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: 📝 Dev Discussion #71 - Spells & Abilities ⚔
Intro
Skill ideas
Favorite combat system/skills
Skill examples
This seems like an appropriate topic to go into a little more detail about some things i've already brought up in the past.
It is hard to pick specific "favorite skills", since its less about the individual skill, and more about its role in the overall combat system that makes it fun.
I do like skills that synergize with each other so you can chain them together on reaction to what the opponent is doing (like reacting to an aggressive opponent by using a high knockback/pushing cc skill, then chaining into a long range offensive option)
It is hard to pick specific "favorite skills", since its less about the individual skill, and more about its role in the overall combat system that makes it fun.
I do like skills that synergize with each other so you can chain them together on reaction to what the opponent is doing (like reacting to an aggressive opponent by using a high knockback/pushing cc skill, then chaining into a long range offensive option)
Skill ideas
- I made a thread in the past about skill ideas I think would be fun.
https://forums.ashesofcreation.com/discussion/54950/proactive-reactive-offense-defense-movement-options-baked-in-at-various-ranges#latest
https://forums.ashesofcreation.com/discussion/54950/proactive-reactive-offense-defense-movement-options-baked-in-at-various-ranges#latest
Favorite combat system/skills
A lot of the gifs from my thread might not work anymore, but they came from the following website link under the "spheromancer" class abilities. I am going to reference this link for the rest of the post.
https://crosscode.fandom.com/wiki/Combat_Arts
When referencing that website link, the skills are organized on the chart by
1. element (neutral, heat, cold, shock and wave)
2. by combat function (dash, guard, melee, throw)
3. by progression level
4. by skill tree option (having to choose between different skill options within that category)
I love all the abilities because they all have niche uses and there are a lot of synergies that are naturally inclined to be chained together sequentially.
- The cold skills are good at defense by impeding the opponent and blocking damage (through ice walls, and silencing effects like freezing). Cold is also good at helping to maintain a gap once it is established through (through slowing and freezing effects).
- The heat skills are good at offense (through high raw damage skills and damage over time status effects like burn).
- The shock skills are good at aggressive movement (like fast and long ranged dashes, and stun status effects that help you close the gap) and crossing up opponents to create distance in the opposite direction (fast/long dashes, and status effects like slowing/freezing time down for the enemy while you continue to move, and stun status effects that let you create gaps).
- The wave skills are good at kiting/creating gaps away from the enemy (like knockback effects, spawning decoys), and helping with sustain (through life leech effects).
- The neutral skills are more balanced and using them lets you recharge your elements.
This becomes very interesting since you can switch elements on the fly to get the desired effects, which lets you adjust your playstyle and strategize around the situation at hand.
You might notice that each of those roles aligns with each of the basic combat functions
dash= wave/shock (create or close gap depending on direction)
guard= cold (defense)
throw= heat (ranged damage)
melee= heat (close quarters damage)
So, you are naturally incentivized to switch between elements based on what action you are doing in the moment, which creates a really fun flow and feel, and the need to manage when you need to use an element, vs. when you can use neutral to recharge you elemental resource.
Its also not that simple, as there are situations where you want to use a different element for that function. Like, for throw, you shouldn't automatically switch to heat every time you use a throw skill, because then you are sacrificing the ability to kite as good, meaning you can lose the gap you created, so sometimes you are better off either keeping wave on to continue to kite, or to switch to cold to maintain the gap through slows/barriers, and when you have a comfortable positional advantage at range and have some spare time, you can optimize your damage by switching to heat. So its more about recognizing what your current situational combat goal is (like creating a gap, maintaining it, dealing damage, etc.) in the moment, and using the associated element to fill that role, even if that specific combat action (like dash, guard, etc.) is more geared toward a certain element.
Also, sometimes you don't have time to switch elements as it is too risky, and so you need to use the currently enabled element. This means you might need to use a skill from that forced element to help fill a similar role of the element you would normally use in that situation. (such as wanting to switch to cold to use a guard skill, but you are forced to stay in wave, so you need to use a wave guard skill instead). This is why there is some overlap in the elemental skills, which makes it more necessary to strategize what skills you choose in the skill tree for each element, since you might need to have something that can fill a similar role as a different element for situations like that, or if you would prefer to fully specialize in that element's natural role instead.
