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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.
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Re: Improving the Cleric Class: Issues and Proposed Solutions for a Better Gameplay Experience
I agree with @Leiloni and @scottstone7 in their latest posts. I dont see the major flaws in the Cleric's kit and I feel like we shouldn't complain about being toned down a little. If you are running a standard group (2 Cleric, 1 Bard) it's basically impossible to wipe if you are not trained heavily (my perspective is not high level PvE nor PvP yet). Mana is a non-issue. This really shouldnt be the case.
I would love Resplendent Beam to see some tuning to be in use more. I love the spell idea but I rarely find use for it in a toolkit that doesnt really have a weakness.
@scottstone7 your remark about Barrier is spot on. What's a shield that isn't giving you ANY additional benefit AND costs mana? I enjoy using Barrier (Barrier + Communal Resto gives a nice additional buffer for the Tank), but the spell itself seems off design-wise.
The only thing I disagree on is Judgement targeting. I dont like the way you need to switch targets around either. If we get the option to use defensive targets, I would much rather prefer Judgement prioritizing your defensive target. Although given the name, that's probably counter-intuitive and it's working as it should.
Did anyone try if the "heals you if target is shaken" also works if your Tank is shaken and you heal them?
I actually love Resplendent Beam and use it a lot. It's my go to heal when enough people in the party have taken some damage. It's fast casting, almost instant, and has the most amount of direct healing of any group heal we have, so it's going to give them the most burst. And it doesn't matter if people aren't close because it will travel to them. Consecrating Wave is nice, too, although not as much healing, but it heals more people which is nice, too. But only if they're positioned well and it's off CD. But I use it a lot for it's debuff/damage component anyway (and the heal is a nice bonus) so it's not always off CD to only use it as a group heal, and sometimes people like to stand all over the place so it's not always as reliable. Communal Restoration is way too much potential healing for most situations so often just results in overheal or unused temp health, and too much mana. When there's enough damage about to be taken it's great, but it doesn't see a ton of use from me.
But Resplendent Beam is dummy proof, fast, and bursty. It's so good. It doesn't really need help, other than my suspicion that it's bugged. In phase 1 it was healing everyone for the same 300% healing which it's not supposed to do. I haven't paid attention to what it's doing now but I assume the same thing. I hope they just keep it as is and don't reduce the healing per hop.

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Re: Improving the Cleric Class: Issues and Proposed Solutions for a Better Gameplay Experience
When you talk about the Judgment auto-retargeting, are you talking about when you have both an offensive and defensive target*, and Judgment prioritizes the offensive target and ignores the defensive one (i.e., never heals)?
* If you don't know what I'm talking about here or think it's impossible, please check your Gameplay > Targeting settings after servers come up.
With respect to the general points made, my main take is that I feel like there should be an offensive equivalent to Deliverance. Not a held ability that's "nuclear launch detected" for damage, but rather a tactical support that happens to also deal damage. Like, the longer you hold it, the longer the debuff(s?) last. Whether that would mean Burning and/or other things, I'm too baby Cleric to say. I just feel like Cleric needs another offensive skill, but not one that you necessarily press as soon as it's off cooldown, just like Condemn is situational.
As far as gameplay and QoL go, this is kind of a haphazard list:
UI
I do not like the current incarnation of secondary-resource tracking (Divine Power, Courage, etc.). I think not only should this get its own UI element, I would consider adding text and/or numbers to indicate not only its current amount, but its current benefit(s).
Mend
I would personally want the Mend projectiles be significantly faster or maybe just instantaneous. I've seen some interesting aerial pathing (a big curving arc in one case), and I think the Mend projectile velocity is part of the reason.
Divine Power
I want more for this, but I don't think I know what I really want yet. However, I do feel like Divine Power capacity increases should be on the table somewhere, for one (particularly when we get into the 40+ range), as well as other Divine Power interactions besides the tension between "slightly higher chance to crit heals" and "convert into mana or spell completion." For instance, suppose there was an Infusion that consumed Divine Power to make Smite/Judgment/Wave either add more kick, whether that's damage, Burning duration and/or more debuffs.
Additionally, +10% chance to critically heal at full Divine Power does not feel like an incentive to stay at full Divine Power compared to the benefit of the Infusion abilities; that is, seeing myself at full Divine Power feels like I'm hoarding a resource I should not be.
Divine Infusion
I don't really like the current incarnation of it where your Divine Power determines at what point in the cast you can instantly complete it (particularly Judgment). My feeling on this is to have it as a toggle that drains Divine Power with each (cast time) spell you use, allowing you to potentially bombard someone with a full power Deliverance at the cost of blowing through your Divine Power really quickly.
