#Weekly Feedback Request - 1/30/25

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finite delta
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Greetings, Glorious Alpha Two Testers!

Please share your top 3-5 most critical issues or feedback topics for this week's testing in the thread below using the following format:

Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

Top 3-5 Most Important Feedback Topics:

To keep the thread organized, we kindly ask that you avoid back-and-forth discussions, and stick to the format above for your posts. We'll be closing the thread at <t:1738609200:f>

Important Note: While we greatly value your insights, please understand that we cannot guarantee all bugs or feedback topics will be addressed, or provide a specific timeframe for fixes.

Thank you for your continued support, feedback, and dedication to improving the Alpha Two experience! flamingphoenix

pliant ore
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Top 3-5 Most Important Bugs:

  1. The tanks shield disappearing whenever you swap weapons or vault. It might seem stupid but it ruins my class fantasy/identity
  2. Tank grapple ability has never worked properly. This needs to be fixed
  3. War scrolls like the fishing derby being used for pvp purposes outside of the designated area

Top 3-5 Most Important Feedback Topics:

  1. PLEASE make lvl 20 armor relevant, it is literally so much worse than lvl 10 enchanted gear but it's so much cooler looking
  2. Remove Excavation kits, they're a barrier for something we don't need. Just make it a tool we can upgrade
  3. PTR update speed is A LOT slower than the regular A2 version
sharp apex
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Top 3-5 Most Important Bugs:
Mount animation freeze breaks immersion
not being able to see party members on the map
Top 3-5 Most Important Feedback Topics: Make the Marketplace more functional - remove stores with no items from any searches. Lvl9-10 feels brutal early on. Please consdier upping commission exp / quest exp and gathering/process/crafting exp

agile escarp
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Top 3-5 Most Important Bugs:

  1. Armor does not scale as well or as fast damage does. This needs better tweaking to better align defense vs offensive scaling.
  2. Resources spawning underground or in otherwise unminable locations
  3. Memory Leak

Top 3-5 Most Important Feedback Topics:

  1. Node/resource spawning mechanics are now well known and predictable leading to easily monopoly of the highest tier resources. Resource spawning needs a complete overhaul.
  2. Rarity calculations play too small a roll in determining the rarity of the resource you mine. Rarity score only determines if you get a chance to get uncommon+ but plays no roll in the chance2 variable where WHAT rarity you get is decided (this is a pure random number roll) resulting in abysmally low rarity rates even with 10000000 rarity gear (because chance and chance2 variables are independent with only 1 considering player rarity rating).
  3. Hunting mobs only spawn as common resulting in insanely low rates for higher quality mats.
hollow yew
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tardy dock
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Top 3-5 Most Important Bugs:

  1. Random Tagging of group members and npcs
  2. Npc Mobs stuck in walls
  3. Storage breaks every 2 minutes

Top 3-5 Most Important Feedback Topics:

  1. Current armors scaling is basically useless. It would be great if heavy armor had more balanced stats with armor and magic resist, then maybe constitution should scale into extra armor. Dexterity should scale into armor /2 and intelligence should scale into magic resist. Light armor shouldn't be only magic resistance focused.
  2. Caravans are means for rich to get richer and poor to stay poorer.
  3. Make crafting somehow more even since early crafting it just gold dump. Please don't go in a way every MMO goes.
stiff plank
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Top 3-5 Most Important Bugs:

  • Invisible enemies/enemies that cannot be damaged
  • Enemies spawning inside/under terrain, or being displaced from spawns and not returning
  • Extremely regular bugs with the inventory including but not limited to items being unable to be right click to move to/from storage, items being deleted upon being moved, and trades deleting items
  • Damage/debuff notifications suddenly disabling

Top 3-5 Most Important Feedback Topics:

  • Artisan skills feel very bad with recipes without a use, mat requirements being immense, rarity being static and extremely against the player at the low end, and Journeyman stations being unavailable because level 4 nodes still aren't in
  • Inventory issues are extremely frustrating and need to be a major focus
  • Mobs spawning in unreachable spots or getting stuck in terrain or being dragged away from their spawn and having their return-to-spawn break so they're just stuck somewhere nobody will find them feels terrible
  • Item deconstruction was supposed to be in P1. We don't have it still. Fix that.
  • Attempting to get named items from unique/named mobs is a frustrating grind that can frequently take 6+ hours of mindlessly camping spawns on a timer and just does not feel good as things stand
dusky basalt
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Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

  1. Fixed rarity on certain resources, people are camping spots and settings timers, since respawn times are predictable (e.g. willow trees)
  2. Commission bugs, cannot deliver resources
  3. Fix Friends List
  4. Inventory/Storage desyncs
  5. Underground/floating in air, spawning of resources, especially inside the Node where just outside the town all ash is spawning under ground. But generally a lot of this happens around the world.

Top 3-5 Most Important Feedback Topics:

  1. Be able to search based on item/material name in the Marketplace, I understand the marketplace is a placeholder functionality right now, but it is very tedious. So if I search for "Basalt", "bas" it should give me all the shops that still have some basalt to sell. (convert both the search input and item names to lower cases for easier searching), make sure that parts of the search input should still give results that has something with a "bas" in it, like "largemouth bass"
  2. The rarity system of resources needs to be revamped, currently it's very bad, resources spawn with a fixed rarity, while your stats will give you a percentage chance to proc it to be something higher, resources SHOULD NOT spawn with fixed rarity EVER.
  3. No fixed respawn time for resources, make this as random as possible.
    4.More ways to earn Guild XP instead of paying for it, make people WORK for it, questing, caravans, gathering, this incentives people to actually do something else in the game.
  4. More Quality of Life features for inventory, swapping a shirt for another shirt should not put the shirt you had on in a different slot, just swap it within the same slot of the shirt you are swapping with, makes organizing inventory much easier instead of everything jumping around everytime.
stoic fjord
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Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

  1. Caravan bugs ALL(teleporting due to poor server crossings, raft "sinkholes")
  2. Treasure Map bugs(wrong tool message when you have the right tool in your pack)
  3. Gatherables/petables not being xfer to your pack (PRETTY MUCH ANYTHING YOU HAVE TO JUMP ON AND OFF YOUR MOUNT OR RE LOG TO FIX)
    Top 3-5 Most Important Feedback Topics:
  4. Being CCd off a gatherable and there is no repercussions for the attacker.(should flag criminal)
  5. Mob training is still a thing(should flag criminal)
    3.Flagging criminal needs to be a deterrent currently it does not make people think about the consequences of flagging criminal, there needs to be more persuasion to NOT be a criminal or suffer the harsh consequences of criminal life. Right?
balmy scroll
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Only one issue, no way to get into PTR! I’ll pay you!

worldly scarab
#

Bugs:

  1. Launcher issues causing long update times. Minor patches take some people 20-30 minutes even on an SSD with a good rig.
  2. Fix Tumok and Firebrand spawns.

Feedback:
TBD

lean token
#

Fix dmg in PVP

modern merlin
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Top 3-5 Most Important Bugs:

1: Duplication bug still works (you can duplicate items and everything)
2: Treasure map Bug
3: Invisible Treese

slim galleon
#

Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:
1.right click materials to/from storage, sometimes works sometimes not
2.more crashes / lockups recently
3.still feels like glint is not disrupted properly to party
4.mobs becoming stuck / frozen / unresponsive , why don't they path and if that isn't working they could reset ?
5.

Top 3-5 Most Important Feedback Topics:

  1. party co-op , for a mmo with relatively small guild sizes the party xp with level difference is crippling
    i.e. as above lvl 20 I can not party and assist someone @ lvl10 as I would like.
  2. caravan defenders need a reward
  3. marketplace search, I don't care to see each persons storefront give me a list of items with filters
north charm
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Limiting Pings in a day. IT sure seems like there has been a lot today

cosmic cove
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give me rogue you hacks and also quit banning people for words

midnight dirge
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Top 3-5 Most Important Bugs:
...
Top 3-5 Most Important Feedback Topics:

  1. Need chat options to be able to right click on chat names and invite to party/guild, ignore, add/remove as friend, a /who options to see the characters details (lvl,guild,etc)

  2. Need more flexibility when editing UI, for example being able to add/remove the text values from health/mana bards, player names, etc.

cedar iris
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rugged thunder
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Bugs:

  1. Chain lightning's second hit against staggered enemies doesn't go off unless the player character remains idle during and slightly after the spell animation. If the character is auto attacking, moving, or has another action queued, the second instance of damage doesn't occur.
  2. Blink will sometimes send the player in an uncommanded direction. This might be due to a difference in character direction vs camera direction, but this shouldn't happen in action combat mode.
  3. Weapon skill trees are borked since the last update. Pls fix.

Feedback:

  1. Ball lightning was wizard's hardest hitting and most skill expressive ability. Cutting it in half has rendered it so weak as to be unworth casting. I'd prefer more damage be taken off of lightning strike and give ball lightning its damage back. We have few enough buttons to press as it is.
  2. Not sure what the solution is, but there is currently very little feedback on how much burn is currently stacked on a target (for conflagration purposes). The burn timer doesn't accurately portray the magnitude of the burn and therefore, the magnitude of a potential conflagrate. Visually locating the burn dot value in a sea of damage numbers isn't feasible unless measures are taken to differentiate it (color coding?).
steel inlet
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======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:
Hunter satchel which are good with living animals but not with carcass
Light effect in certain aera make flashbang effect or extreme darkness effect (Carphin 3rd - Beffalen - etc.)
Fighters don't have any skills to use Echo from wands/book skill tree

Top 3-5 Most Important Feedback Topics:
Give griefers a true malus the same way as Corruption for Pkers. People bringing mobs on farming party or people CC farmers to loot their ressources have to face consequences. Don't know, maybe add corruption at engage and not at kill, the corruption vanish if the victim defend, and stay if the victim don't attack.
keep the tropics as an open pvp zone, but add some rare ressources spawn point in it to encourage pvp (like t2-t3 trees, mining, etc...), great to see some zone like this in the final game too (like abyss in DAOC, with a high reward / high risk system)
Make mount to gain best stats with rarity, not type... it's so dumb to see all people on the same mount just because it's the meta.

hardy galleon
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Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

  1. I used /bug in game. While editing the bug, I sometime press Ctrl+left to move the caret a word, and my character rolls back.

Top 3-5 Most Important Feedback Topics:

  1. Need an in-game screenshot key
white wigeon
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Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

Fighter whirlwind doing 1 spin then stopping (have tried hold tapping ect ect nothing is 100% free of this issue for me)

tawny patio
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Tank feels flimsy

gentle merlin
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Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

  1. Deathwalls were back
  2. skill bugs
  3. Invisible trees

Top 3-5 Most Important Feedback Topics:

  1. More and more focus is being put on running caravans, yet there is still no risk to attackers. Zergs going around killing casuals caravans limiting their progression is, and will continue to be a limiting factor for this games success long term.
  2. Zergs are encouraged. The map will look like New world. This is not an easy fix but the design seems to be encouraging very very large guilds at the detriment to those not in the guilds.
  3. Certain classes feel significantly better than others and some seem to be completely ignored in feedback.
visual pond
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Top 1 most important Bugs:

  1. Put back missing freeholds

Top 3 Most Important Feedback Topics:

  1. Balance Caravan PvP
  2. Add caravan incentives for defenders
  3. Revert Tank Changes
  4. Enchanting is grossly unbalanced
  5. Gear is worth a lot more than levels, nerf gear and buff levels
stone brook
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Storage gone
Caravan bugs
Illumination in befallen forge

acoustic yarrow
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Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

  1. Whirlwind cancels often in certain scenarios.
  2. Caravan bugs/disconnects/issues.
  3. Hunting bag doesn't allow you to stack more than 20 of each type.

Top 3-5 Most Important Feedback Topics:

  1. Fighters still offer nearly no assistance in Raid vs Raid scenario as they are too squishy and get deleted.
  2. Fighters need to have some sort of ability to mitigate damage. There is a tank skill that defers 50% of damage to over time damage, use that. Or make it so battle cry provides a buff that reduces incoming damage by 50% for 4 seconds. At least so we have something to temporarily survive a jump into the enemies line, albeit for a short time.
  3. Decrease the rate of Momentum loss by Berserk, it drains too fast, maybe needs to drain 25%/33% slower.
  4. Wheeping Willow rarity/nodes are incredibly hard to farm and is mostly harvested by those who know the locations / camped rarity.
  5. There are people that I've reported in game that are clearly using macros to automate xp gain, item/gold gain. I've made bug reports with screenshots. I have even made bug reports to when they get relocated to a shrine, and their macros are still going off casting spells and attacking and I don't see action being taken, when these are totally and completely clear offenders of gameplay automation. In fact, I've seen the people in question level from 7 to 20+ entirely through automation gameplay and have reported it multiple times throughout the last week or two. Not taking action on these folks quickly allows them to generate enough gold to make this behavior warranted, can you please be quicker on this, and also provide an area where we can report these types of players directly instead of just on a "bug report" so that it doesn't become an activity that is worth it?
silent crystal
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Caravan disappearing and can not recover or even use request beacon to get it back

static raft
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Top 4 Most Important Bugs:

  1. Caravans can sometimes teleport you to carphin
  2. gatherable resource nodes are spawning in the ground regularly
  3. Cleric's Wings of Salvation CC break subperk sometimes doens't work
  4. Essence harvest perk from wands/books doesn’t apply the additional magical power

Top 5 Most Important Feedback Topics:

  1. Main attributes are far too powerful, enchanting them exceeds it. Makes it pointless to go for other stats, or pieces such as Rividium Breastplate because it lacks intelligence
  2. Attacking caravans has 0 risk, you can endlessly attack someones caravan with 0 downside, defenders carry all the risk. The outlaw playstyle is far too incentivised. No system for defenders to gain anything. Add default auras for defenders from caravans, or limited attackers lives etc. Something to make attacking a caravan actually risking.
  3. Only way to gain character levels is by grinding mobs, increase the player xp gained through artisanship to allow for alternative levelling methods. Also means node and artisan progression doesn't get delayed until people are level 20.
  4. Gatherable nodes and Named mobs are on predictable timers and always in the same spots. This means people are just logging on once every hour to collect it. It's not healthy gameplay and doesn't actually require you to play the game in order to gain these massive benefits. Gatherable nodes and hunting at least need to be fully randomized
  5. Increase clerics damage capabilities, hard to solo content atm. Give cleric a 25% self heal penalty to avoid excessive self healing in pvp
normal mountain
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Bugs -

  1. Bugged deployed Caravans not showing up in inventory

Feedback -

  1. Cleric - Remove the cost of Health for Barrier
  2. Cleric - Give more DPS options to base kit
  3. Pocket Dungeons - More Name bosses
  4. Spam Purge - It's not a fun game mechanic (burning, poison etc in PvE)
dapper heath
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1,2,3,4,5. Make Tanks feel like tanks

gray geyser
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Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:
1.
2.
3.
4.
5.

Top 3-5 Most Important Feedback Topics:

  1. tanning max set to at least 100 it is very annoying with just 50 when trying to do large amounts.
    2.hunting rarity seems to have been adjusted but still needs work
sand crow
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Top 3-5 Most Important Bugs:
1)
2)
3)

Top 3-5 Most Important Feedback Topics:
1)
2)
3)

wanton rivet
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regal granite
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  1. Release the rouge
  2. Release the Rouge
  3. Release the Rouge please.
normal fox
#

Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:
1.) Memory Leak
2.) Mobs not respawning
3.) Mobs/Gatherables spawning inside terrain
Top 3-5 Most Important Feedback Topics:
1.) Guild progression behind an in game pay wall, please don't do this
2.) Guild progression requires too much and only favors zergs and hurts smaller guilds
3.) Guild buffs on the left side are beyond pointless and the first node of the middle tree is stronger than the entirety of the left side nodes combined

lucid ibex
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Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

  1. PERFORMANCE Optimization
  2. PERFORMANCE Optimization
  3. PERFORMANCE Optimization

Top 3-5 Most Important Feedback Topics:

  1. Desert mobs placement seems too aggressive around the nodes or around gathering POIs
  2. Caravan Defenses aren't working or too weak. I was killed in 7 seconds while I was driving my caravan
  3. Hunting needs similar rarity calculations as the other resources
wheat axle
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Top 3-5 Most Important Bugs:

  1. Boundary bugs causing disconnects or porting

  2. Caravan despawning or getting stuck

  3. Monsters de-aggroing and resetting

Top 3-5 Most Important Feedback Topics:

  1. Caravan post-destruction recovery(for a fee)

  2. Caravan defense systems (i.e. hired npc guards or mounted ballista's ect...)

  3. XP debt REDUCTION (way to high, needs a rework to be punishing but fair)

shell steeple
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Top 3-5 Most Important Bugs:

  1. Losing caravans to bugs (it disappear on arriving to node)
  2. Flash bang in Forge
  3. Social systems dont work (friend list and guild)

Top 3-5 Most Important Feedback Topics:

  1. Hunting rarity
  2. Expensive taxes for late players
  3. Crafting rarity (you cant have max legendary items)
brazen tartan
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Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

  1. Bard resonance changes don't appear competely working as intended for melodies/dance.
    2: Daystrider tames seem inordinary. You can hunt them as a novice and process them into mounts only if you are apprentice.
    3: Caravans in some scenarios seem to be unusually faster. Unsure if this is a bug with the new buffs to roads on top of other speed modifiers including speed rating for wheels.