The other aspect that is really neat is that as you level up your skills, you can still use the lower tiered versions. It just becomes a charge mechanic to access the higher tiers ones during battle. This makes for even more ability variety and it adds some skill expression of planning/reacting to decide in the moment which tier of ability you want to use. It also adds a risk vs. reward aspect of using "weaker" skills that don't burn as much resource, vs "stronger" skills that burn way more resource.
https://crosscode.fandom.com/wiki/Combat_Arts
When referencing that website link, the skills are organized on the chart by
1. element (neutral, heat, cold, shock and wave)
2. by combat function (dash, guard, melee, throw)
3. by progression level
4. by skill tree option (having to choose between different skill options within that category)
I love all the abilities because they all have niche uses and there are a lot of synergies that are naturally inclined to be chained together sequentially.
- The cold skills are good at defense by impeding the opponent and blocking damage (through ice walls, and silencing effects like freezing). Cold is also good at helping to maintain a gap once it is established through (through slowing and freezing effects).
- The heat skills are good at offense (through high raw damage skills and damage over time status effects like burn).
- The shock skills are good at aggressive movement (like fast and long ranged dashes, and stun status effects that help you close the gap) and crossing up opponents to create distance in the opposite direction (fast/long dashes, and status effects like slowing/freezing time down for the enemy while you continue to move, and stun status effects that let you create gaps).
- The wave skills are good at kiting/creating gaps away from the enemy (like knockback effects, spawning decoys), and helping with sustain (through life leech effects).
- The neutral skills are more balanced and using them lets you recharge your elements.
This becomes very interesting since you can switch elements on the fly to get the desired effects, which lets you adjust your playstyle and strategize around the situation at hand.
You might notice that each of those roles aligns with each of the basic combat functions
dash= wave/shock (create or close gap depending on direction)
guard= cold (defense)
throw= heat (ranged damage)
melee= heat (close quarters damage)
So, you are naturally incentivized to switch between elements based on what action you are doing in the moment, which creates a really fun flow and feel, and the need to manage when you need to use an element, vs. when you can use neutral to recharge you elemental resource.
Its also not that simple, as there are situations where you want to use a different element for that function. Like, for throw, you shouldn't automatically switch to heat every time you use a throw skill, because then you are sacrificing the ability to kite as good, meaning you can lose the gap you created, so sometimes you are better off either keeping wave on to continue to kite, or to switch to cold to maintain the gap through slows/barriers, and when you have a comfortable positional advantage at range and have some spare time, you can optimize your damage by switching to heat. So its more about recognizing what your current situational combat goal is (like creating a gap, maintaining it, dealing damage, etc.) in the moment, and using the associated element to fill that role, even if that specific combat action (like dash, guard, etc.) is more geared toward a certain element.
Also, sometimes you don't have time to switch elements as it is too risky, and so you need to use the currently enabled element. This means you might need to use a skill from that forced element to help fill a similar role of the element you would normally use in that situation. (such as wanting to switch to cold to use a guard skill, but you are forced to stay in wave, so you need to use a wave guard skill instead). This is why there is some overlap in the elemental skills, which makes it more necessary to strategize what skills you choose in the skill tree for each element, since you might need to have something that can fill a similar role as a different element for situations like that, or if you would prefer to fully specialize in that element's natural role instead.
The other aspect that is really neat is that as you level up your skills, you can still use the lower tiered versions. It just becomes a charge mechanic to access the higher tiers ones during battle. This makes for even more ability variety and it adds some skill expression of planning/reacting to decide in the moment which tier of ability you want to use. It also adds a risk vs. reward aspect of using "weaker" skills that don't burn as much resource, vs "stronger" skills that burn way more resource.
Skill examples
So, it is hard to pick specific "favorite skills", since its less about the individual skill, and more about its role in the overall combat system that makes it fun. However I do think I have a few favorites from this game.
examples from Crosscode:
A-
The standard throw (the basic throw combat action, not one of the neutral throw skills) is very fun, as you can spam a high fire-rate projectile that has travel time, which is satisfying and skillful to use. It also has an automatic charge feature that boosts status effect procc chances for the different elements, and allows for ricocheting off walls, which makes for some really fun "snipes" to apply status conditions to stubborn enemies. Its also super cool that it charges in the background, so you can dodge around and have a charge shot ready to go as soon as you stop, which makes for a really fun "peekaboo" playstyle where you can dodge around a lot, and either go for perfect parries in between dodging, or snipe enemies before kiting some more.
