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 Use Microsoft Edge Webview2?
Daarkblood wrote: »I refuse to allow Microsoft proprietary software even in my home, let alone on my computer. Windows and everything it's built on is nothing less than spyware that you pay for. And I recently worked for Microsoft. So the launcher requiring WebView2 is pretty disgusting to see, considering the amount of money I've put into this project to support it.
Bit entitled.
Re: ranger after latest patch
Yeah the thundering shot silence is really janky. I'd like to see something that doesn't rely on a 50% chance proc from one of our ammo types. It would be nice to have at least one CC that stops casting, and can be activated 100% of the time.
Re: ranger after latest patch
At this point I'm hoping that the big Ranger overhaul is on the way as every other class has been touched.
Is concerning that the Rogue looks to be in a miles better place already than the current iteration of the Ranger with, what seems like, more mobility, utility and damage.
Is concerning that the Rogue looks to be in a miles better place already than the current iteration of the Ranger with, what seems like, more mobility, utility and damage.
4
Re: Feedback to the current state of Artisanship
Thanks, that sounds like it's still within the realm of 'a problem that exists because of misaligned ratios' and the unfinished itemization.
I think we're also still in the phase of development where you can't actually perform the repairs for durability loss for your guild and get any exp that way, right?
If that's already active in some way, I'd like to factor for it. Anyway, appreciate the response.
I think we're also still in the phase of development where you can't actually perform the repairs for durability loss for your guild and get any exp that way, right?
If that's already active in some way, I'd like to factor for it. Anyway, appreciate the response.

1
Re: What is the deal with canceling abilities
SmileGurney wrote: »The funny thing is that the melody fix turned out to not be required...rebinding the Close Window button keybind fixed it for me before the patch was rolled out.
Yes but that also means you cant cancel any abilities anymore, which is obviously way way worse than ur melodies being canceled
1
Fighter change in PTR crippling blow - cataclysm - forms
regarding the fighter change to crippling blow & cataclysm
the skill crippling blow was changed from a trip to a staggered this is a massive pve and pvp nerf fighter will no longer be able to work as a team to trip mobs to stop there big damage skills being cast on the party
mobs like oaken bane flesh ripper have a nasty spin skill and with fighter in the party we was able to us crippling blow to stop them casting the skill like a healer silence a pyromancer at highway hills.
I know you might be thinking a tank should handle the trips, I feel like a lot of us agree the tank already has enough to handle in pve.
with the help of a fighters Trips it takes less stress of the tank and allow him to make more decisive decisions.
I also like to address that the healer side role is to silence fire mage same with a bard.
as a fighter is one of three main DPS classes fighter/mage/ranger we don't always have the ability to cc mobs. And help resolve bad problems leading into a party wipe and minis EXP gold less, we are already noticing more healer and bards not being played much because it require more brain power to play them.
when it come to pvp we only have that two trip skills and you want to take one away... yikes!
the other trip skill is cataclysm, cataclysm is the worst skill I have seen in all my 100s of mmo I played.
you can chat to the wife make a tea and even put the laundry on come back to the pc and still have time to side step the skill.
the skill is so slow it's not even effective in pvp, as for the damage I can auto attack 3 time and do more damage making he skill completely useless.
the AOE of cataclysm dose not match the slowness of the skill to make up for the damage.
my advice is more damage 100% crit rate and faster cast speed.
Now addressing the Wallop skill in the ptr is only says ''now trips target'' most of the skills we have seen on fighter stagger and then turns them stagger into trip by consuming them. if this is still the case of the wallop skill then there is no point in celerity using over power or brutal to trigger the stagger effect then using cripple to turn the staggers into a trip.
the form Celerity itself seem useless if we can bypass the stagger and just trip.
I also don't like movement speed and the mana regain is a meme and dose not change anything in pvp or pve
my advice would be to change the skill Celerity and give it a identity just like ferocity being the d.o.t bleed form and
fluidity being the CC resist form. if you want the form to make the fighter class more mobile then have it generate stacks
these stacks can be consumed and reduce the cooldown of blitz - leap strike are main movement skills this would allow the fighter to jump into fights and get out a lot better as a lot of people myself included are using blitz to engage and leap strike to disengage and get out of combat
over all it seem the fighter need more identity I think the original words of steven was fight is an unstopped force , a class that keep on going and never stop moving, a class that builds up momentum and always on the move.
the skill crippling blow was changed from a trip to a staggered this is a massive pve and pvp nerf fighter will no longer be able to work as a team to trip mobs to stop there big damage skills being cast on the party
mobs like oaken bane flesh ripper have a nasty spin skill and with fighter in the party we was able to us crippling blow to stop them casting the skill like a healer silence a pyromancer at highway hills.