Top 3-5 Most Important Feedback Topics:

  1. Regen on mobs is WAY too ridiculous. Being able to farm glint solo in most cases is an absolute pain.
  2. Changes to zombies like Carph thaumaturges make them impossible to fight. Kiting was required to deal with the OP leech effect they have at low health. Now it's too difficult to fight them even in a group.
  3. Guild buffs that provide max HP and power modifiers is too ridiculous.
    4: World Bosses are not a good experience. Most large guilds are permanently logged out at spawns to compete for the first tag, making it difficult to both participate and earn rewards. I posted my suggested ideas for changes here: https://forums.ashesofcreation.com/discussion/65704/feedback-world-bosses#latest
    5: Would very much enjoy if dungeon content were PVP. I had the impression that would be the case with the new desert ones.
pearl dagger
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  1. For the love of Hunters, fix the Animal Husbandry... err... Hunting Bag. I Lenny Pet the animals for Carcasses... you know, HUNTING. But I can only stack 20 dead bodies. But I can put 1,000 Untrained Mounts in there.
limpid cedar
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Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:
1)
2)
3)

Top 3-5 Most Important Feedback Topics:

  1. To get to Journey Armor smithing from Apprentice I needed to Pay allot of gold for a thousand Zinc to make armor which no one had a use for because mobs drop up to rare armor and higher rarity materials are to expensive. I now need 2075 copper ore for Journeyman weapon smithing from Apprentice weapon smithing. This does not feel good.
  2. I don't now if this is the correct place When you add player gear repair. Please make it possible for me to repair gear in the wild. i wan't to stand next to a war ground do war profiteering and repair the gear of the people active in the war.
strange zenith
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Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

  1. Friends list deletes friends (lost contact with people becuase of it)
  2. Fighter whirlwind canceling when you press it the first time as well as fighter trips and other debuff effects being canceled out on undead mobs. Makes stance dancing less useful when when the effect isn't guaranteed

Top 3-5 Most Important Feedback Topics:

  1. There needs to be better tax system. Taxation should not scale up when you miss a payment. If I go on a on a week break and come back to have my taxes be permanently increased I dont like that. Im okay with dropping citizen but then my taxes will be much high when I return
  2. I think that fighter loses some usefulness in pvp. Fighters should have more instapop aoe that they can use in a ZVZ. ZVZ balancing around abilities needs to be looked into and tested in a more contained environment. ZVZ will become mage ranger comp and certain classes wont be invited to more competent events due to it. Fighter also doesn't feel like a real front line in ZVZ. (ZVZ is zerg vs zerg)
  3. I think the gathering system needs an overhaul when it comes to finding ore and hunting. It would be cooler if mounts dropped babies instead of going up and petting the wolf or what ever. Killing the huntable mobs instead of hunting them would be better imo
worldly sigil
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Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

  1. Caravan desync/disappearing
  2. Trade bureau not working
  3. Storage disappearing

Top 3-5 Most Important Feedback Topics:

  1. Guild progression extremely overtuned
  2. More ways to get guild exp please
  3. Caravan flagging while in groups not working (unless you are leader, but doesn't flag group)
  4. Marketplace could use some quality of life filters and such
odd turtle
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Top 3-5 Most Important Bugs:

  1. Storage tabs being deleted - All items from the first tab in Azmaran just disappeared. Have been able to use it since without problem, but since the guild I'm in had just won that node I just so happened to have brought all my glint from every node in the game to Azmaran hours before it happened and put it specifically in the 1st tab because I thought that was a "safe" tab that nothing ever happened to. POOF
  2. Caravans spawning on the floor of water bodies and/or completely off the map
  3. Healing and resurrecting out of events consequence free (caravans, wars, PvP in general)
  4. Caravans becoming invulnerable when the driver dies while sharing the 60 second shrine protection

Top 3-5 Most Important Feedback Topics:

  1. Bring back Tumok and switch Tumok and Firebrand to a PRIMETIME time slot every day. Announce the area 15 minutes before it spawns so people have a chance to head over to it instead of basically guilds having to roll the dice on where to bring their squads (for Firebrand at least) which is preventing conflict instead of encouraging it. Also make it an event where you can "choose sides" so guilds/alliances can fight over them. I know there's still a lot of work to do on server performance, but I feel like it's getting to a point where this would be an overwhelmingly positive and welcomed change. Also balance the Scorpion Queen somewhere in the 30-35 range (for now) and give it a loot table. I've seen two spawn there before and think it would be an amazing event to have a chance to actually spawn 2 at once.
  2. Dropping citizenship needs a longer cooldown, maybe even a week.
  3. Allow us to be able to rename or somehow label our caravans from the caravansary, or at least fix it from saying "Basic Caravan 1, 2, etc." Even just Willow Caravan 1 or Braidwood Caravan 2 and keeping the basic as basic would be a big help.
  4. Healing and resurrecting out of PvP events is still in the game - why? Between this and dropping guild so people can heal/res safely out of war, it's really hurting the game. At the very least you could make it temporarily flag anyone that interferes in PvP via heals/resses until a more permanent solution can be implemented.
pine frost
#
  1. Updates are super slow now for some reason
  2. The game is like chewing gravel with the performance right now. Something seems to have gotten a lot worse since last week.
foggy anvil
#

Top 3-5 Most Important Bugs:

  1. -CRITICAL- Unable to play due to black screen on launch. Works after a while but sometimes crashes out totally.
  2. Critical Heals are not working on Clerics
  3. Invisible enemies (poss desync) / Enemies cannot be attacked (0/0 hp, can damage but cannot be damaged)
  4. Quests are still very unreliable, a lot of commissions cannot be handed in when completed.
  5. Specialized storage stacks are still 20, I can hold more in a General storage tab than a Lumber one making the Lumber one redundant. (Poss Bug?)

Top 3-5 Most Important Feedback Topics:

  1. Currently JM carpentry has been built before the resource gathering is available. In order to build JM carpentry i believe you should have to go through JM harvesting & JM refining. This way its a level playing field for those working on crafting.
  2. I think the Verdant voyager is way to fast on land, it should be fast in water and the speed of a T1 on land
  3. Group leader to accept caravans so we dont have to remake group after all individually accepting
  4. Earn guild EXP through quests other than a paywall or with caravans.
  5. increase resources across the map, rarity of singular items makes crafting in JM+ very difficult.
wind silo
#

Bugs - 1 Disable Bard CC in Non-PVP zones - create code to enable in non-pvp zones for wars only, 2 Rubber banding at mount dismount 3. RNG for gathering spawns so all day guarding ends Feedback - 1. Keep banning people that violate TOS especially those that do not understand limits to conversation verses abusive toxic behavior - social media has had rules for chat for decades now - its not a new concept to stay roughly in the bounds of socially acceptable behavior...

fleet yoke
#

Top 3-5 Most Important Bugs:

  1. shields are doing their disappearing act
    2)caravans are borked
    3)guidlies freehold just disappeared

Top 3-5 Most Important Feedback Topics:
1)Revert tank changes
2)Revert tank changes
3)Revert tank changes
4)slagborne labourers are a bit too spicy i believe

uneven turtle
#

** Bugs:**

    1. Rarity on Frehold Items
    1. Inconsistency in Node Buffs
    1. Nodes not loading

Feedback Topics:

    1. Missing cohesion on adding new elements like mounts is very annoying
    1. Adding new mobs and overloading areas with monster
    1. Patch Notes do not contain all bug fixes some larger bugs got fixed and were not mentioned
summer bane
#

Top 3-5 Most Important Bugs:

  1. Losing storage items in items tabs, or materials in materials tabs
  2. Losing caravans to bugs (poofing during transitions, etc)
  3. Mob training is still a thing

Top 3-5 Most Important Feedback Topics:

  1. No risk to caravan attackers
  2. Inability to recover destroyed caravan (must rebuild from scratch)
  3. No reward for helping defend caravan
autumn siren
#

Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

  1. Daystrider and Hippo mounts, which are new apprentice mounts cost 27 copper, whereas the other apprentice mounts cost 1g 65s. The daystrider also a two 1% chances to become a mount and a 1% chance to become a beast of burden. Even currently common verisons of the new apprentice mounts will drop as a rare. This needs to be edited so that all apprentice mounts cost the same
  2. Gatherables are still spawning within terrain
  3. Mob training still happens

Top 3-5 Most Important Feedback Topics:

  1. Earn guild exp through quests or other ways than through a current in game paywall
  2. Some areas are completely filled with mobs, and seems to be keep increasing
  3. Add all updates to patch notes
desert pulsar
#

Top 3-5 Most Important Bugs:

    1. Inventory bugs with trading and moving items in/out of storage all requiring relog to fix
    1. Gathering nodes respawning as same rarity allowing players who find legendary nodes to camp then until server downtime. This is a big economy issue as someone could get 50-100 legendary of a highly valuable resource.
    1. Having to leave party to join caravan event
    1. Desert terrain issues
    1. Chat windows aren't customizable. No save button and changes often revert. Citizen chat also doesn't have its own box to disable.

Top 3-5 Most Important Feedback Topics:

    1. Guild XP gained from guild commodity is way too low. It will take 159 commodities (870g) ran from Winstead to NA to get a single guild level. Farming the glint for that will take months.
    1. Allow us to pay our citizenship dues for a much longer period
    1. Add ability for guild leader to assign quests to the guild similar to mayoral commission to earn guild xp
    1. Artisan stats feel non-existant. I know some are bugged, but even the ones that aren't feel like their effects don't exist. Spending a ton of time and money on artisan clothing/tools/bags to see no difference in results hurts
tall gate
#

Top 3 bugs

  1. sorcerer cant break out of root
  2. caravan bugged
  3. inventory bug

Top 3 feedback

  1. stop the zerg
  2. stop griefing
  3. fix guild progression and buffs, its not balanced
white coyote
#
  1. Corruption is dumb, it just introduces the play style of having a friend run around with you and kill/grab your loot after u die.
hearty estuary
#

Top 3-5 Most Important Bugs:

  1. Miss seeing my shield as a tank.
  2. Solo quest needs alot work. Mabye just fix the level 1-7 ones? Its would really help new players the first two hours.
  3. Playing windowed mode and sometimes buttons dont work. I need to do a Alt-tab to make it work again.

Top 3-5 Most Important Feedback Topics:

  1. Gathering: Leveling mining from 1-10 is boring when you dont advance in anything. Maybe Copper is not available until 5, saphire at level 3 maybe. So you feel like you get new abilitites all the way.
  2. The hole grp grind show: I really like it. Please keep it as a viable option for leveling i finished game. Though I miss some a challenge. Would be nice for som counter meassures for the Tank standing in a corner using LOS all the time. Like a spread out mechanic etc.
  3. As as tank its really hard to see what going on in a 8 man grp. When I tank 5-7 mobs and have all other abilities all over its just looks like a rave fest on LCD. Maybe a slider to tone down graphics? Or maybe make them less FLAAAAAAAAAASHY
earnest cradle
#

Top 3-5 Most Important Bugs:

  1. Server Glitching issues (between workers, under heavier loads like towns, caravan rubberbanding)
    2)Tax system
    3)Mount Glitching during jumps or landings, and trees going berserk from cutting, also water physics from area to area

Top 3-5 Most Important Feedback Topics:

  1. put those bard skills back the way they were, sod accuracy. give me mag power and crit chance
    2)Tax system incentives - like quests, redistribution for those that pay, or an event taking that glint and making a town boss or raid for node xp since Glint is basically life force.
    3)There could be more map labeling for the land areas mentioned in commissions.
timber spoke
#

Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

  1. mobs
  2. weapon skills

Top 3-5 Most Important Feedback Topics:

  1. risk vs reward content, less carebear
  2. remove exp debt
  3. no limitation on artisan skills
solemn heart
#

Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs/Feedback Topics

  1. Server stability, i think this is the most important one as a base
dusk nova
#

Top 3-5 Most Important Feedback Topics:

  1. Flash Cure changes + mend being a focus target makes Cleric less fun to play, if Mend could be used via hover cast it would be a much more enjoyable playing experience. First time I've actually enjoyed being a cleric so it's a shame to see it go the direction it has.

sacred storm
#

Top 3-5 Most Important Bugs:

  1. Invisible mobs
  2. Inventory and warehouse bugs
  3. Client freezes, client crashes, rubberbanding extreme distances. Optimization needs prioritized
  4. Skill tree bugs (new to this patch)
  5. Memory leaks

Top 3-5 Most Important Feedback Topics:

  1. Static rarity on gathering nodes changed to randomized rarity

  2. You should not generate proximity agro on mobs that are tagged or agro'd by another player. Proximity agro = baseline minimum and cannot be generated if mob is already agro'd on anything.

  3. Hunting rarity seems very low compared to other artisan skills

  4. 75% of my time spent in game is via travelling either carrying resources or between nodes due to travel just being slow in general. Item transport or some other speed buffs (such as out of combat speed buff while mounted) could go a long way towards the game not feeling like a travel simulator

  5. Marketplace QOL filters, UI update, etc.

errant summit
#

Top 3-5 Most Important Bugs:

  1. Heals not being able to crit regardless of spell or amount of +crit gear
  2. shields not rendering in (tanks getting kicked for lack of shields because people don't realize it's a visual bug)
  3. inventory bug causing gatherables to not regester as gathered despite gaining xp for them. You have to hop on your mount to see them in your inventory

Top 3-5 Most Important Feedback Topics:

  1. dual use spells: Judgment, for example. Needs to have the ability or be a skill point to remove or add the damage or heal component. Judgment is a nice heal spell but when double targets are up on the ui it always defaults as damage, which as a healer should not be the default use
  2. There should an alt key that allows the player to direct spells to themselves without losing their main target. Having to take extra steps to drop target, target self and then reacquire your main target is not fun, especially in raids
  3. Damage stats are outpacing Defensive stats. I understand this is lower mid-level gameplay with gear that may not be as enchanted or rare as players level upon launch, but right now regardless of gear players are dying very quick
mortal crescent
#

Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

  1. Gatherable nodes/spawns keep their rarity until a server reset. People timer-farm them, so you can only get rare and below unless you are on super early and gathering before they all get found. Gathering random rocks and trees as you walk pass is very demotivating, as you know it won't be high quality, because if it was someone would be timing it.
  2. Enchanting is currently making some stats much more desirable than others. 1 int should be roughly equalivent to 3 magic power, but enchanting an item simply adds +1 to every stat on an item; the problem is that +1 Magic Power is worth 66% less than +1 Int. Enchanting should probably increase "trickle down stats" (power, crit, Max Hp) more than it does "primary stats" (con, str, int). This is causing gear with primary stats be far more desirable.
  1. Creating Guild Ranks does not work. I am the guild leader, I cannot rename or create guild ranks.

Top 3-5 Most Important Feedback Topics:

  1. Gatherable currently feels very bad as every high quality node is being farmed with timers, leaving you only get low quality nodes if you're just gathering while exploring.
  2. Enchanting is currently making some stats much more desirable than others. 1 int should be roughly equalivent to 3 magic power, but enchanting an item simply adds +1 to every stat on an item; the problem is that +1 Magic Power is worth 66% less than +1 Int. Enchanting should probably increase "trickle down stats" (power, crit, Max Hp) more than it does "primary stats" (con, str, int). This is causing gear with primary stats be far more desirable.
  1. More chat functions would be much appreciated. /r to reply to whipsers would be nice, /i instead of /invite
  2. Please remove KICK FROM GUILD as an option directly under Kick from Party. If I want to remove someon from the guild, it should be from the guild UI. The fact that you can accidentally gkick someone you're partied with is ridiculous.
cyan turtle
#
  1. fighters Whirlwind stops casting randomly sometimes
runic flicker
#

Feedback

  1. Equipment swap in fight should not be possible. Meta is to switch weapons mid fight with hotbar which is dumb imo
  2. we need more t2 and t3 spawns
  3. gear and gear upgrading is way too strong. Enchanting feels super strong on low lvls and useless on higher lvls
hybrid arrow
#

Top 3-5 Most Important Bugs:

  1. The caravan driver protection buff does not work
  2. Material nodes (e.g. copper) have a fixed base rarity and respawn times. This results in people camping them every 3-4h on respawn once they are found... this works until a server restart.
  3. You cannot attack or defend a caravan if you are in group. You have to leave party and rejoin.

