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
Abilities should cancel weapon attack animation
Using action camera. i have disabled all auto attack setting and hold LMB to weapon attack.
Using Abilities should cancel weapon attack animation. NOT talking about animation cancelling where the dmg still goes through from the weapon attack if you press an ability during weapon attack animation. NOT talking about abilities "interrupting" the weapon chain combo making it start over.
The issue is you need precise timing for abilities to go through during a weapon combo chain (around the end of the animation) if another weapon combo chain attack starts due to you missing the timing, you have to wait until that attack finishes to use an ability. This is not that much of a problem with slower weapons like the 2h greatsword but extremely noticeable and annoying with the daggers where it feels like 50% of the time when im pressing abilities the input does not go through and will only get worse with more attack speed.
Using Abilities should cancel weapon attack animation. NOT talking about animation cancelling where the dmg still goes through from the weapon attack if you press an ability during weapon attack animation. NOT talking about abilities "interrupting" the weapon chain combo making it start over.
The issue is you need precise timing for abilities to go through during a weapon combo chain (around the end of the animation) if another weapon combo chain attack starts due to you missing the timing, you have to wait until that attack finishes to use an ability. This is not that much of a problem with slower weapons like the 2h greatsword but extremely noticeable and annoying with the daggers where it feels like 50% of the time when im pressing abilities the input does not go through and will only get worse with more attack speed.

3
Re: Power Scaling / TTK / Enchanting & Tinkering
TTK STILL TOO QUICK IT NEEDS TO BE 30~ SECONDS AT THE VERY LEAST LOL
Re: Disable Evasion Rating (Physical/Magical Disable Evasion Rating)???
@Azherae
I know that wasn't directed at me, but personally, its not that I don't find it skillfull, I just see alternative options as better/more skillful ways of achieving the same effect and presenting a similar type of challenge. For instance, to use a hybrid combat example, in Armored Core 6, stats are a super in depth part of the challenge, but they reinforce the actual mechanical and gameplay skill, rather than detract from those aspects. Like, your dodge has stats that can change its efficacy, but your dodge is still your dodge at the end of the day and if you execute it right you will dodge the attacks that it is meant to dodge. The stats moreso create different styles of dodging or shift the focus onto different actions within your build.
I think thats a way better method of balancing the importance of stats and build diversity, but without negatively affecting the combat feel.
Regarding the aspect of input rng, I touched on the idea that it isn't necessary to use output rng to fuel input rng (for the most part, at least).
Regarding the aspect of tactical management of rng chances/mitigating of rng through your strategy, imo it is also suboptimal to use output rng to reinforce tactical play, as tactical play can exist regardless of the output rng and is dependent on other aspects of the gameplay design (like, ya know, just designing the combat to be tactical). Imo, the tactical aspects are actually detracted through the output rng compared to the alternative options, even if it seems like its does a good job at that at first glance, imo. If you dodge in a tactical way and are rewarded for that 100% of the time, that is more tactical to me than only being rewarded 70% of the time but "allowing for that 30% chance of failure", I don't see what is gained in that scenario from a tactical gameplay perspective other than the input rng, which can be addressed in other ways.
And if you're not the type that considers 'stat building' to be a part of MMORPG skill, then I'm not sure Ashes is supposed to be appealing in the first place. It just isn't that skill-based otherwise. Sure, it seems that way at first, but a little muscle memory handles that.
I know that wasn't directed at me, but personally, its not that I don't find it skillfull, I just see alternative options as better/more skillful ways of achieving the same effect and presenting a similar type of challenge. For instance, to use a hybrid combat example, in Armored Core 6, stats are a super in depth part of the challenge, but they reinforce the actual mechanical and gameplay skill, rather than detract from those aspects. Like, your dodge has stats that can change its efficacy, but your dodge is still your dodge at the end of the day and if you execute it right you will dodge the attacks that it is meant to dodge. The stats moreso create different styles of dodging or shift the focus onto different actions within your build.
I think thats a way better method of balancing the importance of stats and build diversity, but without negatively affecting the combat feel.
Regarding the aspect of input rng, I touched on the idea that it isn't necessary to use output rng to fuel input rng (for the most part, at least).
Regarding the aspect of tactical management of rng chances/mitigating of rng through your strategy, imo it is also suboptimal to use output rng to reinforce tactical play, as tactical play can exist regardless of the output rng and is dependent on other aspects of the gameplay design (like, ya know, just designing the combat to be tactical). Imo, the tactical aspects are actually detracted through the output rng compared to the alternative options, even if it seems like its does a good job at that at first glance, imo. If you dodge in a tactical way and are rewarded for that 100% of the time, that is more tactical to me than only being rewarded 70% of the time but "allowing for that 30% chance of failure", I don't see what is gained in that scenario from a tactical gameplay perspective other than the input rng, which can be addressed in other ways.
3
Re: Lifesteal: for or against?
i like lifesteal.
i dont like the 25% chance to proc it. rng healing is not skillbased.
with the recent update the numbers u can get on lifesteal are just way too big. getting to alomst 100% is not good balance wise.
imo lifesteal should be coming as a tradeoff and only be useful enough for dps build characters.
so the suggestion wold be to make it 100% proc chance while keeping the value in check and give those items no other dmg benefits. that way you either do substantially more dmg or you get idk 5% lifesteal on one item. balance need to be watched carefully and some diminishing returns are advised.
thats my 2 cent on that topic
i dont like the 25% chance to proc it. rng healing is not skillbased.
with the recent update the numbers u can get on lifesteal are just way too big. getting to alomst 100% is not good balance wise.
imo lifesteal should be coming as a tradeoff and only be useful enough for dps build characters.
so the suggestion wold be to make it 100% proc chance while keeping the value in check and give those items no other dmg benefits. that way you either do substantially more dmg or you get idk 5% lifesteal on one item. balance need to be watched carefully and some diminishing returns are advised.
thats my 2 cent on that topic


