Glorious Alpha Two Testers!
Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Best Of
Re: Why Exclusive Flying Mounts Will Destroy a PvP-Driven Game Long Term
So seems like a compromise from both sides would be best solution.
Change so Flaying mounts are only usable on node sieges/ castle sieges / node wars as a pvp tool.
But make then unusable outside of those events.
So Majors of Metropolises still have that really cool reward, that will be helpful in a lot of scenarios, but it wont affect the everyday life of other players.
Change so Flaying mounts are only usable on node sieges/ castle sieges / node wars as a pvp tool.
But make then unusable outside of those events.
So Majors of Metropolises still have that really cool reward, that will be helpful in a lot of scenarios, but it wont affect the everyday life of other players.
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Alpha Two Update Notes 0.8.3 - Thursday, April 17, 2025
These are the update notes for changes to the Alpha Two that went to testers on Thursday, April 17, 2025
As a reminder, if you come across bugs during Alpha Two testing, please report them to us in-game using /bug
HIGHLIGHTS
Gear Tempering is available now!
KNOWN ISSUES
ALPHA TWO UPDATE NOTES 0.8.3 - THURSDAY, APRIL 17, 2025
As a reminder, if you come across bugs during Alpha Two testing, please report them to us in-game using /bug
HIGHLIGHTS
Gear Tempering is available now!
- You can temper gear using tempering kits and other resources to improve your current gear
- Tempering kits can be crafted by Arcane Engineers using tempering materials that can be found by deconstructing gear
- Tempering kits have to match the rarity, type, and the grade of the gear you want to improve
- To use a tempering kit, right click on it from your inventory and select the gear you’d like to temper. Only unequipped gear can be tempered
KNOWN ISSUES
- While Tempering should show a range between two possible results, the UI is currently only showing one static number. This is just a UI bug
- Tempering values are showing a percentage value instead of the intended number scale. There may be times that the percentages do not show an increase in the UI, even if the there was Tempering progress on a piece of equipment
- Deconstruction and Tempering - Deconstructing Novice gear is currently only giving Glintic Residuum - Accessory for tempering, regardless of what type of item you deconstruct
ALPHA TWO UPDATE NOTES 0.8.3 - THURSDAY, APRIL 17, 2025
- Gear Tempering is available now
- Resolved an issue that could cause characters to get into a bad state and give "Connection to Realm Timed Out" or "Connection Timed Out" errors
- Profession Certification Demotion - Fixed a bug that prevented characters from demoting a profession
- Node War Godspike Events in the Sandsquall Desert have been relocated
- Fixed a crash related to interacting with the Node Menu and Node functionality
- Fixed an issue that prevented characters from sometimes not being able to interact with foliage and NPCs
- Terrain around the Brinebarrel area has been fixed to close gaps and prevent characters from falling through the ground here
- Ocean water in the Shorefoot area of the world has been fixed visually, and it should load properly in the distance

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Re: [ROGUE] melee weapons
I agree, but as it stands, daggers don’t offer any real advantage in terms of mobility. Sure, they provide faster attack speed, but that doesn’t translate into shorter cast times or reduced enemy reaction windows. The main benefit of that speed is to trigger finishers , yet it takes 5 to 6 hits with daggers, compared to only 3 with a two-hander. In the end, the time required to reach a finisher is roughly the same.
Additionally, two-handed weapons benefit from attack speed bonuses at the end of their talent tree, further boosting their ability to trigger finishers quickly. Daggers, on the other hand, only offer a modest crit bonus , which only comes into play once a finisher has been activated. So they don’t really provide any upfront burst potential at the start of a fight.
Right now, daggers feel noticeably underwhelming.
Now, I know we’re still in alpha , but falling back on that argument all the time doesn’t really help. In my opinion, it actually hinders discussion and makes it harder to highlight areas that could genuinely benefit from improvement. This is precisely the moment to raise these issues so the devs can get clear and actionable feedback.
I realize my tone may come off a bit harsh here , that wasn’t my intention at all, so apologies if it reads that way
Additionally, two-handed weapons benefit from attack speed bonuses at the end of their talent tree, further boosting their ability to trigger finishers quickly. Daggers, on the other hand, only offer a modest crit bonus , which only comes into play once a finisher has been activated. So they don’t really provide any upfront burst potential at the start of a fight.
Right now, daggers feel noticeably underwhelming.
Now, I know we’re still in alpha , but falling back on that argument all the time doesn’t really help. In my opinion, it actually hinders discussion and makes it harder to highlight areas that could genuinely benefit from improvement. This is precisely the moment to raise these issues so the devs can get clear and actionable feedback.
I realize my tone may come off a bit harsh here , that wasn’t my intention at all, so apologies if it reads that way