Top 3-5 Most Important Feedback Topics:

  1. Needs some more balance on caravan attackers/defenders. Almsot no one is running caravans anymore (apart from super strong organised guilds)
  2. Damage scales much faster than defensive skills. TTK is way too fast once gear IMO.
  3. Need to reintroduce some of the pvp rewards (node/guild wars) - atm a bit pointless.
granite violet
#

Top 3-5 Most Important Bugs:

  1. SW teleporting
  2. Mobs and gatherables inside terrain

Top 3-5 Most Important Feedback Topics:

  1. Fall is not winter. There is more snow in-game than mid winter at the arctic circle irl.. It's just depressing (Lotharia).
  2. Attackers on Caravans should be PVP Tagged outside the event, or huge rewards for defenders killing attackers.
  3. Buildings should change name when upgraded to apprentace/journeyman so you dont have to ask in chat or travel to a node to check,
runic ember
#

Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

  1. Disconnects on SW transitions
  2. Total snow coverage in the middle of fall
  3. Item stacks do not always swap when you drag and drop them

Top 3-5 Most Important Feedback Topics:

  1. Ability to use a slider for processing/crafting amounts
  2. A very small bulk discount for larger batches of processing/crafting
  3. Certain geometries, especially in mountainous areas have crevasses which risk players getting stuck without actually clipping through any geometry in unexpected ways.
small coyote
#

Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

    1. Fix Journeyman bugs - Weaving is screwed, no ench scrolls from Jman vendor, what other Jman are bugged while we're attempting to unlock?
    1. Spawns on gatherables
    1. Sound issues ever since this recent large update
    1. Mob training - why are they aggroing me if I am standing there not casting anything? Happened to me this morning while gathering.

Top 3-5 Most Important Feedback Topics:

    1. Gathering needs to be random spawns at random times. This camp static spawns shit has got to go. We should be rewarded for wandering around to gather.
    1. Slow down leveling to 25 so that novice and apprentice gathering/crafting feels more effective.
    1. Filter by rarity on marketplace
    1. Caravans were amazing this morning, and actually fun!!!
bleak ice
#

Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

  • Node Building Passives dont work
  • Many bugged mayoral commissions and descriptions / rewards that are wrong or broken
  • Desert Mayoral Commissions only giving Riverland ones.

Top 3-5 Most Important Feedback Topics:

  • GUILD BANK PLEASE I BEG OF YOU!
  • GUILD BANK PLEASE I BEG OF YOU!
  • GUILD BANK PLEASE I BEG OF YOU!
  • A lot of the gear dropped by mobs is better than crafted especially when leveling up. It makes it feel like there is no economy. Mats are so expensive that people dont buy goods. Its purely a material market..
safe lintel
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:
1)Caravan Bugs and issues. Healers able to heal defenders without joining to be attackable. Joining attacker on one, defender on another for multiple caravan events can make you unattackable to some while you can still attack them, etc.
2)Mage talent "aftershock" doesn't reliably work. Apply staggered with firebolt, immediately chain lightning, does not double hit.
3)Looting/Inventory bugs. Have to relog to see items in inventory or loot corpses sometimes.

Top 3-5 Most Important Feedback Topics:
1)Time to Kill is still too fast. Offensive stats scale better than defensive stats leading to an ever shortening time to kill. The nerf to legendary gear helped some (more maybe required), but now you need to look at how offensive stats scale vs. defensive stats. Another way to approach it would be to have a PVP-only damage modifier, so abilities only do say 50% damage/healing in PVP instead of 100%. Then it makes it easier to balance PVP without impacting PVE balance.
2)There needs to be more open world PVP activities. Once level 25, there's not much "end game" other than chasing gear score. We need more frequent pvp activites. More open world pvp objectives/events. Hourly/Daily/Weekly activities. NOT INSTANCED BATTLEGROUNDS OR ARENAS. Open World PVP activities.
3)Corruption system is too harsh. Limit gear loss to 1 piece per death. Killing mounts should be a lesser penalty than instantly red. Killing players of equal or higher level shouldn't be instant red (maybe 2 kills instead of just 1).

errant flint
#

Top 3-5 Most Important Bugs:

  1. Player model doesn't always render properly. Occurs mostly when moving in and out of camaflauge/dungeon/loading in. Sometimes only 1 or 2 pieces of armor render.
  2. Enemies moving through terrain and getting stuck. Notably around rocks and stairs.
  3. Mend does not work on mouse-over (Cleric ability)

Top 3-5 Most Important Feedback Topics:

  1. Cleric > Flash Heal needs a mana cost reduction to match the power reduction. Maybe 20% reduction in cost or 10% increase in power to even it out. IMHO should remain high cost for the instant cast but mend is also instant cast and has skill points to increase its potency.
crimson yarrow
#

Top 3-5 Most Important Bugs:

  1. Items and also quest items are still locked in quest items inventory.
  2. Novice can hunt all desert pets, gg.
  3. Desert Pets can be trained on novice bench. also gg, animal husbandry workers have get a knock out on this patch ^^.

Top 3-5 Most Important Feedback Topics:

  1. Give Pets random spots!!! its nearly useless to waste our time by "hunting" pets which spawn on the same spots. Good geared People camp the spots and farm it how long they want. Let them spawn everywhere on the map on rare cases (except one tree or stone or something) so people can go throw the whole map and SEARCH them and not just go to a spot and get killed by that people.
    2)same as above with mats. give the mats RANDOM loot , epic/legends get camped and people just get pvped and got no chance to loot em.
    3)pvp is ok and important, but u cant make Jobs and force people to have top gear to get chance raise in that jobs. mining leg tin or so? no chance, farming leg/epic willows? no chance , farming fast and best pets? no chance , all camped and we are forced to fight for nearly ALL, and that is frustrating for people which chose to just play slow and not 24/7 grind for gear to just earn something with jobs.
karmic bone
#

Top 3-5 Most Important Bugs:

  1. basic attacks still stop working completely sometimes so far on bard and tank.
  2. some people can not loot their own dead body
  3. Mayoral commission chests dont work or at least the chest ui doesnt
  4. graphic settings change randomly and then are unresponsive disabling any changes trying to fix it

Top 3-5 Most Important Feedback Topics:

  1. stronger and quicker actions against people who grief you during bug reports
  2. fixing critical bugs that e.g. hinder reporting quicker vs less critcal bugs .-.
  3. mob spawn, despawn and pathing logic needs improving as there are a multitude of bugs e.g. bosses despawn completely before death, mobs fall under the map and can still damage you or random fire elementals in hh spawn / teleport / glitch around, etc.
  4. changes to the time needed to level artisans so it matches more naturally the char progression maybe. also on that node maybe clear tooltips on the artisans pannel for how many crafts you can have at which rank 🙂

ALSO be stronger against griefers. you guys say on one hand "this isnt a game its a test environment yall are testers" on the otherhand you do not really give two fs about disruptive behavbior. e.g. killing level 3s as level 25 on a leveling spot. thats not "testing pvp" or any legitimate reason to do in a test environment so either its a game or not. if not then for the love of god ban the people that treat it as a game and in the process actively harm or take away the possibilities of others. that also included people that kill you while you just stand still and even type quickly "im reporting a bug rn" so again if its not a game they can wait killing till i finished. coz if we are testers and its not a game yet bug reports just go above randomly pvping.

FOR 6th february:

Bug: riverland treasure maps give desert locations
bug: if you die in the desert get spawned in the riverland all npcs are hostile and just straight up kill you again

meager pewter
#

======================
Weekly Feedback - 01/20/2025
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:
-accidental corruption - gear can't be so scarce when you have such a chance of losing it to corruption bait or visual flag bugs etc
-2.caravans, bugs, flagging while in a group/raid, i've had more bugged caravans than successful ones, make recovery back to origin node if orphaned after X hours
-large battles are horrible, lag, aoes not working, no clue how 500v500 is possible when 50v50 isn't close to working

Top 3-5 Most Important Feedback Topics:
-world bosses suck, you can't keep rewards on in the same way until fixed allowing zerg guilds to exist. give ticket system, wipe current boss drops
-make gathering much better, there's so many suggestions given
-make crafting good again, you can nerf boss/world drops or you can buff crafting to be exponential formula and/or undo some stat squish
-heavily prioritize cross class system - just throw in an early version where we can do hybrid points/trees
-allow class respeccing while balance happens, nerf mages? fine but let me respec to another class with a ~48h cooldown or so

Late edit
Fix The Systems you have now Before adding more things that make more systems to fix later.

glossy atlas
#

Top 3-5 Most Important Bugs:

  1. Mount goes into glide mode when jumping off rocks, cliffs, and edges. Need to dismiss and recall mount to fix.
  2. Caravans are still buggy. If you clip rafts together weird and bad things can happen like sending your raft to the bottom of the ocean where it becomes non-interactable.

Top 3-5 Most Important Feedback Topics:

  1. Your current harvesting system is far too predictable. A node rarity is NOT random (like really????) and will respawn in the exact same position as the exact same rarity down to the second (2 hours metal/stone, 4 hours trees). This leads to these nodes being put on lockdown as folks set a timer and come back to harvest again. Absolutely horrible design, even as just an initial placeholder and is driving players like me from doing anything with the artisan system.
  2. Stat allocation is broken. I'm a cleric and the only stat that matters is INT. This is true for all spellcasters. Wisdom and Mentality may as well not exist. Look at the top players and check out their gear. Players will have 500+ INT and only ~100 WIS/MENT. Different classes need their prime stats to be driven by different stats. Mages should care about INT, clerics WIS, and maybe change MENT to be prime for Bards. Then change what the off-stats mean for a class. For example, WIS powers a cleric's healing ability but INT provides the cleric with more mana, while MENT can power our critical ability.
calm lintel
#

Top 3-5 Most Important Bugs:

  1. Storage being broken from last week.
  2. Caravan's bugging out and disappearing when transfer from Boat to caravan on server lines.
  3. Rarity Inconsistencies with Freeholds, pylons, and hunting
    **
    Top 3-5 Most Important Feedback Topics:**
  4. Guild XP is ridiculous. This is a temporary test and the amount of effort requires is ridiculous to even get one level. This pamfers to the Zerf/Large guild sizes anyways if this maintains the only way to get XP. But for now the amount of effort for a testing environment is ridiculous
  5. Mage's Nerf does not make sense. All they are is damage. We have nothing else and the one thing we can do was taken from us. Shatter damage nerf was ridiculous, it was a skill we had to prepare and wasn't just a skill we can use like Ranger's Snipe. To add into shatter we can't properly even freeze to shatter because the 10 second lock of frozen/chilled targets. Also the Bard's anti gravity ability should be on a mage, doesn't make sense to me on a bard.
  6. The desert I believe took to long. I don't want you guys to rush but please inform the community better about how something is being released. The current desert is what we expected when phase 2 came out.
opal nimbus
#

Bugs -
1.

Feedback -

  1. In the group window, when selecting a target, there is no frame that the target is selected. For a healer, this can be quite confusing, you are not always sure that you are healing the right target until you look at the target of the target.
frigid bridge
#

Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

  1. Market place switching to only show sides with items
  2. Recipes not showing learned, like JM cooking: alchemist apple tart
  3. math on crafting quality hinders crafts with less materials
  4. loot tables look to be inverted for craft-ables and dropped items

Top 3-5 Most Important Feedback Topics:

  1. Gathering Rarity Spawn not matching hunting
  2. Item chance to destruction on repair needs to be on
  3. Guild skill tree needs more negatives and more skill points. the first skill point should be adventuring xp or reduce xp dept
  4. Market place search function improvements
  5. War timers need to last longer, and have bigger point end goals
cloud cosmos
#

Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

  1. Continued graphical issues, character items, weapons not rendering. My characters face an eyes distorting from a distance and looking terrible, cloak and other parts disappearing. BTW the cloaks look amazing the way they move so I understand that’s difficult programing… but needs some polish.
  2. Lighting issues throughout game and in dungeons ( too dark/flash bang/)
  3. I don’t quest.. but most of the quests I have tried have been bugged.

Top 3-5 Most Important Feedback Topics:

  1. Crafting system is good, I really like the interface, but resources like willow and higher quality hides are way too hard to get.
  2. Leatherworking seems totally unrewarding with materials bottlenecks ( carcasses, willow the main culprits and rarity of hunting animals )
  3. Suggest implementation for some kind of alternative channel or interface for “Looking for Group” and “Want to Buy Want to Sell” so these messages don’t clog up global chat.
    4.) Addition of more solo friendly content and grind areas would be good. Not everyone wants to grind with groups 100% of the time. The Xp and rewards for commissions could be bumped up a bit.
    5.) The huge ugly dead tree in the main bay near Lionhold looks like garbage.
umbral dome
#

Top 3-5 Most Important Bugs:

  1. bank issues

Top 3-5 Most Important Feedback Topics:

  1. Fighter: Wallop animation/cast time is too slow/clunky, even more so since its now our interrupt vs Thaumaturges and the like
  2. Fighter: more bleed synergy, perhaps with wounds
wise forge
#

Top 3-5 Most Important Bugs:
1)Not being able to dismount when you dc
Top 3-5 Most Important Feedback Topics:
1)a setting to minimize or turn off screen shake from melee attacks 😦

orchid grove
#

1: Consistent crashes within 5min of loading into game
2: Faulty Caravans -disappearances, getting stuck, caravan master retrieval failing
3: Storage/Inventory/looting bugs

bronze plume
#

Feature Request: The ability to move & resize specific buff/debuff icons (if present on self/target) using the UI Editor would be appreciated.
For example on a bard, this would allow for a Resonance Counter to be placed where I want. And would let me see if Glee or other short term buff has expired.

Feedback: Vague/Inaccurate tooltips make it hard to know how things should be behaving

fickle belfry
#

My top feedback is performance on non nvidia gpu. Have arc b580 12GB of VRAM
AND I am struggling to hit 60fps ob lowest settings :/

primal geyser
#

Top 3-5 Most Important Bugs:

  1. Memory leak, rarely but sometimes you get insane spikes and a game restart is needed.
  2. Mobs stuck in walls, not targetable but they can deal damage to the player.
    3)Lumberjack bags are not stacking lumber higher than 20. only wood.

Top 3-5 Most Important Feedback Topics:

  1. XP needed for guild to level up is insane for a small guild.
  2. Enhcants are overtuned
  3. taxes due every week is too often.
acoustic pilot
#

why can we understand that crafting a single element takes one minute, but I can't load 33 larch wood into the milling machine, and have the server do the very complex math to tell me that will take 33 fuel and 33 minutes?

versed thorn
#

Feedback

  1. When introducing certain new mechanics, like the guild levels and experience, there is no explanation on how to level that up in the notes, and the immediate way to progress in this new mechanic is left for players to fiddle with to figure it out. I like fiddling with mechanics to figure them out, but progression is not one of those.

  2. You have to equip weapons to learn things about them. Books are neat, and I wanted to try it out, but wasnt expecting to be swarmed by 3 enemies because it turns out it will spread to nearby enemies and that was not made clear on the unequipped item description and I only learned that hovering over the weapon in the UI gives me that information by chance.

  3. Invisible walls and barriers are kind of slapped on and dont feel organic, and because they're not organic, there are holes in a few you can get stuck in by following the barrier. This is both a bit of a bug and a general issue.

  4. Enemy agression can be hard to avoid in a lot of cases and even gets in the way of bug reporting. I died because I was reporting a graphical bug which needed a screenshot and I could fight back because of it. Its hard to fight with a debug prompt in the middle of your screen so I prioritized getting my report on because it's more important at this stage. But its not a fun decision to make.

Bugs.

  1. I keep getting attacked by random enemies that appear to be invisible or broken so they are attacking me but I can't actually get to or damage them.

