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Subject: Feedback on Recent Stat and TTK Changes

2

Comments

  • anarcxanarcx Member, Alpha Two
    edited April 11
    Snekkers wrote: »
    we are using common enchanting scrolls and common charms mate, are you dense?

    why every enveus player always defaults to "Yeah Now I know for sure you don't play the game and probably barely hit 25 recently." when they dont have anything smart to say?

    Well first I love that you assume I'm Enveus and you can add that one on top of the list of takes you are wrong about today.

    Second, I also love that you think that heroic+ scrolls/charms are cheap or makes that much of a difference. Wrong on both cases, again. Also if you've only been using common scrolls and charms, proves me right again that you don't know what you're talking about.

    Ironic that you're the one speaking of things smart to say when you clearly do not play this game enough to understand the core fundamentals, do not understand basic math, do not understand game economy. :smile:

  • pendragonpendragon Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    tmx-test wrote: »
    Subject: Feedback on Recent Stat and TTK Changes

    As an active player who has been deeply engaged with the game’s systems and combat, I wanted to offer some feedback on the recent stat changes and the increase in time-to-kill (TTK), which I believe have had a significantly negative impact on gameplay.

    1. Stat Fatigue & Diminished Clarity

    The recent change to item stats—moving from small, easily understandable values (e.g., +1–2 Strength or Intelligence) to values in the hundreds or thousands—has introduced a sense of "stat fatigue." These inflated numbers make it more difficult for players to parse the value of upgrades, creating confusion and diminishing the sense of progression. This mirrors a problem seen in other MMORPGs, such as World of Warcraft, which led them to implement multiple stat squishes over the years to restore clarity and meaning to gear upgrades.

    2. Enchanting System Downgrade

    Previously, enchanting gear felt meaningful and rewarding. Each enchant provided noticeable stat increases across the board, and the waterfall nature of stats meant that crafted and enchanted gear could be tailored in a way that felt impactful and unique. Now, enchantments contribute less than 1% to an item’s total stats, making them feel negligible. This removes a core layer of the gearing loop and turns enchanting from an exciting gold sink into something that’s barely worth engaging with.

    Instead of altering the core enchantment system, a more balanced solution to TTK could have involved scaling down the offensive impact of Strength and Intelligence (e.g., reducing power gain per point), while simultaneously increasing the value of Constitution and Mentality to enhance survivability and defensive play.

    3. PvP Feels Sluggish and Less Engaging

    Ashes of Creation's PvP combat was one of its standout features—fast-paced, tactical, and rewarding. The recent changes have made it feel sluggish and unresponsive. With lower damage, reduced healing effectiveness, and haste being nerfed, combat lacks the tension and immediacy it once had.

    From extensive PvP testing and scrims, we’ve found that engagements now often devolve into prolonged focus-targeting with raid-wide callouts, excessive in-combat resurrecting, and battles often only ending when support players run out of mana. This doesn’t encourage dynamic team play—it promotes monotony. If the intention was to raise TTK, a better approach would have been to distribute more defensive cooldowns and interrupts across classes to introduce tactical depth, rather than simply stretching fights by reducing all throughput.

    4. PvE Combat Feels Chore-Like

    Combat satisfaction in PvE has also been significantly reduced. Previously, players enjoyed the impact and power their characters exhibited when taking down mobs, bosses, and caravans. Now, everything feels slower and more punishing—not because it’s more challenging, but because combat lacks the visceral feedback and pacing that made it enjoyable. This undermines the PvE experience, turning engaging encounters into drawn-out slogs.

    5. Loss of a Unique Gearing Experience

    One of the most innovative parts of Ashes was its gearing system. Crafting high-rarity gear at lower levels and progressing through enchanting created a sense of agency and investment. Unfortunately, with the shift in stat scaling and the devaluation of early-level gear, players now skip directly to farming mobs for basic level 20 gear. This erases a large portion of the game's progression loop and removes incentive to interact with crafting, enchanting, or the broader economy during the early to mid-game.

    The previous issue with static nodes could have been addressed through greater PvP contestability or randomization, rather than reworking the entire gearing model. The unique path of character progression through gear rarity and enchantment was one of Ashes’ strongest differentiators—and it should be preserved.

    Closing Thoughts
    While the intent to increase TTK is understandable, the way it was implemented has hurt multiple aspects of what made Ashes fun and engaging. A more targeted approach—such as tuning primary stat scaling and adjusting enchantment costs across tiers—could have maintained the unique gearing and combat identity of the game while achieving balance.

    We appreciate your commitment to developing a living, evolving MMO, and we hope this feedback will be taken into consideration to restore the game's momentum and preserve what made its systems truly enjoyable.

    *TM*


    I've played games for a very long time and always found that games with higher TTK were the most enjoyable. I've taken a very different view to the recent changes than you have. Do I think it needs work? Of course. Is it the right direction? Absolutely!

