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
Re: [NA] Purple | Actual Competitive PvP
If you want to win PvP fights without zerging your opponents, join Purple.
[NA] Purple | Actual Competitive PvP
Who we are:
Purple is a guild made up of hand picked members who have been competitively playing MMOs from different communities for up to the last 25 years and have good synergy together. We intend to keep our roster tight with no fat or bloat. We want hyper active, competitive, dedicated, self sufficient gamers who love Ashes of Creation.
CURRENTLY ONLY ACCEPTING CLERICS, MAGES AND RANGERS
What to Expect:
• Dedicated Leadership who live and breathe the game.
• If we aren't at war with someone, we will be scrimmaging other guilds or having in house scrims to improve and keep in shape.
• Don't have thin skin, if you can't take constructive criticism, improve yourself and listen to battle comms, it may not be the group for you.
• Small scale PvP, large scale PvP.
• High end crafting specialties.
Discord Contacts:
• GM - slur (confessor65)
• Officers - Ndrj (ndrj)
Purple vs Genesis 3v6
https://streamable.com/c6y8pi
https://youtu.be/jdxdvK9U5Mg
https://www.youtube.com/watch?v=DySbMPCvH_A
https://medal.tv/games/ashes-of-creation/clips/jFYcWqNvIlauy8BEi?invite=cr-MSxtdG0sMjk0NTg2NTE3
https://medal.tv/games/ashes-of-creation/clips/jFHIMV3A2RAXZ9tY9/WToo8qPxZ5dB?invite=cr-MSxhejEsMzE2Njk0NzczLA
https://medal.tv/games/ashes-of-creation/clips/jFHIMgsPgkocs5Mzd/g8kwRo8vof3p?invite=cr-MSxUbGssMzA4NTYxODUxLA
https://youtu.be/l3FfLkKqwIE?si=KKsLd0KCQvIEG0FU
https://www.youtube.com/watch?v=n_RjVm1q6hY&t=218s
https://medal.tv/pt/games/ashes-of-creation/clips/kkACLFxqiWoC6Ea5X?invite=cr-MSxaV2EsMzUxMTY4NTYy
https://www.youtube.com/watch?v=glm7hj9WsN0
https://www.youtube.com/watch?v=7w0kE2u442c
https://medal.tv/games/ashes-of-creation/clips/kg7HveuvoaQVWqkqV?invite=cr-MSxkeE4sMjk0NTg2NTE3
https://medal.tv/games/ashes-of-creation/clips/kf4vgLWR7KqUpM0_1?invite=cr-MSxGc1osMjkyODgxNDkw
https://www.youtube.com/watch?v=UmX0LIClows
https://medal.tv/games/ashes-of-creation/clips/km5NRTfNlVyYBPvmo?invite=cr-MSxJd3IsMjk0NTg2NTE3
Purple is a guild made up of hand picked members who have been competitively playing MMOs from different communities for up to the last 25 years and have good synergy together. We intend to keep our roster tight with no fat or bloat. We want hyper active, competitive, dedicated, self sufficient gamers who love Ashes of Creation.
CURRENTLY ONLY ACCEPTING CLERICS, MAGES AND RANGERS
What to Expect:
• Dedicated Leadership who live and breathe the game.
• If we aren't at war with someone, we will be scrimmaging other guilds or having in house scrims to improve and keep in shape.
• Don't have thin skin, if you can't take constructive criticism, improve yourself and listen to battle comms, it may not be the group for you.
• Small scale PvP, large scale PvP.
• High end crafting specialties.
Discord Contacts:
• GM - slur (confessor65)
• Officers - Ndrj (ndrj)
Purple vs Genesis 3v6
https://streamable.com/c6y8pi


https://medal.tv/games/ashes-of-creation/clips/jFYcWqNvIlauy8BEi?invite=cr-MSxtdG0sMjk0NTg2NTE3
https://medal.tv/games/ashes-of-creation/clips/jFHIMV3A2RAXZ9tY9/WToo8qPxZ5dB?invite=cr-MSxhejEsMzE2Njk0NzczLA
https://medal.tv/games/ashes-of-creation/clips/jFHIMgsPgkocs5Mzd/g8kwRo8vof3p?invite=cr-MSxUbGssMzA4NTYxODUxLA


https://medal.tv/pt/games/ashes-of-creation/clips/kkACLFxqiWoC6Ea5X?invite=cr-MSxaV2EsMzUxMTY4NTYy


https://medal.tv/games/ashes-of-creation/clips/kg7HveuvoaQVWqkqV?invite=cr-MSxkeE4sMjk0NTg2NTE3
https://medal.tv/games/ashes-of-creation/clips/kf4vgLWR7KqUpM0_1?invite=cr-MSxGc1osMjkyODgxNDkw

https://medal.tv/games/ashes-of-creation/clips/km5NRTfNlVyYBPvmo?invite=cr-MSxJd3IsMjk0NTg2NTE3

2
Dev Discussion #75 - Node Siege System
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 - Node Siege System
The Development Team wants your thoughts on the new Node Siege System! What are your first impressions of Node Sieges? Do you have any thoughts or concerns regarding Node Sieges? What are your favorite and least favorite aspects of Node Sieges so far?
