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
Divine Flare should have some indicator of friendly vs. not
Basically title: it's impossible to visually discern if a divine flare is friendly or not, and given how impactful it is both offensively and defensively, I feel that it should have either a different color, animation, etc. to indicate that it's friendly or not.
There's an argument to be made that not knowing is interesting, but after playing with it for over a month I can tell you (at least imo) it isn't.
There's an argument to be made that not knowing is interesting, but after playing with it for over a month I can tell you (at least imo) it isn't.
Re: Purify Buff Request
Definitely. The fact that many conditions can be spammed / re-applied instantly by even the most basic mobs seems to make Purify useless in a lot of situations. Especially when it comes to DoTs it feels like it's easier and cheaper to just outheal the damage rather than to remove them right now - which is not the way it should be.not only the removal of conditions, but a X seconds protection from new ones.
Deliverance's Held Ability Behavior is BROKEN
This ability is near and dear to most clerics. To most, it is the absolute core of our class. And the held ability behavior UI settings do not work.
- The Three "Held Ability Behavior" Settings do not change the casting behavior of deliverance
- Deliverance only uses a "release to cast"
- Only using "release to cast" is far more cumbersome personally on my hands, having to constantly hold down keys feels bad
- The options are there in the UI, but they need to be applied to Deliverance
- The Three "Held Ability Behavior" Settings do not change the casting behavior of deliverance
- Deliverance only uses a "release to cast"
- Only using "release to cast" is far more cumbersome personally on my hands, having to constantly hold down keys feels bad
- The options are there in the UI, but they need to be applied to Deliverance
Bard Flourish wish...
Let me flourish in the direction I am moving.
Make backwards flourish do a moonwalk animation.
Thoughts?
Make backwards flourish do a moonwalk animation.
Thoughts?

1
Re: Economy in Ashes (Solving MMORPG Inflation)
I find it somewhat baffling that we have a vocal side of the community voicing their concerns and frustrations with the backwards progression in forms of exp debt, material loss on debt and material loss during lost siege wars.
Then suddenly a post like this pops up, suggestions the game cuts away the one secure resource there is: gold, in intervals.
Honestly, for me personally, the exp debt, material loss etc is not a game breaker... But if the game starts eating away at the other resources as well (such as gold) "just because", then I very much feel like this game will be way too much of a hassle. It'll just feel like a survival game where you more or less start over and over, and that is not for me.
Then suddenly a post like this pops up, suggestions the game cuts away the one secure resource there is: gold, in intervals.
Honestly, for me personally, the exp debt, material loss etc is not a game breaker... But if the game starts eating away at the other resources as well (such as gold) "just because", then I very much feel like this game will be way too much of a hassle. It'll just feel like a survival game where you more or less start over and over, and that is not for me.
Re: [NA - Vyra] The Black Lotus | 18+ | PvP | PvEconomy | 60+ A2
I vouch emphatically that these people do not suck! Take a look and come join us in A2
Re: Bard Flourish wish...
Songcaller wrote: »Hmm. Why moonwalk when you can travel to the Black desert and float on particle bubbles?
Why moonwalk when you can moonride?!

