So i've been checking out Rift again (it was free to play this past weekend) in anticipation of the expansion launching this week (13 Nov). I must add i have been playing GW2 also, but in terms of PvE an character progression, Rift still takes the cake.
I'm quite surprised how much they have added while i was gone. I got two chars to lvl 50 back in the day (few months after launch) , and the last zone was Stillmoor at that point.
I figure i'll just give a rundown of the things i've noticed on my return, needless to say i'm excited to play the expansion (note these are changes prior to the expansion) :
1. Servers merged, so you will most likely need to transfer your characters (instant and free).
2. All your souls probably reset, but Trion made great enhancements here to make it easier to "get going" , since Rift's soul configurations can get pretty complicated, especially if you haven't been playing for a year. They now added "premade" soul configurations which you can pick instead of doing it yourself. You can still do it all as always, but now you can also simply pick on the builds Trion made, they seem to have about 5-6 builds per class, normally covering the main roles (Tank,Healer,DPS,Support) the class can play.
If you pick a premade soul build, they even configure your action bars for you , so you're good to go right there.
3. There is a TON of new content and "activities" , this is BEFORE the expansion, things that is definitely new since i last played:
[a] Ember Island , basically a new lvl 52 zone (meant to be a zone for lvl 50s). It's all tropical island with a volcano, very nice zone i must say. The zone also got a dungeon and things that comes with a Rift zone.
Planar Advancement. Similar to EQ2/AoC where you now got another "leveling" path past lvl 50, without actually leveling past 50. Can call it "alternate level" . You don't really get anything extreme, there's alot of things to unlock though, there's a type of "talent tree" for every Rift Type (air,water,fire,earth,life,death) and you can then specialise deeper and deeper. Specialising in say Water can increase your swimming speed, your dex, damage against water creatures etc etc. It looked like there's alot of depth with this (i could see there is 3 talent trees per element).
[c] Conquest . This is kinda like Guildwars 2's WvWvW . It's 3 faction, it's on a huge map, basically a copy of an existing zone like Stillmoor i think, without the mobs but with all these points to be captured. You can upgrade the points with turrets and so on. I haven't played in depth, but i did not notice any "siege" type of fighting (as in standing on a fortress wall and shooting with catapults) , but at the end it plays same is GW2, zerging around and such. Factions gain points based on points they capture and eventually one faction will capture the entire zone instance.
[d] Instant Adventures. This is open world public group quests type of things, but they are not Rifts (but technically similar) and they are fixed to a specific area. There's one in Sanctum, and i'm not sure what triggers it, but it's basically like an on-going quest making your defend, attack and carry around stuff around Sanctum. You can join these adventures from anywhere in the world or just join in while you are in Sanctum. Difference is, if you were thinking of idling/AFK'ing in Sanctum, don't be surprised coming back finding yourself dead. This does make Sanctum specifically very "busy" with a constant invasion going, but it's good for making money and adding Planar experience.
[e] Chronicles. This is kind of like LOTROs "skirmishes" . It's solo/2-man instance adventures. You pick a chronicle and go into this instance and do a type of dungeon on your own or with someone. I haven't really done much of this, so can't say much, but definitely useful.
[f] Warfronts . They were there before, there is more of them. Haven't done yet, the PvP in Rift was always a bit of a hit and miss, i doubt this changed.
[g] Dungeon Finder/Group Finder/Quest Finder . They did add this just when i left, but they've streamlined this very very well. You can now find a group for -anything- you want to do that needs a group. Got a 3-man quest? Just use the tool, got a Raid Quest? Just use the tool etc etc. You can also pick what role you plan to play in said group (tank,healer,dps) and all that. If you played Rift you most likely know every class is very flexible with their roles, you can instantly change from Healer to Tank to DPS (assuming you've set up those builds). The Premade builds from Trion help with this, for in case you're not sure how to make say a tank build out of your class, use the premade.
[h] PvP Rifts . This initially looked like something from Aion , but it's not. Basically one side opens a PvP Rift (same way you open a PvE rift) which will then have objectives. So far it looks like you need to defend a pillar and carry stuff somewhere. The opposing faction basically get warned about this PvP Rift, and they have the opposite objective (to prevent the other faction from carrying stuff around and destroy the pillar). This is basically "open world PvP" between the 2 factions , but it's random can happen anywhere and is short enough to make you stop a moment and go check it out.
Planar Abilities: They seemed to have expanded on the whole Rift stuff, and i still don't know what some of the abilities do. One ability for example, you can now use Planar charges (you get this by closing rifts) to call upon a mini-NPC army (group of 5 or so npcs) to attack a foothold/invasion spawn point (usually when there's a Rift invasion, the NPC mobs start pitching camps and spawns little invasion groups from it, well now you can create your own little group to take that out). You can also upgrade
wardstones with more defenses (invasion NPcs always go straight for wardstones) . Basically a few more abilities which use those planar charges to make things easier. Ember Island got turrets/beacons and things that you can upgrade to heal/attack mobs, always useful if you're solo'ing around and an invasion is in your way ;-)
There's also this whole "parallel universe" thing, where you can see things in "other planes" , but you need the rather expensive planar ability for it. So i can't really comment much on it as i don't have it yet, so far i assume it reveals portals to dungeon areas and such.
