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: DPS Meter Megathread
I mean, we did discuss that toxic people will remain toxic. Even if we had no direct gear score or stat representation, toxic people (or just pinnacle of min-maxers) would kick you for not having a particular set of gear that they believe to be the BiS for your character.What a joke. Who could have seen this coming? Yes, I'm salty.
Also, I believe that the current issue is mostly with the ttk. Of course you'll be kicked for not matching a power lvl when said powerlvl literally determines if your target dies in 1 hit or in 1.5 hits. This will remain the case as long as we have this bullshit of a ttk. Gear will keep determining who's picked for content if gear power is the only thing that matters. So much for the "only 50% of your char's power". Really hope Intrepid fix this shit relatively soon.

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Re: π Dev Discussion #73 - Boss Environments πΉ
My main stance on boss-related mechanics, especially the environmental ones, has been this - let us do cross-lvl interactions.
The lvl40 boss is in a cave somewhere? Let us use some kind of machinery, that can be operated by lowbies, that shoots at stalactites on the ceiling and helps out the main raid group during important moments.
Enable that machinery only when there's an additional group of lowbies in the raid (ideally done through a guild system that lets you add another party on top of the 40 raiders), and add mobs of their lvls that will spawn and aggro only around that machinery.
Imo stuff like that would not only increase general immersion of the encounter, but would also highly promote cross-lvl interactions between players. Guilds will be more likely to take some lowbie to the boss with them, which will integrate any potential newbies into the game faster and easier, and will also show them their own future content.
The lvl40 boss is in a cave somewhere? Let us use some kind of machinery, that can be operated by lowbies, that shoots at stalactites on the ceiling and helps out the main raid group during important moments.
Enable that machinery only when there's an additional group of lowbies in the raid (ideally done through a guild system that lets you add another party on top of the 40 raiders), and add mobs of their lvls that will spawn and aggro only around that machinery.
Imo stuff like that would not only increase general immersion of the encounter, but would also highly promote cross-lvl interactions between players. Guilds will be more likely to take some lowbie to the boss with them, which will integrate any potential newbies into the game faster and easier, and will also show them their own future content.

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TTK "fix" went from few weeks away to "no ETA"
For me this was the biggest disappointment of this week's stream. I can only hope this is addressed during early P3 stages, before we start hitting gear enchanting.
Named Mobs Not Spawning
Hello,
I searched to see if this subject has been brought up in the last few weeks, if it has let me know.
There are a number named mobs throughout the world that are no longer spawning; I am unsure of how many. Two of them are Doomed Researcher and Wailing Widow. I am unsure if this was a deliberate change made by Intrepid or if it is an unresolved bug. I have submitted bug reports for both of these named mobs already.
My main concern with this is that these named mobs drop very good items/recipes/crafting materials for casters and they have previously been in PH 2. If Intrepid sees this I would hope they can easily re-enable the spawn of these named mobs so that the players that have been unable to get these items have a chance to get them.
Maybe I'm the minority here in thinking that this is a problem, but here it is and I'm hoping for them to come back to the game. Thanks.
I searched to see if this subject has been brought up in the last few weeks, if it has let me know.
There are a number named mobs throughout the world that are no longer spawning; I am unsure of how many. Two of them are Doomed Researcher and Wailing Widow. I am unsure if this was a deliberate change made by Intrepid or if it is an unresolved bug. I have submitted bug reports for both of these named mobs already.
My main concern with this is that these named mobs drop very good items/recipes/crafting materials for casters and they have previously been in PH 2. If Intrepid sees this I would hope they can easily re-enable the spawn of these named mobs so that the players that have been unable to get these items have a chance to get them.
Maybe I'm the minority here in thinking that this is a problem, but here it is and I'm hoping for them to come back to the game. Thanks.
Re: πΌπ Dev Discussion: Gatherable Spawning System
So basically, the way gatherables currently work is they can be anything from Common to Legendary rarity. I do not think this should be how it works. I think gatherables having rarities is good, but the rarities should not be as drastic as a single material being able to be anything from Common to Legendary.
The way I propose it should work is based on the tier of material. So Tier 1 materials like Oak or Copper or Daffodil's should only be able to be Common or Uncommon, maybe Rare. Tier 2 materials could then be Uncommon or Rare, Tier 3 Rare or Heroic, etc.
This also fixes the problem (which is a problem, in my opinion, but some people may disagree) of walking around at level 10 with Legendary Copper Armour. It makes no sense for crafted gear at level 10 to be Legendary rarity.
The way I propose it should work is based on the tier of material. So Tier 1 materials like Oak or Copper or Daffodil's should only be able to be Common or Uncommon, maybe Rare. Tier 2 materials could then be Uncommon or Rare, Tier 3 Rare or Heroic, etc.
This also fixes the problem (which is a problem, in my opinion, but some people may disagree) of walking around at level 10 with Legendary Copper Armour. It makes no sense for crafted gear at level 10 to be Legendary rarity.

