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: Shields Block Chance is Fundamentally Breaking the Tank Archetype
The irony of our class symbol being a shield and yet using a shield is actually detrimental to the class is not lost on me. Dodge will ALWAY be a better option than active block and every class can dodge. As soon as a fighter or rogue or bard get a taunt from 2ndary Archetypes, any of those classes will be a better option for tanking.
The rogue already has better designed defensive skills than the tank with 8 seconds of activated magic avoidance, 7 seconds of 20% increased avoidance and another ability for 25% avoidance and 25% AoE reduce accuracy to all enemies.
The design of the class is just not good and that's clearly evidenced by the hours played per class. The number of hours people have played tank compared to the number of hours play in any other class are profoundly different and that number is only getting worse. Competitive 8V8 teams for PvP do not even want tanks in their comps, it's just a sad state. With the current course of thing we will only see tanks as alts for end gaming raid bosses and then people will have their main character they actually play to enjoy the game.
The rogue already has better designed defensive skills than the tank with 8 seconds of activated magic avoidance, 7 seconds of 20% increased avoidance and another ability for 25% avoidance and 25% AoE reduce accuracy to all enemies.
The design of the class is just not good and that's clearly evidenced by the hours played per class. The number of hours people have played tank compared to the number of hours play in any other class are profoundly different and that number is only getting worse. Competitive 8V8 teams for PvP do not even want tanks in their comps, it's just a sad state. With the current course of thing we will only see tanks as alts for end gaming raid bosses and then people will have their main character they actually play to enjoy the game.
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Re: Connection to realm timed out
One of my main characters shows "Connection to realm timed out" when logging in. Other characters don't have this problem. I asked a friend to log in to my account and this character also had the same problem. It seems that the character is stuck. How should I deal with it? This is my main character. . . .
I am having the exact same issue, and I have 3 different computers with game installed. Same thing on all three: Main character " Connection to the realm Timed out" Even does it on the laptop through hotspot. This is definitely a game issue. All other characters work fine.
Same. having the same issue
Tanning tool belt vs all other processing tool belts
I've started my tanning profession a few weeks ago and reached journeyman which enabled me to buy the journeyman gear at last.
The next step was to craft higher rarity tanning gear and noticed a difference in this profession compared with all others.
The difference was that the tanning tool belt which offers 1 less stat than any other processing tool belts.
That one stat missing happens to be the Rarity increase which is probably the most important on an artisan piece alongside quantity increase. It seems all other processing tool belts offer both rarity and quantity + 2 other stats, such as mostly exp boost in that profession/ time reduction, and a character stat (crit chance, power, hp, mana, etc).
For eg: Tanner tool belt upgraded to legendary offers quantity, tanning exp and power rating. (3 stats).
Lumber milling tool belt upgraded to legendary offers rarity, quantity, time reduction and crit chance. (4 stats)
Metal worker Tool belt upgraded to legendary offers rarity, quantity, time reduction and crit power. (4 stats)
And so on with all processing profession.
I believe that this should be changed and match other profession to create an equal value.
We already have a bottle neck in hunting making it impossible to get heroic+ rarity carcasses and whenever you get a rare one feels like you get a legendary braidwood. Even though some braidwood are guaranteed to get leg on spawn, but not the same with hunting carcasses.
Tanning which is related to hunting can be used to boost the rarity of the hide but now that seems to be more limited than other processing professions.
This is an easy fix and would improve the quality of the artisan system more.
The next step was to craft higher rarity tanning gear and noticed a difference in this profession compared with all others.
The difference was that the tanning tool belt which offers 1 less stat than any other processing tool belts.
That one stat missing happens to be the Rarity increase which is probably the most important on an artisan piece alongside quantity increase. It seems all other processing tool belts offer both rarity and quantity + 2 other stats, such as mostly exp boost in that profession/ time reduction, and a character stat (crit chance, power, hp, mana, etc).
For eg: Tanner tool belt upgraded to legendary offers quantity, tanning exp and power rating. (3 stats).
