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: Make Levels Great Again!
Was just rereading that page to member the good ol' days and WOULD YOU LOOK AT THAAAT

Stupidiest fucking change... I tell you.

Stupidiest fucking change... I tell you.

1
Re: Make Levels Great Again!
There's not a single day when I don't curse Amazon for their stupidity. TL would've been my second daily grinder after the Mihoyo bunch...But as usual, you are roughly describing the outcome that TL achieves with the way their waterfall stats work.
Ohhh, I understand this PERFECTLY, because you know where they kiiinda got this system? YOU GUESSED IT! L2!E.g. 'if your Guild holds this Boonstone, you get +2 DEX, which might allow you to hit a stat tier for DEX'.
If that doesn't make sense just ignore it, treat it as just another situation where the two games are night and day and once again your instinctive solution is to go toward the Dark Side.
https://legacy-lineage2.com/news/graciafinal_01.html

Secondary "sieges" where you gotta grab a flag, bring it to your castle (that your guild gotta have) and keep it there for the duration of the war to get the bonus.
I'm definitely starting to think that TL is in fact closer to being proper L2's successor than what Ashes is becoming. But obviously we're far from being done with Ashes development, so it's too early to say.
edit: I now realize that you might've been talking about the "stat tier" part


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Re: Any Darkfallers?
I have similar hopes, it's fairy hard to find a decent MMORPG with sandbox features. The jury is still out on whether Ashes is going to deliver or if Steven shall share Tasos' fatetaurus_skyglaive wrote: »Darkfall and UO. Yes hopefully this will be my new digi home.
Re: Transmog totally ruins immersion
Transmog doesn't ruin immersion. People's poor taste does.
Re: Will players become part of lore in future updates?
Amazing idea only as others have mentioned, the names are a bit of an issue.
Re: Dev Discussion #75 - Node Siege System
So I've been in 4 sieges so far, and only on the PTR. These sieges don't feel like SIEGES, I feel like I'm playing call of duty death match map.
-Control points don't feel impactful. They need something there worth having and or denying.
-Only 1 objective once inside the gates (Which go down WAY to fast) feels a bit shortsighted. There should be multiple points once inside a town that have to be held before the Godspike is even spawned.
-Being able to see enemies is imperative and right now you can die and never see the person that killed you.
A siege of a town should be a very difficult thing to accomplish and actually feel like a SIEGE. There should be no way its over quickly.
-Control points don't feel impactful. They need something there worth having and or denying.
-Only 1 objective once inside the gates (Which go down WAY to fast) feels a bit shortsighted. There should be multiple points once inside a town that have to be held before the Godspike is even spawned.
-Being able to see enemies is imperative and right now you can die and never see the person that killed you.
A siege of a town should be a very difficult thing to accomplish and actually feel like a SIEGE. There should be no way its over quickly.

