Glorious Alpha Two Testers!
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
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 testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
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: 📝 Dev Discussion #71 - Spells & Abilities ⚔
Monk/fighter where you can long press any strike ability and it becomes charged with more impact. Light punches do only damage, but charged ones add various bonuses like push, stun, damage.
Something like Jecht in Dissidia FF.
Lightning abilities where you become faster and faster by casting them, but it also becomes harder to hold or increase the speed even more because you reach your reaction limit at some point.
Imagine you getting faster and becoming lightning itself step by step. Sounf of crackling thunder is not optional.
There's a cool looking enhanced ability of Kharazim in HOTS where from a single punch it becomes a furry of blows and it looks neat. He's a meele healer that heals by striking enemies, but imagine modifying that to be able to strike an ally and instead of fists he makes gusts of "holiness" with his open palms unto a friendly guy. Looks like punching a friend, but actually heals them.
A spell where you need help from others to cast it. Since it is powerful, enemies will try to interrupt it and that creates a cool dynamic where allies try to shield it.
Something like Jecht in Dissidia FF.
Lightning abilities where you become faster and faster by casting them, but it also becomes harder to hold or increase the speed even more because you reach your reaction limit at some point.
Imagine you getting faster and becoming lightning itself step by step. Sounf of crackling thunder is not optional.
There's a cool looking enhanced ability of Kharazim in HOTS where from a single punch it becomes a furry of blows and it looks neat. He's a meele healer that heals by striking enemies, but imagine modifying that to be able to strike an ally and instead of fists he makes gusts of "holiness" with his open palms unto a friendly guy. Looks like punching a friend, but actually heals them.
A spell where you need help from others to cast it. Since it is powerful, enemies will try to interrupt it and that creates a cool dynamic where allies try to shield it.
Re: 📝 Dev Discussion #71 - Spells & Abilities ⚔
In Ashes, the coolest ability in my mind is the Bard's Gambit. It's the kind of ability that can be hugely beneficial to your group, but only if you are paying attention and time it right. Otherwise somebody just ends up dead. Big payoff skills that have a downside makes using them interesting, and that's a big plus to me.
Outside of Ashes, even though it seems kinda dumb to design spells/skills that are purposefully mediocre, I feel like small utility spells really help sell the class fantasy. An example would be that WoW's Druid had travel form, but (disregarding flying) it was only somewhat useful in specific situations like in water or minor run speed boost when outdoors. Minor bonus, but felt very "Druidic" to just transform into a water creature instead of using a potion of water-breathing.
Vanguard had it's necromancer class, and while there were many issues with many things in that game, the ability to upgrade your main pet by essentially harvesting corpses stuck with me as a really cool idea. It basically boils down to just pet equipment slots, but I liked how it fit the fantasy of continually upgrading your "creation."
Outside of Ashes, even though it seems kinda dumb to design spells/skills that are purposefully mediocre, I feel like small utility spells really help sell the class fantasy. An example would be that WoW's Druid had travel form, but (disregarding flying) it was only somewhat useful in specific situations like in water or minor run speed boost when outdoors. Minor bonus, but felt very "Druidic" to just transform into a water creature instead of using a potion of water-breathing.
Vanguard had it's necromancer class, and while there were many issues with many things in that game, the ability to upgrade your main pet by essentially harvesting corpses stuck with me as a really cool idea. It basically boils down to just pet equipment slots, but I liked how it fit the fantasy of continually upgrading your "creation."
1
Re: Not looking forward to node destruction...
I get the feeling of stomping on other people's hard work, but the whole point of node destruction is to increase the feeling of immersion for RPers on both sides of the fence: both the people building up the node and the ones choosing to siege it. It isn't "just" about cruel people stomping on other's work, but the fact that nodes can be lost motivates people to come to their aid, whether to protect the node during a siege, or to build it up so that it is too expensive to siege in the first place.
I feel like if you want Verra to have long-running player storylines involving the struggles and fights between guilds, you need the risk of nodes being destroyed to exist in the first place. I think it makes for a richer world if you can give more meaning to heroes coming to the defense of their beloved city in a grand fight this way.
I feel like if you want Verra to have long-running player storylines involving the struggles and fights between guilds, you need the risk of nodes being destroyed to exist in the first place. I think it makes for a richer world if you can give more meaning to heroes coming to the defense of their beloved city in a grand fight this way.
Re: Bard damage type
Why would it even matter what type their basic attack is? Most of your damage is going to come from buffing themself anyway, and using their damaging and DoT abilities while soloing. In a party you care even less, because you have additional work to do setting up situations to maximize your teammate's output and opportunities.