I know you might be thinking a tank should handle the trips, I feel like a lot of us agree the tank already has enough to handle in pve.
with the help of a fighters Trips it takes less stress of the tank and allow him to make more decisive decisions.
I also like to address that the healer side role is to silence fire mage same with a bard.
as a fighter is one of three main DPS classes fighter/mage/ranger we don't always have the ability to cc mobs. And help resolve bad problems leading into a party wipe and minis EXP gold less, we are already noticing more healer and bards not being played much because it require more brain power to play them.
when it come to pvp we only have that two trip skills and you want to take one away... yikes!
the other trip skill is cataclysm, cataclysm is the worst skill I have seen in all my 100s of mmo I played.
you can chat to the wife make a tea and even put the laundry on come back to the pc and still have time to side step the skill.
the skill is so slow it's not even effective in pvp, as for the damage I can auto attack 3 time and do more damage making he skill completely useless.
the AOE of cataclysm dose not match the slowness of the skill to make up for the damage.
my advice is more damage 100% crit rate and faster cast speed.
Now addressing the Wallop skill in the ptr is only says ''now trips target'' most of the skills we have seen on fighter stagger and then turns them stagger into trip by consuming them. if this is still the case of the wallop skill then there is no point in celerity using over power or brutal to trigger the stagger effect then using cripple to turn the staggers into a trip.
the form Celerity itself seem useless if we can bypass the stagger and just trip.
I also don't like movement speed and the mana regain is a meme and dose not change anything in pvp or pve
my advice would be to change the skill Celerity and give it a identity just like ferocity being the d.o.t bleed form and
fluidity being the CC resist form. if you want the form to make the fighter class more mobile then have it generate stacks
these stacks can be consumed and reduce the cooldown of blitz - leap strike are main movement skills this would allow the fighter to jump into fights and get out a lot better as a lot of people myself included are using blitz to engage and leap strike to disengage and get out of combat
over all it seem the fighter need more identity I think the original words of steven was fight is an unstopped force , a class that keep on going and never stop moving, a class that builds up momentum and always on the move.
Re: Stuck loading on my main character
Same. I select my character and loads to 100% then loops again and again.
Re: Regarding the new tank changes 2.0 my take + angry rant with some possibly useful ideas
actually the grit change proposed here: https://forums.ashesofcreation.com/discussion/66084/feedback-tank-changes#latest is probably better than my own idea. Still need the visual indicator tho
1
Regarding the new tank changes 2.0 my take + angry rant with some possibly useful ideas
In my previous post i have shat on spoke poorly the tankchanges a bit, and I'm here to rectify it.
I slept on it and decided I wasn't going hard enough.
Since the intention of the changes were never comunicated i'll make my own interpretation.
From a mostly pve perspective that's admittedly limiting.
1:completely annihilate the feel of the class, alienating current tank players while enticing new tanks even less (grit)
2:reduce tanking survivability, that was already in the gutter in pvp. (dps players have insane pen, combined with the precieved gear diff. DPS players rush good lvl10 crafted gear more in my experience)
3:increase tank dps in pvp, while also increasing tank dps in pve, that was not needed (dmg buff + grit dps dampening removed)
4:make tanking even more of chore for those that didn't like tanking (grit spam)
5:make the class a builder spender class, (a style i personally don't enjoy) also making the class resource completely usless. Just a number. Just remove it and make everything a cooldown at this point what the actual.....
6:Make a bigger difference between skilled and less skilled tanks.
The reson the grit change is egregious is that it takes focus away from what's important, the fight, and makes it a must spam minigame where i'm either mindless pressing a brand new key(bind). I cannot emphasise enough how corrosive taking focus away is. While dodging often bugged mechanics you can't afford to worry about 10-20% mitigatinon. We already have an "O sht" button. It's E. Maybe combined with Indomitable Spirit.
Now regarding point 2:
Now let's further dive into why new is a bad design choice.
First of all it's just meaningless busy work. Spammy and boring. If the time was increased to 20-30+ seconds, at that point might as well make it a passive.
