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
Why Low TTK Hurts PvP Depth and Why Intrepid’s Changes Are the Right Move for Ashes of Creation
Why Low TTK Hurts PvP Depth and Why Intrepid’s Changes Are the Right Move for Ashes of Creation
Low Time-to-Kill (TTK) in combat often leads to shallow, reaction-based gameplay, where success is determined by burst damage and reflexes. This type of combat limits strategic depth and player agency, as there is little room for meaningful counterplay or adaptation. Research in game design suggests that extremely low TTK results in a less enjoyable experience because it leads to frustration and minimizes player choice. Too high of a TTK, however, can result in drawn-out combat that feels tedious and less impactful. The ideal TTK is one that allows for quick, intense action, but also offers enough time for players to respond, strategize, and outplay their opponents.
Increasing TTK allows for more strategic depth, providing players with time to react, reposition, and outplay their opponents. It creates a more tactical environment where success hinges on timing, positioning, and mechanical understanding rather than simply burst damage. This approach aligns with game design principles that emphasize player agency and customization, contributing to long-term engagement and satisfaction. Research shows that this balance in TTK leads to a higher skill ceiling, creating a more rewarding experience for players who master their mechanics and class.
Intrepid’s recent changes in Alpha Two, including stat balancing and progression tuning, are steps in the right direction. As Steven Sharif mentioned in his latest update:
“With this week’s patch, we’ve officially kicked off the first phase of stat balancing and progression tuning in Alpha Two. This update brings foundational changes to character leveling, gear stat scaling, mana/health regeneration, enchanting, and TTK (time-to-kill). These systems will continue to receive frequent tuning passes over the coming weeks as we dial in the pacing and feel of progression. AKA Don’t lose your shit, instead help us refine the results! ❤️_ — Steven Sharif_
This reflects Intrepid's commitment to refining TTK and gear progression systems. The goal is to create a balanced, engaging combat experience that fosters strategic and mechanical depth. By reducing gear power and continuing to adjust the value of various stats, the developers are working to ensure that gear is meaningful, but not overpowered, and that player skill plays a larger role in combat outcomes.
As Steven Sharif noted, these changes are part of a multi-patch process, with frequent tuning passes that will continue to adjust how gear progression and combat survivability feel in both PvP and PvE. Balancing waterfall stats—the secondary stats influenced by primary stats—takes time and effort, as it directly impacts build diversity and player customization. The developers are iterating on this balance, and while the alpha may look messy at times, this is a natural part of the testing and development process. Player feedback is a critical part of shaping the final system, and Intrepid’s ongoing efforts will help refine the feel of these systems.
This iterative process will help improve PvP by increasing the skill gap between players. The reduced emphasis on raw gear power, combined with a focus on meaningful progression, means that great players will be those who master their class, not simply those who rely on high damage or overwhelming stats. This also ties into the ongoing feedback loop, where players are encouraged to submit their thoughts through Intrepid's dedicated surveys to shape the future direction of the game.
In conclusion, low TTK results in chaotic and reaction-based combat, whereas increasing TTK allows for a deeper, more engaging tactical experience. Intrepid's changes, including reducing gear power and focusing on fine-tuning progression and combat pacing, will lead to a game that rewards strategic thinking, team coordination, and player skill. This shift will help create a more rewarding, skill-based environment, while maintaining a focus on PvE and PvP balance, ensuring that Ashes of Creation evolves into a game that values both player agency and strategic depth.
Low Time-to-Kill (TTK) in combat often leads to shallow, reaction-based gameplay, where success is determined by burst damage and reflexes. This type of combat limits strategic depth and player agency, as there is little room for meaningful counterplay or adaptation. Research in game design suggests that extremely low TTK results in a less enjoyable experience because it leads to frustration and minimizes player choice. Too high of a TTK, however, can result in drawn-out combat that feels tedious and less impactful. The ideal TTK is one that allows for quick, intense action, but also offers enough time for players to respond, strategize, and outplay their opponents.
Increasing TTK allows for more strategic depth, providing players with time to react, reposition, and outplay their opponents. It creates a more tactical environment where success hinges on timing, positioning, and mechanical understanding rather than simply burst damage. This approach aligns with game design principles that emphasize player agency and customization, contributing to long-term engagement and satisfaction. Research shows that this balance in TTK leads to a higher skill ceiling, creating a more rewarding experience for players who master their mechanics and class.