It doesn't even affect the weapons you can use. They've already said they're doing Magical Daggers/Bows/etc in addition to the physical ones. All you have to do is grab the Magic-based dagger, and voila, you're doing damage off your primary stat.
It'd be a terrible thing if they split a Bard's primary stat, though. Who ever heard of weaving a magical melody made of... metal? Songs and Sagas, and the magical effects of Dances are always going to be based in Magic.
If we had some abilities that were magical, and some that were physical, all it would mean is that our skill tree is locked down into to separate branches. If you build physical stats on your gear you can't really use magical abilities properly. If you build magical stats on your gear you can't effectively choose physical ones. And if you are fool enough to build both... well now you can't do anything.
Bards being Magical is harmless, in their attacks, and intuitive in terms of everything else. I'm sure there will be some rogue out there with a Physical Wand. Just use your Magical Dagger. What's more Bardly than enchanting a magical weapon anyway?
It doesn't even affect the weapons you can use. They've already said they're doing Magical Daggers/Bows/etc in addition to the physical ones. All you have to do is grab the Magic-based dagger, and voila, you're doing damage off your primary stat.
It'd be a terrible thing if they split a Bard's primary stat, though. Who ever heard of weaving a magical melody made of... metal? Songs and Sagas, and the magical effects of Dances are always going to be based in Magic.
If we had some abilities that were magical, and some that were physical, all it would mean is that our skill tree is locked down into to separate branches. If you build physical stats on your gear you can't really use magical abilities properly. If you build magical stats on your gear you can't effectively choose physical ones. And if you are fool enough to build both... well now you can't do anything.
Bards being Magical is harmless, in their attacks, and intuitive in terms of everything else. I'm sure there will be some rogue out there with a Physical Wand. Just use your Magical Dagger. What's more Bardly than enchanting a magical weapon anyway?

1
Re: corruption system needs a rework
I think it's supposed to be punishing. The idea is keep the pking down in the 'safe' areas. There are lawless zones for the true open pvp. I'd run around flagged pvp 24/7 if I didn't take exp debt, my personal opinion on that. But killing someone in the 'safe' zone should corrupt you. And if you out level them you should have an increased corruption level scaled to your level advantage. I would also agree to corruption for looting ashes.
1
Re: 🌼👋 Dev Discussion: Gatherable Spawning System
- I like the idea of gatherables you can fight over but there needs to be an equal if not primarily random rarity gathering spawns as well.
- I love the idea of being able to mix and match rarities when processing as it will keep all rarities relevant for crafting.
- We need our artisan quality ratings to actually have a noticeable impact when gathering, right now its a massive expense for an incredibly minuscule reward, especially in hunting but also every other gatherable where having quantity procs is more important than rarity because all you have to do is find a static node of high rarity. Please make the time and effort required to acquire high quality artisan gathering gear worthwhile.
- We need an artisan tool and clothes bag, it takes up way, way too much inventory space so we could really use a separate bag space for it.
- I love the idea of being able to mix and match rarities when processing as it will keep all rarities relevant for crafting.
- We need our artisan quality ratings to actually have a noticeable impact when gathering, right now its a massive expense for an incredibly minuscule reward, especially in hunting but also every other gatherable where having quantity procs is more important than rarity because all you have to do is find a static node of high rarity. Please make the time and effort required to acquire high quality artisan gathering gear worthwhile.
- We need an artisan tool and clothes bag, it takes up way, way too much inventory space so we could really use a separate bag space for it.
1
Re: corruption system needs a rework
Its overtuned and placeholder for alpha 2.
That said I think corruption should be a bounty hunter only thing. As in if you kill someone, you only show up corrupted to players who have the bounty hunter profession (idk how these secondary jobs work but lets assume you can only have one)
The person you killed already didn't fight back. They don't deserve to be able to kill you at an advantage for them and also get rewarded more if they win and the corrupted punished even more if they win.
