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
Ranger in dire need of 1v1 QoL
I don't think ranger has a single favourable matchup in the open world. Some are laughably one sided (rogue, fighter) and others are a 50/50 at best.
Ranger does not really have access to range, nor do they have access to the mobility required to kite any of the classes in the game.
They only have one semi-reliable control skill (and one wildly unreliable trap). The silence takes too long to be used, and is very clunky. You can be waiting up to 5 seconds for the silence to hit sometimes.
The only way to win a 1v1 fight seems to be to basically cheese a snipe from stealth and go for the finish before they have a chance to recover initiative.
It's tremendously disappointing to see a new class like the rogue be introduced with basically zero vulnerabilities and all of the attack options in the world, and see older classes like the ranger (which just received a very mild "rework" - i.e. significant nerf to marks and the addition of barrage 2 and power shot 2) be left completely in the dust.
Ranger does not really have access to range, nor do they have access to the mobility required to kite any of the classes in the game.
They only have one semi-reliable control skill (and one wildly unreliable trap). The silence takes too long to be used, and is very clunky. You can be waiting up to 5 seconds for the silence to hit sometimes.
The only way to win a 1v1 fight seems to be to basically cheese a snipe from stealth and go for the finish before they have a chance to recover initiative.
It's tremendously disappointing to see a new class like the rogue be introduced with basically zero vulnerabilities and all of the attack options in the world, and see older classes like the ranger (which just received a very mild "rework" - i.e. significant nerf to marks and the addition of barrage 2 and power shot 2) be left completely in the dust.
Re: TTK and Power scaling can be easily fixed.
Here's my classic bias
Fast growth at early lvls, but then smaller and smaller growth the higher you go in gear tiers (pic read by column top to bottom, left to right).

Add enchantment on top of this (ease of it decreasing with tiers) and you got yourself a fairly equalized battlefield, instead of whatever the fuck we've got now.
Rarities can provide non-enchanted growth within steps of gear tiers, especially if enchantment is tied to rarity rather than being universal. This way hardcore rich players would still be slightly ahead, cause they got both rare and enchanted, but more casual players would still be able to enchant their basic stuff and not be toooo behind.
As for pve, that shit can be balanced 6 ways to sunday. Figure out your pvp side, so that players don't leave because a single guy can fucking oneshot several groups of people and then balance your pve around the scaling of player power that you landed on after having figured out your pvp.


Add enchantment on top of this (ease of it decreasing with tiers) and you got yourself a fairly equalized battlefield, instead of whatever the fuck we've got now.
Rarities can provide non-enchanted growth within steps of gear tiers, especially if enchantment is tied to rarity rather than being universal. This way hardcore rich players would still be slightly ahead, cause they got both rare and enchanted, but more casual players would still be able to enchant their basic stuff and not be toooo behind.
As for pve, that shit can be balanced 6 ways to sunday. Figure out your pvp side, so that players don't leave because a single guy can fucking oneshot several groups of people and then balance your pve around the scaling of player power that you landed on after having figured out your pvp.

