Glorious Alpha Two Testers!
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
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 testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
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
Our Issues with Combat and Gear in Alpha 2
Hi Guys, I gathered ideas from multiple people on different classes to try and develop a list of issues we'd like to see improved. We're trying to start a discussion about some of the issues we've seen after doing a solid amount of group PVP (15+ people). Whether you agree or disagree please push the conversation forward so we can continue to make Ashes the best game through our input.
Issues with Combat:
• Change some activated abilities, pressing a button, to be active abilities where you need to try and hit a target in an area of effect. Whether it’s a cone, line, or circle, more skill-based abilities are necessary so gear is not the only factor leading to victory in fights.
• Nerf auto locking abilities across the board (Heals, Damage, Buffs, etc.) so they are less impactful due to ease of use.
• Reduce the visuals of abilities and have clean animations for identification in PVP. It is already hard to see what’s going on in a melee with a group of 8. 100 people PVPing in a small area will be seizure inducing.
• Spell identification – I need to know what’s a friendly and enemy spell.
• Diminishing Returns – Vines should not work perfectly 3 times in a row.
• Dodging I-frames should last the entire dodge roll, excluding jumping at the end to increase distance. Dodging should also be impacted on the gear worn. See gear weight below.
• Active Block needs a better place in the game so other classes will want to use shields. Give us shields with int!
• TTK is excessively quick. Legendary gear should provide a boost to damage, however the levels of gear is on an exponential curve instead of being a gradual increase.
Issues with Gear:
• Gear should have weight and provide benefits based on the pieces you use. Heavy should not be limited to physical users while still providing the same mitigation. However, there needs to be a drawback to using heavy gear as with medium and light. This could be speed or stamina reduction.
• If waterfall stats are the end all be all no one will ever go for anything else. Casting speed isn’t really good if I still only have 250 magic power and go up against a mage with 500 magic power.
• Let players change additional waterfall stats on crafted gear to fit their play style and build. If a heavy piece has con and I change the strength stat, that I would get for crafting the item as legendary, into intellect I should receive stats for mag power, casting speed, healing rating or something of this sort. Could be coming but wanted to mention it.
• Allow gear to be crafted past the recipe level cap. This would allow lower-level POI sets to remain viable at level 50.
Issues with Combat:
• Change some activated abilities, pressing a button, to be active abilities where you need to try and hit a target in an area of effect. Whether it’s a cone, line, or circle, more skill-based abilities are necessary so gear is not the only factor leading to victory in fights.
• Nerf auto locking abilities across the board (Heals, Damage, Buffs, etc.) so they are less impactful due to ease of use.
• Reduce the visuals of abilities and have clean animations for identification in PVP. It is already hard to see what’s going on in a melee with a group of 8. 100 people PVPing in a small area will be seizure inducing.
• Spell identification – I need to know what’s a friendly and enemy spell.
• Diminishing Returns – Vines should not work perfectly 3 times in a row.
• Dodging I-frames should last the entire dodge roll, excluding jumping at the end to increase distance. Dodging should also be impacted on the gear worn. See gear weight below.
• Active Block needs a better place in the game so other classes will want to use shields. Give us shields with int!
• TTK is excessively quick. Legendary gear should provide a boost to damage, however the levels of gear is on an exponential curve instead of being a gradual increase.
Issues with Gear:
• Gear should have weight and provide benefits based on the pieces you use. Heavy should not be limited to physical users while still providing the same mitigation. However, there needs to be a drawback to using heavy gear as with medium and light. This could be speed or stamina reduction.
• If waterfall stats are the end all be all no one will ever go for anything else. Casting speed isn’t really good if I still only have 250 magic power and go up against a mage with 500 magic power.
• Let players change additional waterfall stats on crafted gear to fit their play style and build. If a heavy piece has con and I change the strength stat, that I would get for crafting the item as legendary, into intellect I should receive stats for mag power, casting speed, healing rating or something of this sort. Could be coming but wanted to mention it.