1
Re: Dev Discussion #75 - Node Siege System
1st of April Siege - Lotharia EU Winstead Defender
Control Point Respawns - What did you think about the location of the control point respawns? Did you have any thoughts regarding wave respawns?
What control points? Is that something for the attackers? - I know from the tests on PTR that there are respawn camps, but this time the defenders died so hard, they didn't even had the time to try to (re)capture them.
I don't know about wave respawn, the only waves I noticed where the ones that the raid leaders formed.
Final Objective Location - What did you think about the final cap objective locations?
Compared with the PTR test where the final cap objective was on the hill, I think the marked place is better. But I miss a bit the possibility to place defenders on strategic points (like barikards) to defend the point.
Gate Destruction Time-To-Kill (TTK) - What did you think about the gate TTK?
What gate? - The gate was destroyed so fast, that it already was missing when the raid I was in reached it.
Impact of Archetypes - Did any archetype stand out as having too much or too little impact? Why do you feel specific archetypes had more of an impact?
I think rouges have too much of an impact. You can't see them -> can't attack them, but they just onehit one player after another.
On the other Hand I as a Cleric felt completely useless, the players were dieing too fast for me to heal, if I even where able to target them before they die. Even to heal myself I died too fast (mostly in CC and without seeing from what).
Additional notes
2nd of April Siege - Lotharia EU Miraleth Attacker
Control Point Respawns - What did you think about the location of the control point respawns? Did you have any thoughts regarding wave respawns?
I find it difficult to see which Respawn Point is where, I always had to check on the map.
Final Objective Location - What did you think about the final cap objective locations?
Miraleth has an easier time to defend the final cap objective than Winstead. While in Winstead the defenders come down an unguarded hill and reach the capture point from the side with less buildings, where the attackers can just mow them down. In Miraleth the defenders have first the high advantage from the cliff (with their walls that they can pass with ease) and than can recapture the final cap objective from the side with the buildings where they have cover.
Gate Destruction Time-To-Kill (TTK) - What did you think about the gate TTK?
It shows with less rouges and a split group it is more difficult to destroy the gates. Also it seemed like Miraleth has (on the gates that got attacked) a more easy time to attack the attackes from cover and high ground. Maybe the problem in Winstead was more, that the defenders didn't have a real way to prevent the attackers from hitting the gate and could only wait for them to destroy it.
Additional notes
I think the biggest problem is the coordination. While defenders basicly just need to sit on the final cap objective the attackers need a good way to coordinate. In the real game I assume that someone only attacks a node when they have a plan and a group that helps them, but what about the players that are not part of the group?
Attackers can just climb over the cliff at the south west gate to ignore the gate itself.
Control Point Respawns - What did you think about the location of the control point respawns? Did you have any thoughts regarding wave respawns?
What control points? Is that something for the attackers? - I know from the tests on PTR that there are respawn camps, but this time the defenders died so hard, they didn't even had the time to try to (re)capture them.
I don't know about wave respawn, the only waves I noticed where the ones that the raid leaders formed.
Final Objective Location - What did you think about the final cap objective locations?
Compared with the PTR test where the final cap objective was on the hill, I think the marked place is better. But I miss a bit the possibility to place defenders on strategic points (like barikards) to defend the point.
Gate Destruction Time-To-Kill (TTK) - What did you think about the gate TTK?
What gate? - The gate was destroyed so fast, that it already was missing when the raid I was in reached it.
Impact of Archetypes - Did any archetype stand out as having too much or too little impact? Why do you feel specific archetypes had more of an impact?
I think rouges have too much of an impact. You can't see them -> can't attack them, but they just onehit one player after another.
On the other Hand I as a Cleric felt completely useless, the players were dieing too fast for me to heal, if I even where able to target them before they die. Even to heal myself I died too fast (mostly in CC and without seeing from what).
Additional notes
- I wasn't able to see the attackers at the gate. Just got a vague "use AOE you will hit something"
- In the teams were many low level players. I even saw a level 1. Is the Leader able to remove them to make place for other players?
- I still don't see the point in participating in a siege. My equipment got damaged and I didn't get anything. Thankfully we lost so hard that I didn't had the time to die so often.
2nd of April Siege - Lotharia EU Miraleth Attacker
Control Point Respawns - What did you think about the location of the control point respawns? Did you have any thoughts regarding wave respawns?
I find it difficult to see which Respawn Point is where, I always had to check on the map.
Final Objective Location - What did you think about the final cap objective locations?
Miraleth has an easier time to defend the final cap objective than Winstead. While in Winstead the defenders come down an unguarded hill and reach the capture point from the side with less buildings, where the attackers can just mow them down. In Miraleth the defenders have first the high advantage from the cliff (with their walls that they can pass with ease) and than can recapture the final cap objective from the side with the buildings where they have cover.
Gate Destruction Time-To-Kill (TTK) - What did you think about the gate TTK?
It shows with less rouges and a split group it is more difficult to destroy the gates. Also it seemed like Miraleth has (on the gates that got attacked) a more easy time to attack the attackes from cover and high ground. Maybe the problem in Winstead was more, that the defenders didn't have a real way to prevent the attackers from hitting the gate and could only wait for them to destroy it.
Additional notes
I think the biggest problem is the coordination. While defenders basicly just need to sit on the final cap objective the attackers need a good way to coordinate. In the real game I assume that someone only attacks a node when they have a plan and a group that helps them, but what about the players that are not part of the group?
- Voice Chat: It is good for coordination, but also has the problem that people who are not part of the siege team can join and give info to the other side. My idea would be an ingame voice chat, where the members of the siege team automaticly join. Talking rights are given by the siege leader.
- Raid: At the moment the players have to manually invite the members of the siege to a raid but can't invite all. A speacial group where all members automaticly join would be nice. Each players can configure for themself what from this group they can see. (Specific players, archetypes, players in a range etc.)
- Markers: I find it difficult to see specific players that I want to follow in this chaos, but the markers are for the entire groupe and can only be set by the leader. I think another set of markers only for the player would be a big help.
- Map: Sometimes it is difficult to understand the instructions in VC. It would be helpfull to have the possibility to draw plans on the map that all members of the siege partys see, even if they are not in the same groupe etc. Drwaing rights are given by the siege leader.
Attackers can just climb over the cliff at the south west gate to ignore the gate itself.