3
Re: Dev Discussion #74 - Rogue Archetype
The rogue overall feels absolutely amazing, the Dev who worked on it i hear also did the bard, and i believe these to be the two best designed classes in this game and hope he works on the Summoner too. Also, cleric needs a complete overhall by him too as it lacks any form of synergy, and i hear tanks want a redesign too.
Back to the rogue
Other than the obvious issue with the 20yrd range for stealth that plenty of people will complain about want to address other issues.
The worst thing is that you can use damaging abilities in stealth without removing it. applying poisons and then using throw, rinse and repeat. not fun to do, not fun to play against. they get too close, sleep dart with 5 sec extra duration due to the sleep dart passive. Then you wait the 20sec for all these to come off cd and do it again.
I think the grapple just provides too much movement, having multiple abilities that close the gap and multiple dodge rolls is plenty, The grapple allows 3D movement that can not be replicated by any class except flying mounts. If i rogue grapples up a cliff, they get away, only counter play would be to hit them in that timeframe, but CC can counter that. so if a rogue plays correctly, only another rogue will be its counter.. not exactly rock, paper, scissors when they brought a gun.
The rogue has too much healing. The healing passive when you go in stealth would be fine if you couldnt go back into stealth mid combat. added to the sap that also heals and bleed rogue is absolutely nuts. apply poisons, bleed, hemo, and sap. and then restealth for almost your entire hp.
To people who want stealth to be permanent, i dont agree, plenty of games have limited duration stealth and it only takes like 2 brain cells to look at the duration timer rather than relying on it being permanent. if you want it to be permanent then they should add a mechanic that the timer stops counting down when you are stationary and dont move. This would give you permanent stealth when you sit to eat or when you want to afk but still keeps the nice game of cat and mouse for trying to find the rogue.
Overall the rogue feels amazing, it just has TOO much going for it. It was too well designed. They have crazy cc, crazy dmg, crazy healing, plenty of gap closers, good defensives, and unmatched ability to get away with stealth and grapple.
Back to the rogue
Other than the obvious issue with the 20yrd range for stealth that plenty of people will complain about want to address other issues.
The worst thing is that you can use damaging abilities in stealth without removing it. applying poisons and then using throw, rinse and repeat. not fun to do, not fun to play against. they get too close, sleep dart with 5 sec extra duration due to the sleep dart passive. Then you wait the 20sec for all these to come off cd and do it again.
I think the grapple just provides too much movement, having multiple abilities that close the gap and multiple dodge rolls is plenty, The grapple allows 3D movement that can not be replicated by any class except flying mounts. If i rogue grapples up a cliff, they get away, only counter play would be to hit them in that timeframe, but CC can counter that. so if a rogue plays correctly, only another rogue will be its counter.. not exactly rock, paper, scissors when they brought a gun.
The rogue has too much healing. The healing passive when you go in stealth would be fine if you couldnt go back into stealth mid combat. added to the sap that also heals and bleed rogue is absolutely nuts. apply poisons, bleed, hemo, and sap. and then restealth for almost your entire hp.
To people who want stealth to be permanent, i dont agree, plenty of games have limited duration stealth and it only takes like 2 brain cells to look at the duration timer rather than relying on it being permanent. if you want it to be permanent then they should add a mechanic that the timer stops counting down when you are stationary and dont move. This would give you permanent stealth when you sit to eat or when you want to afk but still keeps the nice game of cat and mouse for trying to find the rogue.
Overall the rogue feels amazing, it just has TOO much going for it. It was too well designed. They have crazy cc, crazy dmg, crazy healing, plenty of gap closers, good defensives, and unmatched ability to get away with stealth and grapple.

3
Fixing TTK and power scaling
Furthering my post on weapons proving too many stats, can we please have a quick fix to intellect and strength stats. These stats are waterfall stats that provide 3 physical/magic power rating, 1 penetration, and 1 accuracy per 1 point. Change that first value to a 1 and EVERYTHING gets better. Having a stat that gives 1 power, 1 pen, and 1 accuracy is already really good and will be a priority compared to every other stat. This also brings dex and wisdom into a more comparable stat line.