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Re: Disable Evasion Rating (Physical/Magical Disable Evasion Rating)???
Isn't this a matter of preference though?
I definitely know people who don't think CC Resist was bad in BDO. It's just that those people don't play BDO because of the obvious outcome of that interaction.
Player A has CC resist, Player B loses to them in a fight because of it and complains that they're not actually good at the game and should uninstall, eventually Player A does actually uninstall.
From Player A's perspective, it's not CC Resist that ruined the game, but people whining about it. So any game which retained all the 'Player A' types while all the 'Player B' types quit, will be the example given of a successful implementation.
(Note, I also absolutely hate RNG CC so let's not turn this into you telling me personally how wrong I am).
I definitely know people who don't think CC Resist was bad in BDO. It's just that those people don't play BDO because of the obvious outcome of that interaction.
Player A has CC resist, Player B loses to them in a fight because of it and complains that they're not actually good at the game and should uninstall, eventually Player A does actually uninstall.
From Player A's perspective, it's not CC Resist that ruined the game, but people whining about it. So any game which retained all the 'Player A' types while all the 'Player B' types quit, will be the example given of a successful implementation.
(Note, I also absolutely hate RNG CC so let's not turn this into you telling me personally how wrong I am).

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Re: Disable Evasion Rating (Physical/Magical Disable Evasion Rating)???
I do want some rng in pvp and resists to disables, but I'm definitely against this universal bs. If you're afraid of stuns - build your resistances against THAT, not against every god damn disable out there.
Same for slows, poisons, bleeds, anchors, roots, etc etc etc.
I hope that this kind of design comes with horizontal enchantment of gear, that we were promised, and that the universal stat will go away after that horizontality is implemented.
Same for slows, poisons, bleeds, anchors, roots, etc etc etc.
I hope that this kind of design comes with horizontal enchantment of gear, that we were promised, and that the universal stat will go away after that horizontality is implemented.

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Re: Why Exclusive Flying Mounts Will Destroy a PvP-Driven Game Long Term
Another solution would be to make Anti-Flying mechanisms.
For example:
* caravan upgrade to equip it with anti air ballista that can be controlled manually and if you manage to hit the flying mount its instant kill + the rider dies from fall dmg. (no corruption triggered)
* Crafting items that shoot nets in the air and can disable the flying mount flight ability - so the mount is forced on the ground and cant fly for the next 2 minutes.
* Ships anti air equipment
* random watch towers around the world that have equipment on top of them to fight against air
* Mobs around the world that will shoot and kill flying targets if you pass above their zones
* players on the ground should have bigger vision + range to reach the flying mounts than the players in the air. So in order for someone with fly mount to spot a caravan - he should already be in the range of the ballista
After all the core game principle is Risk vs Reward.
So flying should have its risks also (since the rewards it provide are big already)
For example:
* caravan upgrade to equip it with anti air ballista that can be controlled manually and if you manage to hit the flying mount its instant kill + the rider dies from fall dmg. (no corruption triggered)
* Crafting items that shoot nets in the air and can disable the flying mount flight ability - so the mount is forced on the ground and cant fly for the next 2 minutes.
* Ships anti air equipment
* random watch towers around the world that have equipment on top of them to fight against air
* Mobs around the world that will shoot and kill flying targets if you pass above their zones
* players on the ground should have bigger vision + range to reach the flying mounts than the players in the air. So in order for someone with fly mount to spot a caravan - he should already be in the range of the ballista
After all the core game principle is Risk vs Reward.
So flying should have its risks also (since the rewards it provide are big already)
2
[ROGUE] melee weapons
As a rogue player, I don't understand the added value of daggers compared to 2H weapons. Can more experienced players help me out? Because right now, 2H seems way more OP to me.
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Re: < Performance Optimization Suggestions > make you play smoothly
Wow, this is an incredibly thorough list, thanks for putting all this together, dkshaw.
I hope they can continue to optimize the game in the future so that players with low-end computers can also play this game smoothly.

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