Barrier
When I first read that Barrier converts my health into the shield, I was eyeing it askance. "Why does it require health?" The major reason that went through my mind was the calculated risk aspect to it. In a situation with ae and/or unavoidable damage, it feels like a liability. Personally, I'd rather it be a chunky mp cost. The whole idea of "life as a resource" seems more like something I'd attribute to a class like Necromancer (Summoner + Cleric).
* If you don't know what I'm talking about here or think it's impossible, please check your Gameplay > Targeting settings after servers come up.

With respect to the general points made, my main take is that I feel like there should be an offensive equivalent to Deliverance. Not a held ability that's "nuclear launch detected" for damage, but rather a tactical support that happens to also deal damage. Like, the longer you hold it, the longer the debuff(s?) last. Whether that would mean Burning and/or other things, I'm too baby Cleric to say. I just feel like Cleric needs another offensive skill, but not one that you necessarily press as soon as it's off cooldown, just like Condemn is situational.
As far as gameplay and QoL go, this is kind of a haphazard list:
UI
I do not like the current incarnation of secondary-resource tracking (Divine Power, Courage, etc.). I think not only should this get its own UI element, I would consider adding text and/or numbers to indicate not only its current amount, but its current benefit(s).
Mend
I would personally want the Mend projectiles be significantly faster or maybe just instantaneous. I've seen some interesting aerial pathing (a big curving arc in one case), and I think the Mend projectile velocity is part of the reason.
Divine Power
I want more for this, but I don't think I know what I really want yet. However, I do feel like Divine Power capacity increases should be on the table somewhere, for one (particularly when we get into the 40+ range), as well as other Divine Power interactions besides the tension between "slightly higher chance to crit heals" and "convert into mana or spell completion." For instance, suppose there was an Infusion that consumed Divine Power to make Smite/Judgment/Wave either add more kick, whether that's damage, Burning duration and/or more debuffs.
Additionally, +10% chance to critically heal at full Divine Power does not feel like an incentive to stay at full Divine Power compared to the benefit of the Infusion abilities; that is, seeing myself at full Divine Power feels like I'm hoarding a resource I should not be.
Divine Infusion
I don't really like the current incarnation of it where your Divine Power determines at what point in the cast you can instantly complete it (particularly Judgment). My feeling on this is to have it as a toggle that drains Divine Power with each (cast time) spell you use, allowing you to potentially bombard someone with a full power Deliverance at the cost of blowing through your Divine Power really quickly.
Barrier
When I first read that Barrier converts my health into the shield, I was eyeing it askance. "Why does it require health?" The major reason that went through my mind was the calculated risk aspect to it. In a situation with ae and/or unavoidable damage, it feels like a liability. Personally, I'd rather it be a chunky mp cost. The whole idea of "life as a resource" seems more like something I'd attribute to a class like Necromancer (Summoner + Cleric).
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Re: Improving the Cleric Class: Issues and Proposed Solutions for a Better Gameplay Experience
1. Issue: Lack of Status Awareness
Problem: As a Cleric, I often don’t know if my allies or party members are stunned, cursed, or debuffed, which limits my ability to respond effectively to their needs.
Solution: Introduce color changes in raid or party frames to indicate when a target has a dispellable buff or debuff, making it easier for Clerics to identify who needs help.
Absolutely agree. I would like more functionality of the Party/Raid frames in general. A color change or even putting the debuff icons out to the side in an obvious way. Just something to let me know there's a problem there I can fix. I'd also like to see a an icon overlay or loading bar overlay for downed players who are being rezzed (by myself or another cleric, so myself and others know their status.) Plus, I'd really like to rearrange the order of my party members without me being the party lead. There's hotkeys for party select, but when the tank is hotkey F8, it makes it a borderline useless hotkey, doesn't it?
2. Issue: Infeasibility of Solo Leveling
I think the solo-levelling is pretty good compared to other mmo's. We don't do a ton of damage, which is normal for healers, but our survivability is off the charts compared to most other classes. Plus, when you get Condemn, you can often just incapacitate whatever you're fighting solo and top yourself up before getting back into it.
3. Issue: Lack of Mobility Without Stamina or Wings of Salvation
I feel like you maybe missed the stamina upgrades you can pick up in the skill menu? The roll and extra speed for running can help in most situations. True, we're not as mobile as several other classes (bard, ranger, mage) but I haven't run into any placement problems due to low stamina. And I don't think we're supposed to be that mobile. My biggest issue with Wings is it stopping me early when I bump into other people or mobs who've stepped in the way instead of Wings always reliably taking me to my target.
