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Trilwych

Rift 3.0: Plane of Water (and 2.7: New souls!)

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There's another $20 Trion got off of me for Credits that Turbine won't be getting. Those 3200-ish credits gave me just enough (when added to my on-hand stock of Credits) to buy the Dream Soul Pack.

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I had to buy the £20 package to add to what I had to just reach 5000 credit.

I had a quick look at the mage soul and made a quick tank build with chloromancer and harbinger. Not tried it yet so no idea if it is any good

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Looking toward to trying the warrior and rogue healers along with the cleric support in the lower level classic dungeons! My lvl 60 mage needs too much work to tank SL experts.

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I can't wait to experiment the hell out of these souls, but my favorite part of 2.7? Major, genuine quality of life improvements. I'm not sure Turbine has ever done QoL overhauls that couldn't be monetized, and that's a game requiring content purchases.

I only had time to participate in one zone event last night, but it had a mage tank and warrior healer. :D

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The Mage tank mechanics look really interesting. Slightly reminiscent of a WoW Boomkin, with the yo-yo'ing between two ends of a resource bar for buffs, although obviously the effects are completely different.

Wish I had the time to give Rift the attention it deserves. My 8 (!) toons have all been sitting at Level 51-52 for about 9 months...

Have they said how the next level cap increase is going to work? Same trees with more points? More "root" abilities added? Or will they completely rework the trees?

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Have they said how the next level cap increase is going to work? Same trees with more points? More "root" abilities added? Or will they completely rework the trees?

They haven't said anything about it that I've seen; I'm expecting all soul trees will be tweaked. One of the warrior tank souls is going to be converted to a DPS soul, for example.

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Ouch.

The gear problem is actually worse than I realized, because there are hard gates on the tanking stat (Toughness) to get into any endgame content. Doesn't really affect me since my toons aren't level capped, but it's a pretty serious boondoggle for people that are.

I did about a level's worth of solo questing in the magetank spec tonight. The charge mechanics aren't really as interesting as I initially thought; basically you fully exercise them by spamming two macros (one to make the bar go up until it caps out, the other to make it go down until it empties; lather, rinse, repeat). It wasn't un-fun, but we're not really talking (LotRO) Warden-like complexity and depth, either.

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Ow, that's pretty bad. Honestly, I have zero interest in the mage tank soul so I only skimmed it, but it seems designed to hybridize with harbinger. But missing gear I think was noted on the test server. I'd expect a hotfix at some point. (About combat macros, I've never used them. I'm pretty sure you can reduce any soul to a couple macros if you want, though.)

I'll need the weekend to really get into warrior healing...

Some people have been complaining on the Rift OF about the soul prices. I guess they prefer paying for expansion content to get the souls.

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Ow, that's pretty bad. Honestly, I have zero interest in the mage tank soul so I only skimmed it, but it seems designed to hybridize with harbinger. But missing gear I think was noted on the test server. I'd expect a hotfix at some point. (About combat macros, I've never used them. I'm pretty sure you can reduce any soul to a couple macros if you want, though.)

I'll need the weekend to really get into warrior healing...

Some people have been complaining on the Rift OF about the soul prices. I guess they prefer paying for expansion content to get the souls.

 

Indeed. For a Patron, the Souls effectively cost $30 worth of Rift Credits, and "Storm Legion" (the last and only expansion for Rift thus far) cost $40. So I'm thinking the Souls alone is a better deal overall.

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Much of the missing mage tank gear was apparently added in this morning's hotfix:

http://forums.riftgame.com/general-discussions/patch-notes/426558-rift-2-7-hotfix-1-na-5-9-14-10-45-am-pdt-eu-5-9-14-5-45-pm-gmt.html#post4789893

Bad idea to release without it, but props to Trion for fixing the problem relatively quickly.

A fix for the mentoring problem isn't mentioned, however.

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At least Trion seems to get the concept of hotfixing... The only hotfixing I remember Turbine doing was when there was a festival mount bug that let you buy for cheap and sell back for some gold. Or something. Honestly, I can't remember much else; bugs that harm player enjoyment seem to stick around (like the next year for a festival) while bugs that give player advantages like that mount bug are hotfixed. Irony. :P

  • Upvote 1

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This is why I will keep financially supporting Rift.....Major problems they fix Immediately with the appropriate "We are sorry, we screwed up" They just don't bury there heads in the sand and hope it gets forgotten.....:O

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Daglar, PRODUCER'S LETTER http://forums.riftgame.com/general-discussions/news-announcements/430248-rift-producers-letter-memories-ascended.html

