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
Re: Why make everything so punishing??
I haven't looked into resource node war gameplay, so tell me, is it literally just "whoever cuts the most trees first within a time window wins"? And is it just normal trees that other gatherers in the node would be going for, if they wanted them?I would like to see more war types that would manipulate the death penalty in regard to pvp. Like lets say your trying to slow down a node from gathering resources while trying to get ahead u send people out to PK the enemy node/guild to stop them gathering however there always gonna get 50% safely cause they retain 50% of items and you only get 25% as a reward so no matter what the enemy side gains 25% materials over you. I feel some wars should alter penalties and things like having a resource war over an area and they drop 50 and retain 25% so it flipped i think would go well (of course instant war decs need to change a little first here tbh)
Cause if both of those things are true, then I have issues with the whole premise of resource wars.
I'd prefer if the war event spawned its own special trees and anyone with those trees in their inventory would visually stand out to the war opponent. And then a high percentage OF JUST THOSE SPECIAL TREES would drop on death.
As someone who's actively dodging a war irl, I'd prefer if normal people in nodes could do the same. Obviously they'd still be able to be killed for free, because ultimately war is still war, but impact on their own gameplay should not be impacted so strongly, as long as those players do not choose to actively participate in the war process.

1
Re: 🌼👋 Dev Discussion: Gatherable Spawning System
LMAO
No one - including I - ever claimed that Ashes would be dynamic during Alpha. ALPHA
We don't even have Stage 4 Nodes yet or Node Sieges - and you are complaining about the lack of dynamic content.
Alpha isn't about player retention. Alpha is about testing.
If you are bored testing Alpha Phase II - take a break.
If you guys really wanted us to test things, you'd give us the resources necessary to test them.
Re: I dont see myself subscribing, if the current trend of grind and character power continues
That's me frfrnot interested in TL because they can't run around as a Dwarf and chop every tree they can see while watching out for constant danger from the back of their mount

