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: With Fresh starts, merges and node wipes coming, let's get rid of flying mounts!
Good points overall, and I get the concern, but just a quick reminder that we’re still in Alpha, and a lot of these systems (including flying mounts) are still being tested and tuned.
Flying mounts are already planned to be extremely limited at launch, mainly for mayors and certain guild leaders, and Intrepid has mentioned they’ll likely come with strict cooldowns, zone restrictions, and no combat use. So it’s possible they’ll tweak things even more to avoid abuse or imbalance.
That’s exactly what this test phase is for, figuring out what works and what doesn’t. Let’s see how things evolve after the May 1st reset!
Flying mounts are already planned to be extremely limited at launch, mainly for mayors and certain guild leaders, and Intrepid has mentioned they’ll likely come with strict cooldowns, zone restrictions, and no combat use. So it’s possible they’ll tweak things even more to avoid abuse or imbalance.
That’s exactly what this test phase is for, figuring out what works and what doesn’t. Let’s see how things evolve after the May 1st reset!

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Re: Proposal for Introducing a Teleportation System on Servers
Я против всяких телепортации и летающих петов, это упрощает игру и она становится не интересной, так многие игры убили к примеру ever quest2, ни в коем случае не делайте этого
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Re: TTK changes and impact on dodge
I think we should wait and see how things actually play out in the new TTK. I'd be hesitant to change ANYTHING about the movement in the game. The movement and general gameplay feel are things players very much enjoy about Ashes.
Having dodge feel jerky and stop momentum will FEEL worse.
If dodging truly is an issue I feel nerfs to stamina regen, a high stamina cost for dodging, or a cooldown on dodge rolling would be much better solutions than to make the movement feel worse.
Having dodge feel jerky and stop momentum will FEEL worse.
If dodging truly is an issue I feel nerfs to stamina regen, a high stamina cost for dodging, or a cooldown on dodge rolling would be much better solutions than to make the movement feel worse.

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Re: Alpha Two Second Wave Bundle

Please tell me - is this a normal situation? There is no client loading after purchase? Now we have to wait for the servers to launch on Thursday?
Re: Why Summoner should be a melee Archetype
We have 8 Archetypes planned.
Current Melee:_____________Current Range:
Tank ____________________ Ranger
Fighter __________________ Mage
(Rogue in stealth) __________Cleric
_________________________Bard
Mmos in general have the issue of being range meta often. to lessen those probabilities its important to have at least the same amount of melee classes as range. To achieve that summoner has to be a melee Archetype. i could see it being similar to rogue with one or two range abilities and the rest melee focus. of course summoner will have the abilities from their summons so i expect there will be melee and range options. same as dps tank heal and utility options.
I am aware that most people think of a summoner as a range class with their pets being melee or range but that would lead to 5 range Archetypes and only 2 and a half melee.
So game design wise: Thats why Summoner should be a melee Archetype!
Im interested in discussing that with everyone here
Yeah man this is a cool idea. Puts the summoner in melee with his pets or maybe even tanking for them. I assume there will be some range pets anyways. He can always use a wand or bow just like anyone else, but only have a couple range abilities. More melee cleave abilities or touch abilities for his pets even? Maybe pet teleports could help with mobility.

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Re: Lifesteal: for or against?
I love it in games that have actual group play and party dynamics and generally don't like it as much in games where everyone's really just soloing while happening to be in a group (if even that).
It's one of my favorite mechanics and the Throne and Liberty implementation of it (where it is available basically to only one specific 'Archetype' and has some 'weird' implementations) is perfect to me.
I think this depends on the game's design more than lifesteal itself. Bad games with bad balance usually have bad lifesteal mechanics. No surprise there.
It's one of my favorite mechanics and the Throne and Liberty implementation of it (where it is available basically to only one specific 'Archetype' and has some 'weird' implementations) is perfect to me.
I think this depends on the game's design more than lifesteal itself. Bad games with bad balance usually have bad lifesteal mechanics. No surprise there.

