It’s been a good long while since I talked about RIFT here, and that isn’t because I’ve been so enraptured by Starfall Prophecy that I couldn’t bear to rip myself away to jot down a few words. Morelike, it’s been weeks of logging in to do minion quests and then getting quickly frustrated with the combat and then logging out. Rinse and repeat.
I swear, if it wasn’t for one of the warmest and friendliest guilds I’ve ever been a part of, I probably wouldn’t log in at all these days. Genuinely great guilds aren’t always easy to find and I do enjoy the companionship that they provide. So I keep making an effort to love this game, but RIFT seems bound and determined to make it hard for me to do so.
The core problem isn’t the story of Starfall Prophecy, which is — to me — somewhat interesting and occasionally surprising. It isn’t the smaller scope of the expansion. The problem is that, as I’ve said before, the mobs make standard questing onerous and a chore. Every time I play I feel the urge to rant about how simple it would be to fix this: decrease the mob density and cut mob health down at least by a third. Packed-in mobs with huge hit point pools equals no fun for anyone.
It’s not the first time that RIFT started in with the mob HP inflation; the past two expansions were guilty of this too. But it seems really, really high here and mobs take wayyyy too long to kill. My highest DPS build on my Cleric — a primary Defiler build — takes about 20 seconds to down a single mob, and that’s after putting about 10 DoTs on it. 10. Every fight, I have to punch about a dozen separate buttons, and my hand does not thank me for that. And that’s my hardest-hitting build — the build I actually like takes a half-minute or longer for a single mob. And it’s not that the mobs are too difficult otherwise, just that they have enough hit points to rival other MMOs’ raid bosses.
Early on in RIFT, it was a sheer joy to play these classes because no matter what your build, you could have a lot of fun mowing down packs of mobs and gradually improving your spec. Now, as I’ve said before, this might be a result of the increasing difficulty of balancing the game as players get access to more powerful and diverse abilities and equipment. But wouldn’t you think that making the basic questing experience as smooth and enjoyable as possible would be a priority? That the devs would err on the side of making mobs too easy to kill rather than too tough?
I know there are greater issues with this expansion and that Trion is still dealing with a lot of stuff. But for me, this has pretty much killed all enthusiasm and interest I have in playing Starfall Prophecy. I have a choice of many MMOs at any given moment, and most of them have found a far better balance with high-level mobs than what’s here. I don’t often call for nerfs, but for the love of all that’s holy, Trion, nerf these mobs and nerf them now. I can’t be the only one who has gotten turned off from the expansion for this issue.
My guild was talking about how in the next patch, you pretty much HAVE to have a 61-point build or otherwise you’ll lose a massive chunk of your DPS, which takes hybrid builds off the table. RIFT has been going down a depressing path as of late where most everyone plays very specific cookie-cutter builds to be able to quest/raid/DPS decently, so one of the game’s biggest strengths — the flexibility of make-your-own builds — is all but gone. It’s aggravating and I just don’t know how much more I’m going to hang onto this game when it obviously doesn’t want to hang on to players like me.
Here’s hoping that Trion Worlds might one day remember what used to make this game really fun to play and return back to that instead of pushing down this path.