Sorry, couldn't help myself

Re: [GM please help] Char broken. 0 hp/mp/sta. All mobs are green
We are in an alpha and on holidays.
Re: Tank Worst class - Phase 1/2 Thoughts - Something needs to be done.
Agreed. Tanks need help.
I’ve been tanking in MMOs for years and have leveled several tanks into the 20s in Ashes of Creation. It’s clear the class has major issues. Tanks die far more often than other classes. Even with a solid, experienced group, I die more than anyone else. In PUGs, it’s even worse.
Leveling as a tank is slower, costlier, and less rewarding. I earn 20–30% less XP, 50–75% less glint, and spend most of my money on repairs. Magical damage, especially from fire caster NPCs, is a major weakness. If a healer isn’t 100% focused, I die, losing glint, silver, and progress. Compared to other classes like mage or ranger, tanking is all risk and little reward.
I am sure you guys have lots of ideas on how to adjust this. I look at the tank/healer dynamic as a circuit model where the healer is the battery and the tank is a RC circuit in front of the battery and damage is current. Resistance is the mitigation tools the tank has to reduce damage ( current ) and Total hitpoints is the capacitance of the circuit. What I am observing is that when i die, healers are frequently full or decent mana ( battery charge ). Usually it's due to a spike in damage ( current ). Therefore, just increasing resistance will only help so much. An increase in capacitance ( hitpoints) would help smooth out the current spikes and keep the circuit from browning out ( tank dies ). So to me, an increase in tank hitpoints is one potential viable adjustment to help smooth out the death rate problem. Just a thought.
Besides combat tweaks:
1) giving tanks a "field repair" ability to take the edge off repair costs would help reduce costs and get them out of a pinch where they have no money for repairs, but their gear is completely broken. A tank can't tank with broken gear...
2) Glint drop rate adjustments based on recent deaths for tanks. Lots of ways to do this.. will leave it to you... but if the tank is dying a bunch... lower the rate at which they drop glint or have a maximum drop% in a fixed period of time. Having NO glint feels bad and as a Tank that occurs frequently. Saying in 1 hour you shouldn't lose more than 75% of your glint would be an improvement.
3) Exp Debt rate for tanks. Similar to adjusting glint drop rate, adjust experience debt rate for multiple deaths or cap total experience loss per level at a certain amount. There have been times There are times I have died 10-20x over the course of an entire level.. most with he 4% hit that gets overcome in a few pulls then die again... so that gives you an idea on how much more experience the level actually took. Cap experience debt per level.. especially at lower level when PUG's are chaos and people dont know their classes yet.
I’ve been tanking in MMOs for years and have leveled several tanks into the 20s in Ashes of Creation. It’s clear the class has major issues. Tanks die far more often than other classes. Even with a solid, experienced group, I die more than anyone else. In PUGs, it’s even worse.
Leveling as a tank is slower, costlier, and less rewarding. I earn 20–30% less XP, 50–75% less glint, and spend most of my money on repairs. Magical damage, especially from fire caster NPCs, is a major weakness. If a healer isn’t 100% focused, I die, losing glint, silver, and progress. Compared to other classes like mage or ranger, tanking is all risk and little reward.
I am sure you guys have lots of ideas on how to adjust this. I look at the tank/healer dynamic as a circuit model where the healer is the battery and the tank is a RC circuit in front of the battery and damage is current. Resistance is the mitigation tools the tank has to reduce damage ( current ) and Total hitpoints is the capacitance of the circuit. What I am observing is that when i die, healers are frequently full or decent mana ( battery charge ). Usually it's due to a spike in damage ( current ). Therefore, just increasing resistance will only help so much. An increase in capacitance ( hitpoints) would help smooth out the current spikes and keep the circuit from browning out ( tank dies ). So to me, an increase in tank hitpoints is one potential viable adjustment to help smooth out the death rate problem. Just a thought.
Besides combat tweaks:
1) giving tanks a "field repair" ability to take the edge off repair costs would help reduce costs and get them out of a pinch where they have no money for repairs, but their gear is completely broken. A tank can't tank with broken gear...
2) Glint drop rate adjustments based on recent deaths for tanks. Lots of ways to do this.. will leave it to you... but if the tank is dying a bunch... lower the rate at which they drop glint or have a maximum drop% in a fixed period of time. Having NO glint feels bad and as a Tank that occurs frequently. Saying in 1 hour you shouldn't lose more than 75% of your glint would be an improvement.
3) Exp Debt rate for tanks. Similar to adjusting glint drop rate, adjust experience debt rate for multiple deaths or cap total experience loss per level at a certain amount. There have been times There are times I have died 10-20x over the course of an entire level.. most with he 4% hit that gets overcome in a few pulls then die again... so that gives you an idea on how much more experience the level actually took. Cap experience debt per level.. especially at lower level when PUG's are chaos and people dont know their classes yet.

1