  2. A lot of enemies have been stuck in walls and terrain.

  3. This might qualify as feedback instead, but some quest circles do not fit the actual spawns of enemies and are super precise, so if you don't pull the enemies into the circle, they dont count. This happened with the Gyrphons by Lionshold specifically for this case.

valid tulip
#

Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

  1. Still caravans? Need to see yesterday/today and how often they poof still

Top 3-5 Most Important Feedback Topics:

  1. Leather rarity in crafting. Due to the functional difficult to get higher than a blue tanned skin, all heavily leather based recipes like say rosethorn are impossible to craft beyond heroic
shell obsidian
#

Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

  1. server sync / crashes (material spawns dont vanish when gathered, also "invisibile enemys" you can kill the "placeholder body" which is not moving, but still, would be a nice fix over all, and !rubberbanding!)
  2. UI party / raid frames showing at the same time, and the "invisible party bug"
  3. sometimes monsters are green and not attackable like friendly town npc, but they still attack you
  4. nameplate healthbars are bugged, if you deactivate all you sometimes see them anyway, same vice versa, if you want to see all, some are not visible, also if you say "only party" its the same problem)

Top 3-5 Most Important Feedback Topics:

  1. more flexibility to edit the UI would be nice (for example show party as raidframe, nameplate healthbars adjustable size etc.)
  2. mount training is a bit expansive with 55s, i think the price should be halfed at least, the difficult thing is to find it first anyway and i think also for new players (characters) it should be possible to train a mount without selling your grandmother
  3. ingame mail system to send items to YOURSELF, would be nice, or at least for the alpha testing phases something like a Account bank, to move items along your own characters, its hard to need everytime another person for it
winter minnow
#

Top 3-5 Most Important Bugs:

  1. Mobs that you have run away from still show as a red dot on the map even after you are far away from them. They also follow you too long
    2)I have weapon skill points (3 out of 16) that I am not able to add. Please fix this.
  2. Sometimes a mount will just start gliding instead of moving correctly. Call it switching to glide lol

Top 3-5 Most Important Feedback Topics:

  1. night time is too dark in the game - I can't hardly see the game when nighttime starts. Please consider to add an option to turn off going dark at nighttime. Thanks
  2. length of time Mobs follow you - Please shorten the distance Mobs will follow you. It seems too long to me
  3. Some of the apprentice level resources in Lumberjacking and mining are too hard to find regularly. Especially weeping willows, copper, and emeralds. It takes hours of running around in order to find a few of them. Weeping Willow seems to be the hardest to find at all
magic briar
#

Top 3-5 Most Important Bugs:

  1. Being attacked by mobs that I cannot see. "Invisible Mobs".

Top 3-5 Most Important Feedback Topics:

  1. Need a mail system to send items to each other and other characters.
  2. Need a deconstruction system for unwanted items that returns a portion of the materials used to make them.
  3. Better search filters for the player market.
zinc sand
#

Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:
TBD

Top 3-5 Most Important Feedback Topics:

  1. Tanks need some buffs to make them to be able to survive pve content without having a full party with all classes it is hard to find them in game, the tank was in a good state in pve before this patch
olive wave
#

Weekly Feedback – January 31, 2025

Top 3-5 Critical Bugs:

Map legend only shows city nodes, doesn’t display other important landmarks or features.
Skill points don’t always show up when leveling, and sometimes disappear after logging in and out.
Invisible monsters can attack and kill players with no means of defense or counteraction.
Water doesn’t render in some areas where it should appear, though swimming animation still activates, and players can drown.
Many quests are broken and uncompletable. For example, the "Rot Hounds" quest doesn’t track correctly because required mobs are labeled as "Bork."
Loot system issue: When someone selects "Need" for an item and others select "Greed," anyone who picks "Greed" can still take the item, causing loot theft in nearly every group.

Top 3-5 Feedback Points:

Add more legends to the map or at least show party members. As a newer player, it’s difficult to navigate without clear indicators for locations or teammates.
Mages feel underpowered for a high-DPS class. It seems other classes outperform them in damage output.
Crafting resources are too tedious to gather, especially for lower-level crafting recipes.
Make questing a more viable way of leveling up. Currently, group grinding is the best method, but alternative ways to level would offer a nice break from the grind.
Fix the loot system to prevent players from stealing items won by others during group rolls.
tawny harbor
#

Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

  1. cant use window mode (ui unresponsive)
  2. broken tech tree
  3. invisible shield

Top 3-5 Most Important Feedback Topics:

  1. makes no sense to force people to grind for weeks to play around with guild progression perks, arnt we supposed to test it ? ...
  2. buff food is useless/too weak in the state it is in (way too hard to find heroic+ ingredients [like fish])
  3. active block from tank is useless aswell ... dmg mitigation is in no relation to slowing the player and costing stamina to block
brave steeple
#

Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

  1. Node lines are causing buffs, weapon skills, and other effects to persist permanently unless you relog.
  2. damage numbers are not consistently displayed. These disappear often around node lines and require a relog.
  3. shocked stacks, when related to bard's dark lullaby, each count as a separate debuff, so 5 shocked stacks is max dark lullaby damage, without any other debuffs.

Top 3-5 Most Important Feedback Topics:

  1. Bard nerfs seem a bit haphazard. Adjustment was needed, but it seems that a 50% damage nerf without compensating support/utility abilities has made the archetype the equivalent of a buff totem. The damage is no longer engaging, and the utility (heals, mana, stuns) feel unengaging.
  2. jungle/desert lawless zones need incentives. Desert nodes do not get much traction partly because sections of it are dangerous without unique reward. The jungle has the same issue.
  3. damage mitigation is lagging behind. time to kill for a mage that is in highly enchanted, quality gear is resulting in unengaging pvp. Currently if you blink at the wrong moment you might be on the death screen.
mighty glade
#

Top 3-5 Most Important Bugs:

  1. I have barely been able to play since Dec 20 because of the game crashing when logging into a realm. Played fine before that.
patent lintel
#

1 Marketplace cant be properly serched
2 Trade cant be done while in combat with npcs i.e. even after killing a npc it takes too long to go out of combat and it seems bard skills make it even slower.
3 A lot of enemies seem to deal no dmg and then suddenly 1 shot people

fast yew
#

Top 3-5 Most Important Feedback Topics:

  1. Chat needs revamping - we need hotkeys to toggle between channels so we're not constantly typing in the wrong channels. Hotkeys would be so much more effective than the drop down box we have currently or using /commands. Also, a reply button hotkey like Alt + R would be nice so i could reply to the last person that /tell'd me and if you tap Alt + R again it goes to the person before them that /tell'd me. or Alt + p for party chat. Alt + G for guild or global etc.
  2. The game is too dark when entering caves and in general when it becomes night time it's so dark you can't even see where you're going. Fix lighting.
  3. Mining points seem to be static and have nothing to do with a person's mining lvl or mining axe. Please fix so that the more time you put into a gathering profession the more reward.
next moss
#

Guild Banks? This is a must have.

safe holly
#

Top 3-5 Most Important Feedback Topics:

  1. no more mob aggro from mobs with a level difference more than 5 lvls
  2. player storages in every node are visible, but not accessible from other location. should be the same with player stalls in other nodes... visible, but not accessible
  3. put the "unlock/lock action bar slots" button in a different location, not too close to a clickable hotbar slot, its too easy to click it by accident and fu*k up the hotbar setting...pls
kindred gust
#

Top 3-5 Most Important Bugs:

  1. We dont see Shields

Top 3-5 Most Important Feedback Topics:

  1. please remove the hardlock from action combat and make it free aiming
  2. Corrupted players may lose their corruption by killing PvE monsters. Thats to Easy
    3)PvP protection divided into level areas. prevents small players from being farmed
river finch
#

Feedback:
PvP war for lower level players. Costs too much. At lvl13 full gear break cost me 1gold. That was 1/3 of my savings. I want to PvP, but won’t due to cost.

distant crescent
#

Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

  1. Inconsistent NPC aggro - I personally would very much appreciate a robust aggro system, for leashing mobs, for tank aggro management, a bit more visual indicators or help to understand when a mob is loosing aggro and attacking the backline, aggro / leash reset range, mobs that reset on their main target don't leash onto the nearest target on their way back to their spawn / initial location. It is nice that we can see Target of Target, etc... but a Tank cannot possibly watch 3-5 mobs all the time, or their cast bars. Being able to robustly read or tell when the tank looses aggro and 1 or 2 or 3 mobs turn on a mage or cleric and both cast their one shot abilities and nukes someone would be a blessing.

  2. "Reloading the game will usually fix this issue" - While this is generally a known fix for many things, I would also very much appreciate a decrease to the amount of rubber banding or having to close and reopen the game. The amount of loading screen you have to go through for just 30> min of gameplay until the next relog is crazy. Also often times it's not like you can simply close the game and reopen, you have to completely terminate the Launcher in the Task Manager as well.

  3. Memory Leaks - both for RAM and for VRAM - I get it... - it's not a finished game, and it's in early alpha, etc. But there has to be a way to confine / limit memory usage to a maximum of let's say 16 GB and if the game ever attemts to go beyond 16GB then the game should simply throw and error and terminate. These Memory leaks should preferably before shipping be cought and fixed before any patch or hotfix gets pushed.

Top 3-5 Most Important Feedback Topics:

  1. Decrease clipping / ground spawning / air spawning for any element in the game, be it mobs, resources. I don't know what it takes to make it so mountains are not pass through, or mobs don't get stuck, etc, making terrain robust and not fall through, etc.... but I feel like this is a pretty foundational system that should be robust on a global scope.
  2. UI and Settings saving - it would be nice if saving settings like chat, UI, skill tree had dedicated save buttons and actually SAVED placement or allocation.

anything else is QoL like gathering, pvp, etc... but some foundational systems need to start becoming more robust over all, before adding more content. Thank you

high mural
#

Top 3-5 Most Important Bugs:

  1. Mobs stuck in environment
  2. Falling through bridges in RoS casting a spell/singing a song
  3. Party window not showing party members/ showing they are in PvP mode. If the party window is bugged it also won't let you see current party members on the map or show's former recent party members still on the map

Top 3-5 Most Important Feedback Topics:

  1. Animal husbandry is fairly unapproachable for solo players due to the cost of processing. Would love to see a little balance in processing mounts/BoBs or have another way to gain exp that is less cost prohibitive.
  2. Would be nice to be able to drop a Pylon while hunting and find a hidden animal only viewable by the person who dropped the pylon. Could make huntable spawn camping less of a necessity/issue.
  3. Would love to see a LFG function that makes it easier to invite party members/ auto join existing parties LFM.
pastel adder
#

Resources remain a significant issue. During the entire time (~2.5 months) that my characters have been playing Alpha 2, they have found a total of 4 copper nodes and 4 zinc nodes. The scramble for resources and camping on resource nodes is a persistent and frustrating problem. You cannot effective advance in this game without the requisite resources. Perhaps there can be a random gereation of resource node qualities and locations? Not sure of a better solution, but the resource acquisition issues are greatly impacting my level of happiness in playing this game.

tiny tangle
#

Top 3-5 Most Important Bugs:

  1. Horse animation constantly freezes while riding.
  2. Spell FX audio dies during group battles.
  3. Sheilds don't remain visible when equipped.
  4. Progress bar doesn't always appear while gathering.
violet scroll
#

Top 3-5 Most Important Bugs:

  1. Caravan Attacker/Defender failing to swap when summoning a new caravan for looting.
  2. Guild wars not having a timer.

Top 3-5 Most Important Feedback Topics:

  1. Fighter changes seem like they could have been going the right direction, but fail to address the core issue with the class: the fighter doesn't do anything well enough to justify not playing a ranged damage dealer.

  2. Because of the way the armor system works fighters are not any more durable than another class.

  3. Locking the double snare from crippling blow and the trip from wallop behind stagger adds a lot of room to get kited. Additionally, putting the trip behind a huge CM spender also makes Berserk trivial.

  4. CC break on Battle Cry was great! No notes.

  5. Perhaps the issue is partly TTK, but so long as melee range does not equal higher burst than mages, better CC than rangers, higher survivability than either of them, or any other added utility (I guess wounds is pretty good though) it is just flatly suboptimal to play in melee range.

My fear is that at the moment, once rogue comes out, equipping one with heavy armor and a 2hander is just already a better bruiser than fighter. I see smart choices being made as class iteration develops, but fighter needs more work.

Thank you so much for your time, and for making this great game!

verbal jewel
#

Top 3-5 Most Important Bugs:

    1. right click deposit not working in bank.
  • 2)party frames
    1. buffs/bards canceling mount dismiss

Top 3-5 Most Important Feedback Topics:

    1. flying mounts ruining pvp and economy
  • 2)lack of organic pvp. Corruption too strong
    1. add lfg/trade chat Chanelle
eager estuary
#

Top 3-5 Most Important Bugs:

  1. Unable to progress some node buildings (ie Vyra: Mira has all pre-reqs for Journeyman weaving but it just doesn't work)
  2. Excessive enemy regen, even in combat
  3. Corruption baiting
  4. Commission box not functional
  5. Where is Financier Carrig??

Top 3-5 Most Important Feedback Topics:

  1. Gathering system needs a total rework. Make gear rarity mean something instead of people setting timers and camping one node over and over.
  2. Crafting gear feels excessively weak
  3. Please do not get rid of excavation kits like that one person said. That's a horrible idea. They are part of the economy and crafting eco-system.
chilly otter
#

Bard focused:
Top bugs

  1. Bard saga-apocalypse version is a buggy mess half of the time it works. The other half it does nothing.
  2. Bard skills sounds were half working or not at all when i was playing last night.
    3.TBD

Feedback:

  1. Damage nerfs bad, now bard skills are just for resonance stacks so you can get back to auto attacking. Its boring. Fill resonance bar-auto attack repeat.
  2. Shock stacks were overpowered. We all knew it was going to get hit, but also nerfed bonk(undocumented) lulaby and lament. Went from 11 to 2 and tanks are now doing more damage than us With their buffs. Resonance also stacking to 3 not 4 UNDOCUMENTED. 2 nerfs not in the patch notes.
  3. Saga is underpowered besides mana and anti-grav. The two damage sagas dont feel impactful. A 90 sec CD should be a impactful button to press and they barely do anything when they should do like 2x the damage or cooler debuffs. Havent played with heal much but its barely better than the channel heal we allready have. Needs some zing as a clutch AoE party heal.
  4. Theme buffs are in a weird state now. Nice to be more generic and not split but they were halved in effectiveness or made useless. Red buffs just need to be a couple % higher both are good. Cant go too wrong with damage and crit but feels so bad compared to the 15% we had previously. Maybe 10% if double stacked. Blue: accuracy is just a weird stat. Mostly as you want 100% chance to hit and then your getting nothing from the stat. Could be good or bad i dont know how much i need. Attack speed isnt worth the cast time spent and the other attack speed buff skill does more %. Would be thematic if there was a mana related buff here that mana bards want to spam. Mana+a buffed attack speed for feel the best. As for yellow buffs. Mitigation is as weak as the 1% mitigation passive on glee we have. None of these save you from getting blasted. The max health one is allright in my book. If i ever needed to focus on heals.
  5. Need more Spell weapons
surreal summit
#
  1. Copper and zinc

Mining 27 granite blocks to get 5 white copper is not adequate.

magic briar
#

Top 3-5 Most Important Bugs:

  1. Cleric abilities still do not work with hover casting (Wings and Mend)
  2. Storage/inventory bugs (depositing inventory into different nodes than youre currently in/losing materials)

Top 3-5 Most Important Feedback Topics:

  1. TTK IS WAY TO FAST. PVP in this game is turning out to be just like every PVX game thus far and will end up with the top guilds absorbing everyone with gear and just farm other groups until it dies if it keeps going this route. We've seen it time and time again and it's not fun for either side. The winners just get bored because no one can contest, and the loser just gets defeated and quits. Zerg mentality and just nuke the closest target. There is no engagement nor back and forth combat because nothing can survive. Melee classes have no presence in pvp either compared to just ranged poke clases. If you keep focusing on it being stun and nuke you'll never enable any back and forth between skill sets.
  2. World boss systems as they are currently are catering to large guilds who farm world bosses on the timers/resets. This is if they world bosses are on a set timer like 4 hours or something.
  3. Cleric's mend ability is unreliable. It has an unpredictable travel path and time where with a 30m range, in a raid you will have no reliable way to predict the heal reaching your target in time and will cause a lot of overhealing and overlapping of abilities. Sometimes, Mend can take a few seconds to reach the target and when you have huge raids, it's impossible to track all of that and causes wasted utility.
fickle belfry
#

Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

  1. Tank grapple NEVER works
  2. Resources spawning underground or in otherwise unmineable locations
  3. Tank shield's never being on their character
  4. Fixed rarity on certain resources, people are camping spots and settings timers, since respawn times are predictable (e.g. willow trees)
  5. Using Lion mount makes people smaller so they are in the ground and hard to target/fight

Top 3-5 Most Important Feedback Topics:

  1. The Mental bandwidth that tank now requires is not fun grit changes are absolutely abysmal not one tank i have talked to has asked for something that requires MORE attention. This was the worst class to play before the changes and now its even worse.
  2. Guild leveling requiring 53mil EXP for the first level is insane it requires an unrealistic amount to make any progress
  3. taxes due every week is too often.
robust torrent
#

Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

  1. "Frozen" mobs. Mobs that are in a static position, but are bugged and constantly reset or never take damage. Sometimes the real instance of the mob is 5 meters away and will attack the player when the frozen on is attacked.
  2. Bug with market place (as of 1-30-25) when searching for item for sale tab will swap to resource or items if the current field is unpopulated and will not switch back when new merchant is viewed.
  3. loot "sparkles" not consistently showing up on NPCs

Top 3-5 Most Important Feedback Topics:

  1. Keep up the good work.
  2. Thanks for the opportunity to help make this a better game.
trail monolith
#

Weekly Feedback - 1/30/25 Top 3-5 Most Important Bugs:
• 1) Caravan crashes have increased exponentially since the patch before the 30th. Have not tested one since yesterdays patch because of the amount of crashes from previous patch.
• 2) The desert wind looks awful on high settings. Its like a low polygon smoke that sometimes flys across the screen on ultra. I can’t believe that is intended considering how good the other effects in the desert look.
• 3) Server worker node spawns are still remaining static rarity for 24 hours.
Top 3-5 Most Important Feedback Topics:
• 1) Approach to guild wars is off. Spin up times are a good thing as they take the overpowered advantage away from the attackers, but there is still a massive problem that guilds can just log off en masse during a war to avoid any conflict or force a draw, and then log onto alts and still gather resources and do other activities. Accounts may need to be tied to guilds entirely in order to avoid this.
• 2) There is pretty much no casual content in game at all, and content that may lean towards casual is still pushed out by sweats. Even level 1 hunting spots are currently being camped by 25’s to gather materials. I would never recommend this game to anyone I know that games. I do not know how to fix this problem without some sort of instancing. It will be a long term problem though for the new player experience.
• 3) Flying mounts should be limited to node of origin area.

lunar epoch
#

Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

  1. some monsters are impossible to be targetted and attacked, leading the character on an infinite cast screen until you change target
  2. harvesting stop when you move camera (not sure if it's a bug)
  3. ------TBA------

Top 3-5 Most Important Feedback Topics:
1)game map should be implemented with permanent pins, and not showing them only when you reach close areas, maybe with a "zone discover" to unlock them permanently
2) plant/harvesting gathering at starting are are nearly unexhistant
3) game should have a in-depth quest guide that leads you at least for the first 10 level. actually it's really unclear how to quest and what to do

west jewel
#

Top 3-5 most important feedback topic

  1. Please address the no risk to caravan attackers issue. Currently the defender has large risk large return but attackers have no risk and large return
  2. Please either make non-flagged players immune to player stuns until they opt into pvp or give all classes a stun break so that people can’t just flag and stun you while trying to gather.
ruby pawn
#

Top 3-5 Most Important Bugs:

  1. Quests not completing. Quests and treasure maps have been staying active after seemingly completing the objectives. Map indicator stays but can't interact with chest anymore and can't start new treasure map etc. unless I manually cancel in journal.
  2. raid frame ui resetting every time someone joins or leaves party
  3. Game keeps crashing my guild-mate's gpu
  4. Invisible mobs I can't target attacking me

Top 3-5 Most Important Feedback Topics:

  1. Would love better visibility of where my team is on the map
  2. Would love some api access to make quality of life tools for guild
    3)really liking the open world events
oak cloud
#

Top 3-5 Most Important Bugs:

  1. Game Stutter - Between standing in place when running to fully freezing for 5 seconds when looting a player pile and getting flagged then killed before you can react. These latency issues need to be top priority. How else can we distinguish bugs from lag?
  2. Video Settings - Some of them make entire features like water disappear, others need to be separated out into other sliders, I want max distance on PCs and NPC but not on terrain.
  3. Crashes/Lockups - There has been a large amount of client crashes lately some that lock the game and music still plays but nothing happens. Some with full crashes to desktop.

Top 3-5 Most Important Feedback Topics:

  1. Performance - While in Alpha, performance needs to be prioritized, It is difficult to distinguish what is a bug and what is just lag or graphic issues, Please take the time to work on the video options, some make things like water completely disappear. I would love to be able to have the option to turn everything down and have high view distance for things like wars. HELL make a war mode checkbox that changes all video setting to optimize the client and server, Pretty is nice but I want performance, especially if I am to identify bugs correctly. I would rather play on minimum settings and have it work than have a pretty game that doesnt.
  2. Accessibility - Please consider Accessibility features sooner than later, Yes this is an Alpha but it is open to a wider audience. We need text size options, Color Blind Options, Motion Blur and Bloom Options ETC
  3. Finishing Touches - I know that I have said this before, and I know this is an Alpha, But with this being so open please take the time to do multiple passes on features and consider quality of life when rolling out those features. It is always good to get a new system, but we want things to work as intended for testing rather than placeholders to rush the system out.
supple prairie
#

Top 3-5 Most Important Bugs:

  1. I have only experienced in once, but I had a whole storage box of materials just disappear in lionshold, so I think that would be a good focus point.
  2. Raid frames / Party frames having issues after logging in and out of the game, as this is normally due to trying to fix a bug and then leads to party frame bugs.
  3. Mobs spawning as friendly or invisible.
  4. It would be awesome if the materials tab options in town storage worked so that we could store materials easier.

Top 3-5 Most Important Feedback Topics:

  1. Not sure if this is planned or not, but would it be possible to set up some sort of trade agreement system between nodes? The functionality would be to allow novice crafting stations in one node to make Apprentice, Journeyman etc recipes that have been unlocked in another node but with a 1 slot limit still, as I feel that one of the biggest pain points for crafting atm is having to travel so much for each station.

  2. Not sure if it is planned or not, but I think that some sort of public transport system would be awesome, like flight routes in WoW, but it could be like node to node, and it can take the same amount of time as running on the fastest unlocked mount or something like that as if you need to get to the node its sometimes annoying to having to manually run. You could also make it so that it is node level dependent and not able to fly during wars or just before a war etc.

  3. More of a question than feedback, I guess? But would you be able to confirm when you say that Cleric and Tank secondary archetypes are coming in phase 3 do mean that only cleric and tank will be able to pick a secondary class i.e. Cleric and x or tank and x, but no other class can do it, or do you mean that every archetype will be able to have a second archetype, but they can only pick either cleric and tank? i.e. Fighter X Cleric/tank and Cleric x Cleric/tank etc.

hollow flume
#

Top 3-5 Most Important Bugs:

  1. storage bug
  2. choppiness win world
  3. speed boost on roads falls on and off at seeming random

Top 3-5 Most Important Feedback Topics:

  1. MORE STORAGE PLEASE
  2. Mages Need an Interrupt
  3. better sorting in marketplaces
  4. much better chat functionality is needed
stray dew
#

Top 3-5 Most Important Bugs:

  1. State of networking, and bugs this cases
  2. Draw distance in mass pvp
  3. Storage bugs, I just lost a whole storage slot worth of high quality materials thanks to bugs. Guys, our "free" time isnt really free
  4. Mob spawns break, desert often turns into empty space without any mobs, mobs after server respawn spawn 10 levels lower than they usually are
  5. Mob leash range bugs out, mobs can chase you for hundreds of meters
  6. Fps performance, I have a good rig, but too many people I play with end up with 20 fps slideshow, especially in mass pvp

Top 3-5 Most Important Feedback Topics:

  1. Gear stats influence player power levels too much and as a result time to kill is extremely low. Stat based power gap between players is simply too large. The pvp leans too much towards importance of physical and magical power stats than players understanding of classes/skills, ability and group coordination.
  2. Static resource node locations, resource rarity issues, and static respawn timers break the economy. Camping resources doesn't make for a good gameplay experience
  3. Caravans are Bank of America money printers. Ask BoA about the consequences of printing money
  4. You broke bard. I'm doing more damage from default auto-attacks than the actual dps abilities. You limited the available bard playstyles and turn the class into full on buff bot.
  5. Enable more playstyles per archetype through genuine choices in the class talent tree. Atm the gameplay is getting stale.
balmy maple
#

Bugs:

  1. My friend list gets deleted again and again
  2. Mobs getting stuck in the world

Topics:

  1. Not enough t1 gathering mats (copper)
  2. More XP fore Quests
drifting egret
#

Top 3-5 Most Important Bugs:

  1. caravans still teleporting you to carph
  2. caravans still sinking in rivers or tropics sea
  3. carph still laggy and enemy mobs apperaring then dissapearing in walls or appearing later an attacking you

Top 3-5 Most Important Feedback Topics:
1)grit onthe tank should stay as a one off active skill not 10sec use and 1 sec cooldown
2)tank needs buffs in all aspects not nerfs
3)make world bosses random spawns as zerg guilds sit at current spawns an no one else can attempt them

idle frigate
#

Top 3-5 Most Important Bugs:

1. A couple of bard skills doesn't work properly and sometimes doesn't work at all, such as the sagas.


2. Caravans still buggy as described by many in this thread.


3. Some mobs (npcs) going inside walls/rocks; Some permanently agrooing and following you for eternity; Some invisible; Others reseting too early after a very short range (distance from the point the mob were initially).

Top 3-5 Most Important Feedback Topics:

1. Combat is good for the current alpha but I'd like to suggest improvements. As someone comming from competitive games, the improvements I'd suggest is to increase the skill gap and make a bit less gear dependent. I would suggest at first **making movement and the majority of skills casting time faster** and **decreasing further gear stats**. 
My dream is if Ashes of Creation is more skill based like Guild Wars 2 for example. Those are the 2 things I would change first, I can elaborate better here but it's going to become a huge wall of text. I might consider making a forum post or video at some point.


2. I know it's already in the works but I'd like to reinforce this. Give more viable ways to gain exp in the game, I personally can see myself playing the game as it stands right now just fine, but I think it will harm the average player base, AOC requires numbers to be a heathy game and the average player is needed in order to achieve those numbers.
As it stands right now, your basically limited to grinding thousands of mobs for hours and hours. And the best spots requires a full comp with tank/bard/cleric being almost mandatory.
austere geyser
#

Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

  1. Changes to chat windows or a new created chat window won't save the settings.
  2. Item tranfer between bank and inventory with right mouse button sometimes stops working. A relog will fix this.
  3. Winter ground texture doing some square texture explosions.

Top 3-5 Most Important Feedback Topics:

  1. Thank you for your work. Gathering stuff (mining, choppig trees and herbalism) feals great and you can do it for hours.
  2. The "target gatherables" radius is bigger than last week. personally I liked the smaller radius. The bigger one brings more targets more often into your vision and that's new - maybe with time it's as good as the smaller one.
  3. In granite and basalt, we can find, copper, rubis and zinc (with a small chance). Pleas at something like I to wood and herbs. Maybe some resin, worms, seeds (for example if you gather flax there is a smalll small chance to get a seed), maybe some sellable "trash"/collectables like an old nail from a tree or something.
fallen berry
#

Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

  1. Invisible \ undamageable mobs , I have died to multiple mobs I could not target
  2. Not being able to loot a mob even when it is prompting, (this seems most common when in a party)
  3. Have been hit by mobs who are melee only but would attack me from very far, wolf for example. (almost max ranger range)

Top 3-5 Most Important Feedback Topics:

  1. Randomize respawn timers of resource nodes, People should not set a timer to grab a tree or rock
  2. revamp item drops on certain mobs, Im not certain how this is calculated but when fighting a pack of lvl 10 wolves and im lvl 10 I shouldnt clear 10-15 before getting a single drop.
  3. Higher level gear should be more impactful, lvl 20 gear should not be weaker than enchanted lvl 10 gear. im NOT saying make the enchanted 10 gear worse im saying make the 20 gear better. 4) I feel the game difficulty is at a good spot. maybe some tweaks for more solo oriented players or a buff when not in a party against mobs for those of us who just want to sit with a drink and grind mobs
hollow palm
#
  1. I put all my mats for a heroic Journy axe in the bank where the building will be to make them and within 3 seconds all the mats poofed. I put in a but ticket...but now I don't want to bank anything and risk it just poofing as its been days and those mats have not come back
wise finch
#

Top 3-5 Most Important Feedback Topics:

  1. The games direction feels too closely aligned to EVE/Lineage rather than say Archeage. The EVE/Lineage elements are not conducive to modern design and retention of players and I would focus on Archeage elements more I.E. small group pack runs or risk fishing etc. one has a market that is captured. The other does not and is going MMO to MMO looking for that experience.
  2. design direction is clearly unknown. can't decide if it wants to be EVE /Lineage or Archeage I.E. Freeholds aren't sure if they want to be for many players or only a few. How important are they to a player vs a guild vs a small group
  3. Skill complexity hopefully improves with class augments. Current amount of skills is low for each archetype overall. Leaves much to be desired.
  4. Competent complexity is lacking. Far too many exploitable systems already designed out in other MMOs due to their issues. I.E. crafting and professions requiring 100s of guild members feeding one individual. This does not add complexity it adds tedium. What happens when they quit? Furthermore to ensure this is possible each person must support 100:1 and this removes individuality. Far less people engaging with professions and only working for someone else's. This supports large scale play only. Again EVE style gameplay.
  5. development is concerning. There are so many tidbits to pick at but I.E world is suppose to be 20x what we have now or whatever. How is that feasible to run on? Will pvp even occur with 10k people on a 20x size map. No fast travel or limited will feel poor with this. Again design not fleshed out and doesn't know if it wants to be. There is no uniqueness anymore, your creating an MMO sand park. Its been done already. Align yourself to the genre and be honest with player expectations. Should we expect high fantasy EVE?
    This doesn't even begin to address the playability concerns which have not improved with time. Players left is what improved server stability.
willow cipher
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Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

    1. Teleporting while trying to do caravans.
    1. not being able to join caravan events while in a party.
  • 3)Party/raid frames being broken after a DC, or relog

Top 3-5 Most Important Feedback Topics:

  • 1)Rarity being tied to a specific gatherable node per restart, not on any scaling per character. People are just camping certain nodes and it feels really bad.
    1. same node type respawning, random time and type of respawn would be a lot more interesting for gathering. Everyone has legendary nodes on a timer.
    1. Huntable creatures having a more random spawn rather than the huntable versions being in the same spots everytime.
obsidian tendon
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Top 3-5 Most Important Feedback Topics:

  1. Monster regeneration, especially at higher health pools, is way too high. Regular mobs become raid-boss-like DPS checks.
ember oxide
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Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

  1. Some Bard dances only give 1 resonant stack for the entire duration
  2. Unclear if pylons are/aren't working
  3. Some desert huntables are only pettable or seen from one side of a server worker when on the border
  4. Daystrider costs are low (20-33c), and can be gathered by anyone

Top 3-5 Most Important Feedback Topics:

  1. Defensive stats do not scale as quickly as offensive stats (TTK is too low)
  2. Current iteration of guild progression doesn't seem to prevent guilds from having "Guild A/B/C" still
  3. Common scrolls, food, caravan pieces, etc on vendors currently invalidate many artisan skills.
tight tapir
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  1. Bard wouldnt feel as bad to play now if we had the ability to at least get most of our themes, melodies. Right now in order to cast a saga you need at a minimum 2 skill points. for some of the higher end sagas you need 5 skill points to even use them. Our melodies should all unlock from 1 skill point, and our themes should unlock 1 skill point per color (2), so that we can at least be versatile and change songs. We have way more skills than any other class.
  2. Ninja nerfing our abilities feels a lot worse when all of our damage abilities were already gutted. The shock stack interaction on wands was busted, sure. But cutting that much damage out of the class has made a few of these skills not more damaging than auto attacks. if you successfully proc deadly finishers, your weapon combo does more damage than a menacing lullaby with 5 debuffs. We also have a lot of risk as our skills are all channels to deploy.
  3. The sagas are just really bad right now. The healing saga takes 2 seconds to cast and then has to travel a large arcing distance to hit anyone. They are either dead or full life by the time it arrives. The damage ability also has a long cast time, doesnt hit most of the time, and when it does it doesnt do the damage in the tooltip (bug?). A skill named "apocalypse" that has a 1.5 minute cooldown hits a 5 square foot radius in front of you 10% of the time for measly damage. The damage should be 200-300% and it should be a wide large area attack. The healing saga should effect allies instantly after the cast timer.
  4. Theme nerfs across the board, on top of everything else just feels really bad. 15% down to 4-6% is a 66% reduction. I do appreciate the longer buff time, but i dont think it was necessary. If the sagas arent worth casting why would anyone weave themes?