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Re: Rethinking Corruption and PVP within Verra
I believe you will be added to the 'Arya Faction', OP.
Great clear wishes/feedback though, no sarc.
Great clear wishes/feedback though, no sarc.

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Re: Dev Discussion #74 - Rogue Archetype
i spent a lot of time on rogue,i love this character .but it still have some issues need to be fixed
○ [ Feint ]
○ [ Death's mark ]
○ [ dagger design issue ]
○ [ camera issue ]
○ [ weapon-switching ]
○ [ Feint ]
- after 8.0 update the feint is getting batter,but still have some issue need to fix,when you use this
ability on the moving target, sometimes it will fly you away,the final location is not accurate as well.
please check this ability on the moving target as well as The target on the rocky slope.you will find
out what's going on. also can check the video below
https://tv.sohu.com/v/dXMvNDM2OTY0OTY1LzYzNDY5MTg2Ny5zaHRtbA==.html
○ [ Death's mark ]
- reset the cooldown and heal my hp effect is unreliable after killed the targhet with this ability.sometimes nothing happened.
○ [ dagger design issue ]
- i have to use 2H sword too due to its physical power rating far more than dagger. attacking speed
attribute looks like useless,please make good balance of this two weapons.i prefer dagger for
rogue.It feels really strange and uncomfortable for me as a rogue player to be forced to use a two-
handed greatsword as my weapon just because of the attribute reasons. Just imagine how odd it
would be for a rogue stealthily getting ready to launch a backstab while holding a two-handed
greatsword. This also goes against the characteristics of the rogue class, which is supposed to be
flexible and stealthy.
I suggest that the weapon design should return to the nature of each class. For example, mages
should use staves, warriors can use either one-handed swords or two-handed swords, and rogues
should use daggers or two one-handed swords. I believe this kind of setting would be more
reasonable. Another advantage of such a design is that during group PvE, there will be less conflict
and competition for equipment requirements, allowing players to enjoy the game more.
I've also seen two-handed swords that are suitable for spellcasters. In my opinion, this is really
strange and doesn't seem to fit in well either. Please readjust the attribute characteristics of the
weapons. Thank you so much.
○ [ camera issue ]
- the Feint ,Grappling hook and shadow cascade ability will cause camera waggling and it will make you feel the movement is not smooth enough,pls fix that issue ,thanks .what's going on. also can check the video below https://tv.sohu.com/v/dXMvNDM2OTY0OTY1LzYzNDY5MTg2Ny5zaHRtbA==.html
○ [ weapon-switching ]
- I hope that a function option to turn off the automatic weapon switching can be provided, because the automatic switching between melee and ranged weapons is not useful for a class like the Rogue, which requires frequent close-quarters combat and also needs to create distance. In actual battles, it often occurs that after getting close to and then distancing from the enemy, the system still defaults to using two-handed weapons. The system is unable to accurately determine which weapon you need for automatic attacks. Therefore, I hope that a function button to turn off the automatic weapon switching can be provided, or it can be directly changed so that automatic attacks are only effective for melee weapons.

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Re: Do not gate deconstruction.
I fully expect Option B. Again, mainly because L2Given everything else about the game I was definitely assuming we were going to get option A, but lately I'm wondering if even AoC people would actually accept that.
And also cause this
https://ashesofcreation.wiki/Player_stalls
Renting a player stall enables players to provide repair and enchanting services, even when they are not online.[9]
Where Steven's language is pretty much just an advanced version of what L2 had.
Sure but I ask because if there's one thing I'm confident that their Econ Designer will tell them whenever he/she arrives, it will be 'you shouldn't have this as an easy option'.
So, with that faith, I ended up interested to ask if people actually would care enough to pressure Intrepid into letting it be basically afk repairs.
Players pressure devs into making the game worse all the time, you can often tell if a game is going to get worse purely by which complaints get a mob instead of getting pushback in worldchat or forums.

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