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: TTK Changes Have Shifted PvP Away From Skill — And It Shows
Gear should have a lot more weight to it, people wearing lvl 10-20 greens shouldn't be able to contest people in the new Epic+ gear after TTK changes. People that are not even 100 power and no mit/armor etc. shouldn't pose a threat to a player with full epic heavy/medium gear with correct stats, EVEN if the player with less gear out skills them . Otherwise why get the gear? Just be better skilled an win without gear then?
such a terrible take on how a mmo should be.. you think you should just win by default becuase you got higher rarity gear? so you craft epic armor and no one in heroic or lower should pose a threat? such a terrible take on a PvX MMO. player skill should matter more and gear gives them a slight advantage at best, the bigger the gear difference the bigger the advantage and thats all. but a simple win factor over gear is terrible. sure a lvl 25 in lvl 10 gear all blues vrs a lvl 25 in all epic/legendary id expect to see a big gap in dmg and survivalbility. but to just say the guy in lesser gear should fall over and die because you tabbed on their name is bad design.
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Re: TTK Changes Have Shifted PvP Away From Skill — And It Shows
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.
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.

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Re: 📊 Gear & Stat Tuning Feedback Thread – Help Shape Phase II Balance
- Cleric 25, a mix of level 10 and 20 gear
- PvE
- Everything including the player character takes forever to kill compared to 0.7.8
- This patch must be a late April Fools' joke because I can't imagine someone looking at the earlier TTK situation and deciding that instead of adjusting soft caps based on character level they should nerf everyone across the board by half, bloat the stat page, give each attribute 2-3 extra waterfall stats, use AI to generate completely arbitrary stats for each gear piece, make consumables with absurd values and to add insult to injury shields are even worse than they used to be (which is quite a feat!)
Re: 📊 Gear & Stat Tuning Feedback Thread – Help Shape Phase II Balance
Me: Mage, 25, Maxxed out +10 Enchanted legendary tier Best in Slot
Tested: PVE - Group PVE - PVP - Group PVP
What´s worse and feedback:
First off, i just have to say what in the f. Working hard to truly max out a character to the point of breaking more then 10 pieces of legendary tier gear to get to the point of being about 5% stronger then having went with a common tier piece ?
__Gear is useless__
a world boss item crafted at the absolute highest grade possible, from the best crafter with the highest crafting skill and pure legendary materials, enchanted at +8, is giving my character 20 power. This makes no damn sense to me at all, it gives my highest % coefficient spell of mine a whopping 50 more damage having the weapon equipped vs having nothing in the slot.
This is just an example of what the hell is going on. Getting a brand new item with the current system woulden´t even feel like a reward, upgrading from a lvl 10 common to a lvl 20 rare weapon mob drop just for your spell to deal 5-10% more damage ?
The grind is already tedious and long - speaking as a degen gamer used to korean MMO´s to try and get high tier high quality items - there is nothing in the game that´s worth chasing if the literal best is giving you almost nothing.
__Now gameplay__
Playing a Mage should make you feel strong and powerful - the spells themselves indicate the power as almost every spell you have is a charged ability, requiring time to load before it fires. Combining the elements to create deadly combos to shatter and combust the enemies.
At this power level the Mage have almost NO impact in a fight come PvP. All they have in their kit is heavily focused on combos of damage - specifically AOE.
Before the changes the mage could act like a bomb, they go in and get a big combo on a stack of players - then other mages would jump in and you all combo AOE them down together. Right now you try this and the players healthbars barely move, the power is completely and utterly gone and the only thing that matters is pure high single target DPS - which mages do not posses in comparison to physical classes.
For PVE, Mages are still mages - they´re the best AOE dps class so they will always be one of the pinnacle PVE classes - but changing all the power and keeping mobs defenses and HP the same does not sit right with me.
The incredibly HIGH TTK of starred mob in ashes has been a big pain always. Needing several minutes to kill one pack of monsters that barely reward you with anything loot or EXP wise is just not fun. The high risk high reward barely exists in Ashes and this change just reinforces the super slow and tedious grind while also making the incredibly rare item drops now also have next to no impact.
Getting +4 power from a legendary crafted scroll and +20 power from the literal best weapon in the game taking weeks of killing worldbosses and searching for the materials to gain is crazy.
__Overall__
the slower kill time in PVP feels good - but mages have no place in it at this moment. PVE just feels overall worse and every dopamine is now gone. Nothing is worth chasing, no drop is exciting, crafting and enchanting is a joke and the grind is SLOW.