More specifically, we're looking for feedback on the following:
In this thread, we’ll be discussing:
Dev Discussion - Node Siege System
The Development Team wants your thoughts on the new Node Siege System! What are your first impressions of Node Sieges? Do you have any thoughts or concerns regarding Node Sieges? What are your favorite and least favorite aspects of Node Sieges so far?
More specifically, we're looking for feedback on the following:
- Control Point Respawns - What did you think about the location of the control point respawns? Did you have any thoughts regarding wave respawns?
- Final Objective Location - What did you think about the final cap objective locations?
- Gate Destruction Time-To-Kill (TTK) - What did you think about the gate TTK?
- Impact of Archetypes - Did any archetype stand out as having too much or too little impact? Why do you feel specific archetypes had more of an impact?

1
Re: TTK changes and impact on dodge
Fun fact if you get a decent amount of accuracy (the stat people like to ignore cause it not dmg) you basicly bypass dodge with a 95% accuracy.
everyone to focused on big dmg numbers
everyone to focused on big dmg numbers

3
Re: TTK changes and impact on dodge
I agree that Dodge needs to be heavily nerfed.
Dodge jump covering a big distance + dodge increasing 80% evasion + stamina replenishment is way too much. Add that to the existence of CC breaks, CC immunity, and a longer TTK, and this can become problematic, as it could create awkward situations of people getting away too easily without requiring too much skill on their part. Dodge should be a big skill expression part of combat, and spamming it and flying 10 meters every dodge is not a good way to do a skillful dodge.
My suggestion would be to:
1. Remove the inertia mechanics from dodge or nerf it like 90%
2. Add a small cooldown before being able to dodge a second time
3. Use the light/medium/heavy gear system to make dodge more/less mobile depending on what average gear type you are using.
4. Remove the universal dodge skill tree and add dodge-related passives in the archetype skill trees instead (could also do this for sprint and block).
Dodge jump covering a big distance + dodge increasing 80% evasion + stamina replenishment is way too much. Add that to the existence of CC breaks, CC immunity, and a longer TTK, and this can become problematic, as it could create awkward situations of people getting away too easily without requiring too much skill on their part. Dodge should be a big skill expression part of combat, and spamming it and flying 10 meters every dodge is not a good way to do a skillful dodge.
My suggestion would be to:
1. Remove the inertia mechanics from dodge or nerf it like 90%
2. Add a small cooldown before being able to dodge a second time
3. Use the light/medium/heavy gear system to make dodge more/less mobile depending on what average gear type you are using.
4. Remove the universal dodge skill tree and add dodge-related passives in the archetype skill trees instead (could also do this for sprint and block).
1
Re: TTK changes and impact on dodge
I don't know about that. Dodge adds to combat and I don't particularly want it to be totally gutted, because melee classes want ranged class to be a free lunch. There is a certain level of game knowledge to the movement system in the game atm and I like that.
What Intrepid might do is prevent the stamina regen on every hit when dodging instead just on the initial hit, and see how that changes things. This is what is fuelling the excessive stamina regen and allows you to essentially barrel roll when hit by rapid fire, low damage per hit weapons like shortbows etc.
Despite all the complaints from the crowd which woke up to their power gains getting squashed by the last patch, the pvp feels better. People are still dying, you still get punished for over extending in group fights, pvp actually allows for more skill expression across all archetypes. Tanks and fighters don't get instantly deleted when trying to use their kit, and can build up their class resources. Over-nerfing the dodge would hurt those classes in group pvp, as you are destroying a movement mechanic which actually adds some dynamic play to the basic combat.