    1. Stat Fatigue & Diminished Clarity

    I completely disagree. As someone who regularly min/max everything, percentages are percentages. The number doesn’t matter. Assuming that the average player base can’t see that bigger equals better isn’t the right approach. The formula Ashes is using isn’t the same as WoW so comparing the 2 games is like apples and oranges. The reason WoW did a stat squish is because their formula resulted in exponential stat increases across expansions that affected the gap between a brand new player and end game player, exponentially increased gear stats (making it harder to balance) and having excessively long numbers pop up on the screen. Having stats in the thousands in a first swing isn’t necessarily indicative of the same issue since AoC is using a different formula and has no expansions to worry about atm. Keep in mind, we’re testing this game for launch, not 5 expansions down the line.

    2. Enchanting System Downgrade

    Again, I completely disagree. The enchanting system wasn’t supposed to be end-all-be-all for gearing. With the original system, post P1 stat squish due to legendary gear being too strong, enchanting a piece of gear to +8 could make it hundreds of percent better. It was never supposed to scale this way. You have to keep in mind that enchanting will go to +20. A piece of gear getting 2000%+ waterfall stats is just ridiculous. The system was broken.

    Now, my gear at +7 gives roughly 6-8% increased stats. This is very reasonable when we look at cap being +20. Being 20% stronger than someone who didn’t enchant their gear is very reasonable. Being 1500% stronger is not. It needed to be fixed.

    3. PvP Feels Sluggish and Less Engaging

    Again, I disagree. The low TTK ruined the PvP in this game. Yes, it was fast passed but it wasn’t tactical at all. Push 2 buttons and kill someone isn’t tactical. High TTK introduced actual tactics where you have to coordinate as a team, execute plays and capitalize on the other team’s mistakes. 2 rangers can coordinate and pop someone. 2 mages can coordinate and pop someone. Having PvP devolve into the 2-3 shot (sometimes 1 shot) fest it had become removed any and all tact that many PvPers enjoy. I’ve played a LOT of pvp games with longer TTKs and none of them suffered from what you are describing. Groups that aren’t accustom to working in a team experience what you’re describing. The current state of TTK requires guilds/groups to work as a team, coordinate plays and execute on them. The team that does it the best wins. People going out of position and dieing, forcing a rez and depleting the cleric’s mana isn’t a game problem…

    4. PvE Combat Feels Chore-Like

    This might be the experience for solo but we ran Carph last night and will do more testing today. PVE in a group setting feels a little slower but isn’t less enjoyable. You have to keep in mind that this game isn’t being built for the solo experience.

    5. Loss of a Unique Gearing Experience

    Again. I disagree. Gearing hasn’t been diminished, it simply changed. Crafted gear at higher rarities have a higher impact now. Legendary lvl 10 gear at +8 is roughly the same as rare lvl 20 gear in many cases now. As we progress through the game, we won’t be in the lvl 10s for long. We’ll be in the 20s for a bit longer but will spend most of our time leveling in the late 30’s and 40’s. Having lower level legendary gear +6 should never blow away the next tier of gear. For a smooth progression path, they should be about equal. For example, lvl 10 legendary gear at +8 was significantly better than lvl 20 rare at +0. That lvl 10 piece of gear can’t hold a light to a lvl 20 legendary piece of gear. Now that lvl 10 legendary +8 piece of gear is roughly the same as a blue lvl 20 (excluding stat changes ofc).

    Stats being shook up was an unexpected surprise. As we go through gear, we now have the option to be more deliberate with our stats. We now have many progression paths rather than being required to use low level gear with high enchants. Gear and progression diversity is always a +, even if we have farm our gear again. We did it once, it’s np to do it again. Perhaps those that didn’t have to farm……. Nvm.

    Closing Thoughts
    TM, you’re thinking very short term and too close to the ground. We’re testing a game for launch. At launch the lvl cap is expected to be 50. If things stayed the same then at lvl 50 the game would 100% be a 1 shot fest. Nobody wants that. Changes needed to be made to TTK, which requires redoing gear/stat/system balancing. This first swing was in the right direction to do what’s best for the game as a whole. Does it need work? Obviously, but Intrepid has made it abundantly clear that there will be several passes. From my point of view, there were several positive things to come out of this change. We thrive on competition and leverage our teamwork to compete. These changes force things to slow down and shine a light on who the best TEAMS are, not just who has the most people that can 1 shot people.
  • pendragonpendragon Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Case and point. Executing strategies and plays. Capitalizing on opportunities. People died np.

    https://medal.tv/games/ashes-of-creation/clips/k3Z4IxYuhTXtHvWWr?invite=cr-MSxraXIsMjg4MzYzODY3
  • anarcxanarcx Member, Alpha Two
    pendragon wrote: »
    5. Loss of a Unique Gearing Experience

