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: Necromancer - Class and boss mob Idea
Wow, this is an incredibly detailed and creative concept! 🙌 Definitely a cool take on how a Necromancer class and themed boss could work in AoC. You’ve clearly put a lot of thought into the mechanics and synergy systems, love the idea of formations and summon evolutions. Would be great to have this shared in the class discussions section or even the suggestions forum so the devs can see it more easily. Thanks for the inspiration!

1
Action mode jankness needs to be addressed
This has been an issue I've kinda just dealt with and try not let bother me as I've been playing. The issue is, while in action mode the game has a hard time acquiring new targets and the mouse needs to be moving or in my case (not sure what other people do) use tab to get my target when it's something right in front of me which kind of defeats the purpose of the whole action cam.
This has been a nuisance until recently now that rouges are are a thing. A part of being a good player and knowing your kit and not having to look at your keyboard and hotbars when taking action. This being said when a Rouge stealths and unstealths in front of me, I loose my target. With my crosshairs right on target and I go to use my skills nothing happens because of this and sense I'm focused on my target in front of me I'm having to train my brain to do extra steps like having to look up to make sure my target is what I want to be and having to hit tab every time something breaks target.
even the delay of having to require your target like this is enough to give people a slight advantage by loosing fractions of a second from your attacks. If a player isn't ready for this; and is depending on the action cam to do what is intended, they loose seconds instead of fractions of a second which is basically a death sentence vs an aggressive player who knows what they're doing.
This has been a nuisance until recently now that rouges are are a thing. A part of being a good player and knowing your kit and not having to look at your keyboard and hotbars when taking action. This being said when a Rouge stealths and unstealths in front of me, I loose my target. With my crosshairs right on target and I go to use my skills nothing happens because of this and sense I'm focused on my target in front of me I'm having to train my brain to do extra steps like having to look up to make sure my target is what I want to be and having to hit tab every time something breaks target.
even the delay of having to require your target like this is enough to give people a slight advantage by loosing fractions of a second from your attacks. If a player isn't ready for this; and is depending on the action cam to do what is intended, they loose seconds instead of fractions of a second which is basically a death sentence vs an aggressive player who knows what they're doing.

6
Re: How to check network delay (ping/ms)
What i dont understand is if i switch between EU and US i am getting the exact same ping of on or around 100ms.
My understanding (which could be wrong) is that all servers are currently hosted in NA right now, with EU/NA tags being mostly for convenience rather than latency. So really, you are comparing ping from the UK to the US against another ping from the UK to the US.
I'm sure if I am wrong, someone will be in here to correct me shortly.

2
Re: How to check network delay (ping/ms)

Uncommon Sense wrote: »Task manager.
performance.
Open resource Monitor.
Network
TCP Connections...Latency Shown in (ms)
Firstly, thanks for this.
What i dont understand is if i switch between EU and US i am getting the exact same ping of on or around 100ms.
My normal ping for everyday use in the uk is 21ms.
Could anyone add to this and let me know what you are getting between both or all servers on AoC?
<Screenshot i have shared is to the EU servers>

1
Re: Action camera mode - Targeting - Something have to change
Improvements def needed (hopefully before beta) 🙏
Hard Lock Hold Option (Not override other keybinds so i can bind this and weapon attack to LMB)
Remove Soft Lock in Action Cam option (or whatever makes skills lock you to a target)
🙏
Hard Lock Hold Option (Not override other keybinds so i can bind this and weapon attack to LMB)
Remove Soft Lock in Action Cam option (or whatever makes skills lock you to a target)
🙏

3
These stats need to be fixed
Short and simple, these stats looks atrocious. I hope this is just testing so that they can look at whole numbers rather than decimals. if not.... i want this forum out there for people who just want to voice that these numbers should be a permanent solution. The stats before looked better. Numbers in the single and double digits are nice, not tripe digits.