Tested: PVE - Group PVE - PVP - Group PVP
What´s worse and feedback:
First off, i just have to say what in the f. Working hard to truly max out a character to the point of breaking more then 10 pieces of legendary tier gear to get to the point of being about 5% stronger then having went with a common tier piece ?
__Gear is useless__
a world boss item crafted at the absolute highest grade possible, from the best crafter with the highest crafting skill and pure legendary materials, enchanted at +8, is giving my character 20 power. This makes no damn sense to me at all, it gives my highest % coefficient spell of mine a whopping 50 more damage having the weapon equipped vs having nothing in the slot.
This is just an example of what the hell is going on. Getting a brand new item with the current system woulden´t even feel like a reward, upgrading from a lvl 10 common to a lvl 20 rare weapon mob drop just for your spell to deal 5-10% more damage ?
The grind is already tedious and long - speaking as a degen gamer used to korean MMO´s to try and get high tier high quality items - there is nothing in the game that´s worth chasing if the literal best is giving you almost nothing.
__Now gameplay__
Playing a Mage should make you feel strong and powerful - the spells themselves indicate the power as almost every spell you have is a charged ability, requiring time to load before it fires. Combining the elements to create deadly combos to shatter and combust the enemies.
At this power level the Mage have almost NO impact in a fight come PvP. All they have in their kit is heavily focused on combos of damage - specifically AOE.
Before the changes the mage could act like a bomb, they go in and get a big combo on a stack of players - then other mages would jump in and you all combo AOE them down together. Right now you try this and the players healthbars barely move, the power is completely and utterly gone and the only thing that matters is pure high single target DPS - which mages do not posses in comparison to physical classes.
For PVE, Mages are still mages - they´re the best AOE dps class so they will always be one of the pinnacle PVE classes - but changing all the power and keeping mobs defenses and HP the same does not sit right with me.
The incredibly HIGH TTK of starred mob in ashes has been a big pain always. Needing several minutes to kill one pack of monsters that barely reward you with anything loot or EXP wise is just not fun. The high risk high reward barely exists in Ashes and this change just reinforces the super slow and tedious grind while also making the incredibly rare item drops now also have next to no impact.
Getting +4 power from a legendary crafted scroll and +20 power from the literal best weapon in the game taking weeks of killing worldbosses and searching for the materials to gain is crazy.
__Overall__
the slower kill time in PVP feels good - but mages have no place in it at this moment. PVE just feels overall worse and every dopamine is now gone. Nothing is worth chasing, no drop is exciting, crafting and enchanting is a joke and the grind is SLOW.
1
Re: The Kaos and Lace Cartel | NA| SEMI-HARDCORE | PVX | Open Enrollment
Come for the Tangents, stay for the Kaos, Kaos and Lace is still recruiting, we are currently on the Vyra server and have 4 in game guilds running currently. regardless of your playstyle we have a place for everyone from hardcore degens to casuals.
Come check us out
Come check us out
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Re: The Kaos and Lace Cartel | NA| SEMI-HARDCORE | PVX | Open Enrollment
Come and Join us for Phase 2.5, Great things are about to happen
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Re: The Kaos and Lace Cartel | NA| SEMI-HARDCORE | PVX | Open Enrollment
Quit playing by yourself join a great guild with a thriving community. The Cartel prides itself in assisting Intrepid test Ashes of Creation without exploits and within the guidelines set by the Devs. Help us help Intrepid make a great game for launch and position yourself within a community that is forward thinking, active and committed.
The Cartel is ready and willing to help you forge your destiny in the world of Verra.
The Cartel is ready and willing to help you forge your destiny in the world of Verra.
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FEEDBACK: Auto-Attacks, Weapon Influences
Summary:
Auto Attacks are interrupted by skill use and combo chains do not continue if stopped for any reason. Weapons do not compliment one another, nor do they provide distinct playstyles. This can be resolved by allowing a grace period during combo attacks in which a player is able to resume the combo if started again in a short period of time. Build variety and viability can be dramatically increased by allowing weapon skill-trees to interact with each other, and by having weapon types carry distinct passive differences that differentiate them. This would enhance the decision-making process when selecting weapons and increase the overall gameplay experience.
Basic Attack Improvement:
Current Issue: Performing any action or skill currently interrupts the basic attack combo chain.
-Suggestion: Allow players to continue their auto-attack combo from where they left off if resumed within a short timeframe (e.g., 5 seconds). This change would enhance gameplay fluidity, enabling players to effectively chase and hit foes without needing to stop for extended periods to reset combos in hopes of landing a Finisher or Extended Finisher. This would be especially useful for melee characters entrenched in combat, even when skills are on cooldown - or for players that prefer utilizing auto attacks as a primary damage source.