Secondly the realy issue is that it takes focus away from the fight. Let's say I'm fighitng Zammer. Or a normal graveyard mausoleum. Or whatever that has tank mechanics. I'm pressing E, dodgerolling away, shotcalling it's anvil slam, pressing E for it's clobbering swing, pressing indo spirit or fortify, all the while pressing Q to dps, and doing skills to actually deal some dmg.
Now with new grit, i have to move my focus away from the mob and look at my buffbar to figoure out if my grit is falling down. If my bar is filled with buffs, it'll just stack up AND I WON'T EVEN BE ABLE TO FIGURE OUT IF I HAVE TO PRESS THE BUTTON. Meanwhile I'm not paying attention to the mob, i'm getting clobbering swung, with shield not up, (3k + crits btw), getting smashed by labourer or roasted, mausoleum ran me over, and reapers sliced. All of the mentioned skills are tank mechanics that dsp can interrupt yes, but tank mechanics.
Clobbering swing: press E active mitigation importnat
Labourer smash: with the correct behavour trees you can move past them, or dodgeroll out of the way
Labourer spit: yep, move out of the way
Mausoleum: smas needs to be dogerolled, charge also, circe ran out of, bellow can be removed with self-heal upgrade.
Reaper slice: that's right E.
etc etc etc
This ripple effect is absolutely massive.
When i do the mechanics properly, even if dps interrupts some of these i can't rely on them always noticing and i have to do the thing, even if it's a bit wastful. A thimble of prevention better than a cup of medicine. Also why burn healers mana?
Tanking is already the most hated job in almost all MMOs, because it's just work. Yes it's work.
The saying that "tanking is a job, healing is responsibility, dps is recriation" is not a joke.
With the new grit you just slotted in a mandatory must do mechanic, if you don't do it, you're bad and will be punsihed, into al ready pretty busy schedule.
Which is even more funny since if you have a competent team and a well, heavy geared figher with 2 heals you already don't need a tank in most chases. I'll argue you can do forge withouth a tank. We just hold agro. Actually not even i say that. My guildmates who did that exact thing said it. You can kite most things. You probably can't kill zammer, or belowsmasher, or hte flame thing but that's all.
There are issues with tanking in the game, none of those are solved by the grit and class resource hange, and actually it just makes it wose. More tedious. Less fun.
So that I don't just trashtalk here is a proposed changes:
Baseline: reverted grit and class resource changes.
1: grit no longer privedes extra aggro
2: class resource now stacks to 150 (it was borderline useless, you removed it basically, i propose a buff) This means some extra mitigation, but IIRC not as much from 2 stacking grit. This also largely negates the dmg penalty. I was thinking of 200 at max, but that'd make it super strong, and it's not needed. Or it can go up to 200, but shouldn't provide extra mitigation above 100.
3: shields have no skilltrees. Propose that when worn by tanks active mitigation (E) drains grit before stamina (this is kind of sketchy to be honest). If somehow active mitigation used the class resource that'd be nice.
4: fortify can only use upto 100 grit
5: rest of the changes.
What would this do: The same thing roughly, without needing to minigame with keeping something up.
Today i'll test some more with guildies who actually know how to play the game, so maybe i won't want to log out after a bit of Forge.
This is the part where i'm just wenting:
(Or just make proper !#@$ß^> visual indication on the character with grit so it's not total garbage to use, which you should have tought of in the first place if you actually tried it out. Every single active ability in the game has a visual indicatior in the game expect for grit which makes no sense whatsoever SINCE IT'S A CORE SKILL. It's clearly ment to be used, unlike vengence which is still a joke btw. How do i know when to press the button when there's nothing to tell me?? Even if I look up at my buffslots, it might be burried under the +12345 icons. It's beyong frustrating, that you can'T tell at a glance. If there was a line that goes down around my character, or a visual indicatior, i don't know like indominable spirits, all this tomefoolery would go away. Jesus man.... You already have the blue shield on the back of the character as an animation. Just make it fade away slowly over 10 seconds. You already have the tech!!! One charge blue, 2 charges different hue of blue.
Seriously dude. Stop it, get some help. For real, this is the most ill though-out change for any game i can remember since the Riot messed with Rengar Q, what was eventually reverted btw. If this was how the class was in A1 I'd not be playing a tank, which is the only class I enjoy in any MMOs btw. Probably not even the game. We already are in a bad spot due to being the first in line to loose glint and having to repair, we don't need this, and we mostly accepted that. But at some point I refuse to eat slop. Actually if we must have this, just create the visual indicator i mentioned few lines up)
I slept on it and decided I wasn't going hard enough.