    Again. I disagree. Gearing hasn’t been diminished, it simply changed. Crafted gear at higher rarities have a higher impact now. Legendary lvl 10 gear at +8 is roughly the same as rare lvl 20 gear in many cases now. As we progress through the game, we won’t be in the lvl 10s for long. We’ll be in the 20s for a bit longer but will spend most of our time leveling in the late 30’s and 40’s. Having lower level legendary gear +6 should never blow away the next tier of gear. For a smooth progression path, they should be about equal. For example, lvl 10 legendary gear at +8 was significantly better than lvl 20 rare at +0. That lvl 10 piece of gear can’t hold a light to a lvl 20 legendary piece of gear. Now that lvl 10 legendary +8 piece of gear is roughly the same as a blue lvl 20 (excluding stat changes ofc).

    It's crazy how you tell people they're not thinking long term when you clearly are not.
    So, to recap that last paragraph you think its a good, engaging, fun gameplay that gear crafters are going to be meaningless until they hit level grandmaster? Just to recap what you are saying. Because this is what you are saying, I hope you realize it.

  • ImnotkioImnotkio Member, Alpha Two
    pendragon wrote: »
    Case and point. Executing strategies and plays. Capitalizing on opportunities. People died np.

    https://medal.tv/games/ashes-of-creation/clips/k3Z4IxYuhTXtHvWWr?invite=cr-MSxraXIsMjg4MzYzODY3

    That is so funny, the guy has 17 scrims from yesterday there. 90% of them lasted ~60 seconds, with the longer ones taking around 2 minutes from their lack of coordination

    And the OP is just here knowing all that and lying about fights being never-ending and requiring healers to run out of mana.

    Crazy. If anything, I still think players might be dying too quick on those scrims
  • pendragonpendragon Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited April 11
    anarcx wrote: »
    pendragon wrote: »
    5. Loss of a Unique Gearing Experience

    Again. I disagree. Gearing hasn’t been diminished, it simply changed. Crafted gear at higher rarities have a higher impact now. Legendary lvl 10 gear at +8 is roughly the same as rare lvl 20 gear in many cases now. As we progress through the game, we won’t be in the lvl 10s for long. We’ll be in the 20s for a bit longer but will spend most of our time leveling in the late 30’s and 40’s. Having lower level legendary gear +6 should never blow away the next tier of gear. For a smooth progression path, they should be about equal. For example, lvl 10 legendary gear at +8 was significantly better than lvl 20 rare at +0. That lvl 10 piece of gear can’t hold a light to a lvl 20 legendary piece of gear. Now that lvl 10 legendary +8 piece of gear is roughly the same as a blue lvl 20 (excluding stat changes ofc).

    It's crazy how you tell people they're not thinking long term when you clearly are not.
    So, to recap that last paragraph you think its a good, engaging, fun gameplay that gear crafters are going to be meaningless until they hit level grandmaster? Just to recap what you are saying. Because this is what you are saying, I hope you realize it.

    Please elaborate. If we're spending most of our time in high 30's and 40s then how does it make sense that lvl 10 gear blows everything out of the water. The current system would make legendary lvl 10 gear better than lvl 30 gear and we would be wearing the same gear from lvl 10 to.... lvl 40+? That's a broken system.

    You're looking at the changes as the root cause of an issue, instead of a symptom of another issue. How do you make crafted gear relevant? The answer isn't to make all gear trash except for lvl 10 crafted gear. Also, many of our crafters were at Master/GM 2 months in. The bottle neck to crafting gear isn't the levels, it's the progress of the nodes (which we haven't tested yet because T4/5 nodes didn't come out at the beginning of a phase.) They'll have to work on this potential issue at some point before launch too. Who knows, maybe T5 node can be achieved in the first few months of launch as people get to lvl 50.
  • anarcxanarcx Member, Alpha Two
    edited April 11
    pendragon wrote: »
    Please elaborate. If we're spending most of our time in high 30's and 40s then how does it make sense that lvl 10 gear blows everything out of the water. The current system would make legendary lvl 10 gear better than lvl 30 gear and we would be wearing the same gear from lvl 10 to.... lvl 40+? That's a broken system.

    You're looking at the changes as the root cause of an issue, instead of a symptom of another issue. How do you make crafting gear relevant? The answer isn't to make all gear trash except for lvl 10 crafted gear. Also, the many of our crafters were at Master/GM 2 months in. The bottle neck to crafting gear isn't the levels, it's the progress of the nodes (which we haven't tested yet because T4/5 nodes didn't come out at the beginning of a phase.) They'll have to work on this potential issue issue at some point before launch too. Who knows, maybe T5 node can be achieved in the first few months of launch as people get to lvl 50.

