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: Feedback Tank Changes
Actually grit consuming class resource is a good idea. If i read this before i posted my own feedback I'd have gone with that.
If you don't wanna read my mini novel, what i suggested in an angry-ish rant, that the animation when you used to put it up (the blue shield on the back) slowly fade away over 10s and the different stacks have different hues of blue. But your idea is actually better. Why didn't I think of that?
3: yes
4: agreed
5: agreed
6: no opinion. It tanked 1/2 maybe 1 hit. I assume it was changed do to how much value it proveded in group pvp
7: yes. Tanks are not even mandatory in forge funnily enough. Guild run forge withouth a tank. They said they had to pull 1by1 but was doable.
8: it's whatever. I don't think it's that bad Let's be honest it was pretty strong.
The big problem with this change is that it fundamentally changes how tanks play, and it's quite frankly a slap in the face. I'll drop tanking most likely with this grit change. F this. Tanking was already busy work in PVE. In PVP (that i don't play a lot admittedly) tank was extremely fragile and did 0 dmg.
If you don't wanna read my mini novel, what i suggested in an angry-ish rant, that the animation when you used to put it up (the blue shield on the back) slowly fade away over 10s and the different stacks have different hues of blue. But your idea is actually better. Why didn't I think of that?
3: yes
4: agreed
5: agreed
6: no opinion. It tanked 1/2 maybe 1 hit. I assume it was changed do to how much value it proveded in group pvp
7: yes. Tanks are not even mandatory in forge funnily enough. Guild run forge withouth a tank. They said they had to pull 1by1 but was doable.
8: it's whatever. I don't think it's that bad Let's be honest it was pretty strong.
The big problem with this change is that it fundamentally changes how tanks play, and it's quite frankly a slap in the face. I'll drop tanking most likely with this grit change. F this. Tanking was already busy work in PVE. In PVP (that i don't play a lot admittedly) tank was extremely fragile and did 0 dmg.
2
Re: The Warhelm Curse turn in might be bugged
Trick is talking to the SAME NPCs...I found one that when I spoke to Her multiple times, it ended up finishing the quest.
1
Re: The Warhelm Curse turn in might be bugged
can't even find who answers the part "Who is fighting this curse?" unless some NPC is hiding in a corner I have spoken to everyone in the area and no one does this part.
1
Re: Feedback Tank Changes
agreedThe big problem with this change is that it fundamentally changes how tanks play, and it's quite frankly a slap in the face. I'll drop tanking most likely with this grit change. F this. Tanking was already busy work in PVE. In PVP (that i don't play a lot admittedly) tank was extremely fragile and did 0 dmg.

4
Feedback Tank Changes
I will comment on each of the changes
1) Vengenace
The skill is definitely better, much better. However, the shield is still very little, if we add all 3 stacks with the passive "relentless Vengeance" on a tank with 5k HP, we will have a shield of 450, which is easily consumed by both mob and player. But the skill is much better
Suggestion: Increase to 5% of maximum HP, when you have the passive "relentless vengeance"
2) Grit
At first this change seemed good because it brought more dynamism to the tank, however, after spending 1 hour playing, pressing the skill every 10 seconds, you understand how unfeasible it is to maintain this. Imagine this for hours and hours of gameplay, simply unfeasible
Suggestion: Make the skill a toggle skill again, but it is constantly consuming Grit, so it continues to have dynamism, but makes gameplay more enjoyable. Another option would be to greatly increase the duration of the skill, to 30-60 seconds
3) Inciting Strikes
Interesting change, I believe the skill will be used more in PVE
4) Ground Pound
Excellent change, this skill needed to have a CD reduction
5) Slam
This change doesn't seem to make much sense to me. It's not a damage skill, it's not a control skill, it takes a lot of courage to generate a little aggro. Honestly, I think it will be an absolutely dispensable skill
Suggestion: Make it apply triped
6) Absorption Field
This skill was not strong enough to receive a nerf. If only she had an increase in her animation speed, but not even that was done. It just made an average skill worse
Suggestion: Revert the nerf
7) Fortify
Another nerf to tank mitigation.