Problem 5-1: The Cleric’s kit feels incomplete, with some abilities lacking effectiveness in combat.
I feel like there's several bugs throughout the kit that can make it needlessly difficult, such as wings obstruction ending your movement early, chains lack of a visual indicator of placement, or the difficulty of identifying purify targets, but overall I feel like there's good bones here to work with.
I think the most lacking thing in the kit is Divine Essence, as I can't see it's need with bards and bless existing, and it should probably be changed to some other option entirely. It doesn't even feel like a competitive choice next to Divine Infusion.
I'm surprised your take is so different than mine here! Mend is my bread and butter. I really like this spell as is. It is my go-to tank heals to pepper to cushion damage during fight lulls (I mix it with Soothing Glow), a near-instant save on myself because of no travel time, and a great off-heal to top up dps who aren't in as much danger as the tank. It's low mana cost and low CD make it an essential to my main kit. It's rarely a save, but it's a great preventative measure to upkeep.Problem 5-2: Mend is a spell with potential, but it feels underwhelming and could be more useful in critical moments.
Rather than thinking of it as 3-5 separate heals, I recommend the consecutive heal boost skill, and to consider it one spell that you click 3-5 times to activate, depending on healing needs.
I haven't run into mana issues with Soothing Glow yet, I upkeep it on the tank, casting on cooldown, and put the other on melee members who may take regular damage. I cast these almost as often as my bread and butter, Mend, since I often combo them. I do not have the extra soothing glow skill, so maybe the extra is pushing your mana over somehow? I consider it fairly low mana cost compared to deliverance/flash spams or most other spells in the kit.Problem 5-3: Soothing Glow has a high mana cost for a Heal-over-Time (HoT) effect, limiting its usability in prolonged fights.
I'm not entirely sure the targeting issue referred to here, and it may be something with your preferred targeting setup than Judgement itself? If I had to guess, you use mouse over, and it's accidentally grabbing, not the target but another party member nearby? And you would prefer it to always choose to cast on the lowest-health party member? I am a filthy frame clicker, and I have not yet had Judgement cast on the wrong individual.Problem 5-4: Judgment can result in overhealing and has targeting issues due to the auto-retargeting system, which can waste its healing potential.
I agree with this. Deliverance is not a good-feeling spell in my opinion due to it's slow cast time. I know you can get a quicker cast if you release early, but the reduced heal tradeoff feels useless on the tank's larger healthpool, whom I'm usually trying to save with this cast. If you try to cast Deliverance as a repeating main heal, especially if you're ending casts early, you'll be oom in no time. Currently I only use Deliverance when other spells are unavailable or as a 'regular' heal during medium damage/danger situations until the danger's passed.Problem 5-5: Deliverance, intended to be the Cleric’s most dependable heal, is too slow to cast, making it hard to use in fast-paced, high-damage situations. Its secondary form, Divine Infusion, also lacks impactful benefits.
I've made my peace and workaround with the spell's flaws by spamming Flash during it's long cast period. Even though I have a rhythm with it now, I don't think this spell is in a good spot, or where it was ever intended to be used. It doesn't heal enough for a save in real danger, even at max charge, and it's too slow and too high manacost for a bread and butter type of pepper. Currently, it merely tops off my tank after Flash has done all the saving.
I know a few Clerics who've not opted into the skill at all.
6. Issue: Divine Power Management
Problem: Divine Power does not regenerate out of combat, which limits its utility and leaves Clerics unable to start new encounters with sufficient resources.
I feel like this suggestion isn't in-line with the class design. Divine Power rewards you for healing by giving you access to better, crazier spell combos that can do even more healing. (In PvP, that means the longer you survive the scarier and harder to kill you get.) I mean, I'd love to be OP all the time, but I don't think I should be! lol
If it worked as suggested, it would just be a mana bar 2.0, in which case just increase my mana overall and make everything with a divine power cost, a mana cost instead. But I think the reward system works well, too, personally. I've only noticed a lack of Divine Power during solo play.
(Thinking of our differing opinions on mend, I might have fewer Divine Power issues because I pepper mend on anything with a pulse!)
