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
Weekly Feedback - 01/20/2025
Greetings, Glorious Alpha Two Testers!
Please share your top 3-5 most critical issues in the thread below using the following format:
======================
Alpha Two Phase II Feedback
Top 3-5 Most Important Bugs:
1.
2.
3.
Top 3-5 Most Important Feedback Topics:
1.
2.
3.
======================
To keep the thread organized, we kindly ask that you avoid back-and-forth discussions, and stick to the format above for your posts. We'll be closing the thread on Tuesday, 10 AM PST
Important Note: While we greatly value your insights, please understand that we cannot guarantee all bugs or feedback topics will be addressed, or provide a specific timeframe for fixes.
Thank you for your continued support, feedback, and dedication to improving the Alpha Two experience!
Please share your top 3-5 most critical issues in the thread below using the following format:
======================
Alpha Two Phase II Feedback
Top 3-5 Most Important Bugs:
1.
2.
3.
Top 3-5 Most Important Feedback Topics:
1.
2.
3.
======================
To keep the thread organized, we kindly ask that you avoid back-and-forth discussions, and stick to the format above for your posts. We'll be closing the thread on Tuesday, 10 AM PST
Important Note: While we greatly value your insights, please understand that we cannot guarantee all bugs or feedback topics will be addressed, or provide a specific timeframe for fixes.
Thank you for your continued support, feedback, and dedication to improving the Alpha Two experience!

1
Re: Tank in PvP
https://www.twitch.tv/dakillzor/clip/FilthyAstuteGuanacoRitzMitz-R_IWbToaomtALc-Z
https://www.twitch.tv/mailand/clip/SavoryDignifiedCourgetteMingLee-f4-s7pbstRz81xIy
https://www.twitch.tv/heavy_spades/clip/HappyIcyPanOSkomodo-rDmTvCcwlHBKAito
https://www.twitch.tv/mailand/clip/SavoryDignifiedCourgetteMingLee-f4-s7pbstRz81xIy
https://www.twitch.tv/heavy_spades/clip/HappyIcyPanOSkomodo-rDmTvCcwlHBKAito

