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: Necromancer - Class and boss mob Idea
I just realised ... ... ... my Idea/"Hope" for the Necromancer-Class Combination with the huge, bigger Summons,
seems already - at least partially - overtaken by for Example -> the Necromancer Class in Diablo. x'D no Idea if this here is Diablo III or Diablo Four,
because i left that franchise behind me, after Diablo II - - - > but this here looks ABSOLUTELY gorgeous.

I as the huge Undead-Fan that i am - found this Picture on a Website - which i in turn found by Google-Searching the "Avatar" of dear Blaspherian here in the forum -> who uses something like a bloody Wraith-like Undead Picture. Looks pretty badass.
https://forums.ashesofcreation.com/profile/discussions/Blaspherian
The huge, hulking - towering Summon -> i wonder if Sir Steven and his Crew would make such huge and rather powerful Summons possible,
-> under the Conditions that it is for Example a Summon that the likes of not fewer than " TEN " Necromancer-Summoners can summon this only once per Day/24 Hours - or even up once only every Three Days or in a full Week or so.
Something huge, hulking -> that could technically even work in a City Siege. Or Castle Siege.
Something like -> when a "single Necromancer" uses such a bigger Summon -> then it is a slow, weakened and tinier Form of something like this -> and the Necromancer has to sacrifice all of his Three "normal" Summons for it -> to be able to control a bigger, hulking Summon for like half an Hour once in a Day or so.
( A really colossal Siege-styled Summon should however be able to be used without a Timer that it falls apart and until it is finished/it's HP Points down to Zero. Okay maybe a Maximum of a single Hour or so ? lol )
Should be an Option for the Players to "choose" which Necromancer should control the really huge, colossal One, in Case it is like a +10 Players Summon,
or simply the One who starts that Ritual is the Necromancer then who controls it -> i know Sir Steven and his Crew would be able to easily programm it anyway.
seems already - at least partially - overtaken by for Example -> the Necromancer Class in Diablo. x'D no Idea if this here is Diablo III or Diablo Four,
because i left that franchise behind me, after Diablo II - - - > but this here looks ABSOLUTELY gorgeous.

I as the huge Undead-Fan that i am - found this Picture on a Website - which i in turn found by Google-Searching the "Avatar" of dear Blaspherian here in the forum -> who uses something like a bloody Wraith-like Undead Picture. Looks pretty badass.
https://forums.ashesofcreation.com/profile/discussions/Blaspherian
The huge, hulking - towering Summon -> i wonder if Sir Steven and his Crew would make such huge and rather powerful Summons possible,
-> under the Conditions that it is for Example a Summon that the likes of not fewer than " TEN " Necromancer-Summoners can summon this only once per Day/24 Hours - or even up once only every Three Days or in a full Week or so.
Something huge, hulking -> that could technically even work in a City Siege. Or Castle Siege.
Something like -> when a "single Necromancer" uses such a bigger Summon -> then it is a slow, weakened and tinier Form of something like this -> and the Necromancer has to sacrifice all of his Three "normal" Summons for it -> to be able to control a bigger, hulking Summon for like half an Hour once in a Day or so.
( A really colossal Siege-styled Summon should however be able to be used without a Timer that it falls apart and until it is finished/it's HP Points down to Zero. Okay maybe a Maximum of a single Hour or so ? lol )
Should be an Option for the Players to "choose" which Necromancer should control the really huge, colossal One, in Case it is like a +10 Players Summon,
or simply the One who starts that Ritual is the Necromancer then who controls it -> i know Sir Steven and his Crew would be able to easily programm it anyway.

2
Re: Possible memory leak
I am having the same issue. full system memory fills up around the same time as OP, here are my pc specs for reference, as well as what I have been able to notice so far.
Will happen when I have many effects on screen at once
Happens at all graphics settings from low to cinematic in the same areas as the OP
Happens frequently when moving server workers, and even more so around the most densely populated ones like Halcyon, SB, and sometimes HH
NVIDIA GeForce RTX 4090
AMD Ryzen 7 5800X 8-Core Processor 3.80 GHz
32.0 GB RAM
using an m.2 4TB
Windows 11
all temps and computer stats are running within optimal norms for any game I run, the only thing that spike is Memory. If any questions are asked here, I will update with needed info.
Will happen when I have many effects on screen at once
Happens at all graphics settings from low to cinematic in the same areas as the OP
Happens frequently when moving server workers, and even more so around the most densely populated ones like Halcyon, SB, and sometimes HH
NVIDIA GeForce RTX 4090
AMD Ryzen 7 5800X 8-Core Processor 3.80 GHz
32.0 GB RAM
using an m.2 4TB
Windows 11
all temps and computer stats are running within optimal norms for any game I run, the only thing that spike is Memory. If any questions are asked here, I will update with needed info.
Getting Error "Server Connection Timed Out" And game crashes to launcher
I am trying to log in my main character and every time I try I get the error message that "Server Connection Timed out" And then the game closes to the launcher - I have tried to repair - reinstall and completely restart my PC and the error persists. I can log in with my other characters it is only one that I cant and it happens to be my main. Need help.
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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.
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Re: Subject: Feedback on Recent Stat and TTK Changes
Sounds to me like they made the game playable for 99% of the playerbase instead of the 1%. Good job.From a purely feeling out perspective, the diminishing returns on power feels REALLY bad. Having a basically naked character with 127 power and then a completely geared out character with 205 power doesn't feel like enough reward for all of the hard work that goes into progressing your toon and gear.
Over all on the feel wise front I feel like we went 100% in the opposite direction and need to split the difference. Top end players were pushing 600 power before, we are at 200 power now, and I feel the appropriate level is around 400.
I do feel like enchanting definitely isn't worth it anymore and now the market will inflate as players don't have a good gold sink.
I also feel like the difference between a common and legendary doesn't really matter as much as it used too either.
Also I chuckled at the "hard work" comment.
Re: Subject: Feedback on Recent Stat and TTK Changes
Nah, the chances are the same. The pic you use simply tells you the overall chance to get to that stage, while the pic anar uses gives you the chance PER enchant.The only difference is the % chance, which is probably an older patch. But even then, if your source is not just plain wrong, you still get less and less % gain power per enchant every time, while becoming more difficult to achieve
So yeah, it's the same thing overall. And yes, using the same info to say "hah, your same info is wrong lul" is real silly.
And for Intrepid's side of my post!
THIS SOUNDS FUCKING INCREDIBLE! It's literally what I wanted/expected from Ashes when I first heard about it!From extensive PvP testing and scrims, we’ve found that engagements now often devolve into prolonged focus-targeting with raid-wide callouts, excessive in-combat resurrecting, and battles often only ending when support players run out of mana. This doesn’t encourage dynamic team play—it promotes monotony. If the intention was to raise TTK, a better approach would have been to distribute more defensive cooldowns and interrupts across classes to introduce tactical depth, rather than simply stretching fights by reducing all throughput.
Please keep moving in this direction.
Also, if this is true
HOLY SHIT! YOU DID IT, INTREPID! It's literally "gear is 50% of your power".From a purely feeling out perspective, the diminishing returns on power feels REALLY bad. Having a basically naked character with 127 power and then a completely geared out character with 205 power doesn't feel like enough reward for all of the hard work that goes into progressing your toon and gear.
Keep moving in this direction! You're delivering on your promises and this is amazing!
This is also the exact kind of pvp I want and hoped for. Amazing work, Intrepid! And you can refine it further by small touches on healers, counterhealing effects, etc.
Incredible job so far and please keep doing what you've done so far.