Agreed. It's not bad in PvE, in fact it works well in PvE, but I can see it being pretty problematic in PvP. Not only because the enemy can visually see where allies may be grouping to heal, but also because of the slow cast time until the heal pops; it's not something you can drop at people's feet in a mobile, dynamic battle. It might be meant for a hide and regroup tactic, or synergy with a tank shield and wall, but let's be real, that basically never happens. It doesn't seem practical outside of PvE. The silence upgrade also doesn't seem like it would catch anyone who isn't already rooted.9. Issue: Divine Flare’s Difficulty with Targeting and Cast Speed
Problem: Divine Flare is challenging to use effectively due to its slow cast time and lack of a clear targeting mechanism. It often misses unless perfectly placed, and players can easily move out of range.
I play more of a priest myself (light armor), so I agree that it does not seem worth the risk to put yourself in a vulnerable situation. Afterall, if you go down, everyone else does too. That said; I've seen some melee clerics with heavy armor use the barrier very effectively! In a two cleric party group one of them having barrier is a great synergy for myself. However, I think a group with two barrier-users is at too high a risk. That said, I think this is a "how to play your class" choice type of spell. Not a risk I'd take myself with my light armor. But! If you go the heavy armor route, barrier might be a great asset! This certainly isn't a spell that's viable for light armor users, but I think it has a place in the cleric melee kit, and it does synergize well with a non-barrier cleric.10. Issue: Barrier’s Limited Usefulness
Problem: Barrier’s health swap has a short duration and can leave the Cleric vulnerable to burst damage, making it feel underwhelming and risky to use.
11. Issue: Defiant Light’s Low Revival HP
Problem: Defiant Light revives players with minimal health, allowing enemies to finish them off immediately. In the current high-damage environment, this leaves revived players with almost no chance to survive.
Solution: Increase the health granted upon revival or damage mitigation so that players have a fighting chance to recover and re-enter combat effectively.
I agree with this. The current revival mechanic in defiant light I don't think grants enough health to provide a proper revival timeframe after it pops. It claims it does 25% health, but when I've gotten it to go off, it felt more like 10% health or less, so unsure if this is a bug. I do really like this spell, and I don't want the health boost to be OP or anything crazy, maybe it could just pop a brief shield instead. I feel it should be a combo with something else. Maybe Wings of Salvation? However, due to it's low revival health, and the lack of indication (sound or visual) that the life-save went off; I've started relying on this more as a strong HoT for tense situations than expecting anything out of the revival feature.
I really, really want to be able to use the revival feature effectively though. It would be so cool if you got a life-save combo off like that, but it certainly doesn't feel cool right now. No visual, no sound, rare to see any real life save or recover as a result. For what it claims to do, it feels lackluster to me. I want more flair!! But also, a sound and visual would be a great warning to the tank that "hey, man, you just DIED. You better be popping everything you got if you want to stay alive." Then we could really get some team gameplay going! It could be such an epic moment, but sadly it's just not.
12. Issue: Flash Cure’s Limited Strategic Flexibility
Problem: Flash Cure has 3 charges, which feels unnecessary and limits its pairing with other skills, reducing its strategic flexibility.
This I disagree with. I feel removing Flash Cure's charges would lower the Cleric's skill ceiling. It's very powerful as is, removing any limitation from it would invite you to spam it, which I believe would be some brainless gameplay. Sure it's got a high manacost, so you risk going oom, but not really if you've got a bard playing mana-song, right?
13. Issue: Condemn’s Cast Requirement is Restrictive
Problem: Condemn requires Conflagration to cast, which is impractical in solo situations and restricts the Cleric from having a reliable stun option.
This may be a misunderstanding. You can preform the stun solo, without a group or help from a mage. The combo is:
Judgement > (Divine Infusion (*optional)) > Smite > Condemn
Judgement + Smite = Conflagration.
Since it is a 4-combo stun though, you could argue it's too long a cast for emergencies.
15. Issue: Chains of Restraint’s Predictability
Problem: Chains of Restraint has a long cast time, making it easy for enemies to avoid and reducing its effectiveness in combat.
Solution: Shorten the cast time or add an effect that makes the spell harder to predict or evade, allowing it to fulfill its intended role more effectively.
Agreed. Too long a cast for any dynamic battle. If you try to flee and root moving players or mobs with this spell, which seems to be it's secondary functionality, and the more PvP geared functionality, you're unlikely to get the root ability successfully off of it, the Weakened prerequisite, the slow cast time due to hand placement of spell ,and easily read visuals, I believe make it easily dodged. (Works fine currently in most PvE situations, though) I think just having the spell auto-place at a selected enemy's feet may fix this, the slow cast is mostly due to the manual placement requirement, since the first pulse is what procs the root effect.