    Please remind me—how long did it actually take, on a PvP server, if you're playing on Lyneth that's not representative of reality of this game, to build all the apprentice crafting stations? And how long after that for the Journeyman ones? The answer is: several weeks, months for certain nodes. And we're lucky that all the player base was focusing in the same zone, imagine when we have a whole world with 80 nodes and everyone spreads out to build in their own corner. And We're not even close to levels 30, 40, or finally 50. Node level isn’t going to magically fix that time sink. It just doesn’t matter. People still has to do those buy orders and build those stations.

    Now, I would love to see your grandmaster weaponsmith. Send me a picture. If it’s real and not Photoshopped, I’ll give you all my gold, gear, and even my rabbit mount. But I'm pretty sure you won’t—because you don’t have one. The “crafters” you’re talking about are probably just gatherers. Not actual crafters.

    Six months in, and no grandmaster crafters in your guild. Only Journeyman stations. Great.

    How long did it take you to reach level 25? It took us 48 hours. But let’s be generous and say the average active player hits 25 in two weeks. That would mean level 50 in about two months of active play. Yet even two months in, nobody can craft level 30 gear. Maybe—maybe—they’ve got Journeyman stations up. But only if people focused on those buy orders instead of just grinding levels. Which, let’s be real, most won't. You’d be lucky if anyone even has all the apprentice stations up.

    So tell me: who’s buying a level 10 legendary crafted sword when an uncommon 50 drop from a mob or boss is 10x better? Nobody.
    Nobody is buying a level 20 crafted sword either—even if it's legendary. Your average uncommon blade from PvE is still better.
    Same goes for level 30. Maybe, just maybe, at level 40, you can finally craft a legendary blade that outclasses a rare enchanted one. That by then, the PvE player already has, but press X for doubt.

    So several months in, huge amount of gold, materials sinked to reach level 40 weaponssmith with the station, can barely craft anything better than a drop from a mob that's been in the game for months.

    So how is this good for server economy? How is this fun or engaging for the weaponsmith?

    Simple answer: It’s not.

    And now people were complaining that, a level 10 legendary sword enchanted +8 that required several people to level up professions, huge amount of mats and gold, was better than that uncommon blade level 20 from that mob you drop by grinding carphin a lot? And by a lot I mean 3 hours? How does that make sense?
  • ImnotkioImnotkio Member, Alpha Two
    edited April 11
    anarcx wrote: »
    no it wasn't. again no, stop talking about things you know nothing about or are getting too old to remember properly.

    Go look back at the old source material of the 2 MMOs that Ashes is inspired of.

    This is the Lineage 2 power progression philosophy: The Higher you go into levels and tiers, the harder it is to get that, and the smaller the percentual upgrade. By the time you were chasing power cap, you were grinding literally hundreds of hours for one small weapon upgrade. That design philosophy worked for the entire game.

    You can see, first weapon upgrade gave you a whopping 33% upgrade in power, while the last weapon upgrade gave you incredible 5% upgrades

    s2dxczhedkrp.png

    This was how enchantment worked: You had fixed values for enchantment gains (like we do now). Every enchantment got progressively harder but gave less and less percentual gains while increasing effort.

    The only time you got a percentual increase in the curve was when you went past the over-enchanting level. After that tho, we wen't back to reducing percentual gains and exponential increase in effort.

    2025-04-12_00_16_40-Lineage_2_Weapon_Enchantments.png?ex=67fad892&is=67f98712&hm=14738f4608620ae8a3f56b877080a0e39cc736a4222d78da5a40ff646da91891&=&format=webp&quality=lossless&width=1390&height=856

    By the time you had the strongest weapon, the first enchant would give you a 1.7% power upgrade. Fourth enchantment would give you a 3.2% power upgrade, and a +10 enchant would give you a 2.6% power upgrade while requiring 10x more attempts.

    Not to mention Ashes has more gear pieces to enchant, increasing even further the power gap possible for enchanting.

  • GreenGreen Member, Alpha Two
    Texas wrote: »
    OP's take is terrible and he should be banned from having further opinions.

    Enchanting was far too powerful before and one-autoattack PvP wasn't even worth engaging in.

    What's even the point behind making false claims to try and hinder the games development? You muddy the water by saying that pvp wasn't worth engaging in when you clearly, never engaged in it. Your claim isn't even remotely close to being true.

    Its extremely frustrating seeing you and other people in this thread, give extremely uninformed takes about the changes.

    This ttk is horrible. I see a lot of comments about how combat is more skill based now but that is just isn't true at all. There is no tactics, or unique strategy's now. You don't get high value from pulling off risky plays. Combat now is just calling targets to focus down 1 by 1. Any competent opponent will destroy you if you do otherwise.

