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
Cleric kit feels outdated
Cleric Feedback – Post-Changes & Current Direction
Hi team,
As someone who has mained Cleric since Phase 2 start, I wanted to share some thoughts after the recent updates and with the broader TTK changes in mind. While I appreciate the continued iteration on support roles, I’m increasingly concerned about Cleric’s current gameplay experience, especially in comparison to other supports like Bard.
Key Concerns
Scaling & Feel
Bard’s shields and utility significantly outshine ours, especially when considering competitive PvP and meta compositions (e.g., 2 Bards 1 Cleric becoming standard, it turns out raw healing is way less desirable than the strongest cc and shields and WAY more damage than Cleric in the game).
Suggestions & Constructive Ideas
Thanks for all the hard work and for continuing to listen to community feedback. Hoping to see Cleric evolve in a direction that feels satisfying for long-term mains.
Warm regards,
Tyldor
Hi team,
As someone who has mained Cleric since Phase 2 start, I wanted to share some thoughts after the recent updates and with the broader TTK changes in mind. While I appreciate the continued iteration on support roles, I’m increasingly concerned about Cleric’s current gameplay experience, especially in comparison to other supports like Bard.
Key Concerns
- Sustain feels lacking, both in 1v1 and group contexts. A single DPS can currently outpace a Cleric's healing, which makes it hard to fulfill our role, especially when CDs are down. (Rogue's mana drain poison....., but also our long-cast strongest heal Deliverance is a lower value than burst damage that is instant from DPS classes)
- Group healing impact has diminished. Flash Cure’s nerf was significant, and while Mend and Soothing Glow received a buff, it doesn’t feel smooth or effective in practice. Deliverance also feels punishing to cast, even with stat investment. It’s less about "decision-making under pressure" and more about "hoping you can channel uninterrupted." Communal Restoration is one of the weakest group heals I've seen in MMO's, and I try to say that with all due respect.
- Class identity has become muddled. Cleric used to reward responsive, skill-based healing. Now it feels more focused on pre-casting or shield timing—but even those tools aren’t as strong or distinct anymore. Compared to Bard, Cleric lacks the flavor, synergy, and utility that make support roles feel exciting and reactive.
Scaling & Feel
Bard’s shields and utility significantly outshine ours, especially when considering competitive PvP and meta compositions (e.g., 2 Bards 1 Cleric becoming standard, it turns out raw healing is way less desirable than the strongest cc and shields and WAY more damage than Cleric in the game).
Suggestions & Constructive Ideas
- Bring back decision-making and synergy. A lot of the Cleric kit currently feels like isolated buttons without satisfying interaction. Skills like Divine Flare and Mend feel awkward, while others like Deliverance are only rewarding in very specific scenarios (praying you have Divine Infusion up or can get the long cast off before your ally is bursted down). Adding synergy between spells or giving us tools that reward timing and positioning would breathe life into the kit again.
- Reaffirm Cleric’s identity. Instead of chasing raw numbers, Cleric could offer unique tools that distinguish it from Bard — whether through utility, shielding mechanics that scale well, or rewarding reactive heals. As it stands, Cleric feels like the “stable choice,” but not the exciting one. The Bard kit, by contrast, feels like it delivers more value in almost every scenario. (Shield dance is a criminal outlier to me). I'd love to see Pain Suppression (World of Warcraft priest) or other flavorful things like that to beef up the Cleric kit, potentially reducing the raw healing aspect and leaning into more utility/more high impact abilities that make us stand out as a very strong option that is more than a heal bot.
Thanks for all the hard work and for continuing to listen to community feedback. Hoping to see Cleric evolve in a direction that feels satisfying for long-term mains.
Warm regards,
Tyldor
Re: Are servers still down?
There is a notice in the discord channel. Make sure to link your account to discord to get the appropriate channels. Servers will be up at 6 Central time from what I have seen.
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Re: No auto attack PLZ
So what you have for an auto attack does it's own combo attack. You can turn auto attack on and off, this helps a lot for grinding in PvE because your hand will become sore over time. as far as PvP goes it's better to have it Turned off because your character can start attacking when you don't want it to and ruin your timing when using abilities. at high level play you can factor in the weapon attacks and optimize your basic attacks (which would be your autos you turn on and off) to do a combo when it's necessary.
You won't be able to do anything in PvP with basic attacks so autos hold no weight there and in PvE your DPS is gonna be noticeably bad if you're just auto attacking and not using abilities
You won't be able to do anything in PvP with basic attacks so autos hold no weight there and in PvE your DPS is gonna be noticeably bad if you're just auto attacking and not using abilities