Overall, I enjoyed your takes in your post OP and hope you don't mind my added opinions in the mix. I play a level 21 |light armor| Cleric who sees a lot more PvE than I do PvP currently. I prefer larger scale PvP events, which are few and far between at the moment, but I can see your concerns with several of the spells PvP viability. They work well in PvE scenarios so far, but I can see the issues in dynamic, mobile battles with thinking enemies. Many of the slow casts, that also slow your own movement, give too many opportunities to get yourself stunned or stunlocked, and be rendered useless.
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Re: Improving the Cleric Class: Issues and Proposed Solutions for a Better Gameplay Experience
1. Issue: Lack of Status Awareness
Problem: As a Cleric, I often don’t know if my allies or party members are stunned, cursed, or debuffed, which limits my ability to respond effectively to their needs.
Solution: Introduce color changes in raid or party frames to indicate when a target has a dispellable buff or debuff, making it easier for Clerics to identify who needs help.
Given the TTK in this game, its next to impossible to see what debuffs are on a target in pvp.
in PvE you have a bit more time, but not by much. this 100% needs a fix
2. Issue: Infeasibility of Solo Leveling
Problem: Solo leveling as a Cleric is nearly impossible, which could discourage players who prefer to play alone or lack access to consistent groups.
Solution: Provide reasonable ways for Clerics to solo level, such as rebalancing certain skills for solo play or adding more accessible solo content options equal to that of a dps' speed at leveling. An idea would also be to add class specific quests with more xp for harder to level classes.
I strongly disagree with this, cleric is an extremely strong solo leveler.
3. Issue: Lack of Mobility Without Stamina or Wings of Salvation
Problem: The Cleric feels helpless when out of stamina or when Wings of Salvation is on cooldown. This lack of mobility can make it difficult to stay safe or reposition effectively in combat.
Solution: Enhance the Cleric’s mobility through a weapon skill tree or revamp the current stamina skill tree to include more class-specific mobility options, making it easier for Clerics to manage movement in different situations. It definitely doesn't help that stamina is constantly bugged and I am using it at pretty much all times until it runs out or I press escape every time.
This is possibly one of clerics largest and most glaring issues. we are not mobile at all, and small / medium / large pvp scenarios 1 root, 1 stun, 1 pull is the INSTANT death of a cleric. if your team is retreating you can kiss your ass goodbye. if your position isnt perfect at all times you can kiss your ass goodbye. if 2 players focus you you can kiss your ass goodbye. if your team doesnt protect you you can kiss your ass goodbye. if you need to reposition you can kiss your ass goodbye. we are sorely lacking in ways to escape, and I would say this would be ok, but given the current TTK in game its actually horrible.
to top it all off, outside of 2-3 skills, everything we do slows us down and compounds how slow and feeble we are in combat.
4. Issue: Vulnerability to Burst Damage
Problem: When caught off guard, the Cleric can go from 100% to 0% health almost instantly, leaving no chance to respond. While being caught in a vulnerable position should be punishing, it currently feels too severe.
Solution: Adjust burst damage mechanics so that Clerics drop HP instead of instant death, giving them a chance to respond and survive.
This is all classes, and a problem with the games TTK currently. yeah you can spam 3 flashes, a wave, a wings, and 2 dodge rolls, but thats all undone in a single ability and an auto attack of an enemy. Current healing output does not keep up with current damage. I have to press 4 buttons to heal as much damage as i just took from a single button press.
Problem 5-1: The Cleric’s kit feels incomplete, with some abilities lacking effectiveness in combat.
Solution: Rebalance key abilities for improved utility to make the Cleric feel more well-rounded and impactful.
The Clerics current kit is half baked, I have a shitload of heals, but only a few of them are useful in pvp, because it takes FOREVER for my heals to go off. even Mend which is instant cast and our bread and butter lvl 1 heal takes 2-4 seconds to travel to a target. Thats ridiculous. 3-5 of my skills are literally a death trap to spec and use. 3 of my heals are a death trap for my team if i use them. leaving me with 3-4 skills to actually use in pvp, meaning from my whole massive kit I only have 3-4 buttons to push to make a difference in pvp.
in pve my kit is ok, but holy shit is it boring spamming deliverance all day long. theres nothing fun about it. I can see MAJOR drop off of clerics in game if pressing 1 button all day is what we do.
Problem 5-2: Mend is a spell with potential, but it feels underwhelming and could be more useful in critical moments.
