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
Node Voting restrictions are OVERDUE
Currently non-citizens frequently stuff votes with alts or by dropping citizenship when a node election is announced. The cooldown is 36 hours, the time between an election's announcement and conclusion is 48 hours, giving everyone a 12 hour window to drop citizenship and still vote.
My proposed solutions are already planned by the devs afaik, but they need to be implemented and tested ASAP as they are crucial to the system functioning effectively.
limitations should be:
- one node per account
- one vote per account
- one week delay after joining a node to be eligible for a vote
My proposed solutions are already planned by the devs afaik, but they need to be implemented and tested ASAP as they are crucial to the system functioning effectively.
limitations should be:
- one node per account
- one vote per account
- one week delay after joining a node to be eligible for a vote
Re: Make Guards attack people during Node Wars.
Arya_Yeshe wrote: ยปI have experience in this like very few have around here:
It is horrible fighting your war targets while having npc police, npc guards, faction army/navy annoying you. Police should be for crimes only, not for wars!!!
Even when I am the smaller group in a war trying to punch up against the bigger group then I will have npc police chasing me? Give me break!
Wars should be fought by armies and the army here are the players! It is the players who have to organize and form their defense or die off and disband, go join better groups.
But, why would a node guard not protect their node?
Re: Grinding Spots
Fairly sure that's not only the plan, but is already implemented in Alpha. Not only at the scale of a dungeon, but the whole location too. Plain/1* mobs on the outskirts of a location, 2* and harder mobs deeper in and then 3* in the center, with groups of them in the most difficult spots.Maybe they should look into a tougher dungeon design, one where you progress forward into tougher mobs and better loot?
That way the stronger group will push passed the lower content freeing that up for others, and also giving the other groups a chance to farm that content til they themselves can then progress forward and so on

1
Re: Deliverance's Held Ability Behavior is BROKEN
I haven't played around with those settings much because I couldn't tell the difference. But also upvote for realizing it's such a core ability. I see so many people who don't and it drives me nuts.

1
Re: ๐ Dev Discussion #71 - Spells & Abilities โ
1. Guild Wars 2
-Reaper form (Necromancer) and the whole skillset while its active.
-Core Mesmer abilities
-Soulbeast pet mechanics, which I would leave if you ever decide to add Druids(Shapeshifters) as augment.
-Spellbreaker's Full Counter ability
-Core Guardian Hammer abilities-Glacial Blow, Mighty Blow and Banish when used in conjunction with each other.
2. World of Warcraft
-Shaman Totems. Creates a very unique and fun playstyle.
-Shapeshifting as an ability is fun, but I would leave that just in case you want to give us Druid class in distant future.
-Entire WoTLK's retribution paladin skills set. Feeling of using Hammer of Wrath as a finisher is unmatched.
-Hunter's Feign Death. Beauty of it is that whomever targets you, stops targeting you.
-Mind Control. Hilarious if used properly....
-Penance is a nice offensive/healing spell.
-Army of the Dead
-Warlock's pet Succubus, Seduction spell
Frankly, WoW utility spells is where you get most of your class identity and that uniqueness makes them fun (Water Walking, Water Breathing, Eagle Eye, Far Sight, Slow Fall, Ritual of Summoning, Portals). You feel needed.
3. Black Desert
Beast Master/Tamer abilities that you share with your pet.
4. If you really want some unique and fun abilities, you should look at MOBA's.
For example,
I love Janus abilities from Smite that turn your damaging spells into portal...
https://youtu.be/9US7evaihQM?si=Hp9G-La-_jIOdsQS&t=126
Ratatoskr ult
https://youtu.be/3QrSp7jNjwQ?si=V07sNgpdZ-xkHiGz&t=262
Dota 2, Juggernaut, Omnislash is extremely satisfying to see
https://youtu.be/LmXksEu8m2M?si=aMTwi1DcqiAyzEdR&t=78
Dota 2, Ball Lightning, Storm Spirit
https://youtu.be/1CQQQ7umw4A?si=FJX0z3Xuc26ozP22&t=97
Dota 2, Pangolier, Swashbuckle. Perfect for your Duelist class
https://youtu.be/Wsz9FLRR7d8?si=BzVL1AiFEwyDVeFa&t=22
Dota 2, Spectre, Spectral Dagger (After effects are interesting)
https://youtu.be/iD6OTh4hgLk?si=VWSqxKPobIFeGks3&t=15
Dota 2, Faceless Void, Chronosphere
https://youtu.be/1FZEPymxg0E?si=4x-Yc_OfewOiGhYa&t=78
LoL, Fiora, Riposte ability. Perfect for your Duelist class
-Reaper form (Necromancer) and the whole skillset while its active.
-Core Mesmer abilities
-Soulbeast pet mechanics, which I would leave if you ever decide to add Druids(Shapeshifters) as augment.
-Spellbreaker's Full Counter ability
-Core Guardian Hammer abilities-Glacial Blow, Mighty Blow and Banish when used in conjunction with each other.
2. World of Warcraft
-Shaman Totems. Creates a very unique and fun playstyle.
-Shapeshifting as an ability is fun, but I would leave that just in case you want to give us Druid class in distant future.
-Entire WoTLK's retribution paladin skills set. Feeling of using Hammer of Wrath as a finisher is unmatched.
-Hunter's Feign Death. Beauty of it is that whomever targets you, stops targeting you.
-Mind Control. Hilarious if used properly....
-Penance is a nice offensive/healing spell.
-Army of the Dead
-Warlock's pet Succubus, Seduction spell
Frankly, WoW utility spells is where you get most of your class identity and that uniqueness makes them fun (Water Walking, Water Breathing, Eagle Eye, Far Sight, Slow Fall, Ritual of Summoning, Portals). You feel needed.
3. Black Desert
Beast Master/Tamer abilities that you share with your pet.
4. If you really want some unique and fun abilities, you should look at MOBA's.
For example,
I love Janus abilities from Smite that turn your damaging spells into portal...

