I'd like your opinion on two of the major game mechanics in Rift: the Soul and Rift/Invasion systems.
First considering Rift and Invasion Events:
I played beta for some time now and it appears to me that the contribution of players in an invasion or rift event is measured in much too simple ways that do not even rudimentarily recognize efficience. That means that a player, for example my healer warden, will easily receive "gold status" in contribution by simply spamming some low-cost heal-over-time-spell every global cooldown. It doesn't matter who is healed, if he needs healing or what spell I use: the contribution is exactly the same, no matter if it actually benefits your group or not. I can also spam damage-over-time spells on enemies that are going to die in a slit second anyway or I could choose a clearly and totally useless spell, like a costly instant cast healing on someone who is on top of his health. There's no difference whatsoever between efficient gameplay, knowing your class and stupid spamming. It's roughly the same for tanks and damage dealers, by the way.
This really sucks a great part of fun and rewarding game experience out of rift and invasion events. It's just plain stupid. The contribution system seems to me to be very rudimental and half-baked. What do you think?
Then considering the Soul system:
I generally like the idea of flexibility in certain situations. I was happy when WoW introduced the dual spec system. However Rift in my opinion goes way over the limit.
EVERYONE can be EVERYTHING his class could possibly offer without any cooldown, without any cost, without any restrictions. Four roles are way too much. But worse even is the fact that you can change the 3 classes of each role at any time. There's no individuality anymore, you aren't a great "raid healer" with awesome area-effect-heals but low direct healing potential. No, you are the copy of 99% of the other healers and every single one of them including you can change their specs to perfectly fit every situation you can imagine. Hot/Dot or direct effects, Crowd Control potential, area effect or single target effects (damage or healing, it doesnt matter), mobility, resilience, protection against certain enemy mechanics and so on and so on... there's no pro or contra to your character anymore because you can do and be EVERYTHING.
This is (hopefully!) not what Trion intended. But it is what they got and it sucks.
What's your opinion on the Soul system?
Now unfortunately there's little probability they will redesign these mechanics but at least they could try to greatly improve them. My suggestions would be a MUCH cleverer contribution system that will, among other things, consider:
- first and foremost, the actual use of a spell or ability for the group. Every situation has some abilities that are pretty much useless or could be exchanged for much more useful things. Attacking a single enemy with some low-damage area attack is dumb, as is healing someone who has no aggro and needs no healing.
- overhealing/damage beyond enemy hitpoints
- buffs and buff uptime
Of course, there are "grey areas" in which it is hard to measure the use of a group member correctly and in those areas they could maybe put in the current, simplistic system. But generally the contribution should reward good players much more than bad ones and that's not the case atm.
There should be a maximum of 3 roles and class changing within each role has to be strictly restricted by cooldown, cost or negative side effects.
And while this is quite a controversial topic, I'd like to thank you in advance for not flaming and for trying to actually understand my position before posting. I'm sure many of you feel the same and in any case, I'm just interested in opinions :)
Edited, Feb 19th 2011 9:15am by Eronaile