Since the intention of the changes were never comunicated i'll make my own interpretation.
From a mostly pve perspective that's admittedly limiting.
1:completely annihilate the feel of the class, alienating current tank players while enticing new tanks even less (grit)
2:reduce tanking survivability, that was already in the gutter in pvp. (dps players have insane pen, combined with the precieved gear diff. DPS players rush good lvl10 crafted gear more in my experience)
3:increase tank dps in pvp, while also increasing tank dps in pve, that was not needed (dmg buff + grit dps dampening removed)
4:make tanking even more of chore for those that didn't like tanking (grit spam)
5:make the class a builder spender class, (a style i personally don't enjoy) also making the class resource completely usless. Just a number. Just remove it and make everything a cooldown at this point what the actual.....
6:Make a bigger difference between skilled and less skilled tanks.
The reson the grit change is egregious is that it takes focus away from what's important, the fight, and makes it a must spam minigame where i'm either mindless pressing a brand new key(bind). I cannot emphasise enough how corrosive taking focus away is. While dodging often bugged mechanics you can't afford to worry about 10-20% mitigatinon. We already have an "O sht" button. It's E. Maybe combined with Indomitable Spirit.
Now regarding point 2:
- DPS players LOVE to see numbers go up (who doesn't) and will target farm growlers helm, ewerlasting neckalces, bone rings, swiftscreech bonering, waterlogged gloves, and some other items.
- Us tanks have to target farm (dromroll please): rock necklace. Maybe, blue ashen haunt cloak. Everything else is crafted of POI dropped.
- The difference between named target farmable drops for dps and tanks is in the "are we joking" category.
- Therefore i think tank survivability is more of a function of gear difference combined with how pen works. Both mages and dps can get an absolute truckload of pen from high quality gear regardless of crafted or dropped, when enchanted.
- Furthermore the few things we could farm (or the mobs that drop the dps gear so we can sell) we can barely farm those mobs. It takes 3 minutes to kill some bosses, and i have good gear. (not minroll blue ancient dunzen mace )
Now let's further dive into why new is a bad design choice.
First of all it's just meaningless busy work. Spammy and boring. If the time was increased to 20-30+ seconds, at that point might as well make it a passive.
Secondly the realy issue is that it takes focus away from the fight. Let's say I'm fighitng Zammer. Or a normal graveyard mausoleum. Or whatever that has tank mechanics. I'm pressing E, dodgerolling away, shotcalling it's anvil slam, pressing E for it's clobbering swing, pressing indo spirit or fortify, all the while pressing Q to dps, and doing skills to actually deal some dmg.
Now with new grit, i have to move my focus away from the mob and look at my buffbar to figoure out if my grit is falling down. If my bar is filled with buffs, it'll just stack up AND I WON'T EVEN BE ABLE TO FIGURE OUT IF I HAVE TO PRESS THE BUTTON. Meanwhile I'm not paying attention to the mob, i'm getting clobbering swung, with shield not up, (3k + crits btw), getting smashed by labourer or roasted, mausoleum ran me over, and reapers sliced. All of the mentioned skills are tank mechanics that dsp can interrupt yes, but tank mechanics.
Clobbering swing: press E active mitigation importnat
Labourer smash: with the correct behavour trees you can move past them, or dodgeroll out of the way
Labourer spit: yep, move out of the way
Mausoleum: smas needs to be dogerolled, charge also, circe ran out of, bellow can be removed with self-heal upgrade.
Reaper slice: that's right E.
etc etc etc
This ripple effect is absolutely massive.
When i do the mechanics properly, even if dps interrupts some of these i can't rely on them always noticing and i have to do the thing, even if it's a bit wastful. A thimble of prevention better than a cup of medicine. Also why burn healers mana?
Tanking is already the most hated job in almost all MMOs, because it's just work. Yes it's work.
The saying that "tanking is a job, healing is responsibility, dps is recriation" is not a joke.
With the new grit you just slotted in a mandatory must do mechanic, if you don't do it, you're bad and will be punsihed, into al ready pretty busy schedule.
Which is even more funny since if you have a competent team and a well, heavy geared figher with 2 heals you already don't need a tank in most chases. I'll argue you can do forge withouth a tank. We just hold agro. Actually not even i say that. My guildmates who did that exact thing said it. You can kite most things. You probably can't kill zammer, or belowsmasher, or hte flame thing but that's all.