Weapon Distinctiveness:
Current Issue: Weapons lack distinct differences beyond the top of the skill tree.
-Suggestion: Introduce inherent passives for each weapon. For example, make the Mace have increased attack penetration by default, eliminating the need for skill investments to enhance core traits. Allow instead the ability to improve upon this/other enhancements to weapons, such as increasing attack speed or accuracy on a sword directly via the skill tree.
Complementary Weapon Systems:
-Suggestion: Allow primary and secondary weapons to augment each other. For instance, if a player wields a Wand or Spellbook, bonuses like Finisher Damage would apply to melee attacks from the first weapon slot as well. This would foster greater build variety and encourage players to utilize basic attacks as a viable method, instead of solely relying on skill cooldowns.
Skill Investments:
-Idea: Allow players to allocate a limited number of points that enhance either a skill OR a basic attack skill tree. For players who favor combos over skills, this would reward time spent on target and make basic attacks more competitive relative to just spamming skills.
In order to make weapon functions more clear, there needs to be a clear distinction for the purpose of each weapon type. Based on the current model in game, this is the proposed breakdown for each weapon archetype:
Proposed Item Types and Functions
Categories:
-Damage
-Sustain
-Attack/Cast Speed
-Power Rating
-Critical Strike
-Debuff
-STAT Increase
Weapon Specifics
Mace: Physical Damage: Penetration and stronger basic combos/finishers.
Spellmace: Magic Damage: Magic Penetration and stronger basic combos/finishers
Scepter: Magic Sustain: Mana Regen and large base WIS/MEN Increase.
Energy Scepter: Physical Sustain: Mana Regen and large base STR/CON Increase
Sword: Physical Attack Speed/Accuracy: Improved attack speed and accuracy.
Spellsword: Magic Cast Speed/Accuracy: Enhanced cast speed and accuracy.
Greatsword: Physical Power: Attack speed and power rating scale.
Spell Greatsword: Magic Power/Cast: Cast speed and magic power rating.
Daggers:Physical Attack Speed/Crit: Enhanced attack speed and crit rating.
Spell Daggers: Magic Cast Speed/Crit: Improved cast speed and crit rating.
Wand:Magic Cast Speed/Debuff: Increased cast speed and debuff effectiveness.
Energy Wand: Physical Attack Speed/Debuff: Increased attack speed and debuff effectiveness.
Spellbook:Magic Stats: Passive magic power rating and large base INT/MEN Increase.
Energy Spellbook: Physical Stats: Passive power rating and large base STR/CON Increase.
Longbow: Physical Stats: Passive power rating and large Strength/Dexterity Increase.
Spell Longbow: Magic Stats: Power rating and large Intelligence/Wisdom Increase.
Shortbow: Physical Attack Speed/Crit: Passive attack speed and crit rating.
Spell Shortbow: Magic Cast Speed/Crit: Enhanced cast speed and crit rating.
Additional Suggestion: Consider adding a second shield type or a hybrid variant to broaden defensive options.
Shield: Physical Defense: Armor with CON + MEN Increase.
Spell Shield: Magic Defense: Magic resist with CON + MEN Increase
Additional Suggestion: Allow us to wield melee weapons in EITHER slot, or ranged weapons in EITHER slow. Even if that means two melee or two ranged weapons.
Skill Tree Combination Examples
Mace + Wand: Resulting in Penetration and Finisher Damage.
Sword + Shortbow: Resulting in Accuracy and Crit bonuses.
Energy Scepter + Energy Spellbook: Resulting in Mana Regen and a large stat increase for physical characters.
Scepter + Spellbook: Resulting in Mana Regen and a large stat increase for magical characters.
By implementing these suggestions, we can improve gameplay dynamics and encourage greater player creativity in character builds, while still adhering to the current weapon style and functionality.
Auto Attacks are interrupted by skill use and combo chains do not continue if stopped for any reason. Weapons do not compliment one another, nor do they provide distinct playstyles. This can be resolved by allowing a grace period during combo attacks in which a player is able to resume the combo if started again in a short period of time. Build variety and viability can be dramatically increased by allowing weapon skill-trees to interact with each other, and by having weapon types carry distinct passive differences that differentiate them. This would enhance the decision-making process when selecting weapons and increase the overall gameplay experience.
Basic Attack Improvement:
Current Issue: Performing any action or skill currently interrupts the basic attack combo chain.