What Intrepid might do is prevent the stamina regen on every hit when dodging instead just on the initial hit, and see how that changes things. This is what is fuelling the excessive stamina regen and allows you to essentially barrel roll when hit by rapid fire, low damage per hit weapons like shortbows etc.
Despite all the complaints from the crowd which woke up to their power gains getting squashed by the last patch, the pvp feels better. People are still dying, you still get punished for over extending in group fights, pvp actually allows for more skill expression across all archetypes. Tanks and fighters don't get instantly deleted when trying to use their kit, and can build up their class resources. Over-nerfing the dodge would hurt those classes in group pvp, as you are destroying a movement mechanic which actually adds some dynamic play to the basic combat.
Re: 📊 Gear & Stat Tuning Feedback Thread – Help Shape Phase II Balance
I like the new direction of TTK, despite some complaints I keep hearing from people who simply got used to deleting other players under 3 seconds, this direction actually means you use your whole class kit. Both small and larger scale pvp feels good, focusing a target in group pvp still deletes people pretty quickly, higher level play requires some coordination with CC, shields etc. I could see TTK increasing "slightly" towards the 300 power direction, but not if that means an excessive gear stat treadmill, mostly locked away for the 1% of the game population.
Dps classes no longer 2 shot you with a fart, tanks and fighters actually serve a purpose in group pvp now and can stay in melee. PvP now is more about pressing 2 buttons, you actually have to use your class kit. Good support players can really make a difference too, whatever thats heal, CC, shield or other buffs.
Also I'm surprised how well the current diminishing returns play out. I heavily dislike massive gear stat differences as it removes the players skill from the game. Gear can still offer a substantial advantage, but you are no longer a god walking among mortals, who have no chance against you, and that is a good thing. Also the smaller power gap means you can focus more on playing the game instead of constantly chasing the next stat upgrade, and opens up those game features which are about pvp, to more players. Less gatekeeping, player "skill" and group coordination > gear stats, sounds good to me.
The reality is that those hardcore enough to always push for the best stats, can still do it and WILL do it, because they want that competitive advantage, however small it is.
Also slower TTK / other changes you have introduced mean that other stats actually MEAN something. You can at least TRY to build towards more tanky, evasion or lifeleeach etc. I hope gear variety is expanded so we have more build diversity in the long run for all classes.
Dps classes no longer 2 shot you with a fart, tanks and fighters actually serve a purpose in group pvp now and can stay in melee. PvP now is more about pressing 2 buttons, you actually have to use your class kit. Good support players can really make a difference too, whatever thats heal, CC, shield or other buffs.
Also I'm surprised how well the current diminishing returns play out. I heavily dislike massive gear stat differences as it removes the players skill from the game. Gear can still offer a substantial advantage, but you are no longer a god walking among mortals, who have no chance against you, and that is a good thing. Also the smaller power gap means you can focus more on playing the game instead of constantly chasing the next stat upgrade, and opens up those game features which are about pvp, to more players. Less gatekeeping, player "skill" and group coordination > gear stats, sounds good to me.
The reality is that those hardcore enough to always push for the best stats, can still do it and WILL do it, because they want that competitive advantage, however small it is.
Also slower TTK / other changes you have introduced mean that other stats actually MEAN something. You can at least TRY to build towards more tanky, evasion or lifeleeach etc. I hope gear variety is expanded so we have more build diversity in the long run for all classes.
TTK changes and impact on dodge
HI there!
With the recent gear adjustment and the increase of TTK, its becoming clear that current implementation of dodge mechanic is flawed.
Prior the changes, dodge was the only mechanic that extended the TTK and it was not that obvious how flawed it is.
After the changes, dodging implementation is so ridiculous, that it breaks the entire PVP system.
Dodge is used as traversal ability, which I think is not the intention, instead of it being defensive ability.
With current stamina tree that recovers stamina upon successful dodge is translating to characters being able to traverse 50-80 meters in 2sec while taking no damage due to dodge spam.
What I think could help mitigate this type of use are following suggestions:
1.) completely remove or reduce the stamina regeneration upon successful dodge, so that dodge is limited to 2-3 uses instead of 5+
2.) reduce the distance that character travels when performing dodge, especially from elevated positions (jump+dodge combo has very long travel distance)
3.) any combination of above
With the recent gear adjustment and the increase of TTK, its becoming clear that current implementation of dodge mechanic is flawed.
Prior the changes, dodge was the only mechanic that extended the TTK and it was not that obvious how flawed it is.
After the changes, dodging implementation is so ridiculous, that it breaks the entire PVP system.