1
Cleric needs synergy
Just making to ask if anyone know if the cleric is getting a rework?
The spells dont have any synergy except flash cure being used while casting other spells (which is cool)
If you need aoe healing, you have a priority list, oh my consecrated wave on cooldown? guess ill click resplendent beam. oh thats on cool down too? guess its now flare. type play style to it. you just roll through the different cooldowns.
i was fully waiting to see if the secondary archetypes were going to solve this issue.. but the bard is in a much better state and now the rogue is also up there. I feel those two are the two best designed classes at the moment. fighter and mage are decent, and people complained about the ranger and it got changes. the tank is also being complained about.
some options to fix cleric:
Casting deliverance 3 times resets the cooldown on resplendent beam.
Putting soothing glow on a target makes your deliverance also heal that target for 25% of the amount
While inside flare, all single target heals are evenly spread to up to 5 targets.
When you crit with a single target heal, make it heal the lowest health alli within 20 yards for 30% of the amount
Each heal with a cast time on a target with soothing glow increases the duration of soothing glow by 3 seconds
Each crit applies an absorption shield for 20% of the amount
Also, please give cleric's barrier ability a magic power coefficient, feels terrible that the better your gear gets, the worse that spell becomes.
These are a few options. I hope the cleric goes more toward a class with cast times or crit focused so that it can scale well with wisdom
I hope bard is more of the aoe healing over time class and cleric is better at burst healing with castable single target and aoe heals with a few instant casts that have CDs
now for some more recommendations on how to fix it, without directly stealing their ideas, go take a look at project ascension's healer specs. It isnt "classless" as much as it is 1000 different classes. Each legendary RE vastly changes the synergy spells have.
The spells dont have any synergy except flash cure being used while casting other spells (which is cool)
If you need aoe healing, you have a priority list, oh my consecrated wave on cooldown? guess ill click resplendent beam. oh thats on cool down too? guess its now flare. type play style to it. you just roll through the different cooldowns.
i was fully waiting to see if the secondary archetypes were going to solve this issue.. but the bard is in a much better state and now the rogue is also up there. I feel those two are the two best designed classes at the moment. fighter and mage are decent, and people complained about the ranger and it got changes. the tank is also being complained about.
some options to fix cleric:
Casting deliverance 3 times resets the cooldown on resplendent beam.
Putting soothing glow on a target makes your deliverance also heal that target for 25% of the amount
While inside flare, all single target heals are evenly spread to up to 5 targets.
When you crit with a single target heal, make it heal the lowest health alli within 20 yards for 30% of the amount
Each heal with a cast time on a target with soothing glow increases the duration of soothing glow by 3 seconds
Each crit applies an absorption shield for 20% of the amount
Also, please give cleric's barrier ability a magic power coefficient, feels terrible that the better your gear gets, the worse that spell becomes.
These are a few options. I hope the cleric goes more toward a class with cast times or crit focused so that it can scale well with wisdom
I hope bard is more of the aoe healing over time class and cleric is better at burst healing with castable single target and aoe heals with a few instant casts that have CDs
now for some more recommendations on how to fix it, without directly stealing their ideas, go take a look at project ascension's healer specs. It isnt "classless" as much as it is 1000 different classes. Each legendary RE vastly changes the synergy spells have.

2
Boats, sailing and the sea.
Good morning, citizens of Verra! After a few dozens of hours sailing around in the Alpha 2, I decided to write a few words of feedback.
First of all, a few disclaimers:
- I understand that this is an Alpha and that the current boat system is the first version of whatever their final goal is.
- I'm currently enjoying the sailing experience A LOT, but I do think it could be improved.
- This is my opinion, and should only be taken as that, but I'd love to discuss further with anyone that wants to do so.
I am a very passionate sea person, have always been. I've fished in every game I've played since I was 3 years old, especially in MMOs, and had boats in every game that allowed me to do so. In ArcheAge, I had a fully upgraded fishing boat and a pretty strong Galleon that I sailed with my Pirate Guild; I also played Sea of Thieves for over 2 years, sailing almost daily, and most of my experience comes from that.
Of course, I'd love to have a fully immersive sailing system in Ashes, where you control sail height, rudder turning is persistent and you have to close holes on the hull, throw out water with a bucket while dealing with all sorts of things. While I do understand that in a MMO that might not fit and it might be better to have a more "vehicle" system, where you turn your boat and move it forward/backwards on command with WASD, I do think there are some improvements that could be done, especially in two things: steering and speed control.
It would be much more immersive and interesting if the turning of the rudder was persistent, where you can set it to turn, leave the rudder and it would still be turning. This would allow for much more skill expression and control for experienced players. Also, speed should work similarly. Maybe some sort of "progress bar" indicator, where you can control how fast the ship is going with W and S, increasing or decreasing speed. With that, a small crew could take on bigger threats by having a good navigator/sailor man both the rudder and a weapon in combat.
I think the cannon system currently works pretty well for what it is supposed to be, but I would prefer a more aim focused system instead of "click where you want to shoot". The damage numbers make sense if there is to be an upgrade system for the weaponry. If not, they seem a bit to low when compared to what a geared mage or ranger can do if they simply attack. Also, there should be some sort of consumable or action to heal ships, be it using material (wood timber or planks) or maybe even glint.
According to the Wiki, there is gonna be a system to allow other people to steer you ship, and I know that is not yet implemented, but it's pretty detrimental to not be able to have other people steer it for you, so I'd propose that, as a placeholder, only people in your group can steer your ship, and maybe add a skill to the owner to kick out drivers.
I have no words other than amazement about the beauty of the tropics and the sea. I did not expect us to have sailing on this soon, with such a rich biome and interesting isles, and especially considering that there is much more to come since this is just one zone, I can't wait to have an entire ocean to sail around, swim on and dive in.
Overall, I really enjoy the direction that sailing is going towards, and if the game released with the system as is (with sailing permissions and some kind of way to heal the ship) it would be good enough for me, but I think there's a lot of potential for an even better system that would allow a lot of content and memorable moments.
These are a couple of screenshots I took while sailing. The ambience is great and the whole journey was very immersive. Also, thanks a lot for lowering the cost of the ship, been seeing many more people sailing around since that.


