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Well i did not like the answer i heard in that stream about soloing.I honestly do not want to keep pointing at FFXI but seems devs are still NOT able to think outside the big bubble.Almost no game in existence was as group oriented as FFXI,yet guess what,you could solo via mostly the Beastmaster class.They state it will still be possible to solo but extremely difficult.Where they miss the boat is in what i call the obvious scenarios.Example you play with the same core group of friends ,everyday a sort of static group.Ok one day for whatever reason and likely MANY days,some of those friends cannot make it.Or you might just want to jump in and play for an hour and not wanting to screw over a PUG leaving barely after just getting started.Another OFTEN dilemma i have come across is doing some content that is NOT fun repeating.So instead oaf asking the core group or guild to help every new player do that exact same content over and over you would simply help them attain a solo class such as a beastmaster and let them do that content themselves.You create the GROUPING aspect by ONLY offering xp via killing stuff.Obviously with more buffs and debuffs that a group can offer,it would be way more efficient.As well speed chaining could offer bonuses again leaning towards grouping.The option to solo should always be there. It is also supported via a sub class system.This is because sure you can do some odd content solo via that solo class but if there are 16 classes and only one can solo you are still going to play 99% of your game in a group.Another very obvious scenario is FARMING,do you really want to enforce groups for farming?my last comment is on a topic i love and see a couple others talked about."ELEMENTS"this most certainly should be in the game and done like some have mentioned with Fire weakening water or certain elements causing aoe's etc etc,this would really make me happy because i love depth in combat and not those silly fake looking red carpets and red circles i see games using.