No, First Playing this game say this looks like Warhammer Online. Then I played more. It makes every mistake that Warhammer did. Group Quest as for start of the game sure no problem lvl up huge groups at start to kill the Rifts, but what happens after the new player join the game or alt lvling? Their cities be over thrown by Invasions where their quest guys are dead!
Rift spawns are dynamic. Right now in beta the devs are triggering a lot of the spawns and events, but when the game goes live, the system is set up to check how many players are in a zone and get an idea of what level they are and adjust rate of spawns and invasions accordingly. I don't expect to see lowbie zones overrun by invasions at any point.
2nd Part you can say w/e you want. Anyways Balance it cool if they're no balance in single player games, But in a MMO no balance means Rerolling to the most OP classes. Which means at end level content will be hard to find tanks or etc. In Rift Warrior class has hardest time in pvp since they don't have ability to close the gap while in combat being easily kited. Then in Rift group fight since they can't get to next mob fast to get higher contribute points making it harder to get the token for better gear. Seriously you can say it QQ but really think about no Warrior = no Tanks no Tanks = no raid/dungeons. Only way to keep them arround is to be fair. To be fair is meaning balancing out the classes! Logic scary huh!
I've been playing as a warrior right the way through the beta (with brief side adventures with other classes to get a feel for them). Warriors do
get abilities that allow them to close the gap. Off the top of my head I know of three. With most of my points in the paladin tree, I use Shield Charge all the time. It's great fun.
I'll agree, however, that tanks tend to get the short end of the stick at rifts and event bosses. Without people healing, you don't really get a chance to contribute much before you die. Those few times I've shown up to a rift or invasion where someone was set up to heal and actually did so, it was great fun and I was able to hold all kinds of mobs while everyone else burned them down. For the event bosses, however, if you don't show up with a coordinated battery of healers at your disposal, there's not much point to even trying to tank them. I got obliterated by the werewolf in Gloamwood so many times last night I decided to fill out my second role with a dps build just so that in future, I can actually do some reasonable damage before I die. I don't know if Trion plans to tone down the damage output on the event bosses (or even if all of them are as vicious as the werewolf), but unless they do I'll be making it a point of setting myself up to be able to switch roles for those events.
3rd Reason really how many time can a MMO copy and paste the same exsact UI system! Lotro, Warhammer, and Aion has Same stupid UI. It is Bulky Chunky and so annoying to use. Plus how Mobs really don't feel that the live and act in the environment looks so boring. With the bad animations and characteristics just like huh really wold not chasing the 50 squirrels around him, makes it off tilt. Look at the Skeletal Horror come on that undead is so cheesy generic looking it should be called Horribad Skeletal.
The UI is can be tweaked and rescaled rather substantially. It's functional. That's why so many studios use the same concepts. There are always people who express a distaste for that type of UI, but those are the vocal minority. It works, it provides the information you need, and you can adjust it more to your liking. Short of those people who prefer no UI on screen at all, it's hard to improve upon.