B-
The level 1 and 2 cold dash arts (indigo strike and indigo rush)
These are really fun because of how tactical they are. You can create a ice barriers in any direction you dash, and you can use that to weave around back and forth to get shots off of your own while protecting yourself from enemy shots. It also lets you maintain distance in a more organic/skillful way by moving around the wall tactically in response to the enemy's attempts at approaching.
C-
The level 1 and 2 wave melee arts (ki thrust and spirit blast)
These are really fun "get off me" tools when you are feeling pressured up close, as they have a ton of knockback which is very satisfying. It also sets you up to chain into follow up attacks as well since it changes the combat situation from a short range engagement into a long range one.
D-
The decoy option for the wave dash arts (level 1 warp decoy, level 2 toxic revenant, and level 3 gungnir)
These are great for creating a gap and setting yourself up to kite, since the enemy will prioritize the decoy, allowing you to retreat.
E-
The dash option for the shock dash arts (level 1 lightning dart and level 2 lightning prophecy)
These are really fun for kiting in an aggressive way, by crossing up the enemy. You can get a lot of distance out of lighning prophecy since it is 3 manually placed dashes in a row, which makes for a fun and tactical skill. "Tesla waltz" is a comparable melee version of this, which is really fun since it lasts a while so you can linger on the enemies for a bit and apply a lot of damage before moving away, which is a great example of the nuance of decision making of "using a movement option but getting some more damage out of it if you have the resources to burn"
F-
The freeze status inflicting option for the cold guard arts (levels 1 frozen stance, level 2 freeze frame, and level 3 crystal keeper)
This one is super satisfying, as you turn the enemy's attacks against them. It is also skillful since you get a little icon that you have to aim in tbe enemy's direction and they have to make contact with that icon's area to apply the effect. It also doesn't last very long, so its not just about "turtling" into an invincible shield in an exessive or unfair manner. Its more of a perfect parry type of use-case, but with more benefits.
G-
The level 3 cold throw art (gatling artillery)
This one is just awesome and super fun/satisfying. From the insane fire rate/damage to the responsiveness, knockback, and feeling of impact, there is a lot to like.
H-
The heat throw arts (level 1 burn and level 2 flare burn)
The flamethrower one is very satisfying and responsive stream of fire, which is very useful since its a reliable way of applying a burn status. Flare burn is awesome since it can shoot over top of obstacles, and is great for clumps of enemies.
I-
The life leech option from the wave throw arts (level 1 essence drain, level 2 vital pulse, and level 3 wave motion beam)
These are fun because they reward you for being in good postioning/planning ahead. You should use these when you create a comfortable gap and have defenses set up already, where you can then farm some hp back before going back on the offensive.
Overall, most of the skills are fun and useful, but those are some that stand out to me.
examples from Crosscode:
A-
The standard throw (the basic throw combat action, not one of the neutral throw skills) is very fun, as you can spam a high fire-rate projectile that has travel time, which is satisfying and skillful to use. It also has an automatic charge feature that boosts status effect procc chances for the different elements, and allows for ricocheting off walls, which makes for some really fun "snipes" to apply status conditions to stubborn enemies. Its also super cool that it charges in the background, so you can dodge around and have a charge shot ready to go as soon as you stop, which makes for a really fun "peekaboo" playstyle where you can dodge around a lot, and either go for perfect parries in between dodging, or snipe enemies before kiting some more.
B-
The level 1 and 2 cold dash arts (indigo strike and indigo rush)
These are really fun because of how tactical they are. You can create a ice barriers in any direction you dash, and you can use that to weave around back and forth to get shots off of your own while protecting yourself from enemy shots. It also lets you maintain distance in a more organic/skillful way by moving around the wall tactically in response to the enemy's attempts at approaching.