Dodge is used as traversal ability, which I think is not the intention, instead of it being defensive ability.
With current stamina tree that recovers stamina upon successful dodge is translating to characters being able to traverse 50-80 meters in 2sec while taking no damage due to dodge spam.
What I think could help mitigate this type of use are following suggestions:
1.) completely remove or reduce the stamina regeneration upon successful dodge, so that dodge is limited to 2-3 uses instead of 5+
2.) reduce the distance that character travels when performing dodge, especially from elevated positions (jump+dodge combo has very long travel distance)
3.) any combination of above

4
Guild, Craft, Citizenship should be account-bound, not character-bound; account should have 8 slots
Let me elaborate, all 4 suggestions are kinda interconnected
Account character slots
During alpha i've seen a ton of people who were trying different classes and had to delete old characters, thus i think there should be as much character slots as classes
Positive outcome for players:
- no need to delete characters in order to try new other classes
Negative for the system (without implementing other suggestions from this post):
- crafting system limitations will be disbalanced (with 6 extra potentially maxed out professions)
Negatives for the game:
- players will not buy secondary accounts in order to try new classes
Account-bound craft
Initial idea, as far as i understood, is about that 1 character can max only 2 professions, so you can max only 10 profs per account (5 character slots); with 22 total profs this means you need 2.2 accounts to max everything (considering latest mention of crafting refactoring - i guess might be even more)
I guess goal here is to force people to interact with each other, so there would not be self-sufficient accounts.
But in this case dedicated people can just buy 3 accounts and thats it, they will still have to spend same amount of time&effort as if all of these were on the same account (but this is side-topic)
In this case adding more character slots will break this idea, but if craft is account bound - it doesn't matter.
Currently if you want to max JM profs you need 22/4 = 5.25 characters, where 1 can do gathering, and other chars are just staying with citizenship in nodes with dedicated stations.
Which yet again doesn't make much sense, because it feels like its the same as just having access to everything from one account.
The only difference is that you cannot use, for example, JM scrolls on character below 20 lvl.
So if Steven's goal is to maximise your (player) time in the game (which makes a lot of sense in MMORPG), the its fine; but after you reached 50lvl on all characters - thats it, now its 100% the same as having crafting profs account-bound.
So current profits for the system (MMORPG):
- player has to spent more time in the game (lvling up characters in order to use prof' scrolls, but not necessary)
Profits of account bound craft (for players):
- no need for mandatory twinks just to lvl up profs
Account-bound citizenship
This one already brought couple of exploits into the game, which will just increase with time.
Example of bad actors:
1) On Lotharia (EU) there were 2 situtations where one guild, utilizing the fact, that each twink on account counts as separate citizen, did 51% attack on Joeva node, taking mayor place.
2) After taking mayor place they declared war on every node in the game (current fix is that only 3 wars per 3 days is possible)
3) All crafters, who were citizens of different nodes, basically closed the game for the day, because it was impossible to play for they - they are not battle oriented. Moreover a lot of people in general were not battle oriented. It lead to situation where people were, basically, feeding themselves to the "agressor" just to "skip the war and get back to enjoying the game"
I know wars are part of the game and i like it. I don't like that attack-51 is possible with twinks.
There was another situation with same guild with same tactic in same node, but this time they just decided to destroy one of crafting stations, creating abundance of craftable materials in advance in order to make profit.
I like the fact that it can be done in the game. I don't like the fact that it can be done with attack-51 with twinks.
Side effects of proposal
- Player will not be able to gain per-twink profits from citizenship, which will make it harder to upgrade professions. But can be fixed with "secondary citizenship". If current system allows creating 5 characters in order to have 5 citizenships - why not have account-bound citizenship with 1 primary and 4 secondary citizenships in order to gain crafting advantages?
Profits for players in case this is implemented:
- No abusing of election system (only 1 "vote" per account, only on "primary" citizenship)
Negatives (if secondary citizenship will not be implemented):
- cannot gain variety of crafting buffs from different nodes
Negatives otherwise:
- nothing on top of my mind
Account-bound guild
This one is pure QoL - annoying to juggle with characters between "main" and "twinks" guilds.
I guess "character-bound" guild idea exists for the purpose of "sending spies to guilds" situation; but i think you can achieve same result with account-bound guild membership.
Another potential issue will be that will be that currently there is idea of "battle guild" "crafting guild and "zerg guild".
But from my experience people tend to stick to "either battle or craft" on account level, so should not be a problem.
