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How solo is this game

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Comments

  • dj525dj525 Member Posts: 39

    I've played wow for, 4 years now and I can't agree with that wow fanboy sorry. This game is far better and the end game will be great. I've seen a video of the end game (its on IGN and it was a GM) and its going to be crazy. 20 man open world rift raids that you will need to defend from the other faction why your trying to shut it down. Sorry but wow has nothing like this. Wow also has become the most payed for facebook around. Rifts will have more life to it then wow ever did as long as they don't put a lame ass dungeon finder that killed wow's world sorry but it did. Anyways see you guys in rift

  • BadSpockBadSpock Member UncommonPosts: 7,979

    Rift actually has some pretty impressive innovations that give you incentive to level up entirely in a party with friends.

     

    1. XP bonus - the XP bonus you get for killing mobs while in a group is strong enough to where leveling solo 1-15 vs. in a two player party 1-15 the party play was actually a little faster simply because there was less down time.

    2. Multi-loot - If you have to loot an item off a corpse for a quest, all group members can loot the same item off the same corpse, you don't have to kill double the mobs.

    3. Difficulty - the quest difficulty ramps up quite a bit after level 17/18 or so. While any class/spec can solo a single mob effectively, you are often faced with multi-mob pulls, mobs with adds/companions, and high spawn rates in congested areas. Depending on your calling this can spell certain death time and time again, and really slow things down and require more downtime with more "self-supportive" callings like Clerics. 

    4. Instances - entirely group content. 

    5. Warfronts - entirely group content.

    6. Rifts - a well organized party can tackle any level-appropriate minor or major rift without the aid of "random" players, where as the solo player would be required to auto-group with randoms to even stand a chance at completing the objectives, especially the bonus rounds which are timed.

    7. Invasions - A well organized party can easily dispatch a level appropriate invasion force without the aid of random players. As above, without an organized group at the mercy of random PUG auto-groups which are hit-or-miss in terms of the availability of healers/tanks.

    8. Raiding - obviously group content.

    9. Open world PvP - always better to have friends with you to fend off random gankers, and coupled with all the points above: if you are going to roll on a PvP server, plan on being in a guild and having friends to quest/rift with.

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