Memories of an Ascended Long ago when I stepped into the world of Telara, I saw a land that was under siege. Strange beings from the elemental planes ripped holes in the very fabric of reality – creating the rifts. Out of the rifts the enemies of the Ascended poured, growing in power and intensity. Great colossi strode across the land, too powerful for any single Ascended to face. As we banded together to push back the invaders, close their rifts and smash their colossi, I remember the sense of being part of something bigger. Even though I did not know many of the Ascended that stood by my side, we all had a shared purpose: Push back the invaders and save Telara. In the wake of the great invasions, I recall thinking to myself: When will we take the fight beyond the rifts and see where these terrible planar horrors are coming from? What do the realms of the Blood Storm look like? Are there more terrible foes than the dragons lurking in the depths of the planes? I know many of you have asked these same questions over the years. You've written about it in countless forum posts, feedback reports, and asked us on live streams. After facing down Akylios, who hasn't wondered what sort of realm would spawn a being so horrifying and inhuman? Nightmare Tide The answer to all of these questions is near, Ascended! This year we will release RIFT: Nightmare Tide, our next major expansion. Nightmare Tide will take us beyond Telara, into the Plane of Water – a realm of nightmares, dreams, madness and danger where you’ll encounter new foes, new allies, and confront plots that threaten the entirety of existence. What horrors and monstrosities have filled the abyssal depths left by Akylios? Prepare yourself to take the fight to the planes and face these threats head on! In Nightmare Tide, you’ll dive into adventures in brand new open-world zones and story quest lines. You’ll team up with other Ascended and test your mettle in new planar dungeons, raids, raid rifts and slivers. You’ll take part in massive dynamic battles in the Plane of Water, seek out new artifacts and collections, and craft new weapons and armor. Access to all of this content will remain absolutely free – part of our promise to you since converting to our highly successful Free-to-Play system. Nightmare Tide also expands our dynamic content offering with an entirely new rift type: Nightmare Rifts! These rifts feature scaling difficulty and nearly endless waves of foes to test your skills and determination. Twisted enemies, hectic challenges, and a surreal environment await those who are up to the challenge (and the all-new art for Nightmare rifts is absolutely wicked, bringing a brand new feel to rifts!). Ascended will also have a new account-wide collectible: Minions. As overlord of your minions, you will send them on missions where they can gather resources, collect currencies, find items, and gain their own levels. To reap maximum rewards, you will have to choose wisely, matching your minion’s strengths to the mission at hand. Nightmare Tide will feature five new levels for you to earn, increasing the level cap to level 65. With each of these new levels, you will gain a Mastery from a suite of options based on your Calling (as opposed to your selected Souls). Masteries are designed to expand your choice in builds, add new synergies, and let you further customize your character so you can play how you want to play. We believe that the Mastery system will add diversity and choice to the Soul system, without adding unneeded complication. New equipment slots are also available in Nightmare Tide. You will be able to unlock these new slots for your entire account by purchasing a digital edition of Nightmare Tide, or you may unlock these new slots per character by playing the game and investing time and resources. We want to ensure that there is a fair and equitable way for you to earn these equipment slots while offering an opportunity for you to show your continued support of RIFT development. A ton of new loot is also on the way. But fear not Ascended, we've been listening to your concerns about loot and how it ramps into Nightmare Tide. The current plan is to ensure that the best gear in the game today lasts you all the way to level 65 – and a bit beyond.*If you are decked out in high-end gear, don’t expect to replace all of it with a green drop in the first zone.*You can gain a distinct advantage for the release of Nightmare Tide by playing now and obtaining better gear. Before High Tide While we are all extremely excited about Nightmare Tide, our Game Update 2.7: Binding of Blood, isn't even over yet! Summerfest is still on the way, as well as a new Warfront: The Blighted Antechamber. We’ve found it to be incredibly rewarding to release new features and content week over week during the course of major updates, and the feedback we've gathered on this approach continues to be extremely positive. While development continues on the expansion, the team has also been hard at work breaking ground on our last game update before Nightmare Tide. RIFT 2.8: Madness Wakes is currently under development and includes some exciting updates to the Auction House that have been long requested. Major updates are also in progress for multiple Souls. Madness Wakes will unleash The Nightmare Coast dungeon – our first dungeon from the upcoming expansion – as well as a series of quests that help set the stage for Nightmare Tide. Catching Up If you haven’t played RIFT in a while, now is a great time to dive back in and experience all of the changes and additions we’ve made! Gear up and prepare to take on the planes with four new Souls that open up new roles and synergies for each Calling. Master a new crafting profession, Dream Weaving, before your journey into the planes. Bind the Blood Storm in their prisons and reap the legendary rewards that will put you ahead of the curve in Nightmare Tide. With these powerful artifacts at your disposal, what chance do your enemies in the Plane of Water stand? RIFT is constantly evolving – just take a look at some of the changes we’ve made over the last year that you can experience now: New Open-World Zone – The Dendrome New Chronicle – Queen’s Gambit New Sliver – Grim Awakening New Dynamic Content – Strongholds New Raid – The Infinity Gate New Raid – Planebreaker Bastion New Dungeon – Realm of Twisted Dreams New Chronicle – Infernal Dawn New Warfront Mode – Domination: The Black Garden New Warfront Mode – Domination: Karthan Ridge Prestige Rank 90 and New PvP Gear Cross-Shard Functionality for Instant Adventure Hairstyles Expanded New User Experience Tutorial Quests Performance Optimizations for VFX Song of Dreams Saga – Test bed for underwater content that helped shape our 3.0 expansion Major Class Update – Paragon Major Class Update – Tempest Major Class Update – Warlock Major Class Update – Purifier Zone Streamlining – Iron Pine Peak Planar Attunement Expanded Wish Lists in the Store International Shard Support – Play on any server in the language you want! Performance Optimizations for Low-End Systems PvP Matchmaking Updates New Dungeon – Return to Deepstrike Updated Chronicle – Intrepid Hammerknell Updated Chronicle – Intrepid Greenscale’s Blight Updated Sliver – Intrepid Drowned Halls New Chronicle – Planebreaker Bastion: Aftermath Updated Chronicle – River of Souls Temporal Flux Promotional Event! (Originally known as Mech Week) World Event: Fae Yule New Tradeskill: Dream Weaver – completely for free Artifacts – Unstable Artifacts (and zone events) added to the game Artifacts – Bounty Artifacts Air Saga Storyline Added Experimental Zone Type: Bloodfire Stronghold – with forced mentoring New Raid Rifts Dimension Quality of Life Updates PvP Dimensions New Conquest Mode – Steppes of Infinity Massive update to Preset Souls (Purposes) for all level ranges! Budgie Madness Promotional Event! Updated Ascend-a-Friend Program World Event – Carnival of the Ascended Major Class Revamp – Cabalist The Dream Soul Pack – Introduced 4 new Souls! Soul quests that explore the lore behind the new Souls Binding of Blood Dragon Raids – Revisiting (and reimagining) iconic battles with the dragons Cross-Shard Enhancement – No Anchor Required UI Enhancements – Macros System Expanded UI Enhancement – Dye Previewing Expanded Unicornalia Promotional Event! In the world of Free-to-Play, RIFT has continued its commitment to updating the game every week with new content, new features, bug fixes, and quality of life changes. There are literally hundreds and hundreds of lines of patch notes, and this list is by no means complete. That is our commitment, and we take it seriously: to keep making the best game we possibly can for you. All of these updates and changes have been possible because of you, your support, your feedback, your passion for RIFT. Without such a committed and passionate player base, we could not accomplish all that we have. Thank you for your continued support! We will see you in the planes, Ascended. The RIFT Team

