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
Relic System
When I first encountered the Relic system, I was genuinely intrigued and excited. It’s a very cool and creative concept. However, that excitement started to fade once I realized how much control and decision-making it takes out of the player’s hands. In its current form, the system seems to revolve around a single individual—like a mayor—deciding how those powerful effects are used, which can make the rest of the players feel disconnected from it.
That got me thinking—why not expand on this awesome idea and make it more personal? Imagine a similar system tailored to the individual, something like a “boon.” These could be rare drops found naturally in the world—chopping down trees could give you a small chance to discover a boon that increases lumber yield, and comes with an active ability to temporarily boost your chopping speed, balanced by a cooldown.
Or say you defeat a world boss, like a dragon, and earn a draconic scale. It could offer a passive bonus, like a bit of fire damage resistance, and an active ability that, when timed right, grants temporary immunity to fire-based effects or ailments.
A system like this could bring the same sense of wonder and customization as the Relic system, but in a way that empowers every individual player. While relics offer large-scale, community-driven effects, boons could provide a more personal layer of progression and tactical depth that everyone can benefit from.
That got me thinking—why not expand on this awesome idea and make it more personal? Imagine a similar system tailored to the individual, something like a “boon.” These could be rare drops found naturally in the world—chopping down trees could give you a small chance to discover a boon that increases lumber yield, and comes with an active ability to temporarily boost your chopping speed, balanced by a cooldown.
Or say you defeat a world boss, like a dragon, and earn a draconic scale. It could offer a passive bonus, like a bit of fire damage resistance, and an active ability that, when timed right, grants temporary immunity to fire-based effects or ailments.
A system like this could bring the same sense of wonder and customization as the Relic system, but in a way that empowers every individual player. While relics offer large-scale, community-driven effects, boons could provide a more personal layer of progression and tactical depth that everyone can benefit from.
1
Re: Intrepid... Devs.. Steven... Corruption needs to be addressed...
I have been a fervent believer in corruption. Most of my MMOs I played the most had open world PVP with a sort of corruption system. I know this approach can work to deter griefing and make it a non-issue, while simultaneously allowing for PVP for the right reasons. Corruption, if implemented properly, can achieve what no other system can (lawless zone/albion system, opt-in pvp, jail system, whatever).
That being said, I do believe the current design is flawed and will have to be heavily tested to achieve this goal. I'd say as soon as possible, because that won't be a few changes and it's done type of fix.
Also, the corruption got buffed for the wrong reasons during P1 launch. In pre-A2, players were complaining about players ganking the starting portal and respawn points more than anything. Corruption was in a much better state before that buff. The buff did not stop actual griefing from happening (random guy killing lvl 1s in spawn gate with newish characters), and stopped completely all meaningful pvp from happening in the open world.
With pvp no longer realistic, players went straight to plan B, and started other methods of "fighting", like mob training, playing footsie (taking half HP from a player and hoping the mob finishes it), corruption baiting (flagging for PVP and letting flag run out and getting the other person corrupt), and war deccing. I'd say if you ask the Ashes target audience, they will, in the vast majority, say these types of behavior are worse than allowing players to properly pvp for contesting resources.
Now, with the actual fix to the issues (a safe zone for players under level 5, protected respawn points, and a respawn timer), corruption remained buffed. I am confused if Intrepid thinks the issues were stopped by the buffed corruption. It was not. Buffed corruption only increases griefing in other forms.
I have stated in the forums before multiple suggestions and feedback on how to improve the corruption system:
https://forums.ashesofcreation.com/discussion/comment/500166/#Comment_500166
https://forums.ashesofcreation.com/discussion/63347/how-to-properly-balance-the-corruption-system
But I won't get into that in this post. Right now, all I ask of Intrepid:
Please reconsider the buffed corruption. It only stops meaningful PvP, while encouraging other forms of griefing.
That being said, I do believe the current design is flawed and will have to be heavily tested to achieve this goal. I'd say as soon as possible, because that won't be a few changes and it's done type of fix.