    This isn't a game like WoW were you can chain cc's and interrupts together alongside your cooldowns to setup kills. The combat just isn't that dynamic. Longer ttk doesn't force you to create opportunities to kill people. It just forces you to out dps the healing a player is receiving (which if your target is dodge rolling, this is impossible).

    Obviously the old ttk had issues as well, but this patch is far worse. The game feels like they turned the difficulty to tutorial or something. Firebrands biggest hit is like 1.5k damage while geared players are running around with 5k+ health. There isn't really a conversation to be had here. The game is far too slow now.


    Also, it is objectively true that the gearing meta with the changes is to kill enemies to get the gear they drop, and then your done gearing. There is no need to touch artisans or caravans. There will be 0 economy. Players will run one caravan to cover their repairs and never worry about gearing or making money again. The game currently has a good economy and enchanting provides a good return for your time spent. If nothing changes, the endgame content of gearing is almost completely dead.
  • anarcxanarcx Member, Alpha Two
    edited April 11
    Imnotkio wrote: »
    This is the Lineage 2 power progression philosophy: The Higher you go into levels and tiers, the harder it is to get that, and the smaller the percentual upgrade. By the time you were chasing power cap, you were grinding literally hundreds of hours for one small weapon upgrade. That design philosophy worked for the entire game.

    You can see, first weapon upgrade gave you a whopping 33% upgrade in power, while the last weapon upgrade gave you incredible 5% upgrades

    No idea what terrible source you're using for Lineage 2 but here's the official codex with data that actually means something, stop trippin' with wikipedia and google AI. Can't even pull the right source and you gonna pretend like you're OG? Please x)

    yjdsn27hya18.png
  • ImnotkioImnotkio Member, Alpha Two
    edited April 11
    anarcx wrote: »

    No idea what terrible source you're using for Lineage 2 but here's the official codex with data that actually means something, stop trippin' with wikipedia and google AI. Can't even pull the right source and you gonna pretend like you're OG? Please x)

    lol I ain't talking about a 2010s version of the game. That looks like a system designed for P2W monetization lol. I'm talking about the original game. The one that was popular, that probably released when you were in diapers.

    But good to know they fucked up their power progression in future versions, proves my point that ridiculous power progression = less popular pvp game
    Green wrote: »
    This ttk is horrible. I see a lot of comments about how combat is more skill based now but that is just isn't true at all. There is no tactics, or unique strategy's now. You don't get high value from pulling off risky plays. Combat now is just calling targets to focus down 1 by 1. Any competent opponent will destroy you if you do otherwise.

    This isn't a game like WoW were you can chain cc's and interrupts together alongside your cooldowns to setup kills. The combat just isn't that dynamic. Longer ttk doesn't force you to create opportunities to kill people. It just forces you to out dps the healing a player is receiving (which if your target is dodge rolling, this is impossible).

    It isn't enough, I agree with you. But it went from pressing W and smashing your head on the keyboard to coordinating damage to a target. It's definitely better than it was before, and it's a good direction.

    We need more. Stronger defensives, increased base survivability for DPSs, interrupts, and higher TTK. When they do that, you will care to use the proper debuff system, you'll see that coordination helps in killing the other party faster, and the difference is not between killing players in 2 seconds or 1.5 seconds, it's the difference between killing them in 10 or in 3 seconds. That means you are more rewarded for coordinating.




  • anarcxanarcx Member, Alpha Two
    edited April 11
    Imnotkio wrote: »

    lol I ain't talking about a 2010s version of the game. I'm talking about the original game. The one that was popular, that probably released when you were in diapers.

    But good to know they fucked up their power progression in future versions, proves my point that ridiculous power progression = less popular pvp game

    LMAO you gonna hit me with "This aint the right patch!" cope. Wanna go there, okay fine, 2003 source material;

    c3b33zauacnw.png

    Still scale with level enchant, what are you gonna use for coping now Mr.OG?
  • ImnotkioImnotkio Member, Alpha Two
    edited April 11
    anarcx wrote: »

    LMAO you gonna hit me with "This aint the right patch!" cope. Wanna go there, okay fine, 2003 source material;

    Still scale with level enchant, what are you gonna use for coping now Mr.OG?

    LMAAAAAAAAAAAAAAAAAAAAAAAAAAO you are dumb as rocks mate

    That is literally what I posted. Notice that that is an S tier weapon. It gets +5 atk per enchant and after +4 enchanting it starts going up +10. That value is not +, its the atk.power of the weapon. Just like my initial image showed

    The only difference is the % chance, which is probably an older patch. But even then, if your source is not just plain wrong, you still get less and less % gain power per enchant every time, while becoming more difficult to achieve

    2025-04-12_00_16_40-Lineage_2_Weapon_Enchantments.png?ex=67fad892&is=67f98712&hm=14738f4608620ae8a3f56b877080a0e39cc736a4222d78da5a40ff646da91891&=&format=webp&quality=lossless&width=1390&height=856

    I cant believe you thought that was a zinger


  • LudulluLudullu Member, Alpha Two
    Imnotkio wrote: »
    The only difference is the % chance, which is probably an older patch. But even then, if your source is not just plain wrong, you still get less and less % gain power per enchant every time, while becoming more difficult to achieve
    Nah, the chances are the same. The pic you use simply tells you the overall chance to get to that stage, while the pic anar uses gives you the chance PER enchant.

