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
Alpha Two Update Notes 0.8.1 - Friday, April 11, 2025
These are the update notes for changes to the Alpha Two that went to testers on Friday, April 11, 2025
As a reminder, if you come across bugs during Alpha Two testing, please report them to us in-game using /bug
KNOWN ISSUES
ALPHA TWO UPDATE NOTES 0.8.1 - FRIDAY, APRIL 11, 2025
As a reminder, if you come across bugs during Alpha Two testing, please report them to us in-game using /bug
KNOWN ISSUES
- Node Sieges have been disabled
- Murder Defectors Guild War Scrolls have been removed, while we work to resolve issues with this event
- Sidrah's Scarabs and The Pillar of Pain Mayoral Commissions can not be completed at this time
- Ocean water has some visual bugs in the Shorefoot area of the world. Naval and swimming functionality should be unimpacted. This will be fixed in future updates
- Buy Orders can not be initiated in Aithanahr and Sunhaven Nodes
- When crafting you may get "Insufficient Resources" due to a recipe auto-filling the primary ingredients with materials from your Material Node Warehouse Storage Slot. As a workaround, take the materials from your Warehouse and place them into your Inventory
ALPHA TWO UPDATE NOTES 0.8.1 - FRIDAY, APRIL 11, 2025
- The icon next to your health bar should show your archetype icon, instead of a white box
- Firebrand, the Devouring Flame should no longer just use Sweeping Fire Breath endlessly
- Sandsquall Desert Node Mayoral Commissions have been added
- Guild Member UI should properly show if characters are online or offline
- Djinna Node Emberspring should no longer be floating above the ground
- Skeleton enemies are once again able to attack with melee attacks
- Birdmen Forager should be able to hit characters with projectiles that hide out of line of sight
- Djinna Node has had terrain fixes
- Ocean water should properly reach the shore in the world

1
Re: Subject: Feedback on Recent Stat and TTK Changes
Good feedback and important for the team to hear. Overall, however, I think the changes were a necessary starting point.
I'd argue that the coordinated claps in PVP did not feel tactical - especially considering melee classes were underplayed and ranged classes all spiked power and ignored defense. A variety of factors contributed to the meta that emerged.
By adjusting the gear and dealing with scaling, hopefully they've given themselves the room to work on abilities, cooldowns, and combos - to help things feel less sluggish. Hopefully it also gives them room to continue to iterate and improve on the crafting and gearing systems. I'd love to see a game emerge where a variety of builds and gearsets are viable.
I'd argue that the coordinated claps in PVP did not feel tactical - especially considering melee classes were underplayed and ranged classes all spiked power and ignored defense. A variety of factors contributed to the meta that emerged.
By adjusting the gear and dealing with scaling, hopefully they've given themselves the room to work on abilities, cooldowns, and combos - to help things feel less sluggish. Hopefully it also gives them room to continue to iterate and improve on the crafting and gearing systems. I'd love to see a game emerge where a variety of builds and gearsets are viable.

2
Re: Subject: Feedback on Recent Stat and TTK Changes
Don't think I could disagree more.
The main issue 90% of players complained about was enchanting. Ridiculous power gap and completely broke the game for the non-sweaties.
Enchanting is the endgame of progression. You're already at 95~99% power cap, and enchanting takes you to 100%. Like every endgame progression path, it should be hundreds of hours for the smallest percentages gained.
PvE is completely fine, barely changed.
PvP is much more skill and coordination-based now. Before, all you had was press W and use your big damage cooldowns. Even at 8v8 fights, which is the biggest TTK of the game, you can easily wipe out the other party by properly using debuffs and focusing damage at the right time. If you can't kill anyone, that's a sign you were being carried by gear and a low-skill gameplay ceiling.
I do agree with crafting gear, though. Remove rare and under gear mob drops past level 10. The benches and node progression will gate the progression, and we will use crafted level 10 gear for months before level 20 gear unlocks.
Don't think I could disagree more, honestly I feel like it's coming from someone that plays the game 2 hours a week and doesn't understand the core pivotal system of the current game. First, this is an MMORPG, not a competitive Esport, if this game requires 1000 hours to gain +5% stat buff over someone that played 25hours. People are just not going to do it. They will log off and play something else because the time investment is not gonna be worth it, and only log back in when actual content is happening, node war, world boss, sieges, castles, etc. This is already happening in the current state of the game where server pop is in constant decline for that last few weeks/months because there's no content.
Now you might think "Good then", except no, this is exactly how the game will die. If people are not engaged in the game they will care less, if they don't care, they won't login when an event happens. And slowly but surely, your server pop will die and that will be the end of that. Or the game devs will turn back to the lazy ways of fake engagement they've been using for years. Login daily rewards, Daily quests, FOMO Events, all that stuff that is boring, repetitive and slowly sucks away your fun and your soul until you uninstall.
I seriously hope Ashes will do better than this.
1
Re: Subject: Feedback on Recent Stat and TTK Changes
OP's take is terrible and he should be banned from having further opinions.
Enchanting was far too powerful before and one-autoattack PvP wasn't even worth engaging in.
Enchanting was far too powerful before and one-autoattack PvP wasn't even worth engaging in.
8
Re: Subject: Feedback on Recent Stat and TTK Changes
1. when ppl speak about number bloat, they don't mean thousands, they mean millions that are hard to comprehend. It's not hard to understand what 900 power rating means.
2. Actually, enchanting now and then increased stats by 1% per enchantment level. It was just rounded up to nearest int. Currently if you enchant your gear to +8, you will have 8% power gain. And that's how it should be. Enchanting is just a flavor, not main source of power. Before stat changes enchanting was the main power source, providing over 50% of total player power.
3. Before changes everyone was one tapping each other without any kind of skill. Snipes hitting for 7.5k, clerics healing for 10k. It was fiesta, that's why people wanted intrepid to change it. Now combat in gvg require more coordination. I understand that it negatively affects the groups that lack said coordination and relied on one person doing AoE one shot.
4. Combat pace itself in PvE did not change. So mobs might be dying slower, but they didn't die fast before anyway. Your cooldowns are the same, also you can easly hit over 250 power. That's more than we had during leveling. So how come PvE is bad now, and wasn't bad before?
5. Ashes of Creation gearing was not innovative. It was just chase for heroic+ gear to get most possible stat lines and then spam enchanting it. Gear still matters, I would argue that it matters even more now, because it's your main power source, instead of enchanting. Obviously lv20+ characters will chase after lv20 gear, not level 10 gear. I would still happen with enchanting. The only reason why it didn't happen is because we have limited amount of nodes and having access to lv20 crafting took some planning and only happened after we got map expansions.
2. Actually, enchanting now and then increased stats by 1% per enchantment level. It was just rounded up to nearest int. Currently if you enchant your gear to +8, you will have 8% power gain. And that's how it should be. Enchanting is just a flavor, not main source of power. Before stat changes enchanting was the main power source, providing over 50% of total player power.
3. Before changes everyone was one tapping each other without any kind of skill. Snipes hitting for 7.5k, clerics healing for 10k. It was fiesta, that's why people wanted intrepid to change it. Now combat in gvg require more coordination. I understand that it negatively affects the groups that lack said coordination and relied on one person doing AoE one shot.
4. Combat pace itself in PvE did not change. So mobs might be dying slower, but they didn't die fast before anyway. Your cooldowns are the same, also you can easly hit over 250 power. That's more than we had during leveling. So how come PvE is bad now, and wasn't bad before?
5. Ashes of Creation gearing was not innovative. It was just chase for heroic+ gear to get most possible stat lines and then spam enchanting it. Gear still matters, I would argue that it matters even more now, because it's your main power source, instead of enchanting. Obviously lv20+ characters will chase after lv20 gear, not level 10 gear. I would still happen with enchanting. The only reason why it didn't happen is because we have limited amount of nodes and having access to lv20 crafting took some planning and only happened after we got map expansions.