C-
The level 1 and 2 wave melee arts (ki thrust and spirit blast)
These are really fun "get off me" tools when you are feeling pressured up close, as they have a ton of knockback which is very satisfying. It also sets you up to chain into follow up attacks as well since it changes the combat situation from a short range engagement into a long range one.
D-
The decoy option for the wave dash arts (level 1 warp decoy, level 2 toxic revenant, and level 3 gungnir)
These are great for creating a gap and setting yourself up to kite, since the enemy will prioritize the decoy, allowing you to retreat.
E-
The dash option for the shock dash arts (level 1 lightning dart and level 2 lightning prophecy)
These are really fun for kiting in an aggressive way, by crossing up the enemy. You can get a lot of distance out of lighning prophecy since it is 3 manually placed dashes in a row, which makes for a fun and tactical skill. "Tesla waltz" is a comparable melee version of this, which is really fun since it lasts a while so you can linger on the enemies for a bit and apply a lot of damage before moving away, which is a great example of the nuance of decision making of "using a movement option but getting some more damage out of it if you have the resources to burn"
F-
The freeze status inflicting option for the cold guard arts (levels 1 frozen stance, level 2 freeze frame, and level 3 crystal keeper)
This one is super satisfying, as you turn the enemy's attacks against them. It is also skillful since you get a little icon that you have to aim in tbe enemy's direction and they have to make contact with that icon's area to apply the effect. It also doesn't last very long, so its not just about "turtling" into an invincible shield in an exessive or unfair manner. Its more of a perfect parry type of use-case, but with more benefits.
G-
The level 3 cold throw art (gatling artillery)
This one is just awesome and super fun/satisfying. From the insane fire rate/damage to the responsiveness, knockback, and feeling of impact, there is a lot to like.
H-
The heat throw arts (level 1 burn and level 2 flare burn)
The flamethrower one is very satisfying and responsive stream of fire, which is very useful since its a reliable way of applying a burn status. Flare burn is awesome since it can shoot over top of obstacles, and is great for clumps of enemies.
I-
The life leech option from the wave throw arts (level 1 essence drain, level 2 vital pulse, and level 3 wave motion beam)
These are fun because they reward you for being in good postioning/planning ahead. You should use these when you create a comfortable gap and have defenses set up already, where you can then farm some hp back before going back on the offensive.
Overall, most of the skills are fun and useful, but those are some that stand out to me.
1
Re: 📝 Dev Discussion #71 - Spells & Abilities ⚔
List of some of my favourite abilities in different games:
FF14 - Dark Knight
https://www.youtube.com/watch?v=qguBgnsDmEk
Lost ark - Slayer abilities
https://www.youtube.com/watch?v=CR8lqkBSrlM
Lost ark - Soul Eater abilities
https://www.youtube.com/watch?v=-UN_Xed774o
Dragon's Dogma 2 - Meteor ability (the fact that you levitate as you finish the cast of the ability is just golden)
https://www.youtube.com/watch?v=mD2BF_I9Px4
Dragon's Dogma 2 - Heavenly Shot
https://www.youtube.com/watch?v=TXZJGiJLTP8
Elden Ring - Maliketh's Black Blade Ashe of War
https://www.youtube.com/watch?v=htP6uev35dI
Elden Ring - Light of Miquella
https://www.youtube.com/watch?v=t__yz212Y9E
Devil May Cry 5 - Vergil "The Combo" (pretty much everything in that video, take your pick)
https://www.youtube.com/watch?v=GEZON93hV-s
Ragnarok Online - Asura Strike
https://www.youtube.com/watch?v=_r16IWteQg0
FF14 - Dark Knight

Lost ark - Slayer abilities

Lost ark - Soul Eater abilities

Dragon's Dogma 2 - Meteor ability (the fact that you levitate as you finish the cast of the ability is just golden)

Dragon's Dogma 2 - Heavenly Shot

Elden Ring - Maliketh's Black Blade Ashe of War

Elden Ring - Light of Miquella

Devil May Cry 5 - Vergil "The Combo" (pretty much everything in that video, take your pick)

Ragnarok Online - Asura Strike

Feedback from a player that's stuck at level 8
The Feedback
1. The only people currently playing this game are people that have been playing this game. What I mean is it is impossible to find people to play with that are low level. I'm a level 8 Bard on all servers (lvl 9 on Lotharia) and I've been stuck at that level since January. Every weekend I log in at different times of day to spam the global chat for about 10 minutes then I log off because I can't find anybody.