Thanks for giving me this opportunity to test a system that I love so much and have so many expectations for. Can't wait to see what comes next.
First of all, a few disclaimers:
- I understand that this is an Alpha and that the current boat system is the first version of whatever their final goal is.
- I'm currently enjoying the sailing experience A LOT, but I do think it could be improved.
- This is my opinion, and should only be taken as that, but I'd love to discuss further with anyone that wants to do so.
I am a very passionate sea person, have always been. I've fished in every game I've played since I was 3 years old, especially in MMOs, and had boats in every game that allowed me to do so. In ArcheAge, I had a fully upgraded fishing boat and a pretty strong Galleon that I sailed with my Pirate Guild; I also played Sea of Thieves for over 2 years, sailing almost daily, and most of my experience comes from that.
Of course, I'd love to have a fully immersive sailing system in Ashes, where you control sail height, rudder turning is persistent and you have to close holes on the hull, throw out water with a bucket while dealing with all sorts of things. While I do understand that in a MMO that might not fit and it might be better to have a more "vehicle" system, where you turn your boat and move it forward/backwards on command with WASD, I do think there are some improvements that could be done, especially in two things: steering and speed control.
It would be much more immersive and interesting if the turning of the rudder was persistent, where you can set it to turn, leave the rudder and it would still be turning. This would allow for much more skill expression and control for experienced players. Also, speed should work similarly. Maybe some sort of "progress bar" indicator, where you can control how fast the ship is going with W and S, increasing or decreasing speed. With that, a small crew could take on bigger threats by having a good navigator/sailor man both the rudder and a weapon in combat.
I think the cannon system currently works pretty well for what it is supposed to be, but I would prefer a more aim focused system instead of "click where you want to shoot". The damage numbers make sense if there is to be an upgrade system for the weaponry. If not, they seem a bit to low when compared to what a geared mage or ranger can do if they simply attack. Also, there should be some sort of consumable or action to heal ships, be it using material (wood timber or planks) or maybe even glint.
According to the Wiki, there is gonna be a system to allow other people to steer you ship, and I know that is not yet implemented, but it's pretty detrimental to not be able to have other people steer it for you, so I'd propose that, as a placeholder, only people in your group can steer your ship, and maybe add a skill to the owner to kick out drivers.
I have no words other than amazement about the beauty of the tropics and the sea. I did not expect us to have sailing on this soon, with such a rich biome and interesting isles, and especially considering that there is much more to come since this is just one zone, I can't wait to have an entire ocean to sail around, swim on and dive in.
Overall, I really enjoy the direction that sailing is going towards, and if the game released with the system as is (with sailing permissions and some kind of way to heal the ship) it would be good enough for me, but I think there's a lot of potential for an even better system that would allow a lot of content and memorable moments.
These are a couple of screenshots I took while sailing. The ambience is great and the whole journey was very immersive. Also, thanks a lot for lowering the cost of the ship, been seeing many more people sailing around since that.