Also, the corruption got buffed for the wrong reasons during P1 launch. In pre-A2, players were complaining about players ganking the starting portal and respawn points more than anything. Corruption was in a much better state before that buff. The buff did not stop actual griefing from happening (random guy killing lvl 1s in spawn gate with newish characters), and stopped completely all meaningful pvp from happening in the open world.
With pvp no longer realistic, players went straight to plan B, and started other methods of "fighting", like mob training, playing footsie (taking half HP from a player and hoping the mob finishes it), corruption baiting (flagging for PVP and letting flag run out and getting the other person corrupt), and war deccing. I'd say if you ask the Ashes target audience, they will, in the vast majority, say these types of behavior are worse than allowing players to properly pvp for contesting resources.
Now, with the actual fix to the issues (a safe zone for players under level 5, protected respawn points, and a respawn timer), corruption remained buffed. I am confused if Intrepid thinks the issues were stopped by the buffed corruption. It was not. Buffed corruption only increases griefing in other forms.
I have stated in the forums before multiple suggestions and feedback on how to improve the corruption system:
https://forums.ashesofcreation.com/discussion/comment/500166/#Comment_500166
https://forums.ashesofcreation.com/discussion/63347/how-to-properly-balance-the-corruption-system
But I won't get into that in this post. Right now, all I ask of Intrepid:
Please reconsider the buffed corruption. It only stops meaningful PvP, while encouraging other forms of griefing.
2
Re: Why Summoner should be a melee Archetype
when it comes to secondary though anything that takes a fighter for example might change all their skills to be more melee ordinated
Just something to take into account
Also im kinda hoping they make ranger a hybrid range/melee class you have range skills and a bit of melee mixed in (crowfall did rangers the best imo) they had a few melee combos and then range ability ontop of that
I can this as well. Summoner/fighter acting like a white lion from Warhammer or Summoner/rogue being a melee with a pet.
1
Re: Lifesteal: for or against?
Just opening a little debate to hear your thoughts on lifesteal.
I won’t lie I’ve never really liked this mechanic that tends to favor whoever can drain the most health from their opponent.
Situationally, on certain abilities, I guess it’s fine... but between the PTR feedback and what I’ve been seeing in-game, lifesteal seems overwhelmingly strong right now.
The main issue is that every class can benefit from it thanks to the auto-attack system, which makes balancing really difficult.
You can farm almost all mobs with ease, and PvP often boils down to who can regenerate the fastest.
Honestly, I’ve never liked this system because it creates super meta-driven situations.
And I can’t help but wonder wouldn’t the best solution be to just remove the stat entirely?
I support lifesteal!

1
Re: Power Scaling / TTK / Enchanting & Tinkering
"Number goes up or I'm sad" crowd should calm down. The TTK and base stat changes have introduced more actual build variety, and some playstyle options, instead of everything being only about power. Start thinking about where you can take your class with those changes and you will have plenty to look forward to. More importantly for myself, I'm enjoying pvp which is based on player "skill" instead of stat sticks.Right now, most players are capped around the 2xx Power range, and there’s currently no meaningful way to widen the gap. This stagnation has unfortunately invalidated several core systems—namely crafting, enchanting, and tinkering.
.
Re: FEEDBACK: Auto-Attacks, Weapon Influences
Great post. I'll also add a request for Wand + Shield to work. I want be a Wand + Shield tank 


3
Better Fantasy World
Hi,
Just my two cents for intrepid to showcase a world far from being standard landscape. My two cents would be looking at Throne and Liberty. Being an MMORPG it's important that the game showcase a vibrant fantasy world.
@StevenSharif
Just my two cents for intrepid to showcase a world far from being standard landscape. My two cents would be looking at Throne and Liberty. Being an MMORPG it's important that the game showcase a vibrant fantasy world.
@StevenSharif
2
Re: Better Fantasy World
Re: Lifesteal: for or against?