2. No scroll wheel hotkeys is kinda weird. Maybe I'm alone on this one.
3. I've given feedback on a hotkey issue since the time I started playing around the beginning of January but its still not fixed. The issue is if you keybind a modifier + a mouse click or mouse button, and you use tab target mode, it breaks the game. You lose your ability of auto attacking even if you switch off tab target and back. Also you lose your ability to back pedal. There's lots of other random weird movement bugs I run into but I lost all hope they'd get fixed because I'm not part of the big clans that spam their problems.
4. The game is boring. All I do when I log on is try to find a group, fail, then kill goblins at the starter area. Wow.
5. Even though I think it'd be a good game if you always had people to play with, I guarantee the majority of people that try this game are going to be turned off within the first hour just like I was. I understand Steven's said many times he wants this to be a niche game, I just think its a weird business decision if that niche community is a little bit too niche.
6. This is a good point of feedback..... So the highest I ever got to was lvl 20 on Bard during Alpha 2 phase 1 in 2024. When I was playing at that time, I didn't have much else to do so I was able to disregard some life responsibilities so I could play, so I was able to group up with other no lifers. This made me realize the combat in this game is pretty good but the mobs at the time were pretty glitchy and the TTK was ridiculously long (maybe its better now, idk).
7. Back to the bad... Based on the previous point, this game seems like it requires too much investment of people to be able to enjoy. But again maybe thats the niche you want. MMORPG's aren't for everyone.
Suggestions
1. Make the game more solo-able at the start. Make some sort of starting questline that eventually culminates in groups being required to group up (maybe around lvl 10) as a means of introducing group play & how its so essential in this game.
2. Add quests in general. This game in its current state is so dull and empty and... boring. Nothing ever happens in the world, I don't see many people playing ever but this is probably because everyone is already at end game or doing whatever the gathering stuff is in this game.
3. Do better with introducing whatever the gathering stuff is. I haven't gone out of my way to learn any of it but I don't want to have to go out of my way for this stuff, and I'm sure plenty others share this sentiment. Make it easier to learn how to do whatever your gathering skills are.
4. Don't apply only to the hardcore gamers. I think lots of people that play these types of games are my age or older (I'm 28) and have lives outside of games. I think the best way of making the game more casual friendly is to make the game more enjoyable right outta the box. The current start of the game is: Kill goblins. Get Commission. Get loadstone or whatever they're called. Get Horse. Kill more goblins. zzz. If it were more like "HEY NEWBIES GATHER HERE FOR A QUEST!!! YOU ALL WILL HAVE TO GO TO KORRA LOCH!!!" or something like that, it would show the good sides of the game IMMEDIATELY to all new players because it wouldn't take such a huge time investment to see the good sides of the game that come with group play.
I think the game has potential and I understand "iTs aN aLFa" like I always hear, but its for that reason that I even took the time to write any of this. I see the potential but its current state is completely unenjoyable for me.
1. The only people currently playing this game are people that have been playing this game. What I mean is it is impossible to find people to play with that are low level. I'm a level 8 Bard on all servers (lvl 9 on Lotharia) and I've been stuck at that level since January. Every weekend I log in at different times of day to spam the global chat for about 10 minutes then I log off because I can't find anybody.
2. No scroll wheel hotkeys is kinda weird. Maybe I'm alone on this one.
3. I've given feedback on a hotkey issue since the time I started playing around the beginning of January but its still not fixed. The issue is if you keybind a modifier + a mouse click or mouse button, and you use tab target mode, it breaks the game. You lose your ability of auto attacking even if you switch off tab target and back. Also you lose your ability to back pedal. There's lots of other random weird movement bugs I run into but I lost all hope they'd get fixed because I'm not part of the big clans that spam their problems.
4. The game is boring. All I do when I log on is try to find a group, fail, then kill goblins at the starter area. Wow.
5. Even though I think it'd be a good game if you always had people to play with, I guarantee the majority of people that try this game are going to be turned off within the first hour just like I was. I understand Steven's said many times he wants this to be a niche game, I just think its a weird business decision if that niche community is a little bit too niche.