1
Re: Severe Performance Issues
Ive been looking for answers as well. I found a recommendation to install Lagofast, it shows your constant ping to the server and it showed Im suffering major lag spikes and some packet loss. However I am in Australia. I connected the software to a different game to North America and it wasnt pretty either. I havent jumped in and tried that game yet. Type getfree in the trial download and it gives you 50 hours use without signup. I thought it might be my laptop (which has a 4060 card), then my internet, all tested ok and drivers up to date. I seen a streamer in Sydney 2-3 weeks ago? and his gameplay was fairly smooth. I thought it was more playable initially, so perhaps something has changed. I only started in Alpha 2. Just thought Id share my experience.
1
Re: Fighter's Much Needed Improvements.
Just going to post in here again as I have more feedback to give on Berserk and some responses to some of the comments that were being made.
Feedback On Berserk
Whatever was done to "Fix" Berserk being broken, essentially made the skill useless besides in being a CD reduction skill. As it stands right now, your able to get 2 maybe 3 ability casts in during the window of Berserk. However, your using it more defensively than you need to because you are just getting smothered in PvP.
It is just not a satisfying damage booster.
You drain so much Momentum so fast, and have no ability to try to even get a little bit more uptime that the entire point of the damage boost just seems to have been overlooked.
It's just not practical at this point. For example. You pop it. Your not going to want to whirlwind after using it because whirlwind will basically eat up the entire duration of it.
So you'd probably want to Maim because it has a slightly faster animation time into a Lethal Blow and that's pretty much all you can do.
So before you activate Berserk, your going to want to time a Trip window, already have your target Hemorrhaging.
All for about a 4-5 second window where many animations take around 2 seconds to complete.
A much more fun gameplay would be basically making it drain, lets start off with, half as slow. Now the fighter is building a rotation around trying to generate more momentum during that window to extend Berserk as much as they can.
Being able to have a full uptime Berserk while using ranged Shortbow felt kind of nice too. Maybe it doesn't need to be full, but at least being able to maintain a much higher duration for certain scenarios like attacking from range when you can't go in melee felt good and rewarding gameplay.
It also incentivized different builds, like going for a max speed build so you can pump as many CD's as possible in a berserk window. Thinks like 1 hand Tumoc sword and a energy focus would be a nice different build to go to maximize speed and lower animations.
--
Feedback on Reply Posts
The tank gets a number of mitigating skills/abilities while also sitting in full heavy / mitigation gear, and Fighters have to expect their momentum in order for CD resets all the time and will sacrifice damage in order to actually go into a defensive stance like that to mitigate phys or spell.
I think that's a fair trade off.
15% attack speed for 20% phys damage reduce or spell damage reduce (WHILE AT MAX momentum).
I 100% agree with this.
TO be fair, I think there should be additional spec options for some of the forms to make them more useful. But the actual forms themselves should be given for free at various skill levels, not even via talent point.
Right, having to sit in a GCD because of a Roar, or Trip just feels bad.
Additional Feedback from Phase 2
Other classes have so much higher top end damage that it basically eats the Fighters ability to close the gap and deal some damage. Healer heals doesn't matter if wound is on just completely render the fighter useless. Mages one shot Fighters with one orb essentially (prior to this next patch to mages -- not sure how it will change after it).
Fighters still cannot do much in a raid vs raid PvP scenario unless perfectly timed. Unless the grp has the perfect composition and perfect timing and perfect setup/assistance to the fighters, your basically charging in to get deleted right away still, nothing you can do but attack people that jump into your backline. Doesn't give the impression/feel of a berserker. Still need to get form specific damage type mitigation bonuses.
Increase the damage from Energy Focuses (maybe by 25% -- going from like 50 to 63 for ex.) to act as a complimentary offhand for a 1 handed sword fighter. Gives a higher speed, lower damage setup and an alternative to just rocking 2 hand weapon. Because, why is that even in the game if nobody is going to use it.
Fighters still need something that can do short time passive aoe damage when pushing into largescale raids. Something like I mentioned being Enveloping Cataclysm. Something that can generate some passive health while you jump in with Blood Fusion since in 2-3 seconds your dead anyway as an alternative to the big boom stick spec option.