2
Re: Artisanship Team: You're Working Too Hard (02/25/25)
For anyone keeping up on this one, I'm more comfortable/confident that the team isn't actually working too hard, as of the Stat update.
Because the system actually updated with new values (and I don't think they were just adding or removing a divisor, but if so, also a good sign in terms of amount of work they are doing).
The system updated with new values but didn't change the Physical Power or Magical Power rating values granted by food to be percentages nor to focus on more balanced stats.
TL;DR Green Daggers and Spaghetti have about the same Physical Power rating. You can 'double' (to an extent, obv there are other sources) your Physical Power as a Dagger user by eating a plate of Pasta. I admit I didn't look into this too hard so if this is wrong someone please correct me, but for now, it looks like I was worried for nothing.
Because the system actually updated with new values (and I don't think they were just adding or removing a divisor, but if so, also a good sign in terms of amount of work they are doing).
The system updated with new values but didn't change the Physical Power or Magical Power rating values granted by food to be percentages nor to focus on more balanced stats.
TL;DR Green Daggers and Spaghetti have about the same Physical Power rating. You can 'double' (to an extent, obv there are other sources) your Physical Power as a Dagger user by eating a plate of Pasta. I admit I didn't look into this too hard so if this is wrong someone please correct me, but for now, it looks like I was worried for nothing.

1
Re: Questions About Freedom of Progression, Nodes, Gathering, and Playing Solo
I'll go further based on recent stuff, and honestly I don't like to say it because it is effectively 'asserting that Intrepid will not do what they claim' which is, honestly, at least rude to them, but...
There's no chance that you'll be able to enjoy the world in the way you are thinking of while still feeling immersed.
But it's not that you would hit an insurmountable wall, it's that you'd hit a sheer cliff face and it would then come down to how good you are at 'rock-climbing' (or how fun you find that to be).
All you need is a guild with similar goals though, and maybe a stronger patron-guild to protect yours when things get rough, to get some 'handholds'. If you are the type who loves to really grind and doesn't care about keeping up except to have access to that grind, you are 100% fine I think, and Ashes will be a good fit for you, but if you're asking this question, I kinda feel my first answer is more accurate.
There's no chance that you'll be able to enjoy the world in the way you are thinking of while still feeling immersed.
But it's not that you would hit an insurmountable wall, it's that you'd hit a sheer cliff face and it would then come down to how good you are at 'rock-climbing' (or how fun you find that to be).
All you need is a guild with similar goals though, and maybe a stronger patron-guild to protect yours when things get rough, to get some 'handholds'. If you are the type who loves to really grind and doesn't care about keeping up except to have access to that grind, you are 100% fine I think, and Ashes will be a good fit for you, but if you're asking this question, I kinda feel my first answer is more accurate.