Thanks for giving me this opportunity to test a system that I love so much and have so many expectations for. Can't wait to see what comes next.
1
Re: Looking for the best GPU to run Ashes of Creation
GPUs are becoming more of a "buy as much as you stand the price pain" but running 1440p should allow for more options when it come to price & availability. The 500watt power supply will be a limiting factor and will need to upgraded as well, 750-850 watt minimum for mid-range systems but higher if you want a top end supply for future upgrading.
edited to correctly read 1440p
edited to correctly read 1440p

1
Looking for the best GPU to run Ashes of Creation
Hello everyone,
I'm planning a GPU upgrade focused on getting solid performance in Ashes of Creation, and I’d love some advice based on my current build.
Current Specs:
CPU: Intel Core i7-9700KF
Motherboard: Gigabyte Z390 UD
RAM: 64GB DDR4
GPU: GTX 1060 Ti (looking to upgrade)
PSU: 500W 80 Plus
Case: Mid-tower with good airflow
Monitor: 1080p (but may move to 1440p in the near future)
I’m looking for a GPU that can handle Ashes of Creation at high settings, preferably without creating bottlenecks or requiring a PSU upgrade. I'm open to suggestions from both NVIDIA (like the 30 or 40 series) and AMD, as long as power consumption is within safe limits.
I’ve been considering the RTX 4060 Ti, but I’d love to hear your thoughts.
Anyone with similar specs or experience—what would you recommend for the best cost-performance ratio?
Thanks in advance!
I'm planning a GPU upgrade focused on getting solid performance in Ashes of Creation, and I’d love some advice based on my current build.
Current Specs:
CPU: Intel Core i7-9700KF
Motherboard: Gigabyte Z390 UD
RAM: 64GB DDR4
GPU: GTX 1060 Ti (looking to upgrade)
PSU: 500W 80 Plus
Case: Mid-tower with good airflow
Monitor: 1080p (but may move to 1440p in the near future)
I’m looking for a GPU that can handle Ashes of Creation at high settings, preferably without creating bottlenecks or requiring a PSU upgrade. I'm open to suggestions from both NVIDIA (like the 30 or 40 series) and AMD, as long as power consumption is within safe limits.
I’ve been considering the RTX 4060 Ti, but I’d love to hear your thoughts.
Anyone with similar specs or experience—what would you recommend for the best cost-performance ratio?
Thanks in advance!
2
Re: Repeatable Collection quests and other quest feedback
Yes, it's almost entirely defined by how optimal it is to do the thing.
But, quite simply, neither Ashes nor Throne and Liberty actually takes much philosophically from L2 quest design as far as we know, so it basically never comes up.
Things are shuffled around to make it feel more normal overall, but again, this is basically because L2 is older. What TL has now and what Ashes intends to have are basically 'the right way', and they're both tuned really well to a smooth experience. Good foundations.
If a quest/Contract says 'kill 15-20 of this, here's an in-world reason, here's a small reward equivalent to the time spent doing something harder', they're not obnoxious. In Ashes (or even TL if they eventually care) these can be explicitly offered by Social Orgs (in TL it would be better to keep them as random Contracts that are affiliated with Social Orgs because TL has a good design based around not being able to just repeat the same contract bot-style forever, but Ashes hasn't shown any signs that they'll be adding that benefit).
Even light RP-ers like this sort of thing, so it's really just an automatic win for almost no effort if done correctly as long as it isn't so optimal that it can't be ignored by the average player.
But, quite simply, neither Ashes nor Throne and Liberty actually takes much philosophically from L2 quest design as far as we know, so it basically never comes up.
Things are shuffled around to make it feel more normal overall, but again, this is basically because L2 is older. What TL has now and what Ashes intends to have are basically 'the right way', and they're both tuned really well to a smooth experience. Good foundations.
If a quest/Contract says 'kill 15-20 of this, here's an in-world reason, here's a small reward equivalent to the time spent doing something harder', they're not obnoxious. In Ashes (or even TL if they eventually care) these can be explicitly offered by Social Orgs (in TL it would be better to keep them as random Contracts that are affiliated with Social Orgs because TL has a good design based around not being able to just repeat the same contract bot-style forever, but Ashes hasn't shown any signs that they'll be adding that benefit).
Even light RP-ers like this sort of thing, so it's really just an automatic win for almost no effort if done correctly as long as it isn't so optimal that it can't be ignored by the average player.

1
Re: Would You Sell A Castle?
Not the guild, but I could definitely throw the next defense in exchange for something insanely good for my guild. Seen it done countless times in L2.
This is exactly why I've brought up the issue of just how easy it seems to be to make that throw in the planned design for sieges.
This is exactly why I've brought up the issue of just how easy it seems to be to make that throw in the planned design for sieges.

3