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Re: guard system sucks
To go back to what they planned them to be before the change. You only get gear decay on death. That's it. All the pvpers can pvp to their heart's content, while people who are getting destroyed only lose some durability instead of, as you yourself say, "just leaving the game until the war is gone" or "leave the node to avoid the war".How do you want event death penalties to change?
Pvp events should be about fun organized pvp. Keeping big penalties there would just remove as much pvp from the game as possible, and the remaining pvp will always be a "who's got more shit they can lose" situation, which always favors the strong and creates a bigger snowball for their power.
fuck im an idiot. Turns out I had flagged "defender" when the seige was first declared because i didnt know wtf. Thats why i was red. I just turned it off... Thought it was node citizen vs citizen.
Still doesnt help with the guards being dumb.

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π±βπ€π March 2025 Development Update Livestream Discussion Thread ππ’
Glorious community,
Our latest Development Update Livestream has wrapped up, and we unveiled some exciting new content! This showcase featured the stealthy new Rogue archetype, node sieges, relics, and the naval system!
What were your favorite moments from the stream? What new content has you the most excited? Letβs chat below! π
Our latest Development Update Livestream has wrapped up, and we unveiled some exciting new content! This showcase featured the stealthy new Rogue archetype, node sieges, relics, and the naval system!
What were your favorite moments from the stream? What new content has you the most excited? Letβs chat below! π

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Rogue Sneaks into Alpha Two!
π‘ππ‘ The shadows have a new master. The Rogue is LIVE!
β Learn about their deadly kit, and then sneak into Alpha Two to put your skills to the test!
π Check out the article: https://ashesofcreation.com/news/rogue-sneaks-into-alpha-two
βοΈ Share your thoughts: https://forums.ashesofcreation.com/discussion/66926/dev-discussion-74-rogue-archetype/p1
https://youtu.be/VnECi_F0mQw
β Learn about their deadly kit, and then sneak into Alpha Two to put your skills to the test!
π Check out the article: https://ashesofcreation.com/news/rogue-sneaks-into-alpha-two
βοΈ Share your thoughts: https://forums.ashesofcreation.com/discussion/66926/dev-discussion-74-rogue-archetype/p1


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Alpha Two Update Notes 0.6.2 - Friday, March 14, 2025
These are the update notes for changes to the Alpha Two that went to testers in the evening of Friday, March 14, 2025
As a reminder, if you come across bugs during Alpha Two testing, please report them to us in-game using /bug
Alpha Two Update Notes 0.6.2
Known Issue
As a reminder, if you come across bugs during Alpha Two testing, please report them to us in-game using /bug
Alpha Two Update Notes 0.6.2
- Guards should no longer attack characters for taking some combat action in their proximity
- Guards should attack any character that attacks another character in their proximity
Known Issue
- Phoenix Sentinels will only attack corrupted and combatant characters
- Some abilities and passives may cause Guards to aggro and kill player characters

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