Intrepid’s recent changes in Alpha Two, including stat balancing and progression tuning, are steps in the right direction. As Steven Sharif mentioned in his latest update:
“With this week’s patch, we’ve officially kicked off the first phase of stat balancing and progression tuning in Alpha Two. This update brings foundational changes to character leveling, gear stat scaling, mana/health regeneration, enchanting, and TTK (time-to-kill). These systems will continue to receive frequent tuning passes over the coming weeks as we dial in the pacing and feel of progression. AKA Don’t lose your shit, instead help us refine the results! ❤️_ — Steven Sharif_
This reflects Intrepid's commitment to refining TTK and gear progression systems. The goal is to create a balanced, engaging combat experience that fosters strategic and mechanical depth. By reducing gear power and continuing to adjust the value of various stats, the developers are working to ensure that gear is meaningful, but not overpowered, and that player skill plays a larger role in combat outcomes.
As Steven Sharif noted, these changes are part of a multi-patch process, with frequent tuning passes that will continue to adjust how gear progression and combat survivability feel in both PvP and PvE. Balancing waterfall stats—the secondary stats influenced by primary stats—takes time and effort, as it directly impacts build diversity and player customization. The developers are iterating on this balance, and while the alpha may look messy at times, this is a natural part of the testing and development process. Player feedback is a critical part of shaping the final system, and Intrepid’s ongoing efforts will help refine the feel of these systems.
This iterative process will help improve PvP by increasing the skill gap between players. The reduced emphasis on raw gear power, combined with a focus on meaningful progression, means that great players will be those who master their class, not simply those who rely on high damage or overwhelming stats. This also ties into the ongoing feedback loop, where players are encouraged to submit their thoughts through Intrepid's dedicated surveys to shape the future direction of the game.
In conclusion, low TTK results in chaotic and reaction-based combat, whereas increasing TTK allows for a deeper, more engaging tactical experience. Intrepid's changes, including reducing gear power and focusing on fine-tuning progression and combat pacing, will lead to a game that rewards strategic thinking, team coordination, and player skill. This shift will help create a more rewarding, skill-based environment, while maintaining a focus on PvE and PvP balance, ensuring that Ashes of Creation evolves into a game that values both player agency and strategic depth.

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Re: Looking for the best GPU to run Ashes of Creation
Thanks a lot for all the input and suggestions!
Given my current budget, I’m going with the RTX 4060 Ti.
See you all in-game on May 1st! 👊🎮
Given my current budget, I’m going with the RTX 4060 Ti.
See you all in-game on May 1st! 👊🎮
1
Re: 📊 Gear & Stat Tuning Feedback Thread – Help Shape Phase II Balance
Aside from the ton of feedback all over the official discord, steven's reddit "gigathread" and the forum so far, i want you to remind you on the effects outside of direct-enemy-engagements: The Economy and Server Progession side.
Putting Journeyman enchantment scrolls in the citizen vendors pocket was a genius move. This completely motivated the whole server (im talking about Lotharia during Phase 2, Alpha 2) to complete buy orders. Lots of buy orders have been completed before the material cooldowns came back for the mayor. This enabled a market for the more PvE oriented players that do no get to spamming caravans or camping a legendary tree (this will change soon, i know.). The Economy on that part was super healthy, because people sought after enchantments. Scroll prices went up, PvP Oriented players did drive more caravans, more caravan-pvp happened - it put the server in a healthy state. But, i do agree, enchanting needed a nerf. It was unrealistig to give 600% value to items by just enchanting them to +8 (yes, this description does not fit every single item, but there had been some extremes that went this far)
With stats and how they work now, and also the strong differences between apprentice level 10 gear on legendary, and green level 20 drops from NPC's which do not require a bit of effort, the economy will be out of the box on another wipe/fresh start. People do not want to craft level 10 gear, because getting epic/legendary materials, processing it on different people, to wait for a node wide crafting buff and also paying a fee for service, to be outscaled by a green level 20 item that just dropped because there was an NPC attacking you while you chopped a tree - lets be real, a feeling noone wants to face.
Combine this with the extreme diminshing returns on both, physical and magical power, and you will most likely end up with following scenario
People will either not do buy orders at all, because crafting '10 gear will be pointless, and reaching Journeyman Status on the server (again, Lotharia, full EU on one Server) took more than 3 Months to reach.
Apprentice Materials on every gathering profession will be essentially worthless, unless the server somehow reaches journeyman status super early. Then the tool-materials for Journeyman tools will be valuable, and the Journeyman Gatherables will be very valuable - because the new system will feel like every other MMO. Just rush max level and dont mess with any crafting beforehand, because dropped items are better either way. Thats not what we want to see in ashes afaik.