[j] Fishing: Yes they added fishing. Works similar to WoW. You got to be certain level to fish in certain waters and you craft all kinds of 'lures' to catch certain other fish. Can catch chests and other items too.
3. They streamlined the visibility of all the Rift events and things on the map . Now you can see on the world map what is happening in each zone (i.e. if there's an invasion going on). Definitely nice, i remember back in day people constantly shouting in public chat about an invasion in zones.
Annnyway, that's alot, probably missed a few, So what's coming in the expansion? I played the open beta a bit (this is free too at the moment), and simply:
1. 2 Continents that looks like it's the size of the original continent of the game. I'd probably say it's 2 Outlands continents (from WoW's burning crusade). So it's big.
2. A new soul for each class. This is pretty big i'd say , it's like adding 4 new classes in a game. From my quick observations:
[a] Mages now get a "Melee DPS" soul. In other words think "Battlemage" with swords .
Warriors now get a "Ranged DPS" soul. Looks like it's a bit of a spellcasting type (throwing Lightning bolts and such) .
[c] Rogues get a "Utility/Support" soul. It looks like an "Engineer" class to me, you know, build Turrets, shoot with guns. Rogues are already the class which can do most things, so this does look interesting.
[d] Clerics get a type of a Necromancer soul? I haven't played a cleric alot, so i don't quite know what this is, it's called "Defiler" . Clerics were very well rounded also, so i can only assume it's a type of DPS, probably ranged DPS.
Some people does moan a little in that it feels like the classes are becoming "everything" , as you can clearly see with Mages and Warriors, but they definitely play differently still. I'm not going to complain about having too much choice ;-) .
3. Player Housing. I've only seen this on youtube. Looks amazing, will see how this pans out, i'm not big on these things unless it's changing my game play. So far i expect this to be a side attraction, same as LOTRO's instanced housing, just with alot more customization. I am hoping they put housing more "in your face" making it useful for more than just looking at.
4. Level cap raised to 60.
I know there is more, definitely more Raids and Dungeons, i'm not sure what else they can add (Flying Mounts maybe, but i'm willing to wait until GW2 adds ground mounts first ;-) ).
I'm quite surprised how much they have added while i was gone. I got two chars to lvl 50 back in the day (few months after launch) , and the last zone was Stillmoor at that point.
I figure i'll just give a rundown of the things i've noticed on my return, needless to say i'm excited to play the expansion (note these are changes prior to the expansion) :
1. Servers merged, so you will most likely need to transfer your characters (instant and free).
2. All your souls probably reset, but Trion made great enhancements here to make it easier to "get going" , since Rift's soul configurations can get pretty complicated, especially if you haven't been playing for a year. They now added "premade" soul configurations which you can pick instead of doing it yourself. You can still do it all as always, but now you can also simply pick on the builds Trion made, they seem to have about 5-6 builds per class, normally covering the main roles (Tank,Healer,DPS,Support) the class can play.
If you pick a premade soul build, they even configure your action bars for you , so you're good to go right there.
3. There is a TON of new content and "activities" , this is BEFORE the expansion, things that is definitely new since i last played:
[a] Ember Island , basically a new lvl 52 zone (meant to be a zone for lvl 50s). It's all tropical island with a volcano, very nice zone i must say. The zone also got a dungeon and things that comes with a Rift zone.
Planar Advancement. Similar to EQ2/AoC where you now got another "leveling" path past lvl 50, without actually leveling past 50. Can call it "alternate level" . You don't really get anything extreme, there's alot of things to unlock though, there's a type of "talent tree" for every Rift Type (air,water,fire,earth,life,death) and you can then specialise deeper and deeper. Specialising in say Water can increase your swimming speed, your dex, damage against water creatures etc etc. It looked like there's alot of depth with this (i could see there is 3 talent trees per element).
[c] Conquest . This is kinda like Guildwars 2's WvWvW . It's 3 faction, it's on a huge map, basically a copy of an existing zone like Stillmoor i think, without the mobs but with all these points to be captured. You can upgrade the points with turrets and so on. I haven't played in depth, but i did not notice any "siege" type of fighting (as in standing on a fortress wall and shooting with catapults) , but at the end it plays same is GW2, zerging around and such. Factions gain points based on points they capture and eventually one faction will capture the entire zone instance.