I've also gone through and edited some of my main post as I feel like some things I don't agree with anymore or maybe need more or less.
Would love to hear your thoughts!
Feedback On Berserk
Whatever was done to "Fix" Berserk being broken, essentially made the skill useless besides in being a CD reduction skill. As it stands right now, your able to get 2 maybe 3 ability casts in during the window of Berserk. However, your using it more defensively than you need to because you are just getting smothered in PvP.
It is just not a satisfying damage booster.
You drain so much Momentum so fast, and have no ability to try to even get a little bit more uptime that the entire point of the damage boost just seems to have been overlooked.
It's just not practical at this point. For example. You pop it. Your not going to want to whirlwind after using it because whirlwind will basically eat up the entire duration of it.
So you'd probably want to Maim because it has a slightly faster animation time into a Lethal Blow and that's pretty much all you can do.
So before you activate Berserk, your going to want to time a Trip window, already have your target Hemorrhaging.
All for about a 4-5 second window where many animations take around 2 seconds to complete.
A much more fun gameplay would be basically making it drain, lets start off with, half as slow. Now the fighter is building a rotation around trying to generate more momentum during that window to extend Berserk as much as they can.
Being able to have a full uptime Berserk while using ranged Shortbow felt kind of nice too. Maybe it doesn't need to be full, but at least being able to maintain a much higher duration for certain scenarios like attacking from range when you can't go in melee felt good and rewarding gameplay.
It also incentivized different builds, like going for a max speed build so you can pump as many CD's as possible in a berserk window. Thinks like 1 hand Tumoc sword and a energy focus would be a nice different build to go to maximize speed and lower animations.
--
Feedback on Reply Posts
cyragreatbeard wrote: »I think these are great suggestions. The mitigations on the forms are a little high. Even the tank class doesnt get mitigations that nice. But theyd definitely make the fighter feel sturdier.
The tank gets a number of mitigating skills/abilities while also sitting in full heavy / mitigation gear, and Fighters have to expect their momentum in order for CD resets all the time and will sacrifice damage in order to actually go into a defensive stance like that to mitigate phys or spell.
I think that's a fair trade off.
15% attack speed for 20% phys damage reduce or spell damage reduce (WHILE AT MAX momentum).
All forms should be unlocked with a single talent point.
None of them are equal to a good skill, so three points for them is a waste.
I 100% agree with this.
TO be fair, I think there should be additional spec options for some of the forms to make them more useful. But the actual forms themselves should be given for free at various skill levels, not even via talent point.
Fully agree with OP. Sharing GCD on key abilities makes playing a berserker feel hesitant instead of relentless. It kills the flow and takes away the aggressive, high-energy vibe the class should have.
Right, having to sit in a GCD because of a Roar, or Trip just feels bad.
Additional Feedback from Phase 2
Other classes have so much higher top end damage that it basically eats the Fighters ability to close the gap and deal some damage. Healer heals doesn't matter if wound is on just completely render the fighter useless. Mages one shot Fighters with one orb essentially (prior to this next patch to mages -- not sure how it will change after it).
Fighters still cannot do much in a raid vs raid PvP scenario unless perfectly timed. Unless the grp has the perfect composition and perfect timing and perfect setup/assistance to the fighters, your basically charging in to get deleted right away still, nothing you can do but attack people that jump into your backline. Doesn't give the impression/feel of a berserker. Still need to get form specific damage type mitigation bonuses.
Increase the damage from Energy Focuses (maybe by 25% -- going from like 50 to 63 for ex.) to act as a complimentary offhand for a 1 handed sword fighter. Gives a higher speed, lower damage setup and an alternative to just rocking 2 hand weapon. Because, why is that even in the game if nobody is going to use it.
Fighters still need something that can do short time passive aoe damage when pushing into largescale raids. Something like I mentioned being Enveloping Cataclysm. Something that can generate some passive health while you jump in with Blood Fusion since in 2-3 seconds your dead anyway as an alternative to the big boom stick spec option.
I've also gone through and edited some of my main post as I feel like some things I don't agree with anymore or maybe need more or less.
Would love to hear your thoughts!