Oh, and also - should not put the best, highest stats on Citizen Cloaks. "Crafters make the best shit" some wise guy once said. Citizen Cloaks should be rather cosmetic, to make crafting even more worth it, rather than just buying it off a vendor.
Putting Journeyman enchantment scrolls in the citizen vendors pocket was a genius move. This completely motivated the whole server (im talking about Lotharia during Phase 2, Alpha 2) to complete buy orders. Lots of buy orders have been completed before the material cooldowns came back for the mayor. This enabled a market for the more PvE oriented players that do no get to spamming caravans or camping a legendary tree (this will change soon, i know.). The Economy on that part was super healthy, because people sought after enchantments. Scroll prices went up, PvP Oriented players did drive more caravans, more caravan-pvp happened - it put the server in a healthy state. But, i do agree, enchanting needed a nerf. It was unrealistig to give 600% value to items by just enchanting them to +8 (yes, this description does not fit every single item, but there had been some extremes that went this far)
With stats and how they work now, and also the strong differences between apprentice level 10 gear on legendary, and green level 20 drops from NPC's which do not require a bit of effort, the economy will be out of the box on another wipe/fresh start. People do not want to craft level 10 gear, because getting epic/legendary materials, processing it on different people, to wait for a node wide crafting buff and also paying a fee for service, to be outscaled by a green level 20 item that just dropped because there was an NPC attacking you while you chopped a tree - lets be real, a feeling noone wants to face.
Combine this with the extreme diminshing returns on both, physical and magical power, and you will most likely end up with following scenario
People will either not do buy orders at all, because crafting '10 gear will be pointless, and reaching Journeyman Status on the server (again, Lotharia, full EU on one Server) took more than 3 Months to reach.
Apprentice Materials on every gathering profession will be essentially worthless, unless the server somehow reaches journeyman status super early. Then the tool-materials for Journeyman tools will be valuable, and the Journeyman Gatherables will be very valuable - because the new system will feel like every other MMO. Just rush max level and dont mess with any crafting beforehand, because dropped items are better either way. Thats not what we want to see in ashes afaik.
Oh, and also - should not put the best, highest stats on Citizen Cloaks. "Crafters make the best shit" some wise guy once said. Citizen Cloaks should be rather cosmetic, to make crafting even more worth it, rather than just buying it off a vendor.

2
Re: [NA] Fist of the Empire (FoE) | PvP focused - PvE/Econ welcome | 18+
Correct me if I'm wrong but was FOE one of the major TR outfits in planetside2? I seem to remember assassinating you're leadership while you were trying to do operations. Might have been a different group with a similar name.
1
Re: Why Exclusive Flying Mounts Will Destroy a PvP-Driven Game Long Term
Flying mounts in Ashes are intentionally rare and heavily restricted. Only mayors of Metropolises and a few special event rewards will have access to them, with strict limits on how many can exist per server. They’re not meant to give permanent PvP advantages but to serve as political and prestige symbols. Intrepid has been very clear about avoiding the kind of imbalance described in the post. Balance will be key and the community will keep holding them accountable during testing.

2
Re: Feedback on TTK, Gear Changes, and Mana (Post-Patch)
And, since I know how hard it can be to get feedback from less engaged players, the perspective from the opposite side - 'doesn't actually test actively right now but generally follows whatever can be followed without actually playtesting':
Looks like you're just starting over, Intrepid? Posts like the OP are well detailed and give a lot of relative clarity, unfortunately for us less invested who use these posts to get a sense of what's going on, it looks 100% like y'all are just messing around (or making a mess) again to try some stuff, which is confusing since it seemingly went past PTR.
Almost every outcome reported so far is unsurprising considering the usual quality/expectations of work (they are not particularly positive or high expectations). But the response isn't 'oh they don't know what they're doing at all', it's just 'oh they're finally getting around to trying some stuff and weren't actually seriouslly working on this before'.
So, do your thing, it's your budget constraints, hope it works out.
As for me personally, I'd say the #1 reason this outcome was the expected one for me is that this was not the order one solves this problem in, a lesson I hope is learned across the industry.
Incentives -> PvE/Comfort feeling -> Stats -> Economy -> PvP Feeling -> Repeat.
If this happened because the testers/Devs felt that the PvE feeling was still good, {That's too bad.} But it's probably just not as 'bad' as the first responders are making it out to be... right?
