Glorious Alpha Two Testers!
Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
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 Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
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: Auto-Attacks, Weapon Influences
lamina5432 wrote: »I do think 5 sec between auto-attack would feel to long but I wouldn't mind a little bit of something like that. Mainly so instant cast spells wouldn't generally interrupt the auto-attack combo.
This one can be slightly more difficult to encode than you might think at first, so it may take some time to add even if they do it. But long ago in Alpha-1, this was how it worked for a while.
Anyway, on to channeling my group's thoughts on this, with minimal mentions of TL or TP gauges!
AoC's Archetypes and stat formulae are designed in a way that we think will diminish weapon trees no matter what you do (not expanding on this, see previous line).
There just aren't enough effects to go around that don't take up the same slots as Archetype skills. This is a weird thing to say as someone who loves MOBA itemization, but I'd say the problem comes in the game style. AoC isn't really about 'hitting things with your weapon' a lot of the time, even with the TTK change. I don't mean that it can't be, but moreso that the way they've chosen abilities to work, very 'independently' of weapon, means that unless they start making playstyles where the Archetype skills feed into the weapon itself in some way (affecting parameters of auto-attacking or finishers a lot), the thing you care about is the strength of the skills you will use.
But this is a balance tightrope in every other game I've played. The attack speed/attack delay of weapons is tied directly to how everything about the combat works. And if one starts adding stat-lines to weapons while also having Finishers on them but not tying them to Archetypes, it creates the sort of swingy itemization meta that usually requires MOBA level telemetry outputs to even start working on.
There wouldn't be a reason to engage with it if it was changed to what OP suggests, basically. It would fall squarely between 'games we actually like the combat/weapons systems of' and 'games some of us quit and most of us were never willing to seriously play'.
Also, OP left out Spears and Staves. I'm not going to go into that too much but I will say that you can often judge a game's combat system based on how well it handles or fails to handle those, so a suggestion that leaves them out even incidentally can't inspire confidence for us.
It's pretty odd you say a post doesn't inspire confidence because it doesn't mention items that are NOT even in the game right now. Items in the game, are what was listed. So that's a pretty asinine assertion in and of itself. It's actually pretty insulting that you try to discredit a post entirely because of something so trivial.
Additionally, attack speed does not affect skill cooldown, so it's a pretty straightforward path to make auto attacks viable. More attacks in a shorter amount of time, in addition to the already present 150% crit multiplier. It's relatively simple math. If a crit is 150% multiplier, then a 70% auto attack crit, (175%dmg) would outpace a 30 second cooldown on a 175% dmg skill. The only difference is that the player would need to remain on target longer.
The only modification that would need to be done to make auto attacks more viable would be a light 10-20% increase on combo swing damage. Because crit would double it and increase the sustain to a competitive rate.
To make them sustain better, combing continuation, which was already in this post -would be the only other thing needed. But that's all detailed in this post. Your reply really leaves a lot in the air for no reason.
Re: Alpha Two Second Wave Bundle 0€ for the release ?
Hello guys,
I have a stupid question i know
If i purchase the Alpha Two Second Wave Bundle now will i get a copy of the game for the final release ?
I see we will have 1 month play time .... is it a buy to play or a "rental as a free play game"
Sorry for my bad english
Hi Archohan! Your English is perfectly understandable, no worries!
To answer your question:
Yes, if you purchase the Alpha Two Second Wave Bundle, you will get a full copy of the game for final release. Ashes of Creation is a buy-to-play MMORPG, meaning you buy it once and then just pay a monthly subscription, similar to games like World of Warcraft.
The 1 month of game time included is for after the official launch, to cover your first month of subscription. It’s not a "rental" or temporary access, you truly own the game after buying the bundle.
Hope that clears it up! Let me know if you have more questions.
To add to @lamina5432 above, you also don't buy this game first and then pay the monthly subscription.
There is no up front purchase of the game. Once live, the subscription is the only required payment.

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Re: Alpha Two Second Wave Bundle 0€ for the release ?
Unless anything has changed its supposed to be a game that has no box price, only a subsciption.

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Re: The Problem With Ashes of Creation Biomes and More
We literally had collectible trees there. And every other person on the forums screamed about how amazing NW was with its "cut it all" tree design. And I was among the very few who were against that change. But Steven caved in and now he literally can't do this:GreatPhilisopher wrote: »dunno who cried about trees in A1 when the system wasnt even in the game
GreatPhilisopher wrote: »they dont need to be intractable
Because if every other tree in the game is choppable, but then suddenly there's some random ones that are not - it will not only confuse people, but also directly break the immersion.
And if you do make them gatherable - you're now creating another issue that I described in my initial comment, because I did exactly this
GreatPhilisopher wrote: »maybe actually read what is written first...
And addressed pretty much all the points you made - all of which come down to "it's still alpha, but I dislike that it's still alpha" (as we all do).
And if you wanna say "well, this was just feedback, so that Intrepid knows that their game is not finished" - I'd imagine they already do


