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
Absolutely love the concept ,unique, detailed, and fits the archetype perfectly. Vharon sounds epic too!

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Re: The logic behind Tank’s name
I don't believe so. A mage is a magic user. A "tank" is a role, not a class of character.
A mage's role is a spell-caster, and a cleric's role is a healer.
I also think that "tank" as an archetype name breaks immersion and another name should be found, but I can't think of one... naming is very hard

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Re: Character Creator Phase III
what you mean you dont like having ugly dudes on drugs and skinny ugly dudes with tits on meth wearing male armor...
how dare you
how dare you
Re: Rogue's *single dagger vs dual dagger*
As far as i understood - All weapons are by default single hand item (so single dagger). And in off hand you can have things like shield/spellbook and stuff like this. and only the Main hand has the item talents available, while the off hand has no such things (tho the shield may have some active blocking/parry and ect that are from the generic talent tree).
For duel welding you will need to accomplish some task/quest/crafting recipe or something like this - which will allow you to craft dual weapons from 2x single weapons (of same type? not sure if you can dual wield dagger and 1 hand axe...). So once you craft your dual weald daggers from 2x single daggers, then you get completely different skill tree for the new weapon that is now taking both your hands
Where did you read/hear that, because the info from the latest PTR testers completely contradicts that.
There will be "daggers" that are 2H matched sets, or a "dagger" that is main hand, a "dagger" that is off hand, and a "dagger" that is 1H (either).
You will then be able to equip them in one or both hands depending on the type, just like you can equip a main hand sword (the only current version of sword) and a shield (OH only) or a focus (also OH only).
Steven said that there would be NO shield/shield option, but all of the other single hand weapons will be able to be interchanged at some point. So Axe/Axe, Sword/Mace, etc.

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Re: Action camera mode - Targeting - Something have to change
action mode feels only 10% implemented compared to tab mode.
i agree with the cursor targeting being really bad as @Zettrex screenshot mentioned. as well as the vision range differences, ui interaction being cumbersome and some bugs.
theres still the bug after dying in action mode that the character starts walking forward when auto attacking which can be fixed by going in tab mode and back. but yeah thats how bad it feels sometimes.
the key addition for greed pass all is a step but if i wanna know what item im rolling on i need to switch to tab mode look at it and then decide. same for needing for items. action mode makes me press z way to often. in a perfect world i wouldnt swap modes at all.
to give another example on healing and targeting issues: i used jest on my tank to give them a hot and then i want to keep using basic attacks on the enemy but the game tells me "invalid target" because it doesnt register that i moved my cursor over to the enemy npc. only tabbing onto that npc fixes that which is almost being back to tab mode again.
also a nice quality of life thing would be if i could cast on myself without making me the friendly target at the same time. atm i first need to target myself then use the heal then untarget myself and then im able to heal the tank as example again just to be in the next buggy mess ^^
if you can make the system as responsive as ESO where you, for example,can only use your Shied Charge when the enemy is within range (aka not real action combat) and the same for healing skills like Natures Grasp, it would be as close to perfect as i can imagine.
i already made some reports on that topic but didnt see any info on if thats somewhere on your list and if you are aware of those issues.
i just hope that we get there soon to make both playstyles viable.
i agree with the cursor targeting being really bad as @Zettrex screenshot mentioned. as well as the vision range differences, ui interaction being cumbersome and some bugs.
theres still the bug after dying in action mode that the character starts walking forward when auto attacking which can be fixed by going in tab mode and back. but yeah thats how bad it feels sometimes.
the key addition for greed pass all is a step but if i wanna know what item im rolling on i need to switch to tab mode look at it and then decide. same for needing for items. action mode makes me press z way to often. in a perfect world i wouldnt swap modes at all.
to give another example on healing and targeting issues: i used jest on my tank to give them a hot and then i want to keep using basic attacks on the enemy but the game tells me "invalid target" because it doesnt register that i moved my cursor over to the enemy npc. only tabbing onto that npc fixes that which is almost being back to tab mode again.
also a nice quality of life thing would be if i could cast on myself without making me the friendly target at the same time. atm i first need to target myself then use the heal then untarget myself and then im able to heal the tank as example again just to be in the next buggy mess ^^
if you can make the system as responsive as ESO where you, for example,can only use your Shied Charge when the enemy is within range (aka not real action combat) and the same for healing skills like Natures Grasp, it would be as close to perfect as i can imagine.

i already made some reports on that topic but didnt see any info on if thats somewhere on your list and if you are aware of those issues.
i just hope that we get there soon to make both playstyles viable.


2
Re: Build diversity
They also promised the "DIALS", which were supposed to let us control the gear's specialization and stat directions. So, if that's still on the table, I'd imagine we'll have all the build variety we can have once that's implemented.
And even if that feature gets cornered into a "you choose gear with the highest def values and then apply your preferred stats to it" place - there's still hope for armor passives and armor types, which would at least triple the potential variety of "BiS". And considering that we'll be playing a PvX game with, hopefully, a variety of party compositions (or class combos, if we do end up with "1-of-each" design) - you'll either carry all 3 types of gear on you or you'll have to choose what's best for your preferred playstyle/group composition.
And at that point, I don't really know how much further build variety can be taken.
See just difference stat build on gear is not enough. If you want your gear to really matter it needs to offer more than stats. This way you have people picking off preferences more that what is strictly better.
Wait, have you never played a game where the stats on your gear are actually a matter of actual preference?
Like 'this gear offers me either Ranged or Magic Evasion and I fight Magic enemies so I choose Magic evasion and then tweak the rest of my build to that'.
I genuinely ask because I know many games don't, but even ESO and BDO actually get this far (unless you're only talking about whatever the current meta is).
So Iv played mostly Ragnarok online, FFXI, WOW, GW1 and 2, thrones, and a lot more but those are the main ones. So I like gear that can buff certain skills or even can change the way a skill works as well as them having stat lines. I like the idea of countering other classes but not making it where you can completely nullify a type of damage “ like thrones did in tier 1”.
Caravan suggestion to limit attackers
hello,
How do we think about adding like 20/30 min timer for attackers when they flag on caravan to destory it but if the timer runs out they wont be able to flag again or add if an attacker dies 3/5 times while flagged they will be kicked out of event and cant flag again for caravan this would add a little sth to lose for attacker side so they dont have hours of time to none stop attack and gives the defender more chance to make the trip.
How do we think about adding like 20/30 min timer for attackers when they flag on caravan to destory it but if the timer runs out they wont be able to flag again or add if an attacker dies 3/5 times while flagged they will be kicked out of event and cant flag again for caravan this would add a little sth to lose for attacker side so they dont have hours of time to none stop attack and gives the defender more chance to make the trip.

