciated. Especially with the Soul Tree vids and all =)

    did you, by any chance capture a few of the mage souls as well? I'm really itching to see some info on the Elementalist

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    Rift Chaser IDDQD's Avatar
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    Thumbs up

    Now that's a solid writeup, thanks Zen for taking the time!

  7. #7
    Champion of Telara Shagroth's Avatar
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    Quote Originally Posted by ddOer View Post
    Great information, thanks for the write up.

    Wish they would eliminate the trainers and just have abilities rank up automatically t though.
    I wish powers would rank up based on how much I used them life isn't fair sometimes.
    Shagroth, GM of Myth

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  8. #8
    Shield of Telara
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    Lots of great info.... thanks for that!

    As stated elsewhere, the customization is low because the devs are worried about what I'm calling the Oblivion Effect. Essentially the larger number of sliders allow you create horribly ugly characters. Trion's artist have put alot of hard work into their art assets, and allowing you to create Snoop Dogg Reaver is not in the cards. SSo more is apparently coming customization-wise, but don't expect the world at this point.
    Nice. Basic stuff would be nice though. Like height and weight. General physical build type stuff. And I agree that the whole Oblivian style morphing thing is a bit over the top.

    One thing i've noticed though, is not much chatter about the flow of the actual combat mechanics. I'm assuming its pretty great considering the lack of anyone saying otherwise
    "Neca eos omnes. Deus suos agnoscet."

    Get your very own Rift dps meter here.

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    Official Rift Founding Fan Site Operator Esloan's Avatar
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    Most informative post I have seen so far! Thanks a ton, Automaticzen. I linked this thread over on HorRIFTic so everyone can see the awesome information you have taken the time to provide us with!

    Thanks again!

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    Rift Disciple Beta's Avatar
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    Thank you ,good read.

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    Champion Massabik's Avatar
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    Great stuff, thanks Zen!

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    Rift Chaser Daft's Avatar
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    Awesome Thread

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    Telaran Lady_Aelwen's Avatar
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    Excellent, thanks so very much for posting.

    The stacking of buffs from separate trees was really interesting for warriors.

    Again, thanks!

  14. #14
    Rift Chaser Automaticzen's Avatar
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    Quote Originally Posted by Mazii View Post
    One thing i've noticed though, is not much chatter about the flow of the actual combat mechanics. I'm assuming its pretty great considering the lack of anyone saying otherwise
    I ended up in a loose rotation of:
    Secondary Reaver Strike (Threat + 1 Attack Point), Cheap Weak DoTs, Strong DoT, Plague (Spreads DoTs to two other targets), SRS, CWD, semi-repeat. I was missing something to dump my combo points in, but I was on the jumbotron, so I couldn't really stop to move something onto my bars.

    That's not counting my shield throw, my interrupt, taunt, Aoe taunt, both auras, an area effect that slows.

    Combat is fine and quite malleable, which is another strength of their soul system.

    Another thing I want to address is the comparisons. This is going to happen, because it easier to have a shared lexicon to work with. Instead of taking the time to explain how a spell works, it's sometimes easier to use names from another title.

    But these are all very different games that will be launching around one another.

    Guild Wars 2 has very fluid combat, with big numbers that make you feel powerful, but I felt the combat was also very constrained. The point is not the breath of abilities, but what you can do with those abilities. And the Shatterer (big dragon) was an impressive encounter. Dynamic events play quite well.

    Tera Online is best described personally as Devil May Cry Online. Flashy and bright, the game felt better when played on the 360 pad in my opinion.

    SWTOR does alot that's already been done with WoW, but the voiceovers actually do help. They do draw you in and make you care or hate an NPC. And they're committed to providing you with a Star Wars experience you can share with your friends.

    And finally Rift felt more... hardcore? I'm not talking Vanguard hardcore, but they're definitely willing to let you get in there and fail. To make that offcolor Rogue spec and play as a raid tank. To let you log in only to find that what you through was a safe spot is now the middle of a foothold. I think they're trying to give the community that feeling of success, by letting you fail. Just not as hardcore as some would like at times.

    These are all very different games that will appeal to different people. They look different, they play different. And in the end, each game is made by teams who are busy making the best game possible, not looking at their competition. Why should we be infighting if they aren't?

    Rift is my frontrunner, but that's a personal choice. You make the one that's right for you.

    Most MMO forums wars are over the Game vs World divide. Which side are you on?

  15. #15
    Shield of Telara
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    Quote Originally Posted by Automaticzen View Post
    Combat is fine and quite malleable, which is another strength of their soul system.
    Awesome, thanks. Thats exactly what I was looking for.
    "Neca eos omnes. Deus suos agnoscet."

    Get your very own Rift dps meter here.

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