1
Re: Looking for the best GPU to run Ashes of Creation
<Firstly, i have not taken the time to read all posts>
I upgraded from the 1060 6GB and a Ryzen 7 3700, to a 4070 super with a Ryzen 7 5700x3d. This was the limit of what i could afford. God help us all with the ongoing GPU market.
The issue is i think AoC has a lot of optimisation ahead of it still. I can run the game 'okay' at 1440p. I still run at medium graphics and dont have a steady 60fps. I have limited my fps to 60fps as well, just to stop my GPU from trying to run at 100% all the time and make extra fan speed and heat.
I find running between low and high graphics settings actually makes very little difference to the FPS which i why i think optimisation is an issue.
So its hard to suggest what is a good card for this game to run well - without spending all your money.
I upgraded from the 1060 6GB and a Ryzen 7 3700, to a 4070 super with a Ryzen 7 5700x3d. This was the limit of what i could afford. God help us all with the ongoing GPU market.
The issue is i think AoC has a lot of optimisation ahead of it still. I can run the game 'okay' at 1440p. I still run at medium graphics and dont have a steady 60fps. I have limited my fps to 60fps as well, just to stop my GPU from trying to run at 100% all the time and make extra fan speed and heat.
I find running between low and high graphics settings actually makes very little difference to the FPS which i why i think optimisation is an issue.
So its hard to suggest what is a good card for this game to run well - without spending all your money.

1
Re: Suggestion - Skill Trees
I like this idea
Their goal with classes and archetypes has always been to blur the lines and keep it completely flexible to the player, so I believe a solution to the problem would lie in a new addition that compliments the sandbox system, but favor players that create an entire build around one waterfall archetype. People will forever yearn to be just an Ice-Mage or Dance-Bard, so they should find a special gameplay loop somewhere.
Enchantments with ability modifiers & buffs to those waterfall stats (i.e. lightning) could enhance the specializing experience without restricting parts of the class to players. I would look forward to seeing this kind of integration after secondary archetypes are added and balanced, since their goal is to blur the lines of class even further, its expected that they won't mess with specific classes outside of broken mechanics until everything is added.

Enchantments with ability modifiers & buffs to those waterfall stats (i.e. lightning) could enhance the specializing experience without restricting parts of the class to players. I would look forward to seeing this kind of integration after secondary archetypes are added and balanced, since their goal is to blur the lines of class even further, its expected that they won't mess with specific classes outside of broken mechanics until everything is added.

1
Re: Suggestion - Skill Trees
I "think" some sort of specialisation system is coming. I believe we will be able to spend multiple points into the same skill to empower it. This might bring some sort of specialisation and actual build diversity in classes. At the moment, there is none.
Re: Build diversity
GreatPhilisopher wrote: »GreatPhilisopher wrote: »with the way they are going at it with the TTK ,gear and stats there will be no build diversity . everyone will pick the biggest stat stick with the skills that gives the most damage otherwise you'll be cannon fodder
This is also absolutely true. Build diversity comes from the game offering diversity in potential goals. Ashes has promised to also provide this goal diversity, so we either have to trust that it is coming, or assume that the signs that they can't/don't know how to do it are going to lead down that path.
But they ask for feedback and the feedback they usually get is 'this design sucks', so to assume they won't change even stuff like that is equivalent to having no faith at all.
if they want diversity instead of everyone picking what gives more phys/mgc power and a bow for a second weapon they will have to change the focus of stats to make all of them or at least a decent amount of them equally good so making a build with one of the many stats as the base is as viable as doing it for any other stat where people will start picking/craft gear more specific stats and at one point let the crafters have ways to change or add some more different stats as a bonus that are weaker and dont scale like normal ones.
doing that will aslo make the weapons more fixed/focused on certain type of stats (eg : spear for phys penetration, wand for mgc cast speed , staff for mgc dmg, daggers for atk speed) instead of having these stats be a worthless secondary to the mgc/phys power where those should be just give a decent flat damage with a lot lower scaling where legendary gives at most 2x the common gear . in short the phys/mgc power should be more like secondary stat bonuses that exist to give bigger damage cuz the design require it and they should be soft capped at a certain point.
they gotta limit the BOW or somehow make the other weapons as viable as it , no one gonna bother using a book to multi hit if just using a bow gets u a lot more damage from a lot safer distance and while at it make the weapons skill trees more unique and actually worth investing a certain build into rather than just throwing skill points into everything.
lastly fixing the TTK to be at least 30~ seconds is the least they can do to give all or at least a good amount of builds the freedom,space and time to shine at what they can do and achieve.
This!
I think the fact that everyone will use a bow is dumb to me. There is absolutely no reason to run two mele weapons. There needs to be other things that make you wanna use a certain weapon.