The only thing that needed to be changed was adjust shock stacks down a peg (not 80%) and reduce debuff impact of lullaby from 15% per debuff to 10% per debuff.

fresh forge
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ToWeekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

  1. Alot of crashes this weekend
  2. SW Making the whole world in patches/wrong weather/dc
  3. Not being able to join caravan events while in a party.
  4. Physical Spellbook has random chance to like apply its finishers, might be from skill point bug

Top 3-5 Most Important Feedback Topics:
1)New Grit is an interesting mechanic but extremely annoying in practice, has had a few tank friends be too annoyed with the mindnumbing upkeep mechanic (very cookie clicker spam button earn grit spam button earn grit) Maybe if it was a toggle that would constantly drain grit(still active at 0 cause who wants to retoggle but now its more about managing courage gain for other sources)
2) New Guild Options are extremely disparaging, the game already suffers enough with the zerg guilds being 4+ guilds minimum IN ALPHA making the whole social dynamic dysfunctional and clunky. Create a unique guild system to accomadate a ui for alot of ppl, don't just fall into the same boring systems that are very limiting in this sandbox game
3) The Regeneration bump on all mobs is a very mindless way to make the game more inaccessible for solo players and create a damage check, very static way to make the game more difficult but not enjoyable
4) Mob Density needs to be worked on, buttpulls are a fun part of wipes but the density at times feels like the only option is to clear through the mobs.
4) The choice of if its a legendary node, it'll always be a legendary node on respawn until the next node reset timer really inflates the system. Ppl have charts mapped out on nodes, do 1 quick sweep then sit on any legendary to farm it until the next reset

glad marsh
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Top 3-5 Most Important Feedback Topics:

  1. Node/resource spawning mechanics are now well known and predictable leading to easily monopoly of the highest tier resources. Resource spawning needs a complete overhaul. We shouldn't be able to time nodes out to get legendary every 2 hours and know exactly when nodes respawn.
  2. Rarity calculations play too small a roll in determining the rarity of the resource you mine. Just make all nodes uncommon default with percentage chance to get higher tiers, which is effected first by a players gear, and then other factors. Make nodes in difficult areas where elite mobs spawn with a higher chance of higher rarity and make lawless zones a higher chance of higher rarity. Make events spawn with some higher rarity nodes to attract more attention to events and give players more reasons to partake in events(to secure the area for extracting higher % gatherables)
  3. PLEASE remove Heroic rarity. It doesn't even sound good and even the color is redundant. 5 rarities would still be high IMO, but bring it down at least to 5.
  4. PLEASE make processing more user friendly with the ability to process with a slider for amounts. Keep the rarity separation, fine. Maybe let the rarity and type of fuel source give a scaling increase to the chance of rarity bumps?
  5. Make the surveys more interesting. Surveying an area should have the boosts that they have, but maybe they should/could also give you details on your mini map about rarity in the area, even clue you on when spawns will happen, speed up respawns, increase newly spawned nodes rarity modifiers etc. Surveys could lock others from surveying the same area, and surveys can be destroyed if you flag for pvp. Higher rarity surveys could even reduce the rarity modifiers for other people, thus incentivizing pvp as well. This would make surveying more interesting, and also something worth investing higher rarity resources into attaining.
stone spire
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Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

  1. As a tank, I still cannot see my shield
  2. Often fall through big rocks in the desert and get stuck inside them

Top 3-5 Most Important Feedback Topics:

  1. Rarity is not working as intended. The several tiers of rarity are a great idea but are working poorly in practice. The way it works in the game, common is for leveling, epic and legendary are to make items with, uncommon, rare, and heroic are trash.

I am a mineral gatherer, I cannot sell uncommon-heroic for the life of me - no one wants them. I do wish the rarities were actually meaningful - I like the idea of a lot of rarities. Perhaps the node shouldn't start with a basic rarity level and be upgraded from there, perhaps everything should be common and only the miner's rarity rating should determine if the recieved material is a higher rarity or not.

sinful radish
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Top 3-5 Most Important Bugs:

  1. Rarity of tools seemingly not doing anything at all
  2. memloss or giga fps loss upon turning camera. Performance getting worse during longer play-sessions.
  3. Events on caravans. Maybe some party leader deciding for entire party with a confirmation box for the rest? right now its unbearable

Top 3-5 Most Important Feedback Topics:
1)Rarity in gathering feels really bad atm, inducing MASSIVE fomo and mafia-style hoarding.
2) same node type respawning, random time and type of respawn would be a lot more interesting for gathering. Everyone has legendary nodes on a timer.
3) Huntable creatures having a more random spawn rather than the huntable versions being in the same spots everytime.

split verge
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Top 3-5 Most Important Bugs:
Game Crashes, Especially with Caravans – While crashes are rare, they have happened to me twice during Phase 2, and it's extremely frustrating, especially when transporting valuable goods in a caravan. Losing everything due to a crash is a major issue that needs urgent attention.
Ultra Settings Rendering Issues – The game looks stunning on Ultra settings, but it becomes nearly unplayable in caves or foggy areas. Visibility drops to almost nothing, making exploration and combat extremely difficult.
Enchantment System Impacting Progression – It might not be a bug, but the fact that everyone is running around in level 10 gear enchanted to +10 makes dungeon gear completely obsolete. This reduces incentive to engage with PvE content and narrows gameplay options.
Rendering Distance in Large-Scale PvP – The limited rendering distance makes large PvP fights nearly impossible to navigate effectively. Players, abilities, and terrain pop in too late, leading to an unbalanced experience.
Time-to-Kill (TTK) at High Power Levels – Once players reach 450-500 power, fights become too short to be enjoyable. There’s little room for strategy or counterplay, which diminishes the depth of combat.
Top 3-5 Most Important Feedback Topics
Caravan System Risk vs. Reward – Caravans are one of the most engaging gameplay mechanics, but losing everything due to a game crash is devastating. A system to mitigate loss from technical issues (e.g., server-side tracking of caravan status) could make this experience much more fair.
Gear Progression & Enchanting Balance – Right now, dungeon gear feels completely irrelevant because everyone is focused on farming materials for level 10 gear enchants. The enchantment system might be too strong, overshadowing other progression paths and limiting viable gear diversity.
Stat Balance Beyond STR & INT – At the moment, only Strength and Intelligence seem to matter, making all other stats irrelevant. It would be great to see Dexterity, Endurance, or other attributes become viable choices to encourage build diversity.
Improving Large-Scale PvP Performance – Rendering distance and performance in large-scale fights should be a top priority. Whether it’s optimizations, fog-of-war mechanics, or adjustable settings, something needs to be done to improve playability in these scenarios.
More Incentives for PvE Progression – Since dungeon gear is obsolete, there’s less reason to engage with PvE content beyond material farming. Introducing unique perks or set bonuses for dungeon gear could make it a more compelling option.

sullen merlin
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Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

  1. Lag, Inventory lag, server instability, loot lag.
  2. None. Game's been running fine actually.
  3. Intrepid Launcher failing to run, throwing errors when it does run, posting that "reinstall launcher if this keeps happening" bug.

Top 3-5 Most Important Feedback Topics:

  1. There is no forest management in this game.
  2. I cannot set fire to forests.
  3. I cannot put my neighbor's farm to the torch.
  4. I cannot lay siege to his node and leave naught but ruins and crows in my wake.
  5. When you cut down a tree despite clearly using a hand axe to do it, the tree has a nice, clean cut you could only get with a saw.
main hill
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Most Important Feedback Topics:
1- Can't log in Password not working
Cant recover with "Forgot password" wont get the email on my inbox
suspect account theft
ticket #75512 opened on the 24th, still no response

I have seen more people reporting similar issues whose tickets haven't been answered either

limpid delta
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Please share your top 3-5 most critical issues or feedback topics for this week's testing in the thread below using the following format:

Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

  1. My current build is tank, which you have broken btw with the recent update to shield block value so now I am no longer a tank and instead just a limp warrior with no dps

Top 3-5 Most Important Feedback Topics:

  1. Instead of bricking tanks passive block value, it would have been far smoother to simply fix the food that was the issue
  2. Ban the exploiters
  3. Randomise the mining nodes so people cannot simply camp a node and come back every 2 hours
brave bramble
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Greetings, Glorious Alpha Two
Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

    1. Can’t do or complete quest while grouped
    1. too much of a penalty while running with lower level friends and family
    1. been getting stuck and crashing a lot lately moving throughout the world

Top 3-5 Most Important Feedback Topics:

    1. even though this is an alpha I feel that the priority should be functionality of groups. Making and breaking group, leveling in group, completing tasks in group and having good clear paths to trade and send mats between.
    1. If you are not in a big guild the store is a necessity. It should be easier to navigate and use. We should be testing the game, not spending hours trying to navigate the player store.
    1. items in the store expiring after 7 days is too short. Gold is a grind at lower levels and most of it is spent repairing, crafting and listing items. It’s too much of a penalty vs the rewards for just power leveling.
dense iron
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Top 3-5 Most Important Bugs:

  1. Fix camouflage so it actually works.

Top 3-5 Most Important Feedback Topics:

  1. Make defensive stats relevant. Right now 10 hp on constitution isnt enough to make it a good stat.
  2. Increase the TTK. With BIS gear you kill people / you die to people in less than a second. Its not fun.
  3. Change the way rarity works for gathering, especially hunting. Rarity on gear has almost no impact.
thorny reef
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Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

  1. Continuing graphics crashing requiring hard reboot of the computer. This is stopping me from visiting high-traffic areas and basically prevents grouping.
  2. Sounds and Graphics associated with Gathering are often quitting or missing. I've chopped many trees that just stand there after I've received the wood items and the pickaxe sounds disappear sometimes while mining.
  3. My mount (a Pallas Cat) will often stop making sounds, or stop moving his feet, and often make horse sounds.

Top 3-5 Most Important Feedback Topics:

  1. We need to be able to search for items themselves, not just storefront text at the Marketplace. As an artisan, I'm wasting a ton of time checking through dozens of storefronts to find specific items (e.g. Slate Weapon Mold or Tin Ingot) to support Crafting.
  2. Metal availability through mining is woefully inadequate for progressing Metalworking, which is fundamental to many higher level Crafts including those for the Gathering materials. Nodes that aren't harvested after a period of time need to despawn to permit new spawns with a chance of being a metal. For example, there are dozens of unmined Basalt and Granite nodes on a typical gathering loop, but rarely a Copper or Zinc node.
  3. Add a slider for Processing amounts. The values available (10, 25, 50, 100, 250) lead to either a lot of frequent cycling or to stuff storage boxes.
true token
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Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

  1. Raid and party UI bugs- some people show they are not at full health when they are for example. Still need to reset UI regularly when it disappears.
  2. Road speed buff is not working or disabled
  3. Hunting rarity is still way too low than it should be
  4. Mobs getting stuck in floors and walls and getting permanently bugged until a server reset. This is and has been a major issue for a long time and is very apparent in places like Carphin and Steelbloom.
  5. Getting randomly teleported to Wreckage of Carphin while on a caravan.

Top 3-5 Most Important Feedback Topics:

  1. Keep working in PvP balance. Way too easy to kill with little to zero time for counterplay or defense. A simple fix would be a pvp only penalty to damage, but a larger fix would be balancing defensive stats. I feel pretty useless as a cleric when people die nearly instantly.
  2. Make all resource gathering random for each node instead of the static rarity it is now.
  3. Please give more ways to level guild rank. The current system benefits the zerg guilds and put smaller ones at a huge disadvantage.
  4. Mob damage at the higher levels is overtuned. Forge went from a viable higher end leveling spot for 8 mans to now being nearly impossible for them to do bosses and it is even difficult for a fully geared raid to do them (ie golem boss)
  5. Base stats and enchanting is way too overtuned. A level 10 req item should never be stronger than a lvl 20 item and with the current systems and limitations imposed, it is too easy for a lvl 10 req item to surpass a lvl 20 req item. Base stats, especially offensive ones, give much more benefit than the defensive ones, or waterfall ones like +health, +crit rating ect. This makes it possible for a fully decked out character with lvl 10 gear to easily be much stronger than a decked out character in lvl 20 gear.
slim mirage
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Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

  1. Invis mobs, was taking damage for a good 5 minutes from an invis enemy.
  2. Bard dances stopping pretty much as soon as i cast somtimes.
  3. Trying to heal a mount sometimes just wont work and it will keep healing me even though the mount is targeted. Can we please get a target mount button?

Top 3-5 Most Important Feedback Topics:

  1. In hunting, i get normal bears and wolves that i can't even really use to sell or anything, can you make it so i can kill them and turn them into carcasses so i can use them for leather and other materials please. Taking up alot of space and i don't just want to toss them when i could give the materials to friends to level up professions or sell on the market.
  2. Not a tank, but not really diggin all the changes to tank. Give grit atleast 20 seconds.
  3. Again, up the resource spawns for things like willow/braided and huntable monsters. Bullywogs spawns are 150 seconds, while most mobs take 15-20 minutes to spawn. Lower spawn times for all huntable monsters to match bullywog. On increase bullywog to match others.
distant cradle
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Feed Back
Static Node Rarity
Static node spawning
Hunter animal Spawn as common

karmic carbon
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Top 3-5 Most Important Bugs:

  1. Ghost Mobs or Mob model projecting in one place not following combat
  2. Sever Worker seams causing unpredictable behaviors (e.g. Sinking Caravans, Offset hitboxes, etc.)
  3. Combat latency issues (i.e. large scale PvP battles, or PvE next to Sever Worker seams against Dangerous Mobs)
  4. Gatherables, Mobs, and Quest Items spawning inside terrain features
  5. Quest start items/triggers being in game when there's missing or misnamed completion steps/items. (i.e. Horns of the Betrayers, Blood Rune, Dog eat Dog world)

Top 3-5 Most Important Feedback Topics:

  1. Big Kudos for the speed with which the Dev team is turning around these patches!
  2. Inventory Management I: currently some processed materials (i.e. T1 animal husbandry mounts/BoBs) are taking up space and aren't valued by the player base. It would be nice if there was a recipe available to turn these into carcasses to support tanning and cooking professions.
  3. Inventory Management II: Quest items and recipes are taking up majority of the base inventory.
formal sigil
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Top 3-5 Most Important Bugs:

  1. Mobs underground or invisible attacking but not attackable.
  2. Mobs stuck in terrain features or not reactive while in terrain/ledges
  3. Quest "items" are in main inventory - Quest item inventory appears to never be used.

Top 3-5 Most Important Feedback Topics:

  1. Processing items for crafting - Locked in place and takes too long. Trying to experience and test crafting, 1 minute processing time per item for a stack of 10 items...
  2. Character builder/models are ugly, hideous even. Trying to smooth characters in the character molding part of the creator you can almost get a decent character (Primarily a Dünzenkell player)
  3. Primary Attack "Q" button - This does not feel good, using the non action combat. If it's just a 5 beat attack, why can't it just be toggled off and on, why hold it down, or press it 5 times. Class abilities add to it, but it's just does not feel good as you play - Tested with Warrior and Cleric.
empty field
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Top 3-5 Most Important Feedback Topics:

  1. Cooking - Would love to see some early and more accessible recipes. Barrier to entry is pretty rough. Food that is 10-20% better than rations that could be easily made with single source materials, ie Dried fish from any fish fillet+fuel or Dried Blueberries from BBs+fuel. It would just feel nice to be able to sell or use cooking before level 10-20+ and not require 2-3 other professions.
  2. Cooking - I really feel like selling craftable food on npc vendors cannibalizes cooking as a craft.
  3. Cooking / Fishing - would like to see more simple and complex fish recipes. Just...anything we could do with the fish we catch. Can you tell yet that im a cook? lol
  4. Farming - Droppings either need to be more accessible or there should be some alternative way to level farming up imo. Maybe just raise the frequency in which they drop or the quantity that drop per time. Also, currently, I find myself frustrated when out leveling an area and not knowing where exactly i need to go so I can find more mobs my level that will drop more droppings.
  5. Farming - new/updated recipes
    1. Compost - made from either 1x dropping or 1x tier 1 herb/plant
    2. Update farming recipes to use composted soil rather than droppings directly.
crystal birch
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Feedback

  1. Caravans Feel High Risk low reward for the owner, especially when surrounded by grief guilds. I have no chance of completing one when surrounded by a guild that covers the whole map and is on site with caravans so I'm out money on all fronts.
  2. Ranger feels like its lacking an identity compared to other classes
    3)The Server Feels extremely cramped and camped with Large pvp/grief zerg guilds that have no downside to being so large
  3. Being nuked out as a caravan driver with no defenses against it is pretty shitty ngl
  4. maybe im just unlucky, but i can hardly find a western larch that isnt adolecent. leading to decreased wood gained and increased repair costs from cutting them down
dire obsidian
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Top 3-5 Most Important Bugs:

  1. Town storage and player inventory, invisible items and cant move them from ether bank to inventory or vice versa

  2. market place can not retrieve expired items

  3. all thigs caravan retailed still a huge mess

Top 3-5 Most Important Feedback Topics:

  1. Inventory and node storage : with how many different rarities there are ( 6 in total for every gatherable item in the game ) the bank space is not enough

  2. remove the listing time on market places it is not needed once things are up they should not expire, more so right now as the market place is a nightmare to use

  3. getting killed in town by mobs being trained in by players, city guards need to be worked on

empty pivot
#

Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

  1. Party/Raid leader cannot accept Caravan event for all players in the raid. We have to each drop the current raid, accept the caravan attack/defend and then rejoin the raid. Its difficult to reorganize the raid and have all players choose which caravan to attack. There is also no way to tell which caravan event you're joining before hitting attack/defend.

Having to accept 20+ caravan events just to attack another guild's caravan run is not efficient and frustrating to manage. I don't see why we have to reinvent the wheel when it comes to caravan pvp. I don't know what you're going to do in order to fix it to make this easier. I honestly do not have any good suggestions other than to scrap it. I miss archeage.