1
Re: Fighter's Much Needed Improvements.
Fully agree with OP. Sharing GCD on key abilities makes playing a berserker feel hesitant instead of relentless. It kills the flow and takes away the aggressive, high-energy vibe the class should have.

1
Re: Fighter's Much Needed Improvements.
All forms should be unlocked with a single talent point.
None of them are equal to a good skill, so three points for them is a waste.
Or give forms for free as the tank gets grit, iron w etc

1
Re: Fighter's Much Needed Improvements.
All forms should be unlocked with a single talent point.
None of them are equal to a good skill, so three points for them is a waste.
None of them are equal to a good skill, so three points for them is a waste.

1
Statement on Artisan
The system is pleasantly complex...
But it also makes it slower, so some things should be improved accordingly.
General:
The gathering professions are far ahead of the process and manufacturing professions in the current state of the game (apprentice towards journeyman).
So you can reduce the XP gain of the collectors quite a bit.
But a bigger problem is the level of the players, which is far ahead of all the crafting professions.
This is also related to the speed of development of the nodes. Not because the nodes lack level, but because the buildable buildings and their extensions take a lot of time.
Furthermore, the drop of items currently makes the crafting professions pretty useless. You just go and beat up a few mobs instead of getting the resources for the node expansion (end result).
The drop of finished items should be completely deleted! These can be replaced by components for the respective equipment. The equipment can then be made using these. Just like with the named mob drops.
It could also help to make the mobs stronger so that you can only defeat them when you are armed. This makes leveling much slower because you avoid stronger mobs and have to deal with smaller mobs (less experience) until you have the right equipment.
Why do you actually have 10 levels before you reach a new level in your profession? The 10 levels don't seem to make a difference.
If there were bonuses for the respective levels, that would make sense.
Example:
Level 1 mining = 1% chance of getting a better resource / Level 10 mining = 10% chance of getting a better resource
This may depend on the current level, i.e. novice, apparentice, journeyman's, master, grandmaster. Higher resources therefore bring a fixed penalty in order to remain rarer.
Example:
- Apprentice -10% chance of a better resource
- Journeyman's -20% chance of a better resource
- etc.
Gathering professions:
Some resources are difficult to distinguish, copper and iron for example, in winter this is a pretty big waste of time, especially if you can only mine one of the two.
As already mentioned, you level them up too quickly. Either the lower resources then have to bring less XP or the range for leveling up should be drastically increased.
Hunting is the biggest problem I think, but rumors say that this system is probably just a placeholder.
Processing:
As they are currently, these professions will probably be moved to secondary characters.
You put them at the appropriate station and bring them the resources until you can start a larger stack. Then just log in after 50/100/250 minutes, pick them up and give them back to the main character.
This is probably the cheapest way to avoid having to keep riding back and forth.
Crafting:
Click, click, click and start again and again and again.
To then get an item that I only made to get XP.
Offering it on the player market makes no sense because it is not needed and selling it to an NPC does not even cover the production costs. Dismantling this item again for some of the resources is not possible (at the moment). (But it would be a nice situation to level up crafting better/faster if it is just about leveling).
But it also makes it slower, so some things should be improved accordingly.
General:
The gathering professions are far ahead of the process and manufacturing professions in the current state of the game (apprentice towards journeyman).
So you can reduce the XP gain of the collectors quite a bit.
But a bigger problem is the level of the players, which is far ahead of all the crafting professions.
This is also related to the speed of development of the nodes. Not because the nodes lack level, but because the buildable buildings and their extensions take a lot of time.
Furthermore, the drop of items currently makes the crafting professions pretty useless. You just go and beat up a few mobs instead of getting the resources for the node expansion (end result).
The drop of finished items should be completely deleted! These can be replaced by components for the respective equipment. The equipment can then be made using these. Just like with the named mob drops.
It could also help to make the mobs stronger so that you can only defeat them when you are armed. This makes leveling much slower because you avoid stronger mobs and have to deal with smaller mobs (less experience) until you have the right equipment.
Why do you actually have 10 levels before you reach a new level in your profession? The 10 levels don't seem to make a difference.
If there were bonuses for the respective levels, that would make sense.
Example:
Level 1 mining = 1% chance of getting a better resource / Level 10 mining = 10% chance of getting a better resource
This may depend on the current level, i.e. novice, apparentice, journeyman's, master, grandmaster. Higher resources therefore bring a fixed penalty in order to remain rarer.
Example:
- Apprentice -10% chance of a better resource
- Journeyman's -20% chance of a better resource
- etc.
Gathering professions:
Some resources are difficult to distinguish, copper and iron for example, in winter this is a pretty big waste of time, especially if you can only mine one of the two.
As already mentioned, you level them up too quickly. Either the lower resources then have to bring less XP or the range for leveling up should be drastically increased.
Hunting is the biggest problem I think, but rumors say that this system is probably just a placeholder.
Processing:
As they are currently, these professions will probably be moved to secondary characters.
You put them at the appropriate station and bring them the resources until you can start a larger stack. Then just log in after 50/100/250 minutes, pick them up and give them back to the main character.
This is probably the cheapest way to avoid having to keep riding back and forth.
Crafting:
Click, click, click and start again and again and again.
To then get an item that I only made to get XP.
Offering it on the player market makes no sense because it is not needed and selling it to an NPC does not even cover the production costs. Dismantling this item again for some of the resources is not possible (at the moment). (But it would be a nice situation to level up crafting better/faster if it is just about leveling).
Re: Let's talk about balance
Wandering Mist wrote: »Question: Is it worth spending the time to balance the game in its current state, time which could be spent fixing bugs or making new content for us to test?
Answer: No.
If I were in the shoes of the Combat Team, I would be hyper-focused on rollout of the Rogue and the Summoner … before fine tuning class balance. Once again, the OP wants polished game systems out of sequence … before Intrepid is ready to work on them.
New content as in quests? That’s more of a Beta task and not Alpha.
The P2 roadmap has what’s in store the early part of this year before Phase III: https://ashesofcreation.wiki/Alpha-2_phase-2
[+] Runic steed
Quick bit of positive feedback for the artist - this mount is beautiful. The glowing runes in darkness were unexpected and a pleasant surprise - very nice job.

6