6. This is a good point of feedback..... So the highest I ever got to was lvl 20 on Bard during Alpha 2 phase 1 in 2024. When I was playing at that time, I didn't have much else to do so I was able to disregard some life responsibilities so I could play, so I was able to group up with other no lifers. This made me realize the combat in this game is pretty good but the mobs at the time were pretty glitchy and the TTK was ridiculously long (maybe its better now, idk).
7. Back to the bad... Based on the previous point, this game seems like it requires too much investment of people to be able to enjoy. But again maybe thats the niche you want. MMORPG's aren't for everyone.
Suggestions
1. Make the game more solo-able at the start. Make some sort of starting questline that eventually culminates in groups being required to group up (maybe around lvl 10) as a means of introducing group play & how its so essential in this game.
2. Add quests in general. This game in its current state is so dull and empty and... boring. Nothing ever happens in the world, I don't see many people playing ever but this is probably because everyone is already at end game or doing whatever the gathering stuff is in this game.
3. Do better with introducing whatever the gathering stuff is. I haven't gone out of my way to learn any of it but I don't want to have to go out of my way for this stuff, and I'm sure plenty others share this sentiment. Make it easier to learn how to do whatever your gathering skills are.
4. Don't apply only to the hardcore gamers. I think lots of people that play these types of games are my age or older (I'm 28) and have lives outside of games. I think the best way of making the game more casual friendly is to make the game more enjoyable right outta the box. The current start of the game is: Kill goblins. Get Commission. Get loadstone or whatever they're called. Get Horse. Kill more goblins. zzz. If it were more like "HEY NEWBIES GATHER HERE FOR A QUEST!!! YOU ALL WILL HAVE TO GO TO KORRA LOCH!!!" or something like that, it would show the good sides of the game IMMEDIATELY to all new players because it wouldn't take such a huge time investment to see the good sides of the game that come with group play.
I think the game has potential and I understand "iTs aN aLFa" like I always hear, but its for that reason that I even took the time to write any of this. I see the potential but its current state is completely unenjoyable for me.
4
Re: Potential Interface readability improvements
made it so we can also enlarge the text of everything in the UI windows not just the Basic one, literally didnt bother reading any quests when i tried cuz my eyes started hurting
Re: 📝 Dev Discussion #71 - Spells & Abilities ⚔
I generally lean towards support / augmentation classes in games I play. With that in mind, I'm torn between spell visuals that really have a lot of beauty to them for buffing allies, and mage type spells where giant meteors, ice, electricity, etc. fill the screen (though not to the point where you lose track of players on the field). Let me use my graphics card's full power!
Re: 📝 Dev Discussion #71 - Spells & Abilities ⚔
Favorite Ability-
Blood for Blood- Elder Scrolls Online.
Why- sacrifice health to do more damage. The more missing health, the higher your damage. Thus, the larger your health pool, the more damage potential you have.
You can build a tank with a lot of health steal potential and as much resistance as you can while doing ridiculous amounts of damage.
It plays out like dancing on the tip of a knife balancing your health and healing to keep yourself from dying, while you try to kill people.
I ran this build in BattleGrounds and was cackling like a madman when the panic set in on the other teams.
Blood for Blood- Elder Scrolls Online.
Why- sacrifice health to do more damage. The more missing health, the higher your damage. Thus, the larger your health pool, the more damage potential you have.
You can build a tank with a lot of health steal potential and as much resistance as you can while doing ridiculous amounts of damage.
It plays out like dancing on the tip of a knife balancing your health and healing to keep yourself from dying, while you try to kill people.
I ran this build in BattleGrounds and was cackling like a madman when the panic set in on the other teams.

1
Re: 📝 Dev Discussion #71 - Spells & Abilities ⚔
In spirit of Megumin, it's not my favorite, but definitely the most fun is Herald of Ice and Herald of Ash from poe 1. Adds cold or fire damage to your skills, any enemy that is frozen or burning, depending on the aura explodes, the explosion of those aura skills are the best.
Favorite is shadow priest's Surrender to Madness artifact weapon ability from World of Wacraft legion. You need to cast to keep up insanity which is a secondary resource after mana, you need to spend it to cast even more. StM stacks haste but you lose insanity more and more over time, if you are out then you are dead, it's a high risk high reward ability bc if you could keep this up long enough your dmg skyrocketed.