-Suggestion: Allow players to continue their auto-attack combo from where they left off if resumed within a short timeframe (e.g., 5 seconds). This change would enhance gameplay fluidity, enabling players to effectively chase and hit foes without needing to stop for extended periods to reset combos in hopes of landing a Finisher or Extended Finisher. This would be especially useful for melee characters entrenched in combat, even when skills are on cooldown - or for players that prefer utilizing auto attacks as a primary damage source.
Weapon Distinctiveness:
Current Issue: Weapons lack distinct differences beyond the top of the skill tree.
-Suggestion: Introduce inherent passives for each weapon. For example, make the Mace have increased attack penetration by default, eliminating the need for skill investments to enhance core traits. Allow instead the ability to improve upon this/other enhancements to weapons, such as increasing attack speed or accuracy on a sword directly via the skill tree.
Complementary Weapon Systems:
-Suggestion: Allow primary and secondary weapons to augment each other. For instance, if a player wields a Wand or Spellbook, bonuses like Finisher Damage would apply to melee attacks from the first weapon slot as well. This would foster greater build variety and encourage players to utilize basic attacks as a viable method, instead of solely relying on skill cooldowns.
Skill Investments:
-Idea: Allow players to allocate a limited number of points that enhance either a skill OR a basic attack skill tree. For players who favor combos over skills, this would reward time spent on target and make basic attacks more competitive relative to just spamming skills.
In order to make weapon functions more clear, there needs to be a clear distinction for the purpose of each weapon type. Based on the current model in game, this is the proposed breakdown for each weapon archetype:
Proposed Item Types and Functions
Categories:
-Damage
-Sustain
-Attack/Cast Speed
-Power Rating
-Critical Strike
-Debuff
-STAT Increase
Weapon Specifics
Mace: Physical Damage: Penetration and stronger basic combos/finishers.
Spellmace: Magic Damage: Magic Penetration and stronger basic combos/finishers
Scepter: Magic Sustain: Mana Regen and large base WIS/MEN Increase.
Energy Scepter: Physical Sustain: Mana Regen and large base STR/CON Increase
Sword: Physical Attack Speed/Accuracy: Improved attack speed and accuracy.
Spellsword: Magic Cast Speed/Accuracy: Enhanced cast speed and accuracy.
Greatsword: Physical Power: Attack speed and power rating scale.
Spell Greatsword: Magic Power/Cast: Cast speed and magic power rating.
Daggers:Physical Attack Speed/Crit: Enhanced attack speed and crit rating.
Spell Daggers: Magic Cast Speed/Crit: Improved cast speed and crit rating.
Wand:Magic Cast Speed/Debuff: Increased cast speed and debuff effectiveness.
Energy Wand: Physical Attack Speed/Debuff: Increased attack speed and debuff effectiveness.
Spellbook:Magic Stats: Passive magic power rating and large base INT/MEN Increase.
Energy Spellbook: Physical Stats: Passive power rating and large base STR/CON Increase.
Longbow: Physical Stats: Passive power rating and large Strength/Dexterity Increase.
Spell Longbow: Magic Stats: Power rating and large Intelligence/Wisdom Increase.
Shortbow: Physical Attack Speed/Crit: Passive attack speed and crit rating.
Spell Shortbow: Magic Cast Speed/Crit: Enhanced cast speed and crit rating.
Additional Suggestion: Consider adding a second shield type or a hybrid variant to broaden defensive options.
Shield: Physical Defense: Armor with CON + MEN Increase.
Spell Shield: Magic Defense: Magic resist with CON + MEN Increase
Additional Suggestion: Allow us to wield melee weapons in EITHER slot, or ranged weapons in EITHER slow. Even if that means two melee or two ranged weapons.
Skill Tree Combination Examples
Mace + Wand: Resulting in Penetration and Finisher Damage.
Sword + Shortbow: Resulting in Accuracy and Crit bonuses.
Energy Scepter + Energy Spellbook: Resulting in Mana Regen and a large stat increase for physical characters.
Scepter + Spellbook: Resulting in Mana Regen and a large stat increase for magical characters.
By implementing these suggestions, we can improve gameplay dynamics and encourage greater player creativity in character builds, while still adhering to the current weapon style and functionality.
Re: New Intrepid email - Alpha Two Wipe, Merge Test, and Fresh Start Notice
Correct - starting May 1st, Shol will be the only server. The main reason of creating the new Resna realm is to test the server merging functionality.
Hope that clarifies it!
Hope that clarifies it!
Re: [OCE] PROJECT ANVIL | COMPETITIVE | 18+ | PvX | GMT+11
Legends one and all in here Project Anvil's videos are on point! Keep up the great work!
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