• Allow gear to be crafted past the recipe level cap. This would allow lower-level POI sets to remain viable at level 50.
Re: Race specific starting zones
I feel like it was a very tasteful part of WoW But Idk I guess it's an out dated taste for immersion I have
It's that it would be immersive in WoW because of what WoW is, storywise.
Whereas in Ashes it would possibly break my immersion, given the lore and background of the world.

2
Re: Our Issues with Combat and Gear in Alpha 2
Great job on this list. My favorite idea is allowing gear sets to be crafted past recipe level to make lower level POI sets still viable. To expand I'd like to see them make all POI mob levels match the highest level person in the group and the drops match the level of the person that won it. This would make all POI/mob encounters worth repeating at late stage game play. This also makes all the quests in the game have some meaning after 90% of the player base power levels to 50 ignoring any content. For example, a level 50 player farming grem skins at lionhold would have to fight grems his level making him actually have to compete for the hunted grems with the level 5's out there.
2
Re: [OCE] PROJECT ANVIL | COMPETITIVE | 18+ | PvX | GMT+11
Some of the things that have impressed me about this guild:
Respect and tolerance for individuals, a diverse group of people allowed the freedom to be who they are. Good banter and even vegetarians are treated well!
Effort and capability is recognised. Even an arthritic old man, such as myself has their moments of infamy/achievement noted within the guild.
A leadership structure within enough resources and talent to cover the multiple admin, tasks and leading roles required of a competitive guild in an MMO, allowing the GM to gallivant with other GMs (or whatever he does with them).
Mistakes are acknowledged and used to spur improvements, although there is only so many times you can die to falling in the lava.
Seriously, a great guild to be in.
Respect and tolerance for individuals, a diverse group of people allowed the freedom to be who they are. Good banter and even vegetarians are treated well!
Effort and capability is recognised. Even an arthritic old man, such as myself has their moments of infamy/achievement noted within the guild.
A leadership structure within enough resources and talent to cover the multiple admin, tasks and leading roles required of a competitive guild in an MMO, allowing the GM to gallivant with other GMs (or whatever he does with them).
Mistakes are acknowledged and used to spur improvements, although there is only so many times you can die to falling in the lava.
Seriously, a great guild to be in.
3
Re: [OCE] PROJECT ANVIL | COMPETITIVE | 18+ | PvX | GMT+11
Absolutely keen for Phase 3! Project Anvil has been crushing it so far, and it’s been awesome being part of the journey. Looking forward to diving into all the new content and seeing what we can achieve next. Let’s go, team!
Re: Race specific starting zones
https://ashesofcreation.wiki/Divine_gateways
Divine gateways are portals located in the ruined cities of the four ancient races of Verra where new players spawn into Ashes of Creation.[3][1][4][5]
Each divine gateway is in close proximity to two starting areas.[3][4]
Players can choose their starting gateway regardless of their choice of race.[6][7]
Tulnar characters have the same option of starting at any of the divine gateways as other races.[8][7][9]
The divine gateways were created by the Goddess of Creation in response to a warning from the Goddess of Fate that The Ancients and The Others would return from exile and seek retribution for their defeat at the hands of The Seven gods.[2][10]
Each race has its own starting area.[14][17]
Players may choose their starting gateway regardless of their choice of race.[6][7]
Divine gateways are portals located in the ruined cities of the four ancient races of Verra where new players spawn into Ashes of Creation.[3][1][4][5]
Each divine gateway is in close proximity to two starting areas.[3][4]
Players can choose their starting gateway regardless of their choice of race.[6][7]
Tulnar characters have the same option of starting at any of the divine gateways as other races.[8][7][9]
The divine gateways were created by the Goddess of Creation in response to a warning from the Goddess of Fate that The Ancients and The Others would return from exile and seek retribution for their defeat at the hands of The Seven gods.[2][10]
Each race has its own starting area.[14][17]
Players may choose their starting gateway regardless of their choice of race.[6][7]