Glorious Alpha Two Testers!
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
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 testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
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: Some art complaints are missplaced
My issue is that art style we were promised isn't the one we got.
Steven says its realistic, yet character illustrations and concept art doesn't reflect that.
Characters are stylized which you can clearly see at front page splash art, race/class designs and so on...
+ They are all kind of ugly too tbh. Especially elves, which are usually the ''pretty'' race.
Environments are fine for an alpha, I guess. No problems there...
Steven says its realistic, yet character illustrations and concept art doesn't reflect that.
Characters are stylized which you can clearly see at front page splash art, race/class designs and so on...
+ They are all kind of ugly too tbh. Especially elves, which are usually the ''pretty'' race.
Environments are fine for an alpha, I guess. No problems there...
1
Re: Character Creator Phase III
But honestly, would you rather have a beautiful character in a buggy game or a stable game where your character might not have the perfect cheekbones yet?
I don't disagree with you on priorities, for the most part. However, with phase III anticipated to last at least a year (quite easily more than that) I think some attention to the aesthetics of characters we're playing is warranted. We see our characters more than anything else. Bugs can be fixed as we go, but there is a certain amount of "locked in" that happens once you've made a character that you're expecting to play for possibly years.
I get what you're saying though.
3
Re: Transmog totally ruins immersion
If i can not even wear "what" i want - WHEN i want,
then why did i even give my best and all to gather it in the first Place ?
I still remember when during WoW Vanilla and Burning Crusade - i was partially sad because i couldn't enjoy the cool Looks of the Sets anymore which i farmed before.
I accepted it as a thought that it can not get helped.
But then Transmogs came in. I didn't knew that was possible before - but i loved it anyway afterwards.
Now,
imagine farming the Tower of Carphin Set/s,
or any other Set really which will be in the Game sooner or later,
and then You are either forced to part with it if you get an Item or several which are probably be better, stronger, etc.,
or when an Expansion for the Game comes out or something,
you know something that just leaves your former Items in the Dust stat-wise - and these Items belong to the Sets you wanted to wear since a long time. Or in Ashes of Creation's Case -> since forever. (lol)
This would suck.
A LOT !!
Imagine you farm a Set for Weeks or Months or so until you finally have it complete and have a cool Look which you wanted,
and then you get forced to part with it again for better Stats or so, because there would be no Transmog-way to put your favoured Skins onto other Items.
then why did i even give my best and all to gather it in the first Place ?

I accepted it as a thought that it can not get helped.
But then Transmogs came in. I didn't knew that was possible before - but i loved it anyway afterwards.
Now,
imagine farming the Tower of Carphin Set/s,
or any other Set really which will be in the Game sooner or later,
and then You are either forced to part with it if you get an Item or several which are probably be better, stronger, etc.,
or when an Expansion for the Game comes out or something,
you know something that just leaves your former Items in the Dust stat-wise - and these Items belong to the Sets you wanted to wear since a long time. Or in Ashes of Creation's Case -> since forever. (lol)
This would suck.
A LOT !!
Imagine you farm a Set for Weeks or Months or so until you finally have it complete and have a cool Look which you wanted,
and then you get forced to part with it again for better Stats or so, because there would be no Transmog-way to put your favoured Skins onto other Items.