Tank was already a fragile class in relation to what the tank archetype should be, with this further nerf in its mitigations, this situation gets worse.
Suggestion: roll back the nerf
8) Indomitable Spirit
Again, another nerf to tank survival
Suggestion: Revert the nerf
9) Conclusion
Testing new things is always welcome, but unfortunately intrepid has worsened the problems in the tank.
Our class continues to deal mediocre damage, has less ability to generate aggro, has less damage mitigation and less sustain. In other words, the tank has just become even more fragile and even more dispensable in groups. A single positive "vengenace" change does not justify this excess of nerfs on the class that was already weak and became even weaker.
Furthermore, if the skills continue to have such a high courage cost, we need more courage, 100 is not enough for a more fluid combat
1) Vengenace
The skill is definitely better, much better. However, the shield is still very little, if we add all 3 stacks with the passive "relentless Vengeance" on a tank with 5k HP, we will have a shield of 450, which is easily consumed by both mob and player. But the skill is much better
Suggestion: Increase to 5% of maximum HP, when you have the passive "relentless vengeance"
2) Grit
At first this change seemed good because it brought more dynamism to the tank, however, after spending 1 hour playing, pressing the skill every 10 seconds, you understand how unfeasible it is to maintain this. Imagine this for hours and hours of gameplay, simply unfeasible
Suggestion: Make the skill a toggle skill again, but it is constantly consuming Grit, so it continues to have dynamism, but makes gameplay more enjoyable. Another option would be to greatly increase the duration of the skill, to 30-60 seconds
3) Inciting Strikes
Interesting change, I believe the skill will be used more in PVE
4) Ground Pound
Excellent change, this skill needed to have a CD reduction
5) Slam
This change doesn't seem to make much sense to me. It's not a damage skill, it's not a control skill, it takes a lot of courage to generate a little aggro. Honestly, I think it will be an absolutely dispensable skill
Suggestion: Make it apply triped
6) Absorption Field
This skill was not strong enough to receive a nerf. If only she had an increase in her animation speed, but not even that was done. It just made an average skill worse
Suggestion: Revert the nerf
7) Fortify
Another nerf to tank mitigation.
Tank was already a fragile class in relation to what the tank archetype should be, with this further nerf in its mitigations, this situation gets worse.
Suggestion: roll back the nerf
8) Indomitable Spirit
Again, another nerf to tank survival
Suggestion: Revert the nerf
9) Conclusion
Testing new things is always welcome, but unfortunately intrepid has worsened the problems in the tank.
Our class continues to deal mediocre damage, has less ability to generate aggro, has less damage mitigation and less sustain. In other words, the tank has just become even more fragile and even more dispensable in groups. A single positive "vengenace" change does not justify this excess of nerfs on the class that was already weak and became even weaker.
Furthermore, if the skills continue to have such a high courage cost, we need more courage, 100 is not enough for a more fluid combat

7
Re: Attacking a world boss should flag you as a combatant
Fortunately (or unfortunately) @nanfoodle is right.
Opt-in PvP is never going to beguile a PvE player into doing content they might otherwise enjoy. Especially world bosses which are traditionally PvE in other MMOs.
Not to mention an AoE auto-flag is a free pass for the big guilds ... in a game that already favors big guilds in other gameplay areas.
I'm a PvP player too. But, the content that PvE players can participate in keeps getting smaller at every turn.
Opt-in PvP is never going to beguile a PvE player into doing content they might otherwise enjoy. Especially world bosses which are traditionally PvE in other MMOs.
Not to mention an AoE auto-flag is a free pass for the big guilds ... in a game that already favors big guilds in other gameplay areas.
I'm a PvP player too. But, the content that PvE players can participate in keeps getting smaller at every turn.
Re: Grief system kills the game
The game isn't intended for cowards to have mobs kill other players but the current mechanics allow it. Either intentionally training mobs on others or stunning players so mobs kill them is pure and simple griefing, and also actionable. If you want to fight over a resource or area, flag up and do actual PVP.
