Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Revitalized
(Post was deleted. So i re-posted it. Must have been an error )
I have been thinking about this lately, and here it is ... Soo, alongside the "Standard Abilities" that each Class will achieve, what if Crafting Granted you a unique palette of abilities ? At the same time, still being different based on Class -type ?
In doing so, these "<em>Crafting Abilities</em><strong><ul>
" will open up new Quests Chains, discover new items, alter environment, more ability combinations, assist in identifying "Secret" Crafting Materials ... and possibly many other things <em> . Each Crafting Ability doesn't have to used in-combat </em>
i.e. <em>beyond the scope of regular uses</em><ul>
If this is implemented, only thing i ask is to <em>NOT</em></strong>allow these ... "Crafting Abilities" to make the game easier.
Infact fact, I would prefer if we don't level up insanely fast. Instead, just to try and keep the MMO feeling "fresh" ; make it to where it feels as if we are still learning a plethora of things even at end-game.
Lastly, consider to allow these "Crafting Abilities" to Fuse with Class-Related Abilities.
For Example .... <em>Firage Spell [CRA] + Septra [CA] = VIndrage</em>
( "CRA" = Class-Related Ability || "CA" = Crafting Ability )
The ability could be a Temporary Stat Increase, DPS Ability, Tank Aggro Ability, etc ... OR something "beyond-the-scope" of just a Player role Ability - it could be anything?
In short, each Crafting Ability could further be branched out.
I have been thinking about this lately, and here it is ... Soo, alongside the "Standard Abilities" that each Class will achieve, what if Crafting Granted you a unique palette of abilities ? At the same time, still being different based on Class -type ?
In doing so, these "<em>Crafting Abilities</em><strong><ul>
" will open up new Quests Chains, discover new items, alter environment, more ability combinations, assist in identifying "Secret" Crafting Materials ... and possibly many other things <em> . Each Crafting Ability doesn't have to used in-combat </em>
i.e. <em>beyond the scope of regular uses</em><ul>
If this is implemented, only thing i ask is to <em>NOT</em></strong>allow these ... "Crafting Abilities" to make the game easier.
Infact fact, I would prefer if we don't level up insanely fast. Instead, just to try and keep the MMO feeling "fresh" ; make it to where it feels as if we are still learning a plethora of things even at end-game.
Lastly, consider to allow these "Crafting Abilities" to Fuse with Class-Related Abilities.
For Example .... <em>Firage Spell [CRA] + Septra [CA] = VIndrage</em>
( "CRA" = Class-Related Ability || "CA" = Crafting Ability )
The ability could be a Temporary Stat Increase, DPS Ability, Tank Aggro Ability, etc ... OR something "beyond-the-scope" of just a Player role Ability - it could be anything?
In short, each Crafting Ability could further be branched out.
0
Comments
I would suggest browsing the kickstarter streams here...
https://www.twitch.tv/ashesofcreation/videos/all
The are pretty comprehensive with many in depth Q&A sessions.