    So yeah, it's the same thing overall. And yes, using the same info to say "hah, your same info is wrong lul" is real silly.

    And for Intrepid's side of my post!
    tmx-test wrote: »
    From extensive PvP testing and scrims, we’ve found that engagements now often devolve into prolonged focus-targeting with raid-wide callouts, excessive in-combat resurrecting, and battles often only ending when support players run out of mana. This doesn’t encourage dynamic team play—it promotes monotony. If the intention was to raise TTK, a better approach would have been to distribute more defensive cooldowns and interrupts across classes to introduce tactical depth, rather than simply stretching fights by reducing all throughput.
    THIS SOUNDS FUCKING INCREDIBLE! It's literally what I wanted/expected from Ashes when I first heard about it!

    Please keep moving in this direction.

    Also, if this is true
    laloop wrote: »
    From a purely feeling out perspective, the diminishing returns on power feels REALLY bad. Having a basically naked character with 127 power and then a completely geared out character with 205 power doesn't feel like enough reward for all of the hard work that goes into progressing your toon and gear.
    HOLY SHIT! YOU DID IT, INTREPID! It's literally "gear is 50% of your power".

    Keep moving in this direction! You're delivering on your promises and this is amazing!
    pendragon wrote: »
    This is also the exact kind of pvp I want and hoped for. Amazing work, Intrepid! And you can refine it further by small touches on healers, counterhealing effects, etc.

    Incredible job so far and please keep doing what you've done so far.
  • tmx-testtmx-test Member, Alpha One, Alpha Two
    edited April 12
    pendragon wrote: »
    Case and point. Executing strategies and plays. Capitalizing on opportunities. People died np.

    https://medal.tv/games/ashes-of-creation/clips/k3Z4IxYuhTXtHvWWr?invite=cr-MSxraXIsMjg4MzYzODY3

    Ya I wouldn't call this skill we walked at them as a ball and
    pendragon wrote: »
    Case and point. Executing strategies and plays. Capitalizing on opportunities. People died np.

    https://medal.tv/games/ashes-of-creation/clips/k3Z4IxYuhTXtHvWWr?invite=cr-MSxraXIsMjg4MzYzODY3

    Huh how are you gonna previously say in your post that were unqualified lmao then link a clip of "POLAR" playing "ME" shot calling and call it proof. You don't understand any of the context to that clip you have no idea how many healers the other team has or what we were testing. Smh.

    The pvp with low ttk feels boring underwhelming and extremely basic. The game currently has the rotation for most DPS classes of MMOs from 2004 where if you had key binds you were a god. The lack of defensives interrupts and almost no skill expression has made the combat feel muddy at best. When the ttk was quick -> positioning, timing, and decision making felt way more Impactful. A well combo or blitz could let one player take out three, now you need the entire team to target one player to kill them. Its extremely one dimensional, walk at the other team as a ball and target the other team one by one. This isn't skillful its boring and zerg meta.
  • LudulluLudullu Member, Alpha Two
    tmx-test wrote: »
    This isn't skillful its boring and zerg meta.
    Which is exactly why tank abilities should properly defend against this and healers should be able to save people after those defenses.

    PvP where everyone's mana isn't being fully spent, because everyone just drops like flies, is shit.
  • RaspberryHeavenRaspberryHeaven Member, Alpha Two
    Snekkers wrote: »
    1. its not tempering, tempering is different system that is not added yet
    2. enchanting giving 12% more stats is already good enough. But for the sake of argument, sure, we didnt get higher, but we are using common enchanting scrolls and common charms. Eventually we will have opportunity to have both of those legendary to make enchanting to 20 almost guaranteed, although insanely expensive
    1. it can't be called enchantment unless it functionally alters the weapon
    2. when a level 20 weapon costs 5 gold and a level 0 weapon +12 costs hundreds, 12% isn't gonna cut it
  • anarcxanarcx Member, Alpha Two
    edited April 12
    Imnotkio wrote: »
    anarcx wrote: »

    LMAO you gonna hit me with "This aint the right patch!" cope. Wanna go there, okay fine, 2003 source material;

    Still scale with level enchant, what are you gonna use for coping now Mr.OG?

