WoW had pretty much the same system. Then they gave you a max of 41 TPS and 31pt trees. The real innovation here is the ability to select your support trees....but that in turn vcan be either good or abd depending on how well its done. And it'd be so easy to do it badly.The graphics are good, not overdone, but better than WoWs and easily scaled depending on PC capability, the talent trees/ souls are diverse and enjoyable and the way you acquire new skills is very intuitive. you ultimately get 3 "souls" with different roles, you decided on which one is your main focus and put points into it, the more points you put in, the more abilities you get specific for that role/ soul, while the other 2 act as support, It leads to HUGE possibilities for role variability, but also to plain terrible combinations.
Too much flexibility simply makes a game harder to balance and players will ALWAYS find ways to break the game.
World bosses. I'm thinking similar to the Elemental invasion. Which got very boring very quickly. Or the Nightmare Dragons.The Rift events, as the game is primarily based around as the name implies, are very entertaining and easily enjoyable.
Now that is different. Sounds annoying though for those who DO want to quest. Wonder if Blizzard wil use something like this - it'd be easy to do via phasing.Also the opposing faction (NPC's usually, but PC's can also be there) creeps into the zone and sets up camps and tries moving in on your territory. Once they are their long enough they start to spread out and take over questing hubs until they are beaten back. This gives a very "living world" feeling to the whole game and doesn't really feel imposing because you get rewards for doing both Rifts and opposing faction hunting.
Oh...public quests.The magical thing about both of these events is that if there are a number of other players participating in these events simultaneously, a little button pops up that asks if you want to join the public group.
Sounds interesting though.