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Re: TTK and Power scaling can be easily fixed.
And I say keep that hardcore grind, but make it fucking harder. Right now it's the easiest damn thing in the world. People who have a ton of time should spend infinitely more time to get an infinitesimal increase in power.
Separate substats from the main enchantment effect and make the substat enchantment insaaaaanely expensive/difficult AND rng-based. Only a select few on the entire damn server should be able to get to the peak of power and only after having spent months of their time and guild-based effort/money.
What this achieves in the end is to make the game 'dry' and more like FF14.
A WoW+L2 hybrid can work, an FF11+L2 Hybrid can work, but an FF14+L2 hybrid cannot work.
I base this opinion on the fact that whenever I do see complaints about changes in direction for Black Desert Online or lately Throne and Liberty, it's been from the type of player who wants FF14 style gameplay.
Those players play long enough to do the story, faff about in a new guild for a month, or try out a new weapon or something. They like the novelty and being able to achieve it, they're not here to hone anything. The problem is that Ashes' approach to gameplay doesn't hold them.
Ofc, the fact that the current stat design is (imo) somehow moving even further from being effective at the thing it needs to be is not going to help, making it harder on top of that would just be building its own coffin.
No matter how much I also like games like this, I have now concluded that they do not work without a much more complex approach to this feeling.

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Re: 🌼👋 Dev Discussion: Gatherable Spawning System
Bad, bad,bad idea . I have no idea who you guys have been listening too , but if you think
pvp for resources is a good idea wow. Firstly your taking single players out of the game . It's hard enough already . Secondly you will get guilds that are hundreds strong patrolling them for resources and wiping out anyone who tries to compete.
Resources should be random spawns all over the map . Then it would be joyous when you find something to mine or cut down or harvest. No timers , no set location pure random spawns totally unfarmable. Probably on the same frequency as now, but random.
pvp for resources is a good idea wow. Firstly your taking single players out of the game . It's hard enough already . Secondly you will get guilds that are hundreds strong patrolling them for resources and wiping out anyone who tries to compete.
Resources should be random spawns all over the map . Then it would be joyous when you find something to mine or cut down or harvest. No timers , no set location pure random spawns totally unfarmable. Probably on the same frequency as now, but random.
Re: TTK "fix" went from few weeks away to "no ETA"
Can't be mad about prioritizing making things work first - plus they're aware of the slanted balancing and very likely hard at work theorycrafting/testing solutions.
It would be great if the community didn't get as hung up on specific dates for specific things as the development team is wrestling this leviathan into shape.
It would be great if the community didn't get as hung up on specific dates for specific things as the development team is wrestling this leviathan into shape.
Re: TTK and Power scaling can be easily fixed.
And I say keep that hardcore grind, but make it fucking harder. Right now it's the easiest damn thing in the world. People who have a ton of time should spend infinitely more time to get an infinitesimal increase in power.
Separate substats from the main enchantment effect and make the substat enchantment insaaaaanely expensive/difficult AND rng-based. Only a select few on the entire damn server should be able to get to the peak of power and only after having spent months of their time and guild-based effort/money.
Separate substats from the main enchantment effect and make the substat enchantment insaaaaanely expensive/difficult AND rng-based. Only a select few on the entire damn server should be able to get to the peak of power and only after having spent months of their time and guild-based effort/money.

1
Re: TTK and Power scaling can be easily fixed.
That alone won't fix the problem. Grind never fixes anything, it just sweeps the problem under the carpet, to unearth it yet again after some time.And I say keep that hardcore grind, but make it fucking harder. Right now it's the easiest damn thing in the world. People who have a ton of time should spend infinitely more time to get an infinitesimal increase in power.
Separate substats from the main enchantment effect and make the substat enchantment insaaaaanely expensive/difficult AND rng-based. Only a select few on the entire damn server should be able to get to the peak of power and only after having spent months of their time and guild-based effort/money.
We had almost 3 decades of MMORPG history and emerging player behaviours to show how well those games are doing, especially if mixed in with game systems based on player competition. People just leave, or never join in the first place, if a competitive game turns them into paying losers by design. Give people build, playstyle options to discover and work towards to, but limit their vertical power growth.
Leave the grind in and all those systems which add more and more power, but after hitting a specific point, power growth from stats should be extremely minimal. The same should apply to defensive stats (ironically this is a case to some degree already, like mitigations) also like CON, HP and armour.
That can be achieved only through steep diminishing returns, which apply to ALL power / stat sources: gear, enchanting, scrolls, potions, guild/node buffs, gems&sockets etc.
From PTR comments on the official discord, we still don't have diminishing returns applied to magical and physical power gained from stats. If those comments are remotely accurate, it is pure insanity at this point.
How to check network delay (ping/ms)
Hi everyone,
is it possible and if yes how can I check the network ping/ms delay ?
Unfortunately the current system that shows the FPS and MS does not include network latency. (you can test it if you connect to a very slow internet 0.2MBs the ms number stays the same)
is it possible and if yes how can I check the network ping/ms delay ?
Unfortunately the current system that shows the FPS and MS does not include network latency. (you can test it if you connect to a very slow internet 0.2MBs the ms number stays the same)
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Head Start
Will there be another package that has 2 day head start like the Kickstarter got at any point?
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