2
Re: Dev Discussion #75 - Node Siege System
1. Restrict Participation to Max-Level Players
Issue: Lower-level players (e.g., Level 10 or 14) were able to join the battle, creating a major imbalance. Teams with higher-level players had a significant advantage, whether attacking or defending.
Proposed Solution: Only max-level players should be allowed to participate or be invited. This ensures fair and competitive battles.
2. Strengthen the Gate with a Temporary Damage Reduction Buff
Issue: The gate to the inner area was destroyed too fast, giving defenders little time to organize. A key strategic structure should not be breached in mere minutes.
Proposed Solution: Implement a Damage Reduction Buff for the first 15 to 30 minutes to prevent a rush and allow defenders time to establish their positions.
3. Defenders Need a Stronger Starting Position to Withstand Early Attacks
Issue: Attackers had an overwhelming advantage, while defenders lacked effective ways to counter them outside the walls.
Proposed Solution: Adjust the starting numbers for both sides to create a more realistic siege scenario:
- Defenders start with 100 players, attackers start with 75.
- After 30 minutes, attackers receive 25 reinforcements.
This system would:
- Give defenders a slight early advantage, encouraging strategic defense.
- Simulate a real siege where attackers call for reinforcements after an initial struggle.
- Make battles feel more dynamic and engaging.
Issue: Lower-level players (e.g., Level 10 or 14) were able to join the battle, creating a major imbalance. Teams with higher-level players had a significant advantage, whether attacking or defending.
Proposed Solution: Only max-level players should be allowed to participate or be invited. This ensures fair and competitive battles.
2. Strengthen the Gate with a Temporary Damage Reduction Buff
Issue: The gate to the inner area was destroyed too fast, giving defenders little time to organize. A key strategic structure should not be breached in mere minutes.
Proposed Solution: Implement a Damage Reduction Buff for the first 15 to 30 minutes to prevent a rush and allow defenders time to establish their positions.
3. Defenders Need a Stronger Starting Position to Withstand Early Attacks
Issue: Attackers had an overwhelming advantage, while defenders lacked effective ways to counter them outside the walls.
Proposed Solution: Adjust the starting numbers for both sides to create a more realistic siege scenario:
- Defenders start with 100 players, attackers start with 75.
- After 30 minutes, attackers receive 25 reinforcements.
This system would:
- Give defenders a slight early advantage, encouraging strategic defense.
- Simulate a real siege where attackers call for reinforcements after an initial struggle.
- Make battles feel more dynamic and engaging.

1
Re: Make Levels Great Again!
Was just rereading that page to member the good ol' days and WOULD YOU LOOK AT THAAAT
Stupidiest fucking change... I tell you.
LOL u are more salty than i am about this shit haha!

1