I like having options for character builds, before the update I used it with my tank cause it complimented mitigation builds when dealing with aoe farming in groups and smaller things like lv 16-22ish named mobs.
I feel like damage was nerfed and other stats like crit, leech, etc. were buffed so people will actually play with these builds and get some numbers to the dev team.
My only gripe with it is the 25% proc chance I don't see why something you would build around would be restricted like this. It's just too much RNG.
for Example as a tank I could make a life leech build, this would help with things like soloing and grinding gear/xp but wouldn't work in an actual raid scenario because you're not hitting multiple weaker targets instead there's one target hitting you like a truck making it better for that tank to optimize HP/Mitigation. but this all goes down the drain cause why build around a 25% proc chance you have no control over. at least with crit builds you work your crit damage and crit rate.
I feel like damage was nerfed and other stats like crit, leech, etc. were buffed so people will actually play with these builds and get some numbers to the dev team.
My only gripe with it is the 25% proc chance I don't see why something you would build around would be restricted like this. It's just too much RNG.
for Example as a tank I could make a life leech build, this would help with things like soloing and grinding gear/xp but wouldn't work in an actual raid scenario because you're not hitting multiple weaker targets instead there's one target hitting you like a truck making it better for that tank to optimize HP/Mitigation. but this all goes down the drain cause why build around a 25% proc chance you have no control over. at least with crit builds you work your crit damage and crit rate.

1
Re: Dynamic PvP Zones, Node Territories, Caravans... I will tell u about all that AOC needs
This thread caught my attention, finally a good thread!!
1) Totally down with dynamic borders through conquering and control, but Lawless status shouldn’t just be automatic. Let the node’s mayor call the shots about this or have citizens vote on it, give some power to the people! Would be fun if the citizens could decide to make it Lawless right at it's border and just the border be lawless LOL
2) Corruption in Verra’s a spiritual thing, not about laws, love the lawless open sea. The system is hypocritical for sure, but scrapping the caravan system’s inner workings would break the whole game, pvp laws in AoC is a shaky house of cards. When people talk about pvp in this game we do trample on this corruption hurdle... thanks for all the carebars around Steven who poisoned his mind instead of helping him design something good
3) 100% right, Corruption effects shouldn’t touch Lawless areas. Corruption’s was created for shielding carebears, so debuffs in lawless zones make zero sense. No debuffs in lawless areas is the only logical move, anything else is just nonsense what are you even doing.
Let people just go corrupt on land and go live at the seas as a corrupted god, and if you ever lose your corruption just go raid the coast and get your corruption as badge of honor and back to the sea. I know this goes 100% against what Steven previously said, but what he said is unfun that corruption should never have any kind of reward not even moral reward, which is lame
4)Yeah, it’s way too harsh, but entirely removing drops will never gonna happen.
1) Totally down with dynamic borders through conquering and control, but Lawless status shouldn’t just be automatic. Let the node’s mayor call the shots about this or have citizens vote on it, give some power to the people! Would be fun if the citizens could decide to make it Lawless right at it's border and just the border be lawless LOL
2) Corruption in Verra’s a spiritual thing, not about laws, love the lawless open sea. The system is hypocritical for sure, but scrapping the caravan system’s inner workings would break the whole game, pvp laws in AoC is a shaky house of cards. When people talk about pvp in this game we do trample on this corruption hurdle... thanks for all the carebars around Steven who poisoned his mind instead of helping him design something good
3) 100% right, Corruption effects shouldn’t touch Lawless areas. Corruption’s was created for shielding carebears, so debuffs in lawless zones make zero sense. No debuffs in lawless areas is the only logical move, anything else is just nonsense what are you even doing.
Let people just go corrupt on land and go live at the seas as a corrupted god, and if you ever lose your corruption just go raid the coast and get your corruption as badge of honor and back to the sea. I know this goes 100% against what Steven previously said, but what he said is unfun that corruption should never have any kind of reward not even moral reward, which is lame
4)Yeah, it’s way too harsh, but entirely removing drops will never gonna happen.