[d] Instant Adventures. This is open world public group quests type of things, but they are not Rifts (but technically similar) and they are fixed to a specific area. There's one in Sanctum, and i'm not sure what triggers it, but it's basically like an on-going quest making your defend, attack and carry around stuff around Sanctum. You can join these adventures from anywhere in the world or just join in while you are in Sanctum. Difference is, if you were thinking of idling/AFK'ing in Sanctum, don't be surprised coming back finding yourself dead. This does make Sanctum specifically very "busy" with a constant invasion going, but it's good for making money and adding Planar experience.
[e] Chronicles. This is kind of like LOTROs "skirmishes" . It's solo/2-man instance adventures. You pick a chronicle and go into this instance and do a type of dungeon on your own or with someone. I haven't really done much of this, so can't say much, but definitely useful.
[f] Warfronts . They were there before, there is more of them. Haven't done yet, the PvP in Rift was always a bit of a hit and miss, i doubt this changed.
[g] Dungeon Finder/Group Finder/Quest Finder . They did add this just when i left, but they've streamlined this very very well. You can now find a group for -anything- you want to do that needs a group. Got a 3-man quest? Just use the tool, got a Raid Quest? Just use the tool etc etc. You can also pick what role you plan to play in said group (tank,healer,dps) and all that. If you played Rift you most likely know every class is very flexible with their roles, you can instantly change from Healer to Tank to DPS (assuming you've set up those builds). The Premade builds from Trion help with this, for in case you're not sure how to make say a tank build out of your class, use the premade.
[h] PvP Rifts . This initially looked like something from Aion , but it's not. Basically one side opens a PvP Rift (same way you open a PvE rift) which will then have objectives. So far it looks like you need to defend a pillar and carry stuff somewhere. The opposing faction basically get warned about this PvP Rift, and they have the opposite objective (to prevent the other faction from carrying stuff around and destroy the pillar). This is basically "open world PvP" between the 2 factions , but it's random can happen anywhere and is short enough to make you stop a moment and go check it out.
Planar Abilities: They seemed to have expanded on the whole Rift stuff, and i still don't know what some of the abilities do. One ability for example, you can now use Planar charges (you get this by closing rifts) to call upon a mini-NPC army (group of 5 or so npcs) to attack a foothold/invasion spawn point (usually when there's a Rift invasion, the NPC mobs start pitching camps and spawns little invasion groups from it, well now you can create your own little group to take that out). You can also upgrade
wardstones with more defenses (invasion NPcs always go straight for wardstones) . Basically a few more abilities which use those planar charges to make things easier. Ember Island got turrets/beacons and things that you can upgrade to heal/attack mobs, always useful if you're solo'ing around and an invasion is in your way ;-)
There's also this whole "parallel universe" thing, where you can see things in "other planes" , but you need the rather expensive planar ability for it. So i can't really comment much on it as i don't have it yet, so far i assume it reveals portals to dungeon areas and such.
[j] Fishing: Yes they added fishing. Works similar to WoW. You got to be certain level to fish in certain waters and you craft all kinds of 'lures' to catch certain other fish. Can catch chests and other items too.
3. They streamlined the visibility of all the Rift events and things on the map . Now you can see on the world map what is happening in each zone (i.e. if there's an invasion going on). Definitely nice, i remember back in day people constantly shouting in public chat about an invasion in zones.
Annnyway, that's alot, probably missed a few, So what's coming in the expansion? I played the open beta a bit (this is free too at the moment), and simply:
1. 2 Continents that looks like it's the size of the original continent of the game. I'd probably say it's 2 Outlands continents (from WoW's burning crusade). So it's big.
2. A new soul for each class. This is pretty big i'd say , it's like adding 4 new classes in a game. From my quick observations:
[a] Mages now get a "Melee DPS" soul. In other words think "Battlemage" with swords .
Warriors now get a "Ranged DPS" soul. Looks like it's a bit of a spellcasting type (throwing Lightning bolts and such) .
[c] Rogues get a "Utility/Support" soul. It looks like an "Engineer" class to me, you know, build Turrets, shoot with guns. Rogues are already the class which can do most things, so this does look interesting.
[d] Clerics get a type of a Necromancer soul? I haven't played a cleric alot, so i don't quite know what this is, it's called "Defiler" . Clerics were very well rounded also, so i can only assume it's a type of DPS, probably ranged DPS.
Some people does moan a little in that it feels like the classes are becoming "everything" , as you can clearly see with Mages and Warriors, but they definitely play differently still. I'm not going to complain about having too much choice ;-) .
3. Player Housing. I've only seen this on youtube. Looks amazing, will see how this pans out, i'm not big on these things unless it's changing my game play. So far i expect this to be a side attraction, same as LOTRO's instanced housing, just with alot more customization. I am hoping they put housing more "in your face" making it useful for more than just looking at.
4. Level cap raised to 60.
I know there is more, definitely more Raids and Dungeons, i'm not sure what else they can add (Flying Mounts maybe, but i'm willing to wait until GW2 adds ground mounts first ;-) ).
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