2
Re: Questions About Freedom of Progression, Nodes, Gathering, and Playing Solo
If you're a guildless solo player, I'd say, you can forget about "keeping up". You'll never keep up with someone who has the support of a whole group of players that are all working towards a shared goal.
Now, this doesn't mean that you can't enjoy the game for what it is. You can still do quests, farm mobs, gather whatever you want, go wherever you want, etc. Even with the game's design revolving mostly around guilds, there's still a ton of pugs just doing random content and even catching some boss spawns. Though this might change slightly once we hit a more release-like stage in the game's development.
Right now there's pretty much 0 direction. 0 blocks on content from your node citizenship (or lack there of), well, outside of node wars and freeholds of course. And 0 things to do outside of mob grind, fairly basic artisanry and pvping (at the very least as compared to what's promised on release).
The game will definitely be harder for you, but not impossible.
Now, this doesn't mean that you can't enjoy the game for what it is. You can still do quests, farm mobs, gather whatever you want, go wherever you want, etc. Even with the game's design revolving mostly around guilds, there's still a ton of pugs just doing random content and even catching some boss spawns. Though this might change slightly once we hit a more release-like stage in the game's development.
Right now there's pretty much 0 direction. 0 blocks on content from your node citizenship (or lack there of), well, outside of node wars and freeholds of course. And 0 things to do outside of mob grind, fairly basic artisanry and pvping (at the very least as compared to what's promised on release).
The game will definitely be harder for you, but not impossible.

3
Re: Disable Evasion Rating (Physical/Magical Disable Evasion Rating)???
do we know if the disable resistance is new as a stat on gear? and attributes?
so far the core concept for tank was to lower the disable res by staggering everyone constantly. so thats not a new thing, while fighter and now rogue i believe have some disable resistance.
so afaik it was only archetype/statuseffect specific resistance ingame and i was fine by that because class knowledge could help me counter or work with it.
i neither want general nor specific cc resistance on gear for the above mentioned reasons. i also played bdo and it was a big painpoint for a lot of people.
my only idea, when the gamedesign is build around having it is that it needs to be at proper risk vs reward caculation. meaning that gear with cc resists has way lower other stats. but then we end up with the issue that we need to switch gear as soon as someones contesting your pve or gathering.
a difficult topic but since its ingrained into tank and fighter already it seems like its here to stay. so the question is more about how to balance it for a skillful gameplay experience?
so far the core concept for tank was to lower the disable res by staggering everyone constantly. so thats not a new thing, while fighter and now rogue i believe have some disable resistance.
so afaik it was only archetype/statuseffect specific resistance ingame and i was fine by that because class knowledge could help me counter or work with it.
i neither want general nor specific cc resistance on gear for the above mentioned reasons. i also played bdo and it was a big painpoint for a lot of people.
my only idea, when the gamedesign is build around having it is that it needs to be at proper risk vs reward caculation. meaning that gear with cc resists has way lower other stats. but then we end up with the issue that we need to switch gear as soon as someones contesting your pve or gathering.
a difficult topic but since its ingrained into tank and fighter already it seems like its here to stay. so the question is more about how to balance it for a skillful gameplay experience?