    LMAAAAAAAAAAAAAAAAAAAAAAAAAAO you are dumb as rocks mate

    That is literally what I posted. Notice that that is an S tier weapon. It gets +5 atk per enchant and after +4 enchanting it starts going up +10. That value is not +, its the atk.power of the weapon. Just like my initial image showed

    The only difference is the % chance, which is probably an older patch. But even then, if your source is not just plain wrong, you still get less and less % gain power per enchant every time, while becoming more difficult to achieve

    2025-04-12_00_16_40-Lineage_2_Weapon_Enchantments.png?ex=67fad892&is=67f98712&hm=14738f4608620ae8a3f56b877080a0e39cc736a4222d78da5a40ff646da91891&=&format=webp&quality=lossless&width=1390&height=856

    I cant believe you thought that was a zinger


    Bro are you slow? Or is math that hard for you? Or you haven't test the new system at all because you're too busy talking trash to know what you're talking about.

    My WHOLE point here is, +1 gave you +4PWR, +10 gave you +10 PWR, . the enchanting SCALES, it doesn't scale HARD but it SCALES. here we get a +1% flat whether its guaranteed +1 or impossible +15. And it's not a +1% based of the new enchanting stats, its based from the initial no enchant stats. This is BAD. There's absolutely no difference stats gain from getting a +0 o +1 than from getting a +9 to +10.

    Also, you're so damn focused on looking only at the raw numbers cause you slow that you don't even pay attention the the % of success here! an S Tier weapon +15 has 70% chance to succeed, Ashes reduced the odds exponentially starting +1 so hitting that +15 is barely 1%. How does that even compare mathematically? Are you Crazy?

    Or maybe "math is hard, hurpdurrrr i just follow the online guide all day and got no clue whats going on" thinking seems HARD buddy life must be rough,
    And here you debating the current system is the same thing and thats how people did it back then! LMAO you weren't even there!
  • GreatPhilisopherGreatPhilisopher Member, Alpha Two
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  • SmileGurneySmileGurney Member, Alpha Two
    edited April 12
    Don't mind me, I'm just here for stat junkies table flips. Wipe in 3 weeks, take a breather.

    This is the first step towards "TTK balance" wherever Intrepid decides to take this further. I still believe my best pvp experience was with max 300 power gear, partially because the time to kill back then, and partially because there was no massive power gaps between players.

    When it comes to enchanting...I despise RNG and casino gameplay mechanics in games, so I cannot make a constructive comment on that system. Oh wait I can. Remove the simplistic power gain +1 to +20 mechanic from enchanting all together. Remove RNG and chance to fail etc. Instead make enchanting about gear customisation. Allow stat swaps on gear for example: allow players to replace INT with other base stats like WIS or CON, or if the slot is occupied by other stat boosts, allow players to replace Mana Regen with Phys Power, Magical Power, Life-Leech, Block Chance, Parry, Evasion or whatever else.

    If you want reliable gold sinks to balance the economy, gear has to permanently break after multiple repairs. This is the only solution to have resources being fed into the economy and actually consumed.

    Apply soft caps on ALL STATS, so people cannot just dump all into power or CON and call it a day.
    My lungs taste the air of Time,
    Blown past falling sands…
  • SmileGurneySmileGurney Member, Alpha Two
    edited April 12
    laloop wrote: »
    From a purely feeling out perspective, the diminishing returns on power feels REALLY bad. Having a basically naked character with 127 power and then a completely geared out character with 205 power doesn't feel like enough reward for all of the hard work that goes into progressing your toon and gear.

    Over all on the feel wise front I feel like we went 100% in the opposite direction and need to split the difference. Top end players were pushing 600 power before, we are at 200 power now, and I feel the appropriate level is around 400.

    I do feel like enchanting definitely isn't worth it anymore and now the market will inflate as players don't have a good gold sink.

    I also feel like the difference between a common and legendary doesn't really matter as much as it used too either.
    Sounds to me like they made the game playable for 99% of the playerbase instead of the 1%. Good job.

    Also I chuckled at the "hard work" comment.
    My lungs taste the air of Time,
    Blown past falling sands…
  • RaspberryHeavenRaspberryHeaven Member, Alpha Two
    Sounds to me like they made the game playable for 99% of the playerbase instead of the 1%. Good job.

    Also I chuckled at the "hard work" comment.

    Now that gear customization is out of the picture, they should do class differences next because nothing says MMORPG like having everyone play as identical featureless grey blobs.
    Why stop at 99% playability when we can hit 300%? Investors are gonna love it.
  • SmileGurneySmileGurney Member, Alpha Two
    Sounds to me like they made the game playable for 99% of the playerbase instead of the 1%. Good job.

    Also I chuckled at the "hard work" comment.