  1. Player party/raid positions are not updating on the map and if the group is dropped markers are remaining on the map.

  2. Guild war decks are not updating the current score and the timer goes on seemingly forever.

  3. Tab targeting seems to target everything except the target I want. Please have target priority on enemy players if I am flagged or in some kind of pvp event.

  4. lightning strike (mage) gets stuck full casting sometimes (inconsistently)

Top 3-5 Most Important Feedback Topics:

  1. Defensive stats are not scaling well into the later game and have very little value in comparison to offensive stats. (con/Intel/str)

  2. Fighter is being replaced by tank and rogue. Looking at the upcoming rogue skills it is being given abilities that would make fighter have actual utility in game. No prerequisite to trips, silences, lots of movement and speed. How are you going to make fighter a more distinct class and actually be a viable class over other melee.

  3. Group vs Solo ability. Currently this game is very geared towards group play (which is good thing!) but sometimes I want to be able to do things solo and not be dependent on other people. (Glint farming coming to mind with the recent patch)

rain anchor
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Top 3-5 bugs / Feedback:

1.) Gravepeak currently on Vyra is not spawning Braidwood or Willow tree resources. (Current Season: Fall - though everything is covered in snow)
2.) Bard's Maddening dance does not remove the buffs that Steel bloom NPCs give themselves from drinking potions.
3.) The recent tuning to NPC enemy health regen was incredibly overtuned and should be given another pass when possible.

wind condor
#

Weekly Feedback - 1/30/25
Top 3-5 Most Important Feedback Topics:

  1. Party/Raid leader cannot accept Caravan event for all players in the raid. We have to each drop the current raid, accept the caravan attack/defend and then rejoin the raid. Its difficult to reorganize the raid and have all players choose which caravan to attack. There is also no way to tell which caravan event you're joining before hitting attack/defend. There is also not a button to simply "attack all" or "defend all", which results in having to attack or defend 10+ caravans at once BEFORE you can then go into your raid group.

  2. Player party/raid positions are not updating on the map and if the group is dropped markers are remaining on the map.

  3. Tab targeting seems to target everything except the target I want. Please have target priority on enemy players if I am flagged or in some kind of pvp event.

  4. There is currently no way for a mage to cancel prismatic beam without spending stamina (that you may not have in pvp) to roll out of it due to the recent change to escape no longer canceling ability that have consumed resources. Please add a "cancel cast" keybind.

  5. Mage blink does not always blink in the way that you are facing.

6 Group vs Solo ability. Currently this game is very geared towards group play (which is good thing!) but sometimes I want to be able to do things solo and not be dependent on other people. (Glint farming coming to mind with the recent patch)

sleek cloud
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The lag in carphint ower

#

in 2 spots, one on the hill heading towards entrance 1 going up the first set or two of stairs

blissful dagger
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Top 3-5 bugs / Feedback:
1. Friends list will not retain any friends invited, they just delete after every log out and back in.
2. Monster mobs bugging out and either not returning to original spawn location or getting stuck in the terrain and becoming unkillable until a reset happens.
3. Target lock on party members, for healers, seams to change at random times to either the healer or another party member without the healers initiation. This is detrimental to the party survival in intense situations of combat causing heals to not get to the intended target.

Top 3-5 Most Important Feedback Topics:
1. Can we please have the lock button on the bottom bar moved a bit or removed completely please. It is entirely to close to the first slot and is inadvertently pressed with a mouse click in combat causing abilities to be dragged off the bar during combat. We have the right-shift drag ability to move spells and stuff.
2. Would love to see more subterranean content such as Large underground caves and maybe even whole node systems underground.
3. Could we get some changes to the posting fees of the marketplace possibly. I understand the listing fees are used for the node development so I know fees are necessary; but the prices for posting HIGH value items is a bit exorbitant for the short duration, and loss of the fee with no sale. For example I posted 8 epic Tin ingots for 3 gold apiece costing me just under 2 gold in listing fees. That is not a small amount to loose, so my suggestion would be to lower the fee amount because of the new time limit, OR if the item doesn't sell then return the listing fees so the item can be relisted. Otherwise I fear the marketplace will become less used and people will start to just FLOODING the chat with trade for Items and never use the marketplace. Another possibility is do away with listing fees and instead take a percentage of the sell amount made by the posting party instead.

wispy cedar
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Top 3-5 Most Important Bugs:

  1. Cannot set Attacker/Defender on Caravans while in a group
  2. Players in my group randomly disappear from the map when I'm looking for them
  3. Grapple just doesn't work 95% of the time. I'm standing in an open field and attempting to grapple another player just fails multiple times in a row
  4. Mount regen is gone so if your mount gets hit a few times you have to despawn and resummon for it to not die

Top 3-5 Most Important Feedback Topics:

  1. Tank changes feel pretty miserable especially with the current state of the UI. In any sort of group play (the only place tanks really shine) the grit buff constantly gets lost in the several different buffs and is incredibly courage demanding especially when you're in the "poke" phase of an engagement in PvP. Fortify should have a flat courage cost or no cost at all it's frustrating if I want to be able to have a large DR in a fight but I have to make sure I cast my Grit before Fortify due to Fortify consuming all my courage for a minimal defensive gain if you're sitting at 50-60 courage you're spending it ALL for 5-6% Mitigation instead of Grit that costs 40 courage for a flat 10%. Supernatural Grit being nerfed is just an absolutely brutal nerf when ranged magic damage is the meta I think pretty much any tank you ask would prefer 20% Magic and 10% Phys instead of 20% Phys and 10% Magic.
  2. Player UI needs some serious work across the board this is exacerbated by class changes like the Grit change and not having a way to filter buffs on the player frame. You can't see your party members location without heavily zooming in on the map and you also cannot see who has the tag of a mob so it's just kind of a wild guess for rare spawns and world bosses.
  3. Storage is a mess especially with the new desert materials being added it's nearly impossible to manage especially when it's strictly worse to use a specialized material tab in your warehouse over the default.
digital fulcrum
#

Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

    1. Rarity of hunting gear does wrongly apply, creating a bottle neck with crafting as you barely ever receive higher rarity than rare with carcasses.
    1. When trading space in the bags is weirdly calculated and sorted in automatically in a bad way sometimes resulting in loss of items as the herbs are not sorted in herbalism bags if you for example receive also weeping willow boards
    1. When you click though market it sometimes flips from item category to materials, making searching for things even more annoying.
    1. Jumping out of deeper water when on your mount feels bad and you barely get up on smallest rocks.
    1. Guild chat only works for GMs and recruits.

Top 3-5 Most Important Feedback Topics:

    1. The required XP for guild levels is way too high to actually threaten large guilds as you will never complete a single level in small guilds.
    1. I came across on some people at Lotharia that have mounts that have been gifted to them and I actually like this idea of you as Studio taking care, visiting and gifting like the santa hats but these OP mounts with 215% movement speed ruin the testing enviourment by shifting powers and not only temporarly but permanently in an unfair way. I can only encourage to think about that and maybe remove those OP advantages or make them at least only temporarily for like a 5 day period but like this it sucks to everyone else...
    1. Could you please publicly share PTR Patch Notes even to non-testers at least as text? It would be such a comfort to not search for them all the time and be aware of what is planned for next weeks..
    1. It is a large issue that resources who respawn as the same kind of resource at the same location drop again and again as the exact same rarity. That not only means that you can farm rarer stuff very efficiently multiple times once found but also that when something spawns as white or green rarity this resource node will be "cursed" for multiple times to be simply bad. Having set respawn points and repetitive rarities for those is ruining the gathering experience and pushes camping to a whole new level.
    1. The system for first hits and damage dealt to named monsters to determine loot is great in the first place but fails heavily when a named mob is camped by 20 people as it results in people swinging weapons at the spawn point and nothing more. Dynamic spawn points or a randomisation mechanism would be very great so it is not just all about having the first hit but participating in a kill a certain amount to have a chance when nobody dominated damage vise.

I would like to add that it is interesting that a whole single guild now complains about respawn timers and caravans after their first caravan train has been destroyed ever and after they did the same to all others for weeks on daily basis. Quite ironic.

mighty pier
#

Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

  1. Caravan issues. Not being able to join attack/defend as a raid, out of party/event clerics healing, caravans in the desert going significantly faster, caravans recieving the emberspring protection making them impossible to kill when combined with out of event clerics healing and even some people killing the driver to give it 60 seconds of immunity when they are closer to the end. Caravans launched before servers so you recieve the item before the server goes down, then deployed after the server comes back up no longer have an event to join attack or defend, its just free gold.
  2. Hunting rarity doesn't seem work, I have almost as good as you can craft/buy journeyman gear and still only see rare and lower. Journeyman gear. I'm hoping this will be fixed when the actual hunting and animal husbandry system comes in but please make it work by then.
  3. Minimap icons for your party/raid not being accurate. Sometimes they work, but sometimes you can be standing next to the person and the map shows them as where they were a few minutes ago or not at all. Not sure if its related to larger scale events but its been scuffed on and off for a while, noticed it a lot today.
  4. Node voting - Right now there are several inconsistencies with voting, sometimes the timer for a vote ticks while the servers are offline, sometimes only while the server is up. You can vote more then once per account still. There are error messages saying you can't vote because you just joined on a fresh toon, other times not. It says voting has ended but you can still vote. The time to vote isn't clear, if its 5 days or 24 hours. Possibly older vote tech clashing with the newer rules as I believe it was updated but we still see you just left a node you cant vote for 32 hours and other people see the same message for 36 hours.

Top 3-5 Most Important Feedback Topics:

  1. Time to kill for pvp. Overall still way to quick, people can die in less then a second. The difference between a geared character and non geared character is immense. Even once both people are very geared and in good hands, people die so quickly there is little time for strategic/skilled play.
vague zinc
#

Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

  1. Friend list continues to not save added friends.
  2. TBA
  3. TBA

Top 3-5 Most Important Feedback Topics:

  1. We urgently need the ability to re-size the cursor in game.
  2. Continued work on mob training. Mob training nulls the corruption system.
  3. Looking For Group tab in global
indigo hollow
#

Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

  1. Certain node commissions don't work or aren't repeatable
  2. Node buffs have no persistence between restarts
  3. Health regen on mobs is far too high. World bosses seem unkillable.

Top 3-5 Most Important Feedback Topics:

  1. With bard getting Fortissimo, resonance needs a toggleable skill. In order to save up for Fortissimo, you just have to stop fighting for a bit to build up stacks since autoing will remove them.
  2. Still would love to be able to mix rarity while processing the same way crafting can.
  3. Incentivise the lawless zones. Make gatherables spawn at a higher rarity there. Some sort of buff to rarity while in the zone. Something, give people a reason to be there other than just passing through.
clever pike
#

Weekly Feedback - 01.02.2025

Top 3-5 Most Important Feedback Topics:

  1. Marketplace: Since we are not able to see the different items in different cities the chat is a mass spam of offers. For me this is none sense. Imaging having larger numbers of player and towns and every1 spam chat because they want to avoid the fees and no1 want to travell all along to see what is in the marketplaces. In the end of the day external forums will be used to trade and the ingame trading will be useless. Be smart and react before the communits builds their own system around the marketplace.
  2. Mining: Rariety should be random. At the moment the legendary spawn are sniped this means the 24/7 sniping the materials and the casual are falling behind. the system should be random with random spawns! otherwise there is no chance to get legendary materials
woeful cypress
#

Top 3-5 Most Important Bugs:

  1. Stop Griefing and Exploiting Guilds like StandBy and Sol Deus
  2. Stop Griefing and Exploiting Guilds like StandBy and Sol Deus
  3. Stop Griefing and Exploiting Guilds like StandBy and Sol Deus

Top 3-5 Most Important Feedback Topics:

  1. Stop Griefing and Exploiting Guilds like StandBy and Sol Deus
  2. Stop Griefing and Exploiting Guilds like StandBy and Sol Deus
  3. Stop Griefing and Exploiting Guilds like StandBy and Sol Deus
compact flare
#

Top 3 Bugs 1. Trade Bureau still doesn't half commodity cost for citizens 2. Hunting rarity is busted its near impossible to get good hunting skins 3. Marketplace is not allowing you to collect expired goods sometimes Top 3 Feedback Topics 1. The desert feels much better. We actually have people living in and using our node now. 2. Time to kill is really bad. Most players now are using legendary level 10 weapon with lots of enchanted armor. The result is most pvp fights turn into whoever attacks first 1 or 2 shots the other player. It feels really really bad. 3. Tank overhaul did nothing to make the tank role better. It actually made things worse. Tanks wear plate. Tank kit provides one skill that gives 10 magic mitigation for 10 seconds. Other than that the tank gets one to two shot by anything that cast magic. We have to constantly spam fortify and grit now to do the same thing for very little reward 10 mitigation is nothing.

left ferry
#

Most important feedback topics :

  1. the ability to translate the game changes to paper is important to us testing things out . Stealth/ghost buffing/nerfing ( making changes to things without telling us ) makes things complicated when deciding if an issue needs to be reported as a bug . Not only this but there are values in the game that are completely different from what patch notes say . Such as 7 day market listings when it is actually 3 days .
  2. Crippling the market worldwide will have an effect on the economy . its no long viable to list many things on the market due to high taxes and low lifespan . Trade ads in chat will be more of a thing and to make things even worse , there is no trade chat . Thats gonna turn the one chat we do have into hyperspam . people spamming the same msg over and over to be seen . then more . then more .
  3. gradual nerfs to character dmg would be more welcome . nerfing a characters damage then buffing monsters regeneration at the same time could have been done better in a different order
golden osprey
#

Top 3-5 Most Important Bugs:

  1. invisable mobs
  2. all the caravan issues
  3. rubber banding

Top 3-5 Most Important Feedback Topics:

  1. please expand the alloted character creation slots to match the ammount of different archetypes we can test.
  2. in some instances lvl 10 enchanted gear is just better then end game farming. gear balance currently seem imbalanced.
  3. Commissions do not feel like they are worth my time. Reward is weak, XP is laughable.
  4. please make mining gathering nodes random and rarity random.
  5. traversing the desert is terrible and just seems empty or just surrounded by over power mobs. I cannot wait to see the upcoming additions but for now i'll stick mainly to the riverlands.
stark flicker
#

Top 3-5 Most Important Bugs:

  1. Crashing when you're defending multiple caravans (heard you have to wipe game cash to fix it)
  2. Sometimes you get teleported to Carph when during caravans.
  3. The lawless zone changed with the new desert update and is not marked right

Top 3-5 Most Important Feedback Topics:

  1. Rarity is useless when hitting rarer nodes
  2. I love how there is a minigame of spotting the rarer nodes for trees and hate how I can not do anything other than spam hunting to get rarer mats for hunting.
  3. Please add more named mobs throughout the world. You don't need these mobs to have unique drops, but higher chances of dropping good items.
ancient mulch
#

Top 3-5 Most Important Bugs:

    1. Rubber banding
    1. Mob glitching/underground
    1. chat filters not working

Top 3-5 Most Important Feedback Topics:

    1. novice/app artisan being useless grind
    1. gathering rarity spread clogging bags
    1. love for the west side of the map.
native mulch
#

Feedback :

  1. TTK is ridiculously low in pvp context, especially when DDs are geared.
  2. Gearing and enchanting need big balancings.
  3. Caravans should not be a binary system : currently it's "you earn a lot, or you loose all (time/caravan/glint/gold)", which mean that hardcore guilds and zerg guilds become easily richs and the others ones stay poors, there is no middle dosage. And the current system provide no other way to make money.
granite panther
#

Top 3-5 Most Important Bugs:

  1. Please debug the mounts, they often get stuck in their movement. Only calling them away and summoning them fixes this problem.
  2. Invisible enemies attack from the ground or the wall, they are not visible to players and tear apart entire raid groups.
  3. Many buffs do not work properly, be it buffs from nodes or crafting buffs or road buffs for caravans, these have already been exploited enormously.

Top 3-5 Most Important Feedback Topics:

  1. Please make timber stackable higher than 20. The inventory or bank compartment is unnecessarily full.
  2. Remove Excavation kits, they're a barrier for something we don't need. Just make it a tool we can upgrade
  3. If possible, please make the level 20 armor easier to upgrade or stronger, it's almost ridiculous how much stronger the enchanted level 10 armor can be.
patent yacht
#

Top 3-5 Most Important Bugs:

  1. Monster regen is way to powerful now making some mobs impossible to kill

Top 3-5 Most Important Feedback Topics:

  1. Bards needed a nerf because they were deleting players far to quickly but they should have had other buffs to make up for it.
  2. Tanks are useless to play now
  3. Armour needs a total overhaul and so does enchanting, time to kill is still very fast.
stiff mica
#

Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

  1. Desert mobs - post updated on Thursday, all mobs seem over-tuned compared to previous build. Mobs are hitting harder, have higher regen, and more damage output. Used to solo 2 star warhorns in the desert, now damaging them, the mobs are regening passively way more than usual
  2. Tank chain pull skill - the conditions to have it work are so frustrating. No dynamic elements to it to make it the value in pvp or pve that it should be.
  3. Aggro range of mobs, only recently experienced in desert. Player will run by with several mobs chasing and then the mobs will path back immediately aggro onto nearest player, even though no damage was done. Mobs original spawn spot was a fair distance away.