2
Re: Transmog totally ruins immersion
Pardon?
Transmog systems are only "immersive-breaking" if they include non-immersive outfits... and to be honest, if they do that in the transaction shop then it'll be achievements for that kind of stupid stuff as well.
And as Orrion said - a person can/could not just transmog into the warglaives. You had to earn them first. It was a great way of assuring that all that time and effort you took into grinding those warglaives did not go to waste, since you could use their appearance even after the weapons fell behind stat-wise.
Transmog is absolutely amazing as long as the company keeps their feet on the ground when it comes to the designs available in the cash shop. At this day and age I wouldn't play a game that does not have it. If I grind for a good looking set then I want to be able to use it even if I later on get a upgraded one with better stats.
Transmog systems are only "immersive-breaking" if they include non-immersive outfits... and to be honest, if they do that in the transaction shop then it'll be achievements for that kind of stupid stuff as well.
And as Orrion said - a person can/could not just transmog into the warglaives. You had to earn them first. It was a great way of assuring that all that time and effort you took into grinding those warglaives did not go to waste, since you could use their appearance even after the weapons fell behind stat-wise.
Transmog is absolutely amazing as long as the company keeps their feet on the ground when it comes to the designs available in the cash shop. At this day and age I wouldn't play a game that does not have it. If I grind for a good looking set then I want to be able to use it even if I later on get a upgraded one with better stats.

4
Re: Transmog totally ruins immersion
I absolutely despise transmog, but it's a necessary evil in a modern MMORPG.
Especially one with a cosmetic cash shop.

Especially one with a cosmetic cash shop.