    Now that gear customization is out of the picture, they should do class differences next because nothing says MMORPG like having everyone play as identical featureless grey blobs.
    Why stop at 99% playability when we can hit 300%? Investors are gonna love it.
    Are we even playing the same game? You just described Ashes from a week ago. Ask any hardcore guild if they would take you on if your class a fighter or a tank. Tanks and fighters which would get blown up as soon as they tried to you know, play their class. There was only one way of playing every class, with the same tired approach to gearing. Slap the most gear with STR or INT on yourself and enchant, because power is king, and nothing else matters.
    My lungs taste the air of Time,
    Blown past falling sands…
  • SmileGurneySmileGurney Member, Alpha Two
    anarcx wrote: »
    Snekkers wrote: »

    also enchanting to +10 makes you 10% stronger, its not nothing.

    Yeah Now I know for sure you don't play the game and probably barely hit 25 recently. Getting full +8 takes a week or two, not a problem, getting full +10 takes months. spending months of time farming gold, pushing enchants, having items failed, reset, destroyed, recrafted for a meager +2% over someone that played 20hours, is NOT rewarding.
    You mean we might actually get MMORPG pvp experience which REWARDS you for outplaying your opponents, and playing your class well, instead of relying on OP stat sticks to delete someone under 3 seconds with 1 to 3 ability casts? Great news.
    My lungs taste the air of Time,
    Blown past falling sands…
  • RaspberryHeavenRaspberryHeaven Member, Alpha Two
    Slap the most gear with STR or INT on yourself and enchant, because power is king, and nothing else matters.

    ...which is why they made STR/INT even stronger by slapping 2 extra waterfall stats on them.
    And on top of stacking INT you can now get a cheeky 1000 magic power from a single accessory. Truly some galaxy minds at work.
    0.8.0 made it easier to stack power on a budget so casuals are still getting dumpstered, the only difference is that nolifers don't even need to spend thousands of gold on JM scrolls anymore.
  • SmileGurneySmileGurney Member, Alpha Two
    Slap the most gear with STR or INT on yourself and enchant, because power is king, and nothing else matters.

    ...which is why they made STR/INT even stronger by slapping 2 extra waterfall stats on them.
    And on top of stacking INT you can now get a cheeky 1000 magic power from a single accessory. Truly some galaxy minds at work.
    0.8.0 made it easier to stack power on a budget so casuals are still getting dumpstered, the only difference is that nolifers don't even need to spend thousands of gold on JM scrolls anymore.
    Welcome to active development. I don't even remember how many times this has been said on the official channels, this is the first step and more changes are coming.

    Also if it is easier to stack power on a budget, and you don't need 1000s of gold to increase it, then that means its easier for "casuals" to close the power gap against "nolifers". Sounds good to me.

    I'm sure soon enough we will know how broken the new base stat system is, and if can be as easily abused as pre-patch P1 and P2 era. So take a breath, and enjoy the incoming P3 for what it is.
    My lungs taste the air of Time,
    Blown past falling sands…
  • VeeshanVeeshan Member, Alpha Two
    bigassgun wrote: »
    Imnotkio wrote: »
    PvE is completely fine, barely changed.

    HAHA, what do you mean PvE barely changed? I can go solo 3 star elites on my rogue because PvE now is piss easy thanks to mobs doing alot less damage but at the same time having alot more health. The only way i die in PvE now is if and when i'm out of mana because things take it's own sweet time to die now. PvE is a full on long drawn out borefest.

    You are delusional if you think PvE has barely changed. Lmao.

    I was soloing 3 stars same lvl on rogue prepatched to be fair and wasnt fully geared either
  • VeeshanVeeshan Member, Alpha Two
    WolfBounc wrote: »
    Remove gear drops from mobs, Easy fix. Progress the towns first before you get gear.

    I think at most all mob dropped gear should be white and some quest provides some greens from time to time anything else should be crafted except a few rare long or hard quests might give higher quality
  • RaspberryHeavenRaspberryHeaven Member, Alpha Two
    I'm sure soon enough we will know how broken the new base stat system is, and if can be as easily abused as pre-patch P1 and P2 era. So take a breath, and enjoy the incoming P3 for what it is.

    There won't be a need for P3 unless they revert this abomination of a patch. I have seen the active development excuse countless times but this time they made all the wrong changes at once, surely it's not because P3 is right around the corner ;)
  • VeeshanVeeshan Member, Alpha Two
    I'm sure soon enough we will know how broken the new base stat system is, and if can be as easily abused as pre-patch P1 and P2 era. So take a breath, and enjoy the incoming P3 for what it is.

    There won't be a need for P3 unless they revert this abomination of a patch. I have seen the active development excuse countless times but this time they made all the wrong changes at once, surely it's not because P3 is right around the corner ;)

    I think it a step in the right direction to a degree appart from number bloat but that can be changed with a decimal point shift.
    Enchanting needs to be cheaper i think though now that it working correctlynow that it now rounding up 1str to +2 by rounding up the 1% increase to nearest whole number lol
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