Favorite is shadow priest's Surrender to Madness artifact weapon ability from World of Wacraft legion. You need to cast to keep up insanity which is a secondary resource after mana, you need to spend it to cast even more. StM stacks haste but you lose insanity more and more over time, if you are out then you are dead, it's a high risk high reward ability bc if you could keep this up long enough your dmg skyrocketed.
1
Re: 📝 Dev Discussion #71 - Spells & Abilities ⚔
Hello,
In this development thread, I’d like to talk about two classes that particularly stood out to me:
1- The Bard in Dark Age of Camelot (DAoC), which I played for 6–7 years. For anyone unfamiliar, this was a musician class with healing spells and mana/endurance regeneration. Its main strength lay in its area crowd control, as well as its top-tier speed buff, the fastest in the realm.
2- The Tomb Warden in ArcheAge, combining the Tank, Virtuoso, and Spiritual specializations. This class excelled at standing in the thick of melee combat while continuously playing songs that boosted ally damage, resistance, and attack speed, and simultaneously debuffed enemies in the same way.
Both of these support classes had next to no DPS, yet they provided some of my best gaming experiences. Why? Because they played an essential support role. In DAoC, for instance, a group without a Bard was at a clear disadvantage: the Bard’s numerous utilities could turn the tide in 8vX battles. In ArcheAge, the Tomb Warden’s powerful debuffs had a decisive impact on the enemy line, making the gameplay both dynamic and strategic.
The Bard in Ashes of Creation
Compared to those examples, the Bard in Ashes of Creation feels too DPS-oriented. Currently, you choose one buff every 30 seconds (whether physical/magical, flat or critical damage, etc.), an attack speed buff, and maintain a background music. There are indeed some interesting crowd control abilities, but many combos focus primarily on dealing damage.
DPS Path vs. Support Path
Some players like this offensive angle to become stronger duelists. Personally, I chose Bard for its pure support style (given my 20 years of experience playing such roles), and I find that the support/control aspect isn’t as developed as the DPS side.
- Healing spells are fairly balanced: they’re useful without being overpowered.
- However, I’d love to see more AoE buffs/debuffs instead of damage spells.
- I also would have preferred continuous songs (buffs/debuffs over time) rather than mechanically reapplying a 30-second buff. This would introduce a more dynamic, strategic element reminiscent of the classic Bard/Support playstyle from DAoC or ArcheAge.
The Importance of a True Support Role
Finally, I’d like to emphasize that, in my view, a Bard isn’t meant to one-shot an enemy by stacking passives or dominating a fight through an overpowered wand. A weapon’s strength should really adapt to the class using it, because a Bard’s true job is to support and protect its group, not to deal massive damage.
But please… A Bard isn’t here to one-shot an opponent with a fully stacked passive and an OP wand. I would love to see the Bard (or any support class) regain the essential role it had in games like DAoC or ArcheAge: a cornerstone of any group, not for its damage output, but for its ability to control, buff, and debuff, thus greatly influencing the outcome of battles.
Thank you for reading. I remain available for any further discussion.
In this development thread, I’d like to talk about two classes that particularly stood out to me:
1- The Bard in Dark Age of Camelot (DAoC), which I played for 6–7 years. For anyone unfamiliar, this was a musician class with healing spells and mana/endurance regeneration. Its main strength lay in its area crowd control, as well as its top-tier speed buff, the fastest in the realm.
2- The Tomb Warden in ArcheAge, combining the Tank, Virtuoso, and Spiritual specializations. This class excelled at standing in the thick of melee combat while continuously playing songs that boosted ally damage, resistance, and attack speed, and simultaneously debuffed enemies in the same way.
Both of these support classes had next to no DPS, yet they provided some of my best gaming experiences. Why? Because they played an essential support role. In DAoC, for instance, a group without a Bard was at a clear disadvantage: the Bard’s numerous utilities could turn the tide in 8vX battles. In ArcheAge, the Tomb Warden’s powerful debuffs had a decisive impact on the enemy line, making the gameplay both dynamic and strategic.