Side-note on guild skills: I understand that "battle" branch is for lvling up & guild wars. I somewhat understand "member branch" - for guild wars. But i don't udnerstand the goal of crafting branch - it does not really realte to any significant guild-bound activity to be honest, because again
battle - guild wars
members - guild wars
crafting - ???
feels like crafting can be excluded from "guild skills" into different category
Account character slots
During alpha i've seen a ton of people who were trying different classes and had to delete old characters, thus i think there should be as much character slots as classes
Positive outcome for players:
- no need to delete characters in order to try new other classes
Negative for the system (without implementing other suggestions from this post):
- crafting system limitations will be disbalanced (with 6 extra potentially maxed out professions)
Negatives for the game:
- players will not buy secondary accounts in order to try new classes
Account-bound craft
Initial idea, as far as i understood, is about that 1 character can max only 2 professions, so you can max only 10 profs per account (5 character slots); with 22 total profs this means you need 2.2 accounts to max everything (considering latest mention of crafting refactoring - i guess might be even more)
I guess goal here is to force people to interact with each other, so there would not be self-sufficient accounts.
But in this case dedicated people can just buy 3 accounts and thats it, they will still have to spend same amount of time&effort as if all of these were on the same account (but this is side-topic)
In this case adding more character slots will break this idea, but if craft is account bound - it doesn't matter.
Currently if you want to max JM profs you need 22/4 = 5.25 characters, where 1 can do gathering, and other chars are just staying with citizenship in nodes with dedicated stations.
Which yet again doesn't make much sense, because it feels like its the same as just having access to everything from one account.
The only difference is that you cannot use, for example, JM scrolls on character below 20 lvl.
So if Steven's goal is to maximise your (player) time in the game (which makes a lot of sense in MMORPG), the its fine; but after you reached 50lvl on all characters - thats it, now its 100% the same as having crafting profs account-bound.
So current profits for the system (MMORPG):
- player has to spent more time in the game (lvling up characters in order to use prof' scrolls, but not necessary)
Profits of account bound craft (for players):
- no need for mandatory twinks just to lvl up profs
Account-bound citizenship
This one already brought couple of exploits into the game, which will just increase with time.
Example of bad actors:
1) On Lotharia (EU) there were 2 situtations where one guild, utilizing the fact, that each twink on account counts as separate citizen, did 51% attack on Joeva node, taking mayor place.
2) After taking mayor place they declared war on every node in the game (current fix is that only 3 wars per 3 days is possible)
3) All crafters, who were citizens of different nodes, basically closed the game for the day, because it was impossible to play for they - they are not battle oriented. Moreover a lot of people in general were not battle oriented. It lead to situation where people were, basically, feeding themselves to the "agressor" just to "skip the war and get back to enjoying the game"
I know wars are part of the game and i like it. I don't like that attack-51 is possible with twinks.
There was another situation with same guild with same tactic in same node, but this time they just decided to destroy one of crafting stations, creating abundance of craftable materials in advance in order to make profit.
I like the fact that it can be done in the game. I don't like the fact that it can be done with attack-51 with twinks.
Side effects of proposal
- Player will not be able to gain per-twink profits from citizenship, which will make it harder to upgrade professions. But can be fixed with "secondary citizenship". If current system allows creating 5 characters in order to have 5 citizenships - why not have account-bound citizenship with 1 primary and 4 secondary citizenships in order to gain crafting advantages?
Profits for players in case this is implemented:
- No abusing of election system (only 1 "vote" per account, only on "primary" citizenship)
Negatives (if secondary citizenship will not be implemented):
- cannot gain variety of crafting buffs from different nodes
Negatives otherwise:
- nothing on top of my mind
Account-bound guild
This one is pure QoL - annoying to juggle with characters between "main" and "twinks" guilds.
I guess "character-bound" guild idea exists for the purpose of "sending spies to guilds" situation; but i think you can achieve same result with account-bound guild membership.
Another potential issue will be that will be that currently there is idea of "battle guild" "crafting guild and "zerg guild".
But from my experience people tend to stick to "either battle or craft" on account level, so should not be a problem.
Side-note on guild skills: I understand that "battle" branch is for lvling up & guild wars. I somewhat understand "member branch" - for guild wars. But i don't udnerstand the goal of crafting branch - it does not really realte to any significant guild-bound activity to be honest, because again
battle - guild wars
members - guild wars
crafting - ???
feels like crafting can be excluded from "guild skills" into different category