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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.
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: 📝 Dev Discussion #71 - Spells & Abilities ⚔
My post will mostly focus on tank abilities.
Overwatch:
Reinhardt/Brigitte Shield:
These abilities stand out because they are basically extra resources that you have to carefully manage. These shields have their own health bar, which have a slow regen that ramps up over time when not in use. If the shields health bar drops to 0, then the shield temporarily breaks, and has a cooldown until it can be used again, making you more vulnerable. Even though blocking is a universal skill in ashes, I believe that a skill like this would help the tanks blocking capability shine.
League of Legends:
Taric Ult:
This ability can be simplified into a delayed invincibility for yourself and your party. When you cast the ability, it takes a couple seconds to take effect, and then prevents the targets from taking damage for a couple seconds. This encourages careful planning, and allows the tank to provide value to their whole group. In PvP, it can cause people to need to divert their attention to the tank in order to cancel the ability, and in PvE, it can allow the Tank to block powerful AoE mechanics if timed well.
Camille/J4 Ult:
These abilities create terrain/barriers around the user, preventing their target from escaping if they are close to the caster. This is a powerful control tool, and I imagine it could work well as a spec to the current Wall ability.
Orianna Ult:
This ability creates a "suction force" around the caster, pulling targets toward them. This is a very satisfying ability to land, and would act as a clumping tool for the tank, allowing the tank to assist their group who will be casting AoE abilities.
Nasus Abilities:
All of Nasus's abilities are very satisfying to use. His Wither spell causes the target to slow their movement and attack speed. His Spirit Fire spell shreds the targets armor. His ult is a stat steroid for his health, armor, and magic resist, and also increases his character size. His Wither feels fun to use, as it is a powerful control tool, and minimizes the chance for enemies to escape. Spirit Fire feels very impactful, as it allows Nasus to perform some extra damage, even though he is a tank. It also gives the Tank more value to the group, as it would allow other martial DPS classes to take advantage of the armor shred. Finally, the ult is the ability that stands out to me the most, as it makes the Tank feel like a true raid boss, especially with the character size increase.
Smite:
Ares: No Escape:
The reason this ability stands out is because it puts the tank at the focal point, and allows the team to follow up on the tanks actions, making them feel like a play maker.
https://youtu.be/nkKd2rVCp0c
Overwatch:
Reinhardt/Brigitte Shield:
These abilities stand out because they are basically extra resources that you have to carefully manage. These shields have their own health bar, which have a slow regen that ramps up over time when not in use. If the shields health bar drops to 0, then the shield temporarily breaks, and has a cooldown until it can be used again, making you more vulnerable. Even though blocking is a universal skill in ashes, I believe that a skill like this would help the tanks blocking capability shine.
League of Legends:
Taric Ult:
This ability can be simplified into a delayed invincibility for yourself and your party. When you cast the ability, it takes a couple seconds to take effect, and then prevents the targets from taking damage for a couple seconds. This encourages careful planning, and allows the tank to provide value to their whole group. In PvP, it can cause people to need to divert their attention to the tank in order to cancel the ability, and in PvE, it can allow the Tank to block powerful AoE mechanics if timed well.
Camille/J4 Ult:
These abilities create terrain/barriers around the user, preventing their target from escaping if they are close to the caster. This is a powerful control tool, and I imagine it could work well as a spec to the current Wall ability.
Orianna Ult:
This ability creates a "suction force" around the caster, pulling targets toward them. This is a very satisfying ability to land, and would act as a clumping tool for the tank, allowing the tank to assist their group who will be casting AoE abilities.
Nasus Abilities:
All of Nasus's abilities are very satisfying to use. His Wither spell causes the target to slow their movement and attack speed. His Spirit Fire spell shreds the targets armor. His ult is a stat steroid for his health, armor, and magic resist, and also increases his character size. His Wither feels fun to use, as it is a powerful control tool, and minimizes the chance for enemies to escape. Spirit Fire feels very impactful, as it allows Nasus to perform some extra damage, even though he is a tank. It also gives the Tank more value to the group, as it would allow other martial DPS classes to take advantage of the armor shred. Finally, the ult is the ability that stands out to me the most, as it makes the Tank feel like a true raid boss, especially with the character size increase.
Smite:
Ares: No Escape:
The reason this ability stands out is because it puts the tank at the focal point, and allows the team to follow up on the tanks actions, making them feel like a play maker.

📝 Dev Discussion #71 - Spells & Abilities ⚔

Dev Discussions are an opportunity to join in on player discussions about topics that Intrepid Studios want to hear your thoughts on. This is less about asking us questions, and more about us asking YOU the questions! If you do have questions about Ashes of Creation, keep an eye our social media channels for our monthly livestreams, check out the Ashes of Creation community wiki, or try the #questions channel in Discord!
In this thread, we’ll be discussing:
Dev Discussion - Spells and Abilities
What is the best ability or spell you’ve used and why? Which spells or abilities stand out the most to you from games you’ve played in the past? What made them special to you?