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Re: Subject: Feedback on Recent Stat and TTK Changes
Don't mind me, I'm just here for stat junkies table flips. Wipe in 3 weeks, take a breather.
This is the first step towards "TTK balance" wherever Intrepid decides to take this further. I still believe my best pvp experience was with max 300 power gear, partially because the time to kill back then, and partially because there was no massive power gaps between players.
When it comes to enchanting...I despise RNG and casino gameplay mechanics in games, so I cannot make a constructive comment on that system. Oh wait I can. Remove the simplistic power gain +1 to +20 mechanic from enchanting all together. Remove RNG and chance to fail etc. Instead make enchanting about gear customisation. Allow stat swaps on gear for example: allow players to replace INT with other base stats like WIS or CON, or if the slot is occupied by other stat boosts, allow players to replace Mana Regen with Phys Power, Magical Power, Life-Leech, Block Chance, Parry, Evasion or whatever else.
If you want reliable gold sinks to balance the economy, gear has to permanently break after multiple repairs. This is the only solution to have resources being fed into the economy and actually consumed.
Apply soft caps on ALL STATS, so people cannot just dump all into power or CON and call it a day.
This is the first step towards "TTK balance" wherever Intrepid decides to take this further. I still believe my best pvp experience was with max 300 power gear, partially because the time to kill back then, and partially because there was no massive power gaps between players.
When it comes to enchanting...I despise RNG and casino gameplay mechanics in games, so I cannot make a constructive comment on that system. Oh wait I can. Remove the simplistic power gain +1 to +20 mechanic from enchanting all together. Remove RNG and chance to fail etc. Instead make enchanting about gear customisation. Allow stat swaps on gear for example: allow players to replace INT with other base stats like WIS or CON, or if the slot is occupied by other stat boosts, allow players to replace Mana Regen with Phys Power, Magical Power, Life-Leech, Block Chance, Parry, Evasion or whatever else.
If you want reliable gold sinks to balance the economy, gear has to permanently break after multiple repairs. This is the only solution to have resources being fed into the economy and actually consumed.
Apply soft caps on ALL STATS, so people cannot just dump all into power or CON and call it a day.
Re: Why Low TTK Hurts PvP Depth and Why Intrepid’s Changes Are the Right Move for Ashes of Creation
Reflexes don't limit combat...but MMORPGs aren't supposed to build on that alone. This isn't a fps game. We are given 20-30 buttons to press for a reason. With group fights, you will still be able to nuke a player, and at least now healers will have time to react to a player getting focused. Everything else is a matter of leverage game mechanics: heal debuffs, CCs, positioning, coordination and comms.
Also longer TTK will allow Intrepid to allow for some sort of gear power expression without making the whole affair as comical as it was in P1 and P2.
Also longer TTK will allow Intrepid to allow for some sort of gear power expression without making the whole affair as comical as it was in P1 and P2.
Re: Why Low TTK Hurts PvP Depth and Why Intrepid’s Changes Are the Right Move for Ashes of Creation
I agree, if you want reaction based MMO PvP you may be more interested in playing the shooter genre. Low TTK would be fine if you had a game without any support archetypes, but there's no point in having 3 supports in your potential roster and 18 potential gear options (with the ability to enchant 20 times) when your options in PvP are to die in 3 seconds if someone lands a CC on you.
With as many options for 3 entire support archetypes and all the gear involved there needs to be an equal amount of respect for the time invested to make them viable options in any given content.
If you want to reward twitch finger players drop all the gear and leveling and just turn the game into Fortnite.
With as many options for 3 entire support archetypes and all the gear involved there needs to be an equal amount of respect for the time invested to make them viable options in any given content.
If you want to reward twitch finger players drop all the gear and leveling and just turn the game into Fortnite.

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