Ratatoskr ult

Dota 2, Juggernaut, Omnislash is extremely satisfying to see

Dota 2, Ball Lightning, Storm Spirit

Dota 2, Pangolier, Swashbuckle. Perfect for your Duelist class

Dota 2, Spectre, Spectral Dagger (After effects are interesting)

Dota 2, Faceless Void, Chronosphere

LoL, Fiora, Riposte ability. Perfect for your Duelist class
3
Re: ๐ Dev Discussion #71 - Spells & Abilities โ
My post will mostly focus on tank abilities.
Overwatch:
Reinhardt/Brigitte Shield:
These abilities stand out because they are basically extra resources that you have to carefully manage. These shields have their own health bar, which have a slow regen that ramps up over time when not in use. If the shields health bar drops to 0, then the shield temporarily breaks, and has a cooldown until it can be used again, making you more vulnerable. Even though blocking is a universal skill in ashes, I believe that a skill like this would help the tanks blocking capability shine.
League of Legends:
Taric Ult:
This ability can be simplified into a delayed invincibility for yourself and your party. When you cast the ability, it takes a couple seconds to take effect, and then prevents the targets from taking damage for a couple seconds. This encourages careful planning, and allows the tank to provide value to their whole group. In PvP, it can cause people to need to divert their attention to the tank in order to cancel the ability, and in PvE, it can allow the Tank to block powerful AoE mechanics if timed well.
Camille/J4 Ult:
These abilities create terrain/barriers around the user, preventing their target from escaping if they are close to the caster. This is a powerful control tool, and I imagine it could work well as a spec to the current Wall ability.
Orianna Ult:
This ability creates a "suction force" around the caster, pulling targets toward them. This is a very satisfying ability to land, and would act as a clumping tool for the tank, allowing the tank to assist their group who will be casting AoE abilities.
Nasus Abilities:
All of Nasus's abilities are very satisfying to use. His Wither spell causes the target to slow their movement and attack speed. His Spirit Fire spell shreds the targets armor. His ult is a stat steroid for his health, armor, and magic resist, and also increases his character size. His Wither feels fun to use, as it is a powerful control tool, and minimizes the chance for enemies to escape. Spirit Fire feels very impactful, as it allows Nasus to perform some extra damage, even though he is a tank. It also gives the Tank more value to the group, as it would allow other martial DPS classes to take advantage of the armor shred. Finally, the ult is the ability that stands out to me the most, as it makes the Tank feel like a true raid boss, especially with the character size increase.
Smite:
Ares: No Escape:
The reason this ability stands out is because it puts the tank at the focal point, and allows the team to follow up on the tanks actions, making them feel like a play maker.
https://youtu.be/nkKd2rVCp0c
Overwatch:
Reinhardt/Brigitte Shield:
These abilities stand out because they are basically extra resources that you have to carefully manage. These shields have their own health bar, which have a slow regen that ramps up over time when not in use. If the shields health bar drops to 0, then the shield temporarily breaks, and has a cooldown until it can be used again, making you more vulnerable. Even though blocking is a universal skill in ashes, I believe that a skill like this would help the tanks blocking capability shine.
League of Legends:
Taric Ult:
This ability can be simplified into a delayed invincibility for yourself and your party. When you cast the ability, it takes a couple seconds to take effect, and then prevents the targets from taking damage for a couple seconds. This encourages careful planning, and allows the tank to provide value to their whole group. In PvP, it can cause people to need to divert their attention to the tank in order to cancel the ability, and in PvE, it can allow the Tank to block powerful AoE mechanics if timed well.
Camille/J4 Ult:
These abilities create terrain/barriers around the user, preventing their target from escaping if they are close to the caster. This is a powerful control tool, and I imagine it could work well as a spec to the current Wall ability.
Orianna Ult:
This ability creates a "suction force" around the caster, pulling targets toward them. This is a very satisfying ability to land, and would act as a clumping tool for the tank, allowing the tank to assist their group who will be casting AoE abilities.
Nasus Abilities:
All of Nasus's abilities are very satisfying to use. His Wither spell causes the target to slow their movement and attack speed. His Spirit Fire spell shreds the targets armor. His ult is a stat steroid for his health, armor, and magic resist, and also increases his character size. His Wither feels fun to use, as it is a powerful control tool, and minimizes the chance for enemies to escape. Spirit Fire feels very impactful, as it allows Nasus to perform some extra damage, even though he is a tank. It also gives the Tank more value to the group, as it would allow other martial DPS classes to take advantage of the armor shred. Finally, the ult is the ability that stands out to me the most, as it makes the Tank feel like a true raid boss, especially with the character size increase.
Smite:
Ares: No Escape:
The reason this ability stands out is because it puts the tank at the focal point, and allows the team to follow up on the tanks actions, making them feel like a play maker.

๐ Dev Discussion #71 - Spells & Abilities โ

Dev Discussions are an opportunity to join in on player discussions about topics that Intrepid Studios want to hear your thoughts on. This is less about asking us questions, and more about us asking YOU the questions! If you do have questions about Ashes of Creation, keep an eye our social media channels for our monthly livestreams, check out the Ashes of Creation community wiki, or try the #questions channel in Discord!
In this thread, weโll be discussing:
Dev Discussion - Spells and Abilities
What is the best ability or spell youโve used and why? Which spells or abilities stand out the most to you from games youโve played in the past? What made them special to you?

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Re: Caravan solutions, solo players/small guilds, risk<->reward
If a game is only fun for a few, then only a few will play the game.
Re: ๐ Dev Discussion #71 - Spells & Abilities โ
Chain Reaction spells are awesome, for example you apply a dot that does 600 damage over 9 seconds and then it explodes in an aoe for another 600 damage but any targets hit also gain the copy of the spell.
Alpha Two Update Notes - Friday, January 17, 2025
As a reminder, if you come across bugs during Alpha Two testing, please report them to us in-game using /bug
- Fixed a bug that prevented characters that were in a bad state from logging in. These characters will now be teleported to a different spawn location
- Speaking to the Winstead Marketplace Manager should no longer cause someone to crash
- Added messaging to explain what is happening when a character is teleported because the server worker they were on or are entering is having issues
- Fixed a bug related to inventory audio playing during server transfers
- Fixed server crashes
- Some polish and improvement to NPC visuals and animations, UI assets, and the environment

4