That said I think corruption should be a bounty hunter only thing. As in if you kill someone, you only show up corrupted to players who have the bounty hunter profession (idk how these secondary jobs work but lets assume you can only have one)
The person you killed already didn't fight back. They don't deserve to be able to kill you at an advantage for them and also get rewarded more if they win and the corrupted punished even more if they win.
corruption system needs a rework
TLDR: rework the system so it takes a few kills on innocent players to get corrupted rather then instant corrupted
im all for the idea of consequences for negative actions but the current system in place is way to harsh. The system gives corrupt players a “kill on sight” status, but it doesn’t always take into account the context of the player’s actions. leading to a situation where the corrupt players are overly punished, even for minor infractions. Such as people stealing resources or free farming Mats where you are? if you fight for those resources odds are you are the one that's punished. Someone stealing your grinding spot, trash talking and trolling you, so you flag kill them now you are losing gear in your inventory. even if you kill them and get Highly valuable loot, you cant do anything with it, Town will kill you on sight.
for pvpers it feels like High risk, for no reward because even if you get something good out of it, you now deal reduced damage, have a Kill on sight debuff, cant go to town and turn in your valuable loot.
meanwhile for the person that did die, Its no risk high reward because not only they can get their stuff back. they get your gear as well which can cost more then any resource being farmed. Not to mention the current system could probably be abused with Karma bombing which would involve making low lvl toons running up to people in a big pvp fight and having them accidently hit and one shot you to force them corrupted.
i suggest making a system where, after 2 kills of a innocent the third one for the next 2 hours will make you corrupted. or some sort of timed system. that way this prevents people from camping or killing the same person over and over again. But also will probably encourage people to actually flag and fight back. because if they know or think they know you wont get penalized right away. they would be more inclined to defend their stuff, grinding spot or w.e it may be.
even in archeage you didn't get wanted right away on first kill, you had to get a few before you got there
im all for the idea of consequences for negative actions but the current system in place is way to harsh. The system gives corrupt players a “kill on sight” status, but it doesn’t always take into account the context of the player’s actions. leading to a situation where the corrupt players are overly punished, even for minor infractions. Such as people stealing resources or free farming Mats where you are? if you fight for those resources odds are you are the one that's punished. Someone stealing your grinding spot, trash talking and trolling you, so you flag kill them now you are losing gear in your inventory. even if you kill them and get Highly valuable loot, you cant do anything with it, Town will kill you on sight.
for pvpers it feels like High risk, for no reward because even if you get something good out of it, you now deal reduced damage, have a Kill on sight debuff, cant go to town and turn in your valuable loot.
meanwhile for the person that did die, Its no risk high reward because not only they can get their stuff back. they get your gear as well which can cost more then any resource being farmed. Not to mention the current system could probably be abused with Karma bombing which would involve making low lvl toons running up to people in a big pvp fight and having them accidently hit and one shot you to force them corrupted.
i suggest making a system where, after 2 kills of a innocent the third one for the next 2 hours will make you corrupted. or some sort of timed system. that way this prevents people from camping or killing the same person over and over again. But also will probably encourage people to actually flag and fight back. because if they know or think they know you wont get penalized right away. they would be more inclined to defend their stuff, grinding spot or w.e it may be.
even in archeage you didn't get wanted right away on first kill, you had to get a few before you got there
Re: 🌼👋 Dev Discussion: Gatherable Spawning System
A good gathering system in Ashes of Creation requires randomness to promote exploration and fairness. Resource node locations should change, pushing players to explore different areas. Material rarity should vary within resource nodes, adding chance and reward to each gathering trip. This randomness in location and rarity forces players to adapt, rather than follow set paths.
To balance the system, a random respawn timer is needed. This means node respawn times fluctuate. This prevents players with long playtime from dominating resource acquisition, as they cannot predict node replenishment. It creates opportunities for players with different schedules, keeping the world competitive. Random location, rarity, and respawn timers make gathering dynamic and fair, rewarding exploration and skill while limiting monopolization.
To balance the system, a random respawn timer is needed. This means node respawn times fluctuate. This prevents players with long playtime from dominating resource acquisition, as they cannot predict node replenishment. It creates opportunities for players with different schedules, keeping the world competitive. Random location, rarity, and respawn timers make gathering dynamic and fair, rewarding exploration and skill while limiting monopolization.

1
Re: corruption system needs a rework
Totally agree that this shouldn't be as punishing, especially around equal levels. I'd love if people couldn't just PVE and stop me from taking tags, then I can't pvp them because they refuse to flag.
I'd also love if corruption was a timer and it displayed me on the entire map and my character wouldn't disappear when I logged out. So when you go corrupt, potentially after a few kills, you then are hunted and have to survive for a while. I also think the debuff should be lessened. Corruption should make you a target, not completely helpless.
I'd also love if corruption was a timer and it displayed me on the entire map and my character wouldn't disappear when I logged out. So when you go corrupt, potentially after a few kills, you then are hunted and have to survive for a while. I also think the debuff should be lessened. Corruption should make you a target, not completely helpless.