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Yup, apparently I didn't need to copy-paste the "catching up" part, but I was at work and couldn't read the whole thing at my own leisure. :P

I'm excited about the AH overhaul coming in 2.8 and Summerfest, and this announcement just adds more. New "traditional" content, new type of rifts, minions (this sounds like something SWTOR has?), an additional character development system in masteries (I'm all about customization)...

A ton of new loot is also on the way. But fear not Ascended, we've been listening to your concerns about loot and how it ramps into Nightmare Tide. The current plan is to ensure that the best gear in the game today lasts you all the way to level 65 and a bit beyond.*If you are decked out in high-end gear, don’t expect to replace all of it with a green drop in the first zone.*You can gain a distinct advantage for the release of Nightmare Tide by playing now and obtaining better gear.

I'm glad they're thinking ahead about this. The jump from Ember Isle level 50 content to level 50 Storm Legion was pretty stupid (before they rebalanced some things).

We're not clear about the "equipment slot" thing, but it looks like you can get it from buying the expansion or through in-game means.

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Livestream Summary: 27th June 2014

Questing

  • There’s a ton of vertical content in the Plane of Water and 10% of quests will require swimming.
  • In Goboro Reef there’s a lot of interesting combinations of coral such as bridges and arches.
  • You will encounter remnants of the Abyssal Cults which will connect us to the Plane of Water. One example of this is through the Nightmare Coast dungeon that is coming with RIFT 2.8: Madness Wakes. However, the story is leaning more towards brand-new characters such as the Skelfs.
  • High-end Raiding Level 60 Gear will last till Level 65 and a bit beyond that.
Nightmare Rifts

  • Entirely new Rifts with creepy art. New gameplay. “Procedurally-generated; very dynamic” – MikeD.
  • These are Rifts with very fast, timed stages.
  • They will start appearing in the low-level zones as well!
  • You will receive various power-ups during a Nightmare Rift that will help you push dps requirements as a result of the stage timers.
  • It is expected that a Level 60 character will be able to achieve around Stage 5 or 6.