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Re: [NA] The Federation | Hardcore, but chill | High-End, Organized PvX | Age 21+ | 300+ in Alpha
fresh start launch day!!!
Re: TTK Changes Have Shifted PvP Away From Skill — And It Shows
This covers the issue pretty well. Some people are just struggling to let go of the P2 experiences where you would press 2 buttons on dps classes and land a kill as a result. There might be an argument to be made that some of the dps classes need to be "slightly" deeper gameplay loops, but I don't want to upset anyone further.I'm not sure I could disagree more with a post. The old TTK was unbelievably low skill. The fights were so short that RNG crits and literally being the first person to start attacking weighed heavily in the outcome.
The new TTK is better in every single way imaginable. When the fights are longer and good players have more time to make superior decisions against bad players. You can also tell much easier who is actually good at the game when it takes more than 3-4 buttons to kill someone.
You could train a literal chimp to play mage at 600 spell power in the old TTK and he would be lethal.
Re: TTK Changes Have Shifted PvP Away From Skill — And It Shows
Can you provide more context/data please? It's unfortunately easy to just assume it's a matchup problem or something, since TTK is longer in some other games and those games let people 1v3 fine.

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Re: Jumping
TheDarkSorcerer wrote: »Amazing how people love to suck the fun out of MMOs by obsessing over stuff that has zero impact on gameplay, just because it's 'distracting' to them. Why not add a stamina penalty for walking too while you're at it?
And there's no way you'd be able to jog/run across an entire continent. And what about food? And washing? And toilet breaks?
Or, as you say. We could just enjoy the game-world!

Re: [Fan Art] - Mobs and Mounts -A new Monthly Magazine about...Mobs and Mounts
"Mobs and Mounts" is a magazine… that doesn’t actually exist.
Well, except as a single, glorious cover page. Born as an inside joke among friends who share a passion for Ashes of Creation, this fake magazine became our way of immortalizing the wild adventures, hilarious bugs, and epic moments we’ve experienced in-game.
Each cover is a tongue-in-cheek tribute to the world of fantasy gaming — featuring three bold taglines, one outlandish monster or one over-the-top mount, and always, a wink to our own chaotic tales.
It’s our way of turning shared laughs, critical fails, and unexpected triumphs into something collectible.
In short, Mobs and Mounts is the magazine you’ll never find at a newsstand… but always in our memories.
"Mobs et Montures" est un magazine... qui n'existe pas.
Ou plutôt, il n'existe que dans notre imaginaire, et sur une seule page : sa couverture. Né d'une blague entre joueurs, ce faux magazine est devenu une tradition autour de notre passion commune pour Ashes of Creation.
Chaque couverture est une parodie affectueuse du monde de la fantasy, agrémentée de trois phrases d'accroche dignes des meilleures revues des années 80 : un monstre spectaculaire ou une monture improbable, et toujours, un clin d’œil à nos aventures, qu’elles soient épiques ou complètement buggées.
C’est notre manière de figer nos fous rires, nos échecs glorieux et nos moments de grâce dans l’univers foisonnant d’Ashes of Creation.
Bref, Mobs et Montures, c’est le magazine que vous ne trouverez jamais en kiosque… mais toujours dans nos souvenirs.
Well, except as a single, glorious cover page. Born as an inside joke among friends who share a passion for Ashes of Creation, this fake magazine became our way of immortalizing the wild adventures, hilarious bugs, and epic moments we’ve experienced in-game.
Each cover is a tongue-in-cheek tribute to the world of fantasy gaming — featuring three bold taglines, one outlandish monster or one over-the-top mount, and always, a wink to our own chaotic tales.
It’s our way of turning shared laughs, critical fails, and unexpected triumphs into something collectible.
In short, Mobs and Mounts is the magazine you’ll never find at a newsstand… but always in our memories.
"Mobs et Montures" est un magazine... qui n'existe pas.
Ou plutôt, il n'existe que dans notre imaginaire, et sur une seule page : sa couverture. Né d'une blague entre joueurs, ce faux magazine est devenu une tradition autour de notre passion commune pour Ashes of Creation.
Chaque couverture est une parodie affectueuse du monde de la fantasy, agrémentée de trois phrases d'accroche dignes des meilleures revues des années 80 : un monstre spectaculaire ou une monture improbable, et toujours, un clin d’œil à nos aventures, qu’elles soient épiques ou complètement buggées.
C’est notre manière de figer nos fous rires, nos échecs glorieux et nos moments de grâce dans l’univers foisonnant d’Ashes of Creation.
Bref, Mobs et Montures, c’est le magazine que vous ne trouverez jamais en kiosque… mais toujours dans nos souvenirs.
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⛰ April 2025 Development Update Livestream Discussion Thread ⚒
Glorious community,
Our latest Development Update Livestream has wrapped up, and we unveiled some exciting new content! This showcase featured a sneak peek of new zones, some pocket dungeons, and events!
What were your favorite moments from the stream? What new content has you the most excited? Let’s chat below! 👇
https://youtu.be/MZdIYjyQ8MA
Our latest Development Update Livestream has wrapped up, and we unveiled some exciting new content! This showcase featured a sneak peek of new zones, some pocket dungeons, and events!
What were your favorite moments from the stream? What new content has you the most excited? Let’s chat below! 👇


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