2
Re: What is GPH and why should you care about it?
Sign our petition to reduce Grit's duration to 1.5 seconds so we can really measure peak sigma tanks.
Don't listen to Dr. Fauci, certified beta male and peddler of tanking conspiracies! 1.5 seconds is a joke, we all know that true Chads like myself want grit to be a held ability, so that we must actively clench our asses during every single second of every single play session. Everyone should sign MY petition to require tanks to hold down an active skill that if we stop using it for longer than one second we simply die. If you want anything less you should admit you would rather re roll as a Ranger.
1
Feedback after getting to 25 twice now and been running content as tank main.
So I'm just gonna list off random things I would change about the tank here.
I don't mind the change to grit but the 10 second timer is cancer. you need to have situational awareness and there's already plenty of CD to keep an eye on. I would change it to a 30 second duration with a 20 second cool down allowing for around a 10 second stack to be thrown into rotations, This won't be necessary for typical farm parties but can be optimized into rotations for bigger fights and oh shit moments. Also you should fix the tooltip, it gives 5% not 10%
I love using reflect as much as possible but sense before Phase 1 the skills proc window doesn't match up with it's animation. The animation lasts for about 4 seconds where the window for the trip, knockdown and restore MP only takes effect in about the first 1.5 seconds of activating the skill.
With the way your enemy mechanics work like a lot of charges, links and awkward back peddles as well as melee that ranged if they're at a certain distance. the tank could really use an AoE draw-in ability. this would also help balance it out for PvP sense it sucks so bad at 1v1 make it a powerful specialist in group combat.
Tank wall should LoS mobs a lot more efficiently.
I find myself using both intercept and absorption field for myself more than anything on rotation as extra damage mitigation. I personally would like to keep this but change it a little and just make 2 skills the first one would replace Intercept and would put a shield on you like intercept would but it also does it to anyone in a very small aoe around you. I would make absorption field do the same thing instead with a larger aoe and shield around the tank
I would also give grapple two augments that a skill point can be spent on to, the first is make it so grapple replaces the mechanic of intercept by pulling you to an ally and shielding them, the other would give grapple a charge.
The stun on vengeance is kinda hard to weave into anything it's more just rng when it comes to making a useful stun. I would rather make it consume all courage and do something based on how much was consumed like a damage bonus at 25% stagger at 50% trip at 75% and the stun when all courage is used to allow more control over the tanks CC capabilities.
Aegis is a good way to get yourself killed, I suggest tanks should more auras and aegis does a buff around the tank depending on the aura he has on, main tank can run iron while an off tank has a damage aura and aegis boosts that aura instead.
Wouldn't mind seeing more mechanics which uses an off tank for more than something like just encase the main dies to raid boss or something. Tanks should have a skill to transfer some of its agro away to someone else and set up situations where the tanks going to get overwhelmed with wound debuffs and will have swap out periodically and stuff like that, kinda like what FFXIV does but less gimmicky.
Slam is kinda a waste of Courage to try and boost your dps a little bit I would overhaul both slam and inciting strikes. First make slam MP based and do it's knock back instead of trying to be DPS/threat gen, Make it a swipe too a frontal cone with a knock back and add a feature in where it knock backs harder if you're using a 2h
for inciting strikes I would make it the DPS focus that eats up your courage, this will be used to boost attack speed and finisher proc rate for tanks that like to pop skills like swordmaster's aura or inspiring bullseye
I don't mind the change to grit but the 10 second timer is cancer. you need to have situational awareness and there's already plenty of CD to keep an eye on. I would change it to a 30 second duration with a 20 second cool down allowing for around a 10 second stack to be thrown into rotations, This won't be necessary for typical farm parties but can be optimized into rotations for bigger fights and oh shit moments. Also you should fix the tooltip, it gives 5% not 10%
I love using reflect as much as possible but sense before Phase 1 the skills proc window doesn't match up with it's animation. The animation lasts for about 4 seconds where the window for the trip, knockdown and restore MP only takes effect in about the first 1.5 seconds of activating the skill.
With the way your enemy mechanics work like a lot of charges, links and awkward back peddles as well as melee that ranged if they're at a certain distance. the tank could really use an AoE draw-in ability. this would also help balance it out for PvP sense it sucks so bad at 1v1 make it a powerful specialist in group combat.
Tank wall should LoS mobs a lot more efficiently.
I find myself using both intercept and absorption field for myself more than anything on rotation as extra damage mitigation. I personally would like to keep this but change it a little and just make 2 skills the first one would replace Intercept and would put a shield on you like intercept would but it also does it to anyone in a very small aoe around you. I would make absorption field do the same thing instead with a larger aoe and shield around the tank
I would also give grapple two augments that a skill point can be spent on to, the first is make it so grapple replaces the mechanic of intercept by pulling you to an ally and shielding them, the other would give grapple a charge.
The stun on vengeance is kinda hard to weave into anything it's more just rng when it comes to making a useful stun. I would rather make it consume all courage and do something based on how much was consumed like a damage bonus at 25% stagger at 50% trip at 75% and the stun when all courage is used to allow more control over the tanks CC capabilities.
Aegis is a good way to get yourself killed, I suggest tanks should more auras and aegis does a buff around the tank depending on the aura he has on, main tank can run iron while an off tank has a damage aura and aegis boosts that aura instead.
Wouldn't mind seeing more mechanics which uses an off tank for more than something like just encase the main dies to raid boss or something. Tanks should have a skill to transfer some of its agro away to someone else and set up situations where the tanks going to get overwhelmed with wound debuffs and will have swap out periodically and stuff like that, kinda like what FFXIV does but less gimmicky.
Slam is kinda a waste of Courage to try and boost your dps a little bit I would overhaul both slam and inciting strikes. First make slam MP based and do it's knock back instead of trying to be DPS/threat gen, Make it a swipe too a frontal cone with a knock back and add a feature in where it knock backs harder if you're using a 2h
for inciting strikes I would make it the DPS focus that eats up your courage, this will be used to boost attack speed and finisher proc rate for tanks that like to pop skills like swordmaster's aura or inspiring bullseye

1
Re: Consensual PvP System in Ashes of Creation
People will protest against this, of course, because they know a PVE server will absolutely kill the PVP servers - because all their "walking content" will switch there, leaving them alone on the PVP servers with the other antisocials.
PVE servers will die when people hit 25 because there is no PVE left. The only reason to get gear after 25 is to PVP with.

