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Class Skill Tree - Lack Choice

MoryMory Member, Alpha Two
Ashes of Creation’s skill trees feel exciting at first, but the excitement doesn’t last. By the time you reach level 25, you’ve already unlocked almost every ability, leaving only a couple of choices untouched. That sense of “What will I unlock next?” fades away fast.

The issue is simple: there aren’t enough impactful choices. When you can unlock nearly everything, you’re not really building a character — you’re just filling in a checklist. And yes, I know people will say, “Secondary classes will fix that.” But even with dual-classing, the same problem happens: by level 50, you’ll still have almost everything unlocked.

The Core Problem we currently face:

By max level, players of the same archetype end up with nearly identical builds.

Unlocking almost everything removes sacrifice and identity.

Without scarcity, choices don’t feel impactful — and secondary classes risk becoming cookie-cutter.

The Mage Example

Let’s start with Mage. At endgame, every Mage looks the same because they all have access to the same abilities and rotations. Instead, the tree should push players to specialize more deeply:

Fire Mage – AoE burn damage, damage-over-time, explosive finishers.

Lightning Mage – burst damage, crits, mobility-based spellcasting.

Frost Mage – crowd control, slows, survivability.

This way, each Mage feels unique. You’re not “just a Mage,” you’re your own Mage with strengths, weaknesses, and a playstyle that fits your choices.

Secondary Classes Need the Same Treatment

Now imagine layering this deeper specialization system onto secondary classes. A Mage/Rogue combination should feel completely different depending on which path you commit to on both trees.

Here’s how it could look:

🔥 Fire Mage + Rogue = Pyro Shadow Walker

Fire-focused Mage tree + Stealth-heavy Rogue tree.

Playstyle: Strike from the shadows with flaming daggers and explosive finishers. High burst with fire-themed assassinations.

❄️ Frost Mage + Rogue = Glacial Trickster

Frost-focused Mage tree + Mobility-focused Rogue tree.

Playstyle: Slippery and hard to pin down. Uses slows, roots, and icy traps while darting around with evasive rogue skills.

⚡ Lightning Mage + Rogue = Storm Assassin

Lightning-focused Mage tree + Poison/DoT-focused Rogue tree.

Playstyle: Fast-paced assassin who shocks enemies with electricity, then watches poison finish them off. High-risk, high-reward gameplay.


The Fix

Add More Abilities/Passives Than Points Available

Players should never be able to unlock everything.

Gate Deeper skills/passives Behind Specialization

To unlock advanced Fire spells, you must commit heavily to Fire, meaning you’ll sacrifice access to top-tier Frost/Lightning.

Fuse Primary and Secondary Identities

Let specializations define how your secondary interacts. A Frost Mage Rogue should play very differently from a Fire Mage Rogue.

Introduce Endgame Masteries

At cap, offer unique titles/abilities (e.g., Archmage of Fire, Cryomancer, Stormcaller) that finalize your build identity.

Final Thoughts

Skill trees should be about meaningful choices — the sacrifices you make and the strengths you lean into. Expanding trees and forcing deeper specialization would ensure that builds remain unique and exciting not just while leveling, but all the way into endgame.

That’s what will keep Ashes’ classes truly fresh: not just being a Mage/Rogue, but being your version of a Mage/Rogue — a Pyro Shadow Walker, a Storm Assassin, or a Glacial Trickster.

Comments

  • nanfoodlenanfoodle Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
    I know this feels like a rubber stamp. Steven has said the classes are still being worked on. As for deapth and options. That is coming with the 64 classes. 8 types of tanks alone to pick from. Every time they add a new Baes class, you will get many new options. Armor in this game is also designed to be part of your spec and unique play style. Same with weapons and we do not yet have all the weapons as well.
  • daveywaveydaveywavey Member, Alpha Two
    We've also only seen up to Level 25. There's more yet to come!
    This link may help you: https://ashesofcreation.wiki/


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  • REHOCREHOC Moderator, Member, Alpha Two
    Intrepid has made it clear that what we see now is just the early stage of testing. The full class system with augments and secondary paths will bring the depth and specialization you’re looking for. I trust the team to make sure builds stay meaningful and exciting through endgame.
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  • VhaeyneVhaeyne Member, Alpha One, Alpha Two, Early Alpha Two
    We are dealing with the "minimum viable product".