Lumber milling tool belt upgraded to legendary offers rarity, quantity, time reduction and crit chance. (4 stats)
Metal worker Tool belt upgraded to legendary offers rarity, quantity, time reduction and crit power. (4 stats)
And so on with all processing profession.
I believe that this should be changed and match other profession to create an equal value.
We already have a bottle neck in hunting making it impossible to get heroic+ rarity carcasses and whenever you get a rare one feels like you get a legendary braidwood. Even though some braidwood are guaranteed to get leg on spawn, but not the same with hunting carcasses.
Tanning which is related to hunting can be used to boost the rarity of the hide but now that seems to be more limited than other processing professions.
This is an easy fix and would improve the quality of the artisan system more.
Re: Just another grind fest?
Alleged goal is to not have too much grind, though so far it seems kinda doubtful that this will come to pass
https://ashesofcreation.wiki/Grinding
Indeed.
I don't see how the game could have the leveling speed they want to have without having grinding as a major factor.

2
Re: Just another grind fest?
Alleged goal is to not have too much grind, though so far it seems kinda doubtful that this will come to pass
https://ashesofcreation.wiki/Grinding
https://ashesofcreation.wiki/Grinding

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Re: Just another grind fest?
They are going to change it.
There will be many opportunities to get advancement in other ways, but we aren't absolutely sure that these will be Adventuring level ('normal' exp/levels).
The idea is that you will need many other aspects to have a complete functional character, probably (at least some, probably not all) such as Social standing with particular organizations, etc.
There might be some additional quests or stuff related to adventuring level that is related to those, just like how some of the best content for 'just grinding' will be available through building up your Nodes.
There will be many opportunities to get advancement in other ways, but we aren't absolutely sure that these will be Adventuring level ('normal' exp/levels).
The idea is that you will need many other aspects to have a complete functional character, probably (at least some, probably not all) such as Social standing with particular organizations, etc.
There might be some additional quests or stuff related to adventuring level that is related to those, just like how some of the best content for 'just grinding' will be available through building up your Nodes.

1
Re: Subject: Feedback on Recent Stat and TTK Changes
I probably had more power than you lol. Doesn't matter the reason, it was unskilled dogshit. I know exactly what the contested mitigation vs penetration formulae are. Now TTK, gearing and power progression are a billion times better and we have room to grow the skill ceiling more.RaspberryHeaven wrote: »I swear if I see another casual parroting "muh low TTK" I'm gonna flip. The reason TTK was low is not due to people running around with 500 power rating, it's due to the fact that you can ignore SIXTY F-ING PERCENT of enemy mitigation just by leveling a weapon to 25.
Yeah, and in any content higher than 20v20 he died before he could use the second lol. Wounds did absolutely nothing because good healers were healing for over 8K and before you could do 2 stacks of wounds you were dead lolRaspberryHeaven wrote: »Cleric has a grand total of 2 abilities capable of doing that, both are single target, have long casting times and cooldowns while enemy skills do not. Also wounds are a thing, especially in mass PvP. I guess you forgot about tank but I don't blame you. Refer to paragraph 1.
RaspberryHeaven wrote: »Okay, and? You seem to be under the impression that I am vouching for arena shooter gameplay in Ashes while I am trying to bring attention to the fact that defensive builds weren't worth squat. Ranger casually hitting a mage with a point blank Bear Mark + Snipe for 4217 damage is entirely justified because it's a crit, the mage has shit for defenses and can vaporize the ranger in the time it takes him to complete his sniping animation. What isn't okay is that same ranger hitting a tank for close to 4k damage without changing his build. You don't get to complain about scissors winning when rock is missing by design. Unless of course you are arguing in bad faith and I have been wasting keystrokes all along.
bear mark + snipe crit = 4217 LMAO, our vines were critting that. Bear mark + snipe crit were hitting over 8K. You can still kill clerics with a snipe crit + power shot crit out of camo, by the way. No player should be dying in less than 6 seconds unless he is afk or they just came out of the initial portal, and you're max level camping the gate.