1
Re: 🌼👋 Dev Discussion: Gatherable Spawning System
1) gameplay loop is not fun
- fixed timers means players either create alts to farm to the second, or players limit their game experience by making sure to hit specific nodes at specific times. People didn't explore new content when released because they felt obligated to guard leg nodes also resulting in less effective testing of new content.
2) there is no 'contesting' over them
- people can't contest what they don't know about and doesn't exist for more than 1 second
- can also be camped by invisible rangers making it even harder to know
- even if can be contested, advantage goes to a few classes essentially limiting a major gameplay loop
3) incalculable advantage goes to a very small few
- those who can log in immediately on server up find the leg nodes; odds of finding a leg node of any major interest (Braidwood for example), is essentially zero for everyone else
- major guilds who have players on all the time can thus 'soft-lock' progression by simply hoarding all the resources necessary for gear upgrades
Simplest fix until long-term vision in place: set the 'move high-rarity-location timer from w/e it is now to just 1 or maybe 2 respawns'. Changing one number and impact is minimal since same resource-generation rate is maintained.
Edit: even though I'm not a fan of only having coal available randomly, having it as a random chance while hitting other stones is actually good in my opinion. Having high rarity only available this way would be great if you can manage a similar intro rate as current.
- fixed timers means players either create alts to farm to the second, or players limit their game experience by making sure to hit specific nodes at specific times. People didn't explore new content when released because they felt obligated to guard leg nodes also resulting in less effective testing of new content.
2) there is no 'contesting' over them
- people can't contest what they don't know about and doesn't exist for more than 1 second
- can also be camped by invisible rangers making it even harder to know
- even if can be contested, advantage goes to a few classes essentially limiting a major gameplay loop
3) incalculable advantage goes to a very small few
- those who can log in immediately on server up find the leg nodes; odds of finding a leg node of any major interest (Braidwood for example), is essentially zero for everyone else
- major guilds who have players on all the time can thus 'soft-lock' progression by simply hoarding all the resources necessary for gear upgrades
Simplest fix until long-term vision in place: set the 'move high-rarity-location timer from w/e it is now to just 1 or maybe 2 respawns'. Changing one number and impact is minimal since same resource-generation rate is maintained.
Edit: even though I'm not a fan of only having coal available randomly, having it as a random chance while hitting other stones is actually good in my opinion. Having high rarity only available this way would be great if you can manage a similar intro rate as current.

6
Re: I dont see myself subscribing, if the current trend of grind and character power continues
It is because the games are 'different' that this would happen.
The type of player who wants to be able to spend money to keep up, or wants other players to be able to spend money to keep up, will generally prefer TL anyway.
The type of player who prefers Ashes now will generally be quite upset that any form of 'Pay to Anything' was introduced.
As for the other part of your post... that's what the TL Battle Pass functionally is.
There will always be people who are 'not interested in TL because they can't run around as a Dwarf and chop every tree they can see while watching out for constant danger from the back of their mount'. Honestly though, I guess there's no benefit to me or anyone else to try to make the 'argument' that they're not different enough in financial terms, beyond the above.
I look forward to learning about the nuances of MMO player demographics in the next 5 years.
The type of player who wants to be able to spend money to keep up, or wants other players to be able to spend money to keep up, will generally prefer TL anyway.
The type of player who prefers Ashes now will generally be quite upset that any form of 'Pay to Anything' was introduced.
As for the other part of your post... that's what the TL Battle Pass functionally is.
There will always be people who are 'not interested in TL because they can't run around as a Dwarf and chop every tree they can see while watching out for constant danger from the back of their mount'. Honestly though, I guess there's no benefit to me or anyone else to try to make the 'argument' that they're not different enough in financial terms, beyond the above.
I look forward to learning about the nuances of MMO player demographics in the next 5 years.

2
Re: CRITICAL FEEDBACK: Intrepid Please fix PvP - TTK test video demonstration
Above poster making me need those 'Dev Team Demographics'...
(it's not just me, right? It's a tl;dr style rebuttal?)
(it's not just me, right? It's a tl;dr style rebuttal?)

1