3
Re: Vek Model
Deshidasha wrote: »So I have been excited to play a Vek since they were announced and in the video where Steven is showing off the changing of seasons the Vek is hunched over a little, however, in alpha they are not. Has this been changed to have them upright or is it just because it is alpha?
It's probably because it is Alpha, many of the past videos are vertical slices/aspirational implementations.
Right now, having Vek 'playable at all' is good, but the animation team most likely has other priorities compared to 'making them able to be hunched in all of their fluidity and animations', unfortunately.
Generally, if you don't see something on the wiki informing you that a feature/idea has been shelved or cut, I think we assume it's still coming.

1
What is the deal with canceling abilities
Ive been asking for a specific keybind option for canceling abilities for a couple months now.
In this most recent patch, a change was made so that escape no longer cancels spells that have already "incurred a cost".
This had the effect of bard melodies not being canceled anymore when you close a menu, which is great, but this has now ALSO had the effect that you cant cancel spells like blizzard (a spell you never want to fully cast), lovely serenade, and probably many more. I really hope this is not intended design.
What is intrepids stance on being able to cancel abilities? Do you want us to be able to cancel abilities? Cuz we can still cancel all bard dances by pressing block or auto attack and we can still cancel spells like slumber and marionette (which is great for mindgames).
If i just quickly want to pre-shield myself with the passive of lovely serenade that gives me a shield on the first tick, why should i have to sit through that entire ability now? Before i could cancel it and be on my way, now im stuck in a cast i dont wanna do.
I would love some clarification from intrepid on where they stand on this.
IMO everything should be cancelable.
Instead of doing this weird workaround to make escape not cancel bard melodies, why not just give us the option to rebind cancel cast? People were primarily annoyed their melody stopped when closing menus (by pressing escape). Not by the fact that they intentionally pressed cancel ability per se.
I understand that bard melodies are a bit of a weird one because its an always casting ability or whatever, but you can probalby code the cancel cast to only cancel the "actively casted" ability, or just code in some exception for bard melodies so they are not effected by the cancel cast mechanic.
In this most recent patch, a change was made so that escape no longer cancels spells that have already "incurred a cost".
This had the effect of bard melodies not being canceled anymore when you close a menu, which is great, but this has now ALSO had the effect that you cant cancel spells like blizzard (a spell you never want to fully cast), lovely serenade, and probably many more. I really hope this is not intended design.
What is intrepids stance on being able to cancel abilities? Do you want us to be able to cancel abilities? Cuz we can still cancel all bard dances by pressing block or auto attack and we can still cancel spells like slumber and marionette (which is great for mindgames).
If i just quickly want to pre-shield myself with the passive of lovely serenade that gives me a shield on the first tick, why should i have to sit through that entire ability now? Before i could cancel it and be on my way, now im stuck in a cast i dont wanna do.
I would love some clarification from intrepid on where they stand on this.
IMO everything should be cancelable.
Instead of doing this weird workaround to make escape not cancel bard melodies, why not just give us the option to rebind cancel cast? People were primarily annoyed their melody stopped when closing menus (by pressing escape). Not by the fact that they intentionally pressed cancel ability per se.
I understand that bard melodies are a bit of a weird one because its an always casting ability or whatever, but you can probalby code the cancel cast to only cancel the "actively casted" ability, or just code in some exception for bard melodies so they are not effected by the cancel cast mechanic.
4
Re: Drop "rates"?????
Songcaller wrote: »Holy Shit batman. You quoting October 2024 when the bitches already started complaining. Not my fault I need to keep up with changes so I don't have to change my diaper.
Also, that is on the Item Rarities page and not the Gear page.
I strongly suggest anyone who gets their data on stuff 'through me' to actually reread this page a bit:
https://ashesofcreation.wiki/Item_rarities
There are definitely some changes/cutbacks that may affect your interest/perception of the game (best of luck to all Devs, this isn't meant to imply things are gonna turn out bad, but there are some 'lost things' that might have been important to some).

1