1
Re: Disable Evasion Rating (Physical/Magical Disable Evasion Rating)???
Okay so I think there's an important sentiment that needs to be established here; what is the benefit to including disability evasion rating? Genuinely. It does make the game more complex, but I don't think added complexity makes a game more compelling on its own. Also if it becomes such a pervasive stat to include, it could have the opposite effect. It actually streamlines the game into a mandatory stat allocation because CC prevention is king. There's a reason that diminishing returns exists in practically every competitive PVP game. Because inhibiting your opponent from being able to do anything is stronger than any damage, healing, etc. and having an unlimited cap on the strongest resource in the game leads to toxic gameplay (or lack there of for the person getting perpetually CC'd into oblivion). So the idea of having ways to counteract it is important, but we have the already referenced diminishing returns as well as the disability mitigation stat. Both of which are substantially more trackable and don't completely invalidate CC as a mechanic, particularly in erratic ways. Not to mention abilities in the archetype kits to counteract CC too. So then why would we also add a stat that completely deletes CC from happening in a more variable/random format? From a compelling, more interesting competitive standpoint - I can't find a reason.
So then... does the game become more fun to include this as a mechanic, and if so, how? Obviously this gets a bit more esoteric as to "who has fun from what," but let's try. Paralleling this to something like critical hit chance, which could also determine a fight via RNG, I think is a good starting point. The perspective of hitting that really big damage number has enjoyment behind it. A moment where your power "goes beyond" and you see a quantifiable number that supersedes normal expectation. There is hype in that. You can say that that too is enjoyment at the detriment of another player, but to some capacity any PVP game can/will be perceived that way. Conversely, if I CC evade my opponent because I opted into disability evasion rating, I'm not doing something strong myself, I'm invalidating someone else's strength. And trust me, that unstoppable wall concept also has a huge draw to it. That being said, the places where disability evasion rating will matter most is in the extremely low TTK moments, typically DPS vs DPS, where one properly landed CC could make or break the fight. Not in the scenario where the tank holds the line versus countless enemies. Also disability mitigation rating DOES have a fun aspect to it; urgency. When I've done MMO PVPing and my CC ends up only having half the duration, that creates an "Oh shit!" moment that I quickly have to reassess the best path forward. It rewards the person who opted into disability mitigation, but not in a way that is 100% abusive to the opponent. You take that through the lens of disability evasion and it's not urgency, it's just an "Okay I lost the coin flip, so I lose the fight." Nothing feels more invalidating than that.
TL;DR From my perspective there isn't a valuable mechanical or fun reason to include disability evasion, especially when we already have other compelling alternatives in the game now.
So then... does the game become more fun to include this as a mechanic, and if so, how? Obviously this gets a bit more esoteric as to "who has fun from what," but let's try. Paralleling this to something like critical hit chance, which could also determine a fight via RNG, I think is a good starting point. The perspective of hitting that really big damage number has enjoyment behind it. A moment where your power "goes beyond" and you see a quantifiable number that supersedes normal expectation. There is hype in that. You can say that that too is enjoyment at the detriment of another player, but to some capacity any PVP game can/will be perceived that way. Conversely, if I CC evade my opponent because I opted into disability evasion rating, I'm not doing something strong myself, I'm invalidating someone else's strength. And trust me, that unstoppable wall concept also has a huge draw to it. That being said, the places where disability evasion rating will matter most is in the extremely low TTK moments, typically DPS vs DPS, where one properly landed CC could make or break the fight. Not in the scenario where the tank holds the line versus countless enemies. Also disability mitigation rating DOES have a fun aspect to it; urgency. When I've done MMO PVPing and my CC ends up only having half the duration, that creates an "Oh shit!" moment that I quickly have to reassess the best path forward. It rewards the person who opted into disability mitigation, but not in a way that is 100% abusive to the opponent. You take that through the lens of disability evasion and it's not urgency, it's just an "Okay I lost the coin flip, so I lose the fight." Nothing feels more invalidating than that.
TL;DR From my perspective there isn't a valuable mechanical or fun reason to include disability evasion, especially when we already have other compelling alternatives in the game now.
4
Re: Power Scaling / TTK / Enchanting & Tinkering
As a different pov on this: I want shit to be even slower. Enchanting should be locked behind rarity (you can only enchant a rare item with a rare scroll), while tempering becomes the gap-closer for most people. Mobs shouldn't drop shit, which will fix the crafting issue, while tempering helps people upgrade within a rarity tier, before going into a higher tier.
Low enchanting boost is amazing, because it means that even the hardcorest players out there will not become gods, simply because they are the hardcorest. They'll be stronger, but that strength will show itself in the long run, rather than in each and every fight.
The current tightness of power scaling is, imo, the best thing Intrepid have implemented into A2, and it makes me very hyped for starting my grind in P3, because I know that I'll have way more people willing to fight back against me, even if my gear is better than theirs.
Low enchanting boost is amazing, because it means that even the hardcorest players out there will not become gods, simply because they are the hardcorest. They'll be stronger, but that strength will show itself in the long run, rather than in each and every fight.
The current tightness of power scaling is, imo, the best thing Intrepid have implemented into A2, and it makes me very hyped for starting my grind in P3, because I know that I'll have way more people willing to fight back against me, even if my gear is better than theirs.

2