Solution: Enhance Mend or the skill tree to provide more significant healing or utility, making it a more valuable tool in the Cleric’s kit. Make mend an optional spell like divine infusion.
Mend is an infuriating ability, it should be base line, all upgrades to it should be baseline. the travel time of the skill is an insult. It feels like it should be a 2 in 1 skill at lvl 25, cleanse and heal.
Problem 5-3: Soothing Glow has a high mana cost for a Heal-over-Time (HoT) effect, limiting its usability in prolonged fights.
Solution: Reduce the mana cost of Soothing Glow to make it more sustainable, allowing Clerics to use it without quickly depleting their mana reserves.
The mana cost of this skill is actually a problem, given that you want 100% on it, compounding this issue is the amount of times you have to cast it for the full 18 (21 seconds? i cant remember) duration. so you have the mana cost, then time cost of animations, then youre slowed while casting, and then the issue of it being a required 100% uptime. the skill requires a massive investment in game between time, mana, and loss of control.
Problem 5-4: Judgment can result in overhealing and has targeting issues due to the auto-retargeting system, which can waste its healing potential.
Solution: Refine Judgment’s targeting mechanics to better match the Cleric’s intentions and reduce instances of wasted healing due to over-targeting.
I dunno about you but when I heal my tank for 5.5k with judgment im pretty happy because if im casting that in the first place he was about to die. its the only time you'll see over healing in this game unless youre trying to.
The issue with judgment in my opinion is the CD is FAR to long for something that can be undone in pvp with 2 skills that have a 5 second cooldown and 1 second casts. I trade a massive cooldown, and a massive casting time to heal someone for the same amount as someone idly pressing 2 buttons. it just doesnt add up.
secondly, if you play with offensive and defensive targeting on, judgment will always cast on the offensive target. there needs to be an option for that. I shouldnt have to spam esc in a panic, hit esc to many times, reclick my tank, then try and get a judgment off.
Problem 5-5: Deliverance, intended to be the Cleric’s most dependable heal, is too slow to cast, making it hard to use in fast-paced, high-damage situations. Its secondary form, Divine Infusion, also lacks impactful benefits.
Solution: Increase the cast speed of Deliverance or provide an option for an instant cast version in emergencies like a charge for the first cast and then the second one being a cast and then the charge is refilled after a certain amount of time.
This is the most uninspired, boring, brain dead ability that clerics have. it takes forever for full effectiveness, its almost impossible to move while casting it, and its BORING GAMEPLAY!!!! its boring! its so BORING!
to top off how cumbersome, and boring it is, its entirely useless in most pvp scenarios! its a great way to get you, or your allies killed. its a literal DEATH TRAP to use in pvp with the current ttk.
6. Issue: Divine Power Management
Problem: Divine Power does not regenerate out of combat, which limits its utility and leaves Clerics unable to start new encounters with sufficient resources.
Solution: Allow Divine Power to increase outside of combat, so Clerics can enter new fights prepared and use their full range of abilities.
Divine power is cool, I like it, but the OP is correct. Divine power takes WAY to long to charge up. in most pvp scenarios you dont even get to use it. its there. you'd like to use it. but you or your target are already dead. The only time this see's play is in drawn out fights. divine power needs to recharge slowly, or build faster. in its current form its more of a "damn really wish I could use this once in a while".
7. Issue: Resplendent Beam’s Over-Targeting
Problem: Resplendent Beam often targets too many people unintentionally, this is a bug.
Solution: Fixing the bug with resplendent beam targeting way too many people.
not sure what youre talking about
8. Issue: Limited Effectiveness of Damage Skills
Problem: While Bountiful Bless Weapon has a good mana-to-effect ratio, the other tree's to it seem wasteful and often we can't auto at all in pvp and the 5% damage increase on weapon combo finishers seems lack luster. The skill Righteous Blessed weapon is very unclear with burning stacks and how burning stacks are applied when it comes to other characters.
Solution: Retain the strengths of Bountiful Bless Weapon and Consecrating Wave, but rework the other damage skills in the Cleric’s arsenal to provide meaningful damage options and increase the Cleric’s combat effectiveness. Elaborate on how burning stacks are applied with the clerics 30% with Righteous vs a Mages 50%+ with its spells.
This is an issue. Clerics are the main healers in ashes, people dont want healers to do damage. The problem is that if healers cant defend themselves, if they cant feel like they are contributing, if the gameplay isnt engaging, if they just feel like they are spamming one button all day every day, clerics are just gonna play something else.
clerics currently rely on bursting someone down after trying to live through an onslaught with their heals via divine power while auto attacking. basically every 30 seconds you get a chance to fight back. it is infuriating. thats against a bad player.
against a good player you hot up, spam your instant casts to live through the burst, retaliate with your own burst, then pray to god your 250 / tick hots keep you up through an onslaught of 1k auto attacks and 2-3k abilities, because you know if you try and hit a deliverance youll be tripped instantly.