2
Tank Feedback
I've mained tank for the past two phases and would like to provide my feedback. Currently, tank feels like it has a lot of the building blocks to be fun/engaging but just needs a little TLC to get it over the hump. Below ill provide feedback for both PVE and PVP.
PVE
Class feels monotonous to play. There are decent cds to survive bad pulls and aggro is easy (perhaps to easy) to maintain. A few of the control abilities have very long animations relative to the cast times of mob abilities, but its playable. Give mitigation more of choice. I see what you want to do with the grit changes but make it less spammy and also have some variety. Let me choose specific types of mitigation or damage in the moment gameplay of a pull. Do I want necrotic grit, or lifesteal grit, or phyiscal grit, etc. Id make the passive mitigations around a 40-60sec window vs the current 20.
I would like to see an ability that roots mobs-and only mobs-in place so the annoying range mobs dont continuously back up. Maybe as an upgrade for taunt? This would keep it to single target and not allow you to aoe pull a ton of the range mobs. I would also like to see a role for side tanks. Protect is strong but adding some additional interactions would be enjoyable. As it stands now its kind fire and forget.
PVP
Tanks (and melee in general) feel very bad to play. They are too squishy and have the downsides of having to be in melee range to do anything. This is very apparent in anything above 16 players. Id like options for more survivability for tanks in pvp whether it be through gear choices or talent choices. Things like Aoe taunt to reduce the zerg damage, an anti projectile zone around the tank to reduce damage, even an aoe cc immunity would all make the tank fulfill the mitigation roll. Give tanks the ability to prevent damage.
Protect is a very fun mechanic, but the two talent points it essentially requires are not. Bake the extra range into the ability itself and add additional upgrades. Change grapple to have a micro stun or root on it. Currently the ability will pull someone and the instantly dodge before you can follow up stun them. Give wall some upgrades, the ability is very fun.
Damage tank is VERY strong in small scale pvp once geared. 100% crit chance abilities generally are bad design overall and act as crutch to make something work. If you must have this, give some level of interaction with thh ability outside of making it crit within a stun window. This combo lacks compelling gameplay for both the tank and the person being blown up.
Overall tank is there but just not fun. A few changes to personal mitigations and group protections will make the class feel like an actual tank in pvp. I like the option of being a bruiser, and that option should be available. But tanks need to fulfill the role of mitigation.
Also the name tank is really bad. I hate guardian, or protector, or some of the other names other games use, but fecal matter would be a better name in all honesty.
PVE
Class feels monotonous to play. There are decent cds to survive bad pulls and aggro is easy (perhaps to easy) to maintain. A few of the control abilities have very long animations relative to the cast times of mob abilities, but its playable. Give mitigation more of choice. I see what you want to do with the grit changes but make it less spammy and also have some variety. Let me choose specific types of mitigation or damage in the moment gameplay of a pull. Do I want necrotic grit, or lifesteal grit, or phyiscal grit, etc. Id make the passive mitigations around a 40-60sec window vs the current 20.
I would like to see an ability that roots mobs-and only mobs-in place so the annoying range mobs dont continuously back up. Maybe as an upgrade for taunt? This would keep it to single target and not allow you to aoe pull a ton of the range mobs. I would also like to see a role for side tanks. Protect is strong but adding some additional interactions would be enjoyable. As it stands now its kind fire and forget.
PVP
Tanks (and melee in general) feel very bad to play. They are too squishy and have the downsides of having to be in melee range to do anything. This is very apparent in anything above 16 players. Id like options for more survivability for tanks in pvp whether it be through gear choices or talent choices. Things like Aoe taunt to reduce the zerg damage, an anti projectile zone around the tank to reduce damage, even an aoe cc immunity would all make the tank fulfill the mitigation roll. Give tanks the ability to prevent damage.
Protect is a very fun mechanic, but the two talent points it essentially requires are not. Bake the extra range into the ability itself and add additional upgrades. Change grapple to have a micro stun or root on it. Currently the ability will pull someone and the instantly dodge before you can follow up stun them. Give wall some upgrades, the ability is very fun.
Damage tank is VERY strong in small scale pvp once geared. 100% crit chance abilities generally are bad design overall and act as crutch to make something work. If you must have this, give some level of interaction with thh ability outside of making it crit within a stun window. This combo lacks compelling gameplay for both the tank and the person being blown up.
Overall tank is there but just not fun. A few changes to personal mitigations and group protections will make the class feel like an actual tank in pvp. I like the option of being a bruiser, and that option should be available. But tanks need to fulfill the role of mitigation.
Also the name tank is really bad. I hate guardian, or protector, or some of the other names other games use, but fecal matter would be a better name in all honesty.
2
Re: Dev Discussion #74 - Rogue Archetype
Stealth feels really bad. If your in a popular farming spot you can never use it cus other players too close. 20m away and your visible? Seems like stealth is just a self applied movement debuff. Range needs to be 5-10m. Maybe should even vary by level difference. Being spotted 20m away while stealthed is insane. Also no timer on stealth or something ridiculously long. Also being observed while being in stealth and cant recast is silly as well. Your stealthed but being observed. Stealth seems to be a self sustain pve ability and it shouldn't be that. Stealth is to set up ambushes or to get away. Not being a self healing ability. Doesn't feel like a rogue. Everything else about the rogue feels absolutely fantastic. But stealth is real big issue for me.
This post nailed it for me as well. I also think the first poster was spot on. Acrobatic strike is no good because it does not do what it says and you are also facing away from the target. Is it supposed to be a skill to help you get away maybe? Flurry charges do not seem to work consistently like a charge would. The skill goes on cooldown with charges and you can't use it? not sure how it is supposed to work either. Feint feels great if it had Off Balance that worked it would be "Chef's Kiss". I also agree that throw should be single target base. 20s cooldown seems to long for a skill that wants to be dedicated aoe When not much else is dedicated AOE.
If I could have a wish it would be that Stealth would be more LOS dependent. so much great terrain and obstacles but the goblin is to close on the other side of this big rock with his back turned to me...
3
Re: Guild war system - suggestion
The war systems didn't hit the sweet spot for me yet, some things are missing.
Re: Node Siege System Why Tho?
It ended with one side exploiting..... what a way to sum up how this alpha is going XD
To be completely honest, I believe this is actually the best approach: the more players exploit bugs or bend the systems, the more material the developers have to work with to fix, balance, and improve overall coherence.
If I understood the patch notes correctly, what you’re pointing out (rightfully so) is a known bug that will be fixed soon, ensuring that the town's mayor is properly assigned as the war leader.
The current version of the system will continue to evolve over the coming months. Eventually, when a node siege is declared, all citizens of the target node along with those of its vassal nodes will be considered defenders, and the same structure will apply to attackers.
So there’s no need to worry too much for now the current 100v100 format is a temporary phase designed to test and gradually scale up to full-scale PvP.

1