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: 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
1
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.
1
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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Re: [OCE] PROJECT ANVIL | COMPETITIVE | 18+ | PvX | GMT+11
Too right.
P2.5 is looking to be juiced with new things to learn. Can't wait for P3!
P2.5 is looking to be juiced with new things to learn. Can't wait for P3!
Re: More Lawless Areas? or Just Flag/War/Red PK ?
If they want lawless to be in the ocean only, make water fighting better , cant swim up/down while attacking>
And I also said to put near bis items or highly wanted mounts , but not the BIS items. That way guilds cant gatekeep endgame items like people are saying above.
But I do think, high end tames etc. should be in lawless, just not BIS gear.
And I do understand they are working on the Red system, but even with that system I still feel we will want some lawless inland areas to freely kill people and contest spawns.
Just don't force casuals to that area/zone to get gear... But if they want that shiny 180% mount , they gotta go contest for it or buy it from that guild holding the spawn.
I don't want to wait to talk about it either, why? This game is suppose to be player made/driven right? so that means HIGH amount of PVP will happen ALL OVER. to do just that, CONTROL.
And currently devs are HIGHLY favoring zergs , which sucks...
So IMO
PVP is one of the most important parts of the entire game , even if you don't pvp yourself..... So avoiding talking about the issues now isn't a way to fix/rework them later. Even if they are balancing the red system, we can still talk about it now and show the devs that people are or are not interested in lawless etc. and how they feel about it.
Devs want talk, feedback etc...
But the problem with this is that Intrepid wants to treat this game as something other than a themepark.
It's fine when Themepark PvP games have 'the shiny stuff' and 'the nearly BiS stuff' in areas you have to fight over.
But at that point, why would we even need this game? This type of PvP nullifies almost everything that makes Ashes uniquely interesting. If you have permanent lawless zones with rewarding content and minimal economic drag, it's just a BDO-tier PvP fairytale but with functionally Tab-Target combat and much too little good instanced PvE.
Not even the games that Ashes pulls a lot of its inspiration from ever combined these things successfully, so the feedback they will get from people who experienced the broken attempts will always be 'no this doesn't work'.
But in the case of specific aspects of the gameplay, it's fair to say that too, even to people who have entirely valid reasons for wanting that play experience.
No one's saying that you shouldn't be able to 'have fun and contest spots'. That's what lots of us absolutely want from this game. It's just that Lawless Zones are not the 'recommended' path to that.

2
Re: Lawless Areas Should Exist
While my positivity is definitely waning I'd definitely care about the Fisherfolk Conclave, cause if they can do that, then my zelous religion can definitely start its own warI don't know if there are a lot of people still following this game with a positive mindset that would really care if the Joeva Fisherfolk Conclave could spawn a whole 'Community Goal', but I choose to believe that Steven still really cares.


1
Re: Fresh Eu server on may 1st?
They didn't mention the EU side of things.

There is only one. The Eye of Shol shall shine upon us all!
Re: TTK Changes Have Shifted PvP Away From Skill — And It Shows
Sounds to me like you were outplayed by players able to use their kit better than you can, both in 1v1 and in group pvp. Good group composition is as important if not more than individual skill expression, as it involves applying the knowledge about the game to coordinate group pvp which is more complex than 1v1 combat.Lesser-skilled players who can now simply outlast and overwhelm.
Group compositions over individual skill expression.[/b]