5
Re: Feedback on TTK, Gear Changes, and Mana (Post-Patch)
Great feedback. For what it’s worth, Flayer’s Fleshripper is clearly bugged and I assume is getting fixed. Not sure what happened with it but it seems to just have roughly triple the intended power.
2
Re: Subject: Feedback on Recent Stat and TTK Changes
The original post is a massive L bozo take.

8
Re: Subject: Feedback on Recent Stat and TTK Changes
The AI writing the OP is hallucinating.

10
Re: Subject: Feedback on Recent Stat and TTK Changes
Don't think I could disagree more.
The main issue 90% of players complained about was enchanting. Ridiculous power gap and completely broke the game for the non-sweaties.
Enchanting is the endgame of progression. You're already at 95~99% power cap, and enchanting takes you to 100%. Like every endgame progression path, it should be hundreds of hours for the smallest percentages gained.
you're part of the vocal minority that was on the winning end of the broken system and asking for it to remain broken so you can keep winning
PvE is completely fine, barely changed.
PvP is much more skill and coordination-based now. Before, all you had was press W and use your big damage cooldowns. Currently, even at 8v8 fights which is the biggest TTK of the game, you can easily wipe out the other party by properly using debuffs and focusing damage at the right time. If you can't kill anyone, that's a sign you were being carried by gear and a low-skill gameplay ceiling.
I do agree with crafting gear, though. Remove rare and under gear mob drops past level 10. The benches and node progression will gate the progression, and we will use crafted level 10 gear for months before level 20 gear unlocks.
The main issue 90% of players complained about was enchanting. Ridiculous power gap and completely broke the game for the non-sweaties.
Enchanting is the endgame of progression. You're already at 95~99% power cap, and enchanting takes you to 100%. Like every endgame progression path, it should be hundreds of hours for the smallest percentages gained.
you're part of the vocal minority that was on the winning end of the broken system and asking for it to remain broken so you can keep winning
PvE is completely fine, barely changed.
PvP is much more skill and coordination-based now. Before, all you had was press W and use your big damage cooldowns. Currently, even at 8v8 fights which is the biggest TTK of the game, you can easily wipe out the other party by properly using debuffs and focusing damage at the right time. If you can't kill anyone, that's a sign you were being carried by gear and a low-skill gameplay ceiling.
I do agree with crafting gear, though. Remove rare and under gear mob drops past level 10. The benches and node progression will gate the progression, and we will use crafted level 10 gear for months before level 20 gear unlocks.
13
Re: Subject: Feedback on Recent Stat and TTK Changes
I mostly agree with TM's take here. I like that fights go a little longer and certain classes now have more of an impact in the longer engagements, especially fighter and tank. Combat feels less initiative-based than before, where simply opening on someone first was usually enough of an advantage to win, and is instead more strategic and timing-based, seeking kill windows, which I like as well. Getting the jump on someone in an ambush or flanking maneuver should be rewarding, but with the previous TTK, it simply ended the fight in most cases. That said, I think that the better way to address TTK would've been a smaller shift in stats within the stat weighting system we previously had in place, specifically buffing defensive stats and health pools by roughly 10% and slightly reducing the impact of strength and intelligence overall simultaneously. To be honest, the new system is terrible as far as I'm concerned. It's visually unappealing, determining the overall value of stats is an absolute chore now when pursuing better items for your build, and the nerf makes PVE feel truly awful even when you're well geared and there are that many more values to weigh against one another. With Phase III coming soon, I sincerely hope this gets reverted. It'll only confuse new players.