1
[NA] POLAR | Hardcore PVP/PVX | US/EU/OCE | Vyra | Miraleth Owners

OFFICIAL Winners of Vyra Phase 2
POLAR established its reputation as an extremely accomplished Hardcore WoW guild that boasts several NA Firsts/World Top 5s. After moving to Ashes in Phase 1, POLAR quickly became a dominant PVP force on the Resna server, solidifying itself as a top competitor in the PVP community. Currently, POLAR finds itself to be one of the largest guilds and the single most influential force on the Vyra server.
OFFICIAL Winners of Vyra Phase 2
POLAR established its reputation as an extremely accomplished Hardcore WoW guild that boasts several NA Firsts/World Top 5s. After moving to Ashes in Phase 1, POLAR quickly became a dominant PVP force on the Resna server, solidifying itself as a top competitor in the PVP community. Currently, POLAR finds itself to be one of the largest guilds and the single most influential force on the Vyra server.
🐻❄️ AOC Accomplishments
- Winners of first ever Node Siege in Ashes history
- Owners of Miraleth - first node on Vyra to finish its T3 buildings
- 100+ Firebrand & Tumok World Boss kills in Phase 2
- #1 on Global War Leaderboard with 19 Node War wins, twice as many as second place
- Host of first and second ever 8v8 Tournament in AoC history
🐻❄️ Our Commitment to You
- Guild Leadership - Our dedication to all-around excellence is unmatched, focusing on making POLAR the best guild experience for any player.
- Class Leads - All members have dedicated class leads that are considered masters of their field providing VOD reviews, Gear guides, and much more.
- Overloaded Content - POLAR prides itself on having an extremely active player base which organizes and hosts dedicated events including gearing, glinting, PVP, wars, etc.
- Community Development - Our dedicated community manager Rizetta organizes weekly movie nights, gaming events, PVP tournaments, and much more.
🐻❄️ Guild Objectives and Areas of Focus
- Build, develop, and strengthen our current player base to become the best in all aspects of PVP and Crafting. We are only as strong as our weakest link.
- Dominate the battlefield in all formats including small group skirmishes, caravan attacking/defense, large scale 40v40 Guild Wars, Node Wars, and everything in between.
- Improvements to guild infrastructure that provide a seamless and enriched experience for every POLAR member as we continue to grow.
- Continuous mastery of game knowledge, mechanics, and battlefield strategy that allow POLAR to maintain the competitive edge.
🐻❄️ Why Join POLAR?
- We prioritize winning, guild health, community engagement, and complete domination above all else. We pride ourselves in being elite and unrelenting in our pursuit of excellence. If you're curious about the view from the top of the mountain, come join us for Phase 3.
DM Hsiri in Discord or click the link below to apply!
https://discord.gg/polarguild
https://polarguild.org/





1
Re: TTK and Power scaling can be easily fixed.
But the game is barely built right now, right? We barely have one full biome, and even that is not completed because we don't have nodes up to lvl6, which means that all the mobs that we do have cannot grow up to max lvl.The entire scope of what PvE is in relation to players changes when you make drastic, sweeping changes like you are talking about here. Mana calculations, respawn times, cooldowns, mobs damage output - these things would all need to be basically redone from the ground up in order to support your "easy" fix to an issue that isn't related to PvE at all.
Doesn't this mean that Intrepid are barely 5% into their PvE development? And then, considering how much of an issue PvP balancing already is - wouldn't it be better to figure out PvP NOW and then build the entire PvE side on top of that figured out PvP?
Or do you think that Intrepid will just do a "x5" on mob stats when those become higher lvl after a node lvl up? Because if you believe that, then OP's suggestion would fit right in, because it's also just a multiplier on stats.

1
Re: Why Summoner should be a melee Archetype
I see your point, and it's definitely an interesting design angle. Having a balanced number of melee and ranged archetypes could help prevent a ranged-dominated meta.
Personally though, I wouldn't take the risk of turning Summoner into a melee archetype. Many players, myself included, imagine Summoner as a ranged or mid-range class that commands from a distance while their summons do the frontline work.
It’s a tricky balance, and in the end, only the devs know what direction they’re aiming for in terms of combat roles and class identity. I’m really curious to see what they come up with.
Cool topic to think about either way!
Personally though, I wouldn't take the risk of turning Summoner into a melee archetype. Many players, myself included, imagine Summoner as a ranged or mid-range class that commands from a distance while their summons do the frontline work.
It’s a tricky balance, and in the end, only the devs know what direction they’re aiming for in terms of combat roles and class identity. I’m really curious to see what they come up with.
Cool topic to think about either way!

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