The Bard in Ashes of Creation
Compared to those examples, the Bard in Ashes of Creation feels too DPS-oriented. Currently, you choose one buff every 30 seconds (whether physical/magical, flat or critical damage, etc.), an attack speed buff, and maintain a background music. There are indeed some interesting crowd control abilities, but many combos focus primarily on dealing damage.
DPS Path vs. Support Path
Some players like this offensive angle to become stronger duelists. Personally, I chose Bard for its pure support style (given my 20 years of experience playing such roles), and I find that the support/control aspect isn’t as developed as the DPS side.
- Healing spells are fairly balanced: they’re useful without being overpowered.
- However, I’d love to see more AoE buffs/debuffs instead of damage spells.
- I also would have preferred continuous songs (buffs/debuffs over time) rather than mechanically reapplying a 30-second buff. This would introduce a more dynamic, strategic element reminiscent of the classic Bard/Support playstyle from DAoC or ArcheAge.
The Importance of a True Support Role
Finally, I’d like to emphasize that, in my view, a Bard isn’t meant to one-shot an enemy by stacking passives or dominating a fight through an overpowered wand. A weapon’s strength should really adapt to the class using it, because a Bard’s true job is to support and protect its group, not to deal massive damage.
But please… A Bard isn’t here to one-shot an opponent with a fully stacked passive and an OP wand. I would love to see the Bard (or any support class) regain the essential role it had in games like DAoC or ArcheAge: a cornerstone of any group, not for its damage output, but for its ability to control, buff, and debuff, thus greatly influencing the outcome of battles.
Thank you for reading. I remain available for any further discussion.

1
Re: 🌼👋 Dev Discussion: Gatherable Spawning System
I was more or less just adding feedback. Only thing I was clarifying with what you said was the raptors not having anything to do with fixed rarity.
I dont think you really made any bad suggestions, however I would say that even with the surveying bit, youd still have people finding and basically hiding resources from others if fixed rarity is a thing. Personally I dont even like the resource rarity route due to power imbalances of same level tier gear which is very apparent right now regarding TTK, but thats a whole other rabbit hole.
Generally though, if conflict over resources is truly what Intrepid wants, just have a players character faintly glow the color of the highest rarity resource item they have on them. That right there would give allllll of the conflict they could ever want, even with corruption. But as for wanting conflict in specifically gathering, you have to have some sort of "carrot" to guide that conflict. And any sort of static rarity where the locations arent discernable in some way to allow for the consideration to fight for it, that just doesnt cut it for promoting conflict.
I dont think you really made any bad suggestions, however I would say that even with the surveying bit, youd still have people finding and basically hiding resources from others if fixed rarity is a thing. Personally I dont even like the resource rarity route due to power imbalances of same level tier gear which is very apparent right now regarding TTK, but thats a whole other rabbit hole.
Generally though, if conflict over resources is truly what Intrepid wants, just have a players character faintly glow the color of the highest rarity resource item they have on them. That right there would give allllll of the conflict they could ever want, even with corruption. But as for wanting conflict in specifically gathering, you have to have some sort of "carrot" to guide that conflict. And any sort of static rarity where the locations arent discernable in some way to allow for the consideration to fight for it, that just doesnt cut it for promoting conflict.

1
Alpha Two Update Notes - Saturday, March 1, 2025
These are the update notes for changes that went to Alpha Two realms on Saturday, March 1, 2025
As a reminder, if you come across bugs during Alpha Two testing, please report them to us in-game using /bug
Added to Known Issues:
ALPHA TWO UPDATE NOTES - SATURDAY, MARCH 1, 2025
As a reminder, if you come across bugs during Alpha Two testing, please report them to us in-game using /bug
Added to Known Issues:
- When accepting a quest or commission, sometimes the on-screen notification will not appear
ALPHA TWO UPDATE NOTES - SATURDAY, MARCH 1, 2025
- Fixed a bug causing characters to be invisible in both the lobby and the game
- Fixed a bug causing AOE abilities to unexpectedly cause players to become combatants
- Fixed an economy bug allowing commodities to be sold back to the same Node for a profit
- Fixed a bug causing it to appear like your guild has disappeared - Players impacted by this bug have not actually lost their guild data and are expected to have their guilds restored as part of this update.