    The more levels and gear you have, the higher you will go. (We know of a Stage 125)

There is a THRESHER shark-amphibious mount that can move underwater and on land, and it's not the only mount that's in the works for 3.0.

Masteries

  • You will be able to choose one Mastery from a selection of options per level above 60.

    These Masteries will be based on your Calling rather than your Role (i.e. Warrior instead of Paladin).

  • The Masteries will help change the way you see Soul combinations. Might help improve hybridization.
  • Ocho mentioned an example being Inquisitor + Sentinel although no further information was provided.
Equipment Slots

  • You can earn the three new equipment slots mentioned in Daglar’s article using in-game currency (not just REX) or via Digital Edition of 3.0: Nightmare Tide.
  • The Digital Edition will unlock the equipment slots for your entire account. [This leads me to believe that the new equipment slots when gained in-game will be per-character].
  • These new equipment slots will be available for all levels although they are mainly intended for Level 60-65. As such, lower-levels won’t benefit much (think Essences/Foci) from these.
Minions

  • You will want to collect a wide variety of Minions so that they can be sent to do a wide variety of missions.
  • You can send Minions to do missions, then log off and the minions will still perform their duties. So they can be effective ‘offline’ as well.
  • An example of a minion was given, one that emotes “I’M SO HUNGRY”
And other stuff I didn't copy-paste.

The mere 10% swim content makes sense to me given some of the problems illustrated in the West Ember Isle content. I tend to get bored of closing rifts, but this new type may be interesting.

I'm particularly interested in this masteries character development path. Maybe improve hybridization? Ooooooo. Minions sounds like SWTOR, so I wonder how that implementation will be; a mini-game type of thing, perhaps, not a bad thing.

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Is it possible to make an MMO so complicated that it's a turn-off to think about going back and dealing with it?

 

A fair bit disappointed with the collectible card minions.  I was hoping for LotRO skirmish soldiers dialed to 11, not a riff off of SWTOR, melded with Neverwinter collectible monetizability.

 

Turning Hammerknell into a raid IA zone is cray cray living on the edge though.  Thanks for posting.

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More info: http://riftgrate.com/2014/08/04/trion-community-day-video-with-new-info-on-3-0/

Mentoring up? Hmmm.

Some more information about the new minion system...

Oh, tank stat Toughness is being removed! Only Hit will be required. Hmm.

 

A lot of interesting information there, thanks. One thing I liked was that while Toughness is being removed, a new Tank gear stat "Guard" is being added. This creates an aura around the Tank that helps protect other players within the aura. I can see this leading to Healers stacking on the Tank, or in a raid, a secondary Tank standing with the ranged DPS and Healers, to help keep them safe. It's a cool idea.

 

As for the Minions system, it reminds me a lot of the Duty Officer system in Star Trek Online. Clearly, as Silverangel said, this is for extra monetization, but as long as they don't make the best card Store-only (which would be a complete about-face from their current business model), I'm fine with that. Trion has to make money, and I suspect we'll be able to get cards from just gameplay quite easily, so no worries there.

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Delayed to Oct 22. Considering the AA mess and beta feedback, that's probably for the best. Not that I can play at this point anyway since my PC is in an awkward place and I've really been on my tablet for a couple months now, just catching up on Rift/Pillars of Eternity news. (The nice thing about F2P, no sub to worry about!)

I'm still not looking forward to underwater combat, though I can at least switch my warrior to Tempest for ranged since melee is such a pain.

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Delayed to Oct 22. Considering the AA mess and beta feedback, that's probably for the best. Not that I can play at this point anyway since my PC is in an awkward place and I've really been on my tablet for a couple months now, just catching up on Rift/Pillars of Eternity news. (The nice thing about F2P, no sub to worry about!)

I'm still not looking forward to underwater combat, though I can at least switch my warrior to Tempest for ranged since melee is such a pain.

 

From what I've heard, only about 10% of the new zones will take place under water.

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From what I've heard, only about 10% of the new zones will take place under water.

Oh right, I had read that too. Well.

Have you guys seen the new land-shark mounts? I don't know... I think an underwater version of the stingray-like mount (cyclone?) would be great.

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Oh right, I had read that too. Well.

Have you guys seen the new land-shark mounts? I don't know... I think an underwater version of the stingray-like mount (cyclone?) would be great.

 

I agree, a stingray mount would be cool.

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