There are issues with tanking in the game, none of those are solved by the grit and class resource hange, and actually it just makes it wose. More tedious. Less fun.
So that I don't just trashtalk here is a proposed changes:
Baseline: reverted grit and class resource changes.
1: grit no longer privedes extra aggro
2: class resource now stacks to 150 (it was borderline useless, you removed it basically, i propose a buff) This means some extra mitigation, but IIRC not as much from 2 stacking grit. This also largely negates the dmg penalty. I was thinking of 200 at max, but that'd make it super strong, and it's not needed. Or it can go up to 200, but shouldn't provide extra mitigation above 100.
3: shields have no skilltrees. Propose that when worn by tanks active mitigation (E) drains grit before stamina (this is kind of sketchy to be honest). If somehow active mitigation used the class resource that'd be nice.
4: fortify can only use upto 100 grit
5: rest of the changes.
What would this do: The same thing roughly, without needing to minigame with keeping something up.
Today i'll test some more with guildies who actually know how to play the game, so maybe i won't want to log out after a bit of Forge.
This is the part where i'm just wenting:
(Or just make proper !#@$ß^> visual indication on the character with grit so it's not total garbage to use, which you should have tought of in the first place if you actually tried it out. Every single active ability in the game has a visual indicatior in the game expect for grit which makes no sense whatsoever SINCE IT'S A CORE SKILL. It's clearly ment to be used, unlike vengence which is still a joke btw. How do i know when to press the button when there's nothing to tell me?? Even if I look up at my buffslots, it might be burried under the +12345 icons. It's beyong frustrating, that you can'T tell at a glance. If there was a line that goes down around my character, or a visual indicatior, i don't know like indominable spirits, all this tomefoolery would go away. Jesus man.... You already have the blue shield on the back of the character as an animation. Just make it fade away slowly over 10 seconds. You already have the tech!!! One charge blue, 2 charges different hue of blue.
Seriously dude. Stop it, get some help. For real, this is the most ill though-out change for any game i can remember since the Riot messed with Rengar Q, what was eventually reverted btw. If this was how the class was in A1 I'd not be playing a tank, which is the only class I enjoy in any MMOs btw. Probably not even the game. We already are in a bad spot due to being the first in line to loose glint and having to repair, we don't need this, and we mostly accepted that. But at some point I refuse to eat slop. Actually if we must have this, just create the visual indicator i mentioned few lines up)
2
Alpha Two Update Notes - Friday, January 31, 2025 (HOTFIX)
These are the update notes for the hotfix that went to Alpha Two realms on Friday, January 31, 2025
As a reminder, if you come across bugs during Alpha Two testing, please report them to us in-game using /bug
Hotfix Update Notes
As a reminder, if you come across bugs during Alpha Two testing, please report them to us in-game using /bug
Hotfix Update Notes
- Fixed issues with major server crashes at some Nodes (looking at you Winstead)
- Skill Trees are fixed! You should be able to respec and not lose points
- Guild Leaders should be able to assign Guild Ranks
- Fixed bugs related to closing Raid or Party invites in a way that would cause a character to no longer be able to get invites
- Lighting in the Scarabsong Hollow has been fixed so it’s not way too dark for some people
- No more cactus mirages. Sandsquall Desert cacti should no longer disappear when you walk up to them
- Prismarium and the Vault of the Emigrant enemies should be giving correct rewards
- Obsidian jewelry recipes will no longer require fuel
- Fixed some rock collision issues
- Fixed an issue that could cause characters to get stuck at server worker borders
- Turned off road buffs until some bugs with them are addressed
- Fixed an error where users could not access their storage
- Implemented a prospective fix for audio stuttering
- Fixed the cactus losing its material when chopped down
- Added additional environmental assets and polish to the Sandsquall Desert
- Added coal as possible stone gatherable drop
- Removed some recipes from Animal Husbandry that were there for testing purposed only
- Removed the Tumok spawn for now until a fix is for his instant respawn is in
- Fixed some issues with materials missing on dead trees
- Fixed some issues with weapon/archetype and universal skill tree re-speccing
- Added Crate Sections in the Storage Clerk UI for all the Nodes testers have visited
- Fixed an issue with base health regeneration in mounts
- Fixed some issues with Wallop's animations
- Purged even more Christmas merriment from Verra