    This explains the skill trees and hopefully the UGLY ASS character faces.

    That is my cope.
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    This is my personal feedback, shared to help the game thrive in its niche.
  • nanfoodlenanfoodle Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
    I am excited to progress past 25, play with the 8 classes with Bard. Also how all this comes together with gear combos to change your class as well. I love theroy building when it comes to classes.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Skill Trees will probably be more available around Christmas and we can make a bunch of Christmas Skill Tree jokes then.

    Hoping for a UI ... 'Easter Egg'? Sure, Easter Egg at Christmas, why not.
    You can always have my opinions, they are On The House.
  • Miller5862Miller5862 Member, Alpha Two
    my personal opinion but skill trees should be filled with passives i pick rather than skills i have to get and never use... our skills should just be there by level and we change things via passives... more skills in a tree i already dont use all the skills in isnt really what im hoping for
  • VolgarisVolgaris Member, Alpha Two
    I'd like to see more choice. More skills more abilities more modifiers, ect. The classes are... flat. I like a choice and consequences, trees make sense but it doesn't need to a traditional skill tree. I don't like the EQ system of skill books you buy where you can get all skills. Right now the choices are just limited. And the actually leveling event is boring. You pick a class skill, 2 weapon skills, and a character skill. It's basic, theres no RPG depth to it. Might as well be picking points for some FPS game.
  • ChicagoChicago Member, Alpha One, Alpha Two, Early Alpha Two
    We saw new skill trees teased in may, but seems forgotten like everything else 😞
  • AszkalonAszkalon Member, Alpha Two
    Jeah, sometimes it seems to be EXTREMELY linear. This can always use more Options to decide where to put the Points.
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    ✓ Occasional Roleplayer
    I am in the guildless Guild so to say, lol. But i won't give up. I will find my fitting Guild "one Day".
  • lamina5432lamina5432 Member, Alpha Two
    We should see reworked skill trees sometime, though not sure when theres a picture of the cleric's rework mock up if you go to the wiki
  • daveywaveydaveywavey Member, Alpha Two
    I do still think we need some actual useable Weapon Skills, rather than just waiting for an Auto-Attack Combo to proc. There's not actually all that much difference between melee weapons or between ranged weapons. Like, we've had Rapiers introduced. But we already have Sword. Is there actually that much difference between using either?
    This link may help you: https://ashesofcreation.wiki/


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  • SmileGurneySmileGurney Member, Alpha Two
    Sadly this isn't changing any time soon. They have mentioned being able to double down on specific skills in the future, and obviously addition of ACTUAL classes, not archetypes.
    My lungs taste the air of Time,
    Blown past falling sands…
  • SmileGurneySmileGurney Member, Alpha Two
    daveywavey wrote: »
    I do still think we need some actual useable Weapon Skills, rather than just waiting for an Auto-Attack Combo to proc. There's not actually all that much difference between melee weapons or between ranged weapons. Like, we've had Rapiers introduced. But we already have Sword. Is there actually that much difference between using either?
    Yeah, I would love if in general different combination of gear (weapons, armour, jewellery) choices provided players with some slight additions/changes to their class playstyle.
    My lungs taste the air of Time,
    Blown past falling sands…
  • ShabooeyShabooey Member, Alpha Two
    Wasn't it mentioned that we would be getting an update for all class skill trees, like the Cleric one shown, for the start of P3?
    Would he great if a dev could confirm where they're up to with that as I don't recall seeing or hearing anything further about it.
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