Clerics dont have a way to fight back is what im getting at. anyone at "endgame" gear knows this. anyone denying it isnt part of the end game crowd.
9. Issue: Divine Flare’s Difficulty with Targeting and Cast Speed
Problem: Divine Flare is challenging to use effectively due to its slow cast time and lack of a clear targeting mechanism. It often misses unless perfectly placed, and players can easily move out of range.
Solution: Enable AoE's to be placed at the targets feet, so Clerics can preemptively notify allies of its use and the target can stand still. Additionally, increasing the cast speed or area of effect would improve accuracy and make it easier to land in dynamic combat situations. Allowing it to be placed on allies would also open up new combo opportunities with other classes.
This is an example of a skill that could be good, but is currently hampered by an extremely slow windup. in 1v1 scenarios you cant get it off via condemn on a ranged target, or by placing it on yourself vs a melee target.
almost impossible to get off on stairs, different elevation, inclines and declines, has priests scared of anything but flat terrain.
It feels like its too slow, its range is to weak to use offensively, and its to easy to avoid.
amazing skill in pve though.
10. Issue: Barrier’s Limited Usefulness
Problem: Barrier’s health swap has a short duration and can leave the Cleric vulnerable to burst damage, making it feel underwhelming and risky to use.
Solution: Extend Barrier’s effect duration or add additional benefits like damage resistance to make it more valuable and less punishing when used.
This is an example of a skill that was a rough draft during cleric conception, its bad in every way possible, its actually just a noob trap set out by devs. The devs are literally trolling people by even having this skill as an option.
11. Issue: Defiant Light’s Low Revival HP
Problem: Defiant Light revives players with minimal health, allowing enemies to finish them off immediately. In the current high-damage environment, this leaves revived players with almost no chance to survive.
Solution: Increase the health granted upon revival or damage mitigation so that players have a fighting chance to recover and re-enter combat effectively.
honestly not even sure if this works XD, if it does its alright, if it doesnt..just another HoT to push.
12. Issue: Flash Cure’s Limited Strategic Flexibility
Problem: Flash Cure has 3 charges, which feels unnecessary and limits its pairing with other skills, reducing its strategic flexibility.
Solution: Remove Flash Cure’s charges, allowing it to be used freely with other spells. This change would raise the skill ceiling for Clerics by enabling more skillful, dynamic healing combinations.
This is the clerics #1 ability. nothing comes close. nothing touches it. this allows cleric to be dynamic parts of the group and have fun. its a damn shame it only has 3 charges, because 3 charges doesnt even = 1 fireball combustion combo. if we had more skills like this, that allowed us to do multiple things at once, while moving, we'd be in a much better place.
13. Issue: Condemn’s Cast Requirement is Restrictive
Problem: Condemn requires Conflagration to cast, which is impractical in solo situations and restricts the Cleric from having a reliable stun option.
Solution: Allow Condemn to be cast without Conflagration as a prerequisite, giving Clerics at least one effective stun in both solo and group scenarios. Otherwise, an 10 second incapacitate becomes ineffective with so much aoe damage in combat. Removing the incapacitate and gaining the stun would be a fair trade off i'm sure most would be willing to trade off.
I should not have to choose between a sleep and a stun. no other class has their sleep / stun tied to the same button. condemn should instantly reset its cooldown if it stuns a target AT A MINIMUM. what really needs to be done is we need a new stun skill or sleep skill. no other class is struggling here, we shouldnt either. clerics should not have CC locked behind SIX seconds of cast time. SIX fucking seconds?! anyone with a brain sees the combo coming and moves out of range or interrupts the chain of casts.
14. Issue: Accidental Self-Cast of Wings of Salvation
Problem: Wings of Salvation can sometimes be accidentally cast on the Cleric, wasting its potential and leaving allies without support.
Solution: Disable self-casting of Wings of Salvation and ensure it prioritizes allies or enemies only, improving its overall utility.
basic functions work, major tuning required in the start and end frames, travel time, and shield%. if you want to save someone in the front line of a battle with this, youre 100% going to kill yourself and feed the enemy team. lets be real. This skill need to be a projectile. not a self projectile.