RaspberryHeaven wrote: »We get it, you really like to say acumen. Doesn't make your point valid when they could have nerfed people above 400 power (or 300 if you feel really carebear-y) instead of nerfing everyone. 0.8.0 apologists will do literally anything instead of admitting the heavy-handed gear changes were pointless and could have been replaced with soft caps based on character level.
This is also Hilarious. They adjusted the power curve to reduce the power creep, nerfed healers, otherwise nobody would die as they were healing over 8K in one spell, and buffed the survivability of tanks. People who ask for a 50% damage reduction of damage in PVP are completely clueless.
The entire system was broken before. No one cared about anything other than power, strength gave both power and penetration and the str to power ratio was completely broken, making players build for a base stat, getting a shit ton of power and penetration and then enchanting that and making it even worse.
As of this patch:
1. Other stats besides power are valuable and build diversity increased. Players need to either go for pen or dex asides from str and power if they want to have high penetration and bust armor.
2. Tanks are now tanks.
3. TTK is longer, giving players a chance to react, defensive abilities still being important, and debuffs like wounds now worth using and even important (at least for smaller scale, we need to increase even further base survivability). Not to mention, it's more fun when you actually use half your spells in battle rather than jumping, pressing 1 or 2 buttons, and killing/dying.
4. Power creep has been reduced, and enchanting has been properly set up to be the end-game progression system that it should be, with big efforts for small gains.
So yes, this patch has been a godsend and absolutely in the right direction. I think they should keep going that direction, improving base survivability even for DPS and increasing defensive abilities power and availability, while increasing the strength of the debuffs used to counter those defensives to balance it.
2
Unable to demote Artisan Professions to Promote new ones
Description:
Interacting with a profession manager and demoting a profession back down to novice in order to promote another to apprentice does not appear to actually work. Crossing a server worker boundary or logging out undoes the promotion, returning you to the level of the profession at time of demotion.
Steps:
1. Find the profession manager needed to demote, such as Chef Executive near the Laboratory.
2. Demote Fishing from Apprentice to Novice.
3. Go to Laboratory, find Lab Manager.
4. Attempt to promote Alchemy from Novice to Apprentice.
5. Receive no UI feedback on promotion.
6. Cross a server boundary or logout.
7. Receive all the required XP to level Fishing back to Apprentice, and restore Apprentice rank to Fishing upon crossing boundary or logging back in.
Tested with: Lumberjack from Journeyman to Novice, Fishing from Apprentice to Novice. Crossing a boundary with Lumberjack reduced to Novice from Journeyman 21 resulted in almost 140k XP awarded and Journeyman restored.
Expected Result:
That chosen profession remains at Novice, and ability to raise a new profession into one of the 5 Apprentice slots.
Bug Result:
Profession lists as being Novice, but unable to raise another profession to Apprentice. Upon crossing a server worker boundary or logging out and back in restoral of all XP and rank to demoted profession.
Interacting with a profession manager and demoting a profession back down to novice in order to promote another to apprentice does not appear to actually work. Crossing a server worker boundary or logging out undoes the promotion, returning you to the level of the profession at time of demotion.
Steps:
1. Find the profession manager needed to demote, such as Chef Executive near the Laboratory.
2. Demote Fishing from Apprentice to Novice.
3. Go to Laboratory, find Lab Manager.
4. Attempt to promote Alchemy from Novice to Apprentice.
5. Receive no UI feedback on promotion.
6. Cross a server boundary or logout.
7. Receive all the required XP to level Fishing back to Apprentice, and restore Apprentice rank to Fishing upon crossing boundary or logging back in.
Tested with: Lumberjack from Journeyman to Novice, Fishing from Apprentice to Novice. Crossing a boundary with Lumberjack reduced to Novice from Journeyman 21 resulted in almost 140k XP awarded and Journeyman restored.
Expected Result:
That chosen profession remains at Novice, and ability to raise a new profession into one of the 5 Apprentice slots.
Bug Result:
Profession lists as being Novice, but unable to raise another profession to Apprentice. Upon crossing a server worker boundary or logging out and back in restoral of all XP and rank to demoted profession.
1