Looks like you're just starting over, Intrepid? Posts like the OP are well detailed and give a lot of relative clarity, unfortunately for us less invested who use these posts to get a sense of what's going on, it looks 100% like y'all are just messing around (or making a mess) again to try some stuff, which is confusing since it seemingly went past PTR.
Almost every outcome reported so far is unsurprising considering the usual quality/expectations of work (they are not particularly positive or high expectations). But the response isn't 'oh they don't know what they're doing at all', it's just 'oh they're finally getting around to trying some stuff and weren't actually seriouslly working on this before'.
So, do your thing, it's your budget constraints, hope it works out.
As for me personally, I'd say the #1 reason this outcome was the expected one for me is that this was not the order one solves this problem in, a lesson I hope is learned across the industry.
Incentives -> PvE/Comfort feeling -> Stats -> Economy -> PvP Feeling -> Repeat.
If this happened because the testers/Devs felt that the PvE feeling was still good, {That's too bad.} But it's probably just not as 'bad' as the first responders are making it out to be... right?

1
Re: Subject: Feedback on Recent Stat and TTK Changes
Case and point. Executing strategies and plays. Capitalizing on opportunities. People died np.
https://medal.tv/games/ashes-of-creation/clips/k3Z4IxYuhTXtHvWWr?invite=cr-MSxraXIsMjg4MzYzODY3
Ya I wouldn't call this skill we walked at them as a ball and
Case and point. Executing strategies and plays. Capitalizing on opportunities. People died np.
https://medal.tv/games/ashes-of-creation/clips/k3Z4IxYuhTXtHvWWr?invite=cr-MSxraXIsMjg4MzYzODY3
Huh how are you gonna previously say in your post that were unqualified lmao then link a clip of "POLAR" playing "ME" shot calling and call it proof. You don't understand any of the context to that clip you have no idea how many healers the other team has or what we were testing. Smh.
The pvp with low ttk feels boring underwhelming and extremely basic. The game currently has the rotation for most DPS classes of MMOs from 2004 where if you had key binds you were a god. The lack of defensives interrupts and almost no skill expression has made the combat feel muddy at best. When the ttk was quick -> positioning, timing, and decision making felt way more Impactful. A well combo or blitz could let one player take out three, now you need the entire team to target one player to kill them. Its extremely one dimensional, walk at the other team as a ball and target the other team one by one. This isn't skillful its boring and zerg meta.

1
Re: Lifesteal: for or against?
Don't like lifesteal in anygame, it's attack and heal altogether, it is ok if it is very weak then it's ok and the cooldown should be rather long enough
Re: Give us the PTR gear vendor on Alpha 2 servers!
I agree with the OP, this is really needed for current stage of testing.
We desperately need better testing condition for more accurate data before the P3.
Stop treating the A2 servers as live game and treat it like the test it should be.
We desperately need better testing condition for more accurate data before the P3.
Stop treating the A2 servers as live game and treat it like the test it should be.

2
Re: Subject: Feedback on Recent Stat and TTK Changes
No idea what terrible source you're using for Lineage 2 but here's the official codex with data that actually means something, stop trippin' with wikipedia and google AI. Can't even pull the right source and you gonna pretend like you're OG? Please x)
lol I ain't talking about a 2010s version of the game. That looks like a system designed for P2W monetization lol. I'm talking about the original game. The one that was popular, that probably released when you were in diapers.
But good to know they fucked up their power progression in future versions, proves my point that ridiculous power progression = less popular pvp game
This ttk is horrible. I see a lot of comments about how combat is more skill based now but that is just isn't true at all. There is no tactics, or unique strategy's now. You don't get high value from pulling off risky plays. Combat now is just calling targets to focus down 1 by 1. Any competent opponent will destroy you if you do otherwise.
This isn't a game like WoW were you can chain cc's and interrupts together alongside your cooldowns to setup kills. The combat just isn't that dynamic. Longer ttk doesn't force you to create opportunities to kill people. It just forces you to out dps the healing a player is receiving (which if your target is dodge rolling, this is impossible).
It isn't enough, I agree with you. But it went from pressing W and smashing your head on the keyboard to coordinating damage to a target. It's definitely better than it was before, and it's a good direction.
We need more. Stronger defensives, increased base survivability for DPSs, interrupts, and higher TTK. When they do that, you will care to use the proper debuff system, you'll see that coordination helps in killing the other party faster, and the difference is not between killing players in 2 seconds or 1.5 seconds, it's the difference between killing them in 10 or in 3 seconds. That means you are more rewarded for coordinating.
1