15. Issue: Chains of Restraint’s Predictability
Problem: Chains of Restraint has a long cast time, making it easy for enemies to avoid and reducing its effectiveness in combat.
Solution: Shorten the cast time or add an effect that makes the spell harder to predict or evade, allowing it to fulfill its intended role more effectively.
not a bad pve skill, severely lacking in damage though.
HORRIBLE pvp skill, it suffers from the same shit as just about everything else a cleric does. slow cast time. slows you. easy to avoid. huge mana costs. takes forever to be effective. its almost not worth casting unless youre already winning the battle, and at that point...why not just save your mana?
in a 1v1 scenario its useless, in small scale it will get someone on your team killed while casting, and in large scale youll die trying to get close enough to use it.
15. Issue: Communal Restoration
Problem: Communal Restoration has a long cast time and only a 6 second overheal making it useless in a lot of pvp scenarios.
Solution: Shorten the cast time or extend the overheal duration.
I honestly think this is one of the better skills clerics have.
Combat
I recognize that the Cleric class is still evolving, with another testing phase and the introduction of secondary archetypes on the horizon. My feedback is based on current gameplay experiences and is intended to highlight areas where I believe the cleric could be refined for a more versatile and engaging playstyle specific to these lower levels. This is with the understanding that there are no phase expectations in the Alpha phases with a level change.
The suggestions here are not intended as an exhaustive list of required changes but rather as ideas that could inspire adjustments to address certain challenges within the class at the current level cap. I think exploring some of these improvements, or similar concepts, could enhance the overall Cleric experience without disrupting the class's core identity. With these potential tweaks, I believe the Cleric would feel more complete and impactful, especially as the game progresses through testing and future archetypes are integrated.
clerics 100% need to be more dynamic and rewarding, spamming deliverance is not fun, knowing most of your skills will get you killed in pvp is not fun, having to choose whether to heal and die, or attack and die is not fun. Serious work is required on the cleric with the games TTK.
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Re: A Small Amount of Feedback on Ranger - New for Alpha 2
Disengage/airstrikes need to boost your dodge chance too like dodging does, even rogues get a jump over the person and that gives them manuever buff that increases evasion chance yet disengage and airstike does not do this so there basicly useless skills since ur being shot for the entire duration of the animation unable to fight back and just taking hits to the face, these skills only realy good for jumpiver over/up things and determential to use in a fight itself since everyone has range weapon u use opne of these skills u get shot the entire time.
Especialy when melee can run a bow out all the time so the moment ur out of melee range it will auto swap to the ranged weapon and auto swap back to melee when they melee attack u.
Especialy when melee can run a bow out all the time so the moment ur out of melee range it will auto swap to the ranged weapon and auto swap back to melee when they melee attack u.
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Re: @ Intrepid - You're bleeding testers
The slow pace of Alpha development means that people are going to take breaks. I'm mostly on one now, aside from a little fighter leveling. A bigger content drop was hinted at for the 30th. We'll see if that draws myself and others back
I was planning on playing more even after level capping, but snow means I can't do maps effectively...which means I can't get the tier 1 mats I need to get to 10 in multiple crafting skills without a ridiculous amount of gathering.
I was planning on playing more even after level capping, but snow means I can't do maps effectively...which means I can't get the tier 1 mats I need to get to 10 in multiple crafting skills without a ridiculous amount of gathering.

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Re: [Feedback] Racial identity feels like it's missing; races don't feel visually unique.
There's a lot of variation. Sadly you can't see much in the game because most of us play zoomed out 99.9999% of time. But if you do zoom in you can notice a lot of cool details on the models and gear. The character creator is just enough to get us by, I really do hope it gets a lot of love before release. I'm not one interfere with artists creations, leave em free to bring the vision to life.
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Next Livestream - Friday, January 31, 2025 at 11am Pacific

Glorious Ashes of Creation Community!
Our next livestream will be Friday, January 31, 2025 at 11am Pacific! (Click here to convert this to your local time) Join us as we showcase an Alpha Two Treasure Hunt Playthrough!
There will not be a Q&A open on the forums before this development update livestream. Instead, we will spend time answering questions live from Twitch chat, Discord, and social media platforms during this stream. Stay tuned to our social channels for announcements on any upcoming Q&A livestreams!
We'll see you soon for our development update livestream! twitch.tv/ashesofcreation

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Re: Purify Buff Request
Just add group cleanse to communal restoration.
Mayybbeee as an added skill point, but Communal Restoration is arguably one of the most balanced skills in the game. No need to overtune it --- I like where youre going though

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