5
Re: Caravan solutions, solo players/small guilds, risk<->reward
If a game is only fun for a few, then only a few will play the game.
Re: 📝 Dev Discussion #71 - Spells & Abilities ⚔
Chain Reaction spells are awesome, for example you apply a dot that does 600 damage over 9 seconds and then it explodes in an aoe for another 600 damage but any targets hit also gain the copy of the spell.
Alpha Two Update Notes - Friday, January 17, 2025
As a reminder, if you come across bugs during Alpha Two testing, please report them to us in-game using /bug
- Fixed a bug that prevented characters that were in a bad state from logging in. These characters will now be teleported to a different spawn location
- Speaking to the Winstead Marketplace Manager should no longer cause someone to crash
- Added messaging to explain what is happening when a character is teleported because the server worker they were on or are entering is having issues
- Fixed a bug related to inventory audio playing during server transfers
- Fixed server crashes
- Some polish and improvement to NPC visuals and animations, UI assets, and the environment

4
Serious concerns about loot recovery
I believe the current state of the game makes the risk far greater than the reward when trying to recover your loot from your body.
Questions:
1 - What is the timer on dead bodies? Can it be influenced by anything (e.g. the way in which you died, or your corruption level, etc.?) I believe the timer is too short. Many times I've been in the middle of nowhere and I know that nobody looted me but my body is gone upon arrival.
2 - Does your dead body disappear if you die again while trying to retrieve your loot from it? I've never seen 2 body icons on my map. I've never found my body at a former location.
Correct me if I'm wrong, but if you die then you lose 25% of your resources and then 25% remains on your body? So you're effectively risking 50% of your remaining resources to regain 25% that you lost. Isn't that punishment enough?
We already have to worry about being looted by other players. Why do we need to worry about a timer? And if we have to worry about our body disappearing if we die again, then we're at risk of compounding our losses significantly.
It defeats the point of playing solo. A solo player might be trying to avoid the risk of being looted by someone...but what's the point if we're too far away from a re-spawn point? At least you have a chance in a trafficked area because you can get to your body in time?
I think what we're going to find, if the game stays the way it is, is that solo players are just not going to try and retrieve their bodies if they died in a far away or dangerous area. The chances of their body being there are low, and why would you risk compounding your losses over and over for something you aren't even sure will be there?
I'm absolutely gutted right now because of this. I spent hours farming Dim Glint and I've lost almost all of it. To be clear - I am all for this design - I like that we're at risk of losing loot - but I just think we should have a reasonable chance at getting it back. A longer timer would be a welcomed change. This way we can take precautions to get to our body and reduce the chance of compounding losses.
Thank you for listening.
Questions:
1 - What is the timer on dead bodies? Can it be influenced by anything (e.g. the way in which you died, or your corruption level, etc.?) I believe the timer is too short. Many times I've been in the middle of nowhere and I know that nobody looted me but my body is gone upon arrival.
2 - Does your dead body disappear if you die again while trying to retrieve your loot from it? I've never seen 2 body icons on my map. I've never found my body at a former location.
Correct me if I'm wrong, but if you die then you lose 25% of your resources and then 25% remains on your body? So you're effectively risking 50% of your remaining resources to regain 25% that you lost. Isn't that punishment enough?
We already have to worry about being looted by other players. Why do we need to worry about a timer? And if we have to worry about our body disappearing if we die again, then we're at risk of compounding our losses significantly.
It defeats the point of playing solo. A solo player might be trying to avoid the risk of being looted by someone...but what's the point if we're too far away from a re-spawn point? At least you have a chance in a trafficked area because you can get to your body in time?
I think what we're going to find, if the game stays the way it is, is that solo players are just not going to try and retrieve their bodies if they died in a far away or dangerous area. The chances of their body being there are low, and why would you risk compounding your losses over and over for something you aren't even sure will be there?
I'm absolutely gutted right now because of this. I spent hours farming Dim Glint and I've lost almost all of it. To be clear - I am all for this design - I like that we're at risk of losing loot - but I just think we should have a reasonable chance at getting it back. A longer timer would be a welcomed change. This way we can take precautions to get to our body and reduce the chance of compounding losses.
Thank you for listening.
Re: Caravan solutions, solo players/small guilds, risk<->reward
yes! let us all hold hands and sing kumbaya around the campfire together. everybody should have the same chances of success and fun in this game, regardless of their level, how good they are at the game, whether they play solo, in a small guild, in a small group, in a big self help group, or in a big pro guild. anything else would be mean and unfair and uncool and would make me cry 
clowns lmao

clowns lmao
Fishing profession Has NO FUNCTIONAL USE IN GAME
Ok sell fish to vendor or level cooking by filleting. THAT IS IT. No fish bones. No bottles with treasure maps or quests no accidental reel in of unique materials for other professions. Not even a bluegill that swallowed a gold coin upon filleting to reason to do cooking. Simply selling fish - is this the design intention of the fishing profession?
That is all
That is all
2