Top 3-5 Most Important Feedback Topics:

  1. Tank changes: I like the changes to the class, despite popular opinion, however the class is still a far-cry short of where it needs to be. Issues is not with the class in combat but comparative advantage to other classes. While our mitigations can peak the highest, multitude of classes are massively over-tunned. I've seen bards solo more mobs, faster with higher mana and health at the end by a significant magnitude than myself as a tank. I've seen Fighters and Clerics do better are dpsing faster, and surviving solo with more mobs.

There is no content right now or inherent strength to the class that rivals anything else in the game. We hit the highest mitigation peaks but that is meaningless. Our health scaling isn't anything significantly better. Balance is a key, if you over-tune the tank it skews other results in pvp. Despite the nerfs to Bard/Cleric I've seen them still do better on mobs. Either more modifications to the tank kit is needed or harder nerfs to other classes to be able to damage/heal/cc at the scale they are right now that is well beyond balance. This isn't the result of the changes to tank, its been an issue for a while.

viral rapids
#

Weekly Feedback - 1/30/25

The nerfs to bard are bad

gaunt sphinx
#

Top 3-5 Most Important Bugs:

  1. Binding shift + s will remove your s keybind. You can rebind s one time but if you need to rebind a second time, you have to reset everything to default.
  2. Tab target mode doesn't require me to hold right click suddenly, and my back pedal key (s) moves me forward. Pretty sure the cause is that one of my key binds is shift + left click. Sometimes when I hit this bind, it confuses the game thinking I have both clicks held.
  3. Running at a mob in action combat locks you on that mob only. You have to unselect sprint to be able to target others.
  4. HUD always resets after I customize it. Every time I log on to any character this happens.

Top 3-5 Most Important Feedback Topics:

  1. Let us use mouse wheel up / mouse wheel down + modifiers as key binds
  2. Action combat still feels bad. I prefer it over tab target but the soft target reticle is so random and unreliable
  3. For new players, add some guide or something to the game that gets people to realize IMMEDIATELY that they are EXPECTED to play with others in this game. That way people don't deny group requests or try going in solo. Solo experience in this game is so bad (pretty sure for a reason) and group play is so good. However, finding groups is a MASSIVE struggle for those of us casuals that hop on when we can and aren't involved in nerdy clans.
  4. I'm not much of a professions/gathering guy, but in other games I could at least pretty easily understand how to do the extra non-combat things. In this game however, I don't even know if there are professions let alone how to do any of them. That basic quest for a horse is a horrible intro if you're expecting players to know how to do the extra gathering stuff etc. Coming from a guy that doesn't like to watch Youtube guides to learn & prefers to let the game teach me.
  5. SO MUCH VISUAL CLUTTER! GIVE US OPTIONS TO TURN EVERYONE'S EFFECTS OFF SO WE CAN SEE MOBS DOING ABILITIES BETTER.
primal geyser
#

Feedback, server downtime in the middle of EU primetime 😦

rain sparrow
#
  1. we NEED respawn timers for pvp/EVENT deaths. Currently its almost impossible to win (events) when outnumbered, because enemies insta respawn for free next to you, while you run out of mana killing them. This is a HUGE issue right now. Do soemething like:
  • u die once: 10 seconds
  • u die twice within x minutes: 30 seconds
  • 3 times within x minutes: 1.5 minutes
  • etc etc
  1. TTK is currently WAY too low, its literally .2 seconds and u still die mid roll. This needs to get fixed

  2. Player heals on caravans should get a buff. You currently cant heal them at all, which just favors the attackinig zerg, especially in combination with the first point. THey just keep comming and slowly wither away at the caravans.

signal flame
#
  1. we NEED respawn timers for pvp/EVENT deaths. Currently its almost impossible to win (events) when outnumbered, because enemies insta respawn for free next to you, while you run out of mana killing them. This is a HUGE issue right now. Do soemething like:
    u die once: 10 seconds
    u die twice within x minutes: 30 seconds
    3 times within x minutes: 1.5 minutes
    etc etc

  2. TTK is currently WAY too low, its literally .2 seconds and u still die mid roll. This needs to get fixed

  3. Player heals on caravans should get a buff. You currently cant heal them at all, which just favors the attackinig zerg, especially in combination with the first point. THey just keep comming and slowly wither away at the caravans.

elfin cliff
#
  1. we NEED respawn timers for pvp/EVENT deaths. Currently its almost impossible to win (events) when outnumbered, because enemies insta respawn for free next to you, while you run out of mana killing them. This is a HUGE issue right now. Do soemething like:
    u die once: 10 seconds
    u die twice within x minutes: 30 seconds
    3 times within x minutes: 1.5 minutes
    etc etc

  2. TTK is currently WAY too low, its literally .2 seconds and u still die mid roll. This needs to get fixed

  3. Player heals on caravans should get a buff. You currently cant heal them at all, which just favors the attackinig zerg, especially in combination with the first point. THey just keep comming and slowly wither away at the caravans.

foggy kayak
#
  1. we NEED respawn timers for pvp/EVENT deaths. Currently its almost impossible to win (events) when outnumbered, because enemies insta respawn for free next to you, while you run out of mana killing them. This is a HUGE issue right now. Do soemething like:
    u die once: 10 seconds
    u die twice within x minutes: 30 seconds
    3 times within x minutes: 1.5 minutes
    etc etc

  2. TTK is currently WAY too low, its literally .2 seconds and u still die mid roll. This needs to get fixed

  3. Player heals on caravans should get a buff. You currently cant heal them at all, which just favors the attackinig zerg, especially in combination with the first point. THey just keep comming and slowly wither away at the caravans.

mortal oar
#
  1. we NEED respawn timers for pvp/EVENT deaths. Currently its almost impossible to win (events) when outnumbered, because enemies insta respawn for free next to you, while you run out of mana killing them. This is a HUGE issue right now. Do soemething like:
    JUST COPY ARCHEAGE RESPAWN MECHANICS TBH

  2. TTK is currently WAY too low, its literally .2 seconds and u still die mid roll. This needs to get fixed

  3. Player heals on caravans should get a buff. You currently cant heal them at all, which just favors the attacking zerg, especially in combination with the first point. THey just keep comming and slowly wither away at the caravans.

ember sentinel
#

) we NEED respawn timers for pvp/EVENT deaths. Currently its almost impossible to win (events) when outnumbered, because enemies insta respawn for free next to you, while you run out of mana killing them. This is a HUGE issue right now. Do soemething like:
u die once: 10 seconds
u die twice within x minutes: 30 seconds
3 times within x minutes: 1.5 minutes
etc etc

  1. TTK is currently WAY too low, its literally .2 seconds and u still die mid roll. This needs to get fixed

  2. Player heals on caravans should get a buff. You currently cant heal them at all, which just favors the attackinig zerg, especially in combination with the first point. THey just keep comming and slowly wither away at the caravans.

queen pier
#
  1. we NEED respawn timers for pvp/EVENT deaths. Currently its almost impossible to win (events) when outnumbered, because enemies insta respawn for free next to you, while you run out of mana killing them. This is a HUGE issue right now. Do soemething like:
    u die once: 10 seconds
    u die twice within x minutes: 30 seconds
    3 times within x minutes: 1.5 minutes
    etc etc

  2. TimeToKill is currently WAY too low, its literally .2 seconds and u still die mid roll. This needs to get fixed

  3. Player heals on caravans should get a buff. You currently cant heal them at all, which just favors the attackinig zerg, especially in combination with the first point. THey just keep comming and slowly wither away at the caravans.

midnight kestrel
#

1) Respawn Timers for PvP/Event Deaths

Currently, the lack of respawn timers for PvP or event deaths is creating a significant imbalance. When outnumbered, it's nearly impossible to win because enemies can instantly respawn right next to you with no penalty, while you’re left struggling to regain mana and health. This issue is becoming a major concern and needs immediate attention.

Suggested Respawn Timer System:

  • First Death: 10-second respawn timer
  • Second Death within X minutes: 30-second respawn timer
  • Third Death within X minutes: 1.5-minute respawn timer

Implementing such a system would give players more time to recover and strategize, preventing the overwhelming advantage of instant respawns for the enemy team.

2) Time-to-Kill (TTK) Balance

The current Time-to-Kill (TTK) is drastically low. At the moment, you can be eliminated in just 0.2 seconds, and it’s not uncommon to die mid-roll, leaving little room for skill or counterplay. This fast-paced TTK needs to be adjusted for a more balanced and fair combat experience, allowing players more opportunity to react and engage in fights.

3) Buff to Player Heals on Caravans

Player healing on caravans is currently very weak, to the point where it’s almost impossible to sustain them during attacks. This severely favors the attacking zerg, as they can continuously assault the caravans without much resistance, especially when combined with the respawn issues mentioned above. Players should be able to heal caravans more effectively, giving defenders a chance to hold them off and make the battle more balanced.

These changes would go a long way toward improving the balance and fairness of PvP events, making the game more enjoyable and strategic for everyone involved.

lone merlin
#
  1. Respawn Timers for PvP/Event Deaths
    The absence of respawn timers in PvP and event-based deaths creates a major imbalance. When outnumbered, it's nearly impossible to hold your ground since enemies can instantly respawn right next to you with no downtime, while you’re left trying to recover mana and health. This issue significantly disrupts fair play and needs urgent attention.

This would also make the more skilled team stronger combating zergs and making cleric Ressurect useful.

Proposed Respawn Time:
First Death: 10-second respawn timer
Second Death within X minutes: 30-second respawn timer
Third Death within X minutes: 1.5-minute respawn timer
This system would provide players with a chance to regroup and strategize, preventing endless waves of instant respawns from overwhelming smaller teams.

  1. Time-to-Kill (TTK) Balance
    Right now, the Time-to-Kill (TTK) is extremely low, often leading to deaths in as little as 0.2 seconds. It's common to die mid-roll, removing any chance for skill-based counterplay. A slight increase in TTK would lead to more engaging and strategic combat, allowing players a fair opportunity to react rather than being instantly deleted.

  2. Buff to Player Heals on Caravans
    Currently, player healing on caravans is too weak, making it nearly impossible to sustain them against attacks. This overwhelmingly benefits attacking zergs, who can endlessly pressure caravans with little resistance—especially when combined with the instant respawn issue. Buffing caravan heals would allow defenders to hold their ground more effectively, leading to a more balanced and competitive PvP environment.

ancient holly
#
  1. Respawn Timers for PvP and Events
    Instant respawns create imbalance, allowing enemies to return while survivors struggle to recover.

Suggested system:

1st death → 10s respawn timer
2nd death in X min → 30s timer
3rd death in X min → 1m30 timer
This would prevent instant respawn abuse.

  1. Time-to-Kill (TTK) Adjustment
    TTK is too short: dying in 0.2s, sometimes mid-dodge, leaves no room for counterplay. A tweak is needed for fairer fights.

  2. Buff to Caravan Healing
    Healing is too weak for caravans, making caravans nearly impossible to defend. Boosting heals would help balance battles.

  3. Crashes During Caravan Events
    Frequent crashes disrupt fights and cause unfair losses.

stuck cloud
#
  1. TTK has to get looked at. At 420-500 power players die in 200-400ms in any scale of PvP WHILE they dodge. Dodging should feel impactful and be a big part of skill, but that TTK is still criminal.

  2. With 1. In mind, cleric can’t have purify on a 1 sec cast

    1. Respawn Timers for PvP and Events
      Instant respawns create imbalance, allowing enemies to return while survivors struggle to recover.

Suggested system:

1st death → 10s respawn timer
2nd death in X min → 30s timer
3rd death in X min → 1m30 timer
This would prevent instant respawn abuse.

  1. I’d like an external raid cd that’s big enough to call. Like priest in wow has a big cd called Power Word: Barrier that gives everyone standing in Damage Reduction (I believe 15%, they tune it every xpac). One big cd per class that’s worth calling out is a must. You have some rn, but not many.
hearty cosmos
#

If I understand correctly, this week we're sharing thoughts on the current build we're playtesting.

Build: Cleric

Top 3-5 Most Important Bugs:

  1. Chains needs an indicator that it's been clicked/selected. A circle that I can place on the ground would work or even just an selected state for the button.

Top 3-5 Most Important Feedback Topics:

  1. I'd like a spell that drops agro. Even if I can only use it in a group.
  2. I'd like to be able to resurrect people even after they release - sometimes they don't know that a cleric is nearby. I could save them the run.
  3. I'd like a prayer - where I sit and pray and get mana faster.
paper sky
#

Top 3-5 Most Important Feedback Topics:

  1. Fix Enchanting - it is WAY too powerful and game breaking that a level 10 with level 10 gear decently enchanted is outperforming level 20+
  2. The haves (big guilds) continue to get stronger while everyone else can't effectively progress (caravans, farming spots, gold to do crazy enchanting - see #1). This type of game play ruins good games, and will impact AoC.
  3. Freeholds - again those big guilds rushed systems to get freeholds, what can a smaller guild do when everything is bought up. supposedly the guild trees were going to buff smaller guilds but i only see a system that rewards larger guilds still.
    4.) the 3 above topics in combination have severely impacted my eagerness to engage in the game at current state, hopeful they are addressed.
worn totem
#

Top 3-5 Most Important Feedback Topics:

  1. For the love of god remove the walls from the ocean so we can actually use it to get to New Aela without having to run around the entire continent just to get there.

Also why add water below azmaran and then block it off. Ffs.

placid bone
#

Bugs

  1. Mayoral Commission chests aren't working (cannot place items in chest to complete commissions)
  2. Hole in the mesh west of Miraleth that leads under the world.

Feedback

  1. The difference between the gathering rate of metals and leveling skills dependent on those metals (i.e. metalworking, weaponsmithing, ect.) is unreasonably large at lower levels of artisanship. I've invested an ungodly amount of time into gathering ore in order to level my artisan skills and can't achieve apprentice level. I understand this is intended to encourage player to player cooperation but even with help from my guild, this gap between the amount of available resources and the exp gained from processing & crafting is too low for how much ore is available with the amount of players.
tired lichen
#

Top 3-5 Most Important Feedback Topics:

  1. Please remove the lawless area inbetween mira and Aithanahr. Being forced to either risk loosing 3/5th of our stuff to pvp to spend over 30 mins going VERY far around is aweful and pvp losses are terrible with how huge the risk is for all artisan work while the pvper risking nothing bit a little bit of time and the same death penalty.
    High end crafting forcing very high risk travel from town to town, eaisly exceeding an hour, while carrying tons of stuff that even 1 loss of would stop the crafting will be a huge problem and terrible for streamsniping and people will go corrupt to kill somebody they know is moving epic/leg mats in bulk to craft. Even without streaming this will happen some
white warren
#

Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

Top 3-5 Most Important Feedback Topics:

  1. Level 20 Armor needs to feel more relevant. The fact LV 10 gear can be enchanted (and not very far) to match and even exceed Level 20 gear that requires hours to grind (and you level up LV 10 gear buying Enchanting Scrolls off a vendor) seems to make 'higher level gear grinding' mute. People have to enchant level 10 gear cause Scribes can't keep up with the leveling curve due to the insane cost of recipes mostly material wise.
  2. Crafting in general needs to be really looked at. The fact its been totted as amazing is a far cry from the truth. I understand this is a testing environment (I've been here since Phase 1) but the cost, scarcity of the resources you need for Novice makes the crafting grind not just slow but really slow. So slow that by the time you get it to apprentice most people are either getting near level 20, or already level 25. There needs to be a hard examination on how these systems work in the game. More interraction with other crafters, and giving more importance to the craft or at minimal making it easier to pace with the leveling process. I understand its meant to be a grind, a group project but man it feels like a job and its not 'fun'. SWG had an amazing crafting system that never once made you feel like you were laboring to death but it still took considerable time investment pre-cu.
  3. Tanks - as a healer I watched a Tank in full Carphin gear getting wrecked after this last patch. Prior they still took damage and required healing but some of the named mobs in Carphin one shot tanks with really good gear on. What happend O_O this should be evaluated as Healers are primarily healing, tanks shoudn't be primarily dealing damage but soaking it...
long zephyr
#

Top 3-5 Most Important Bugs:
Armor does not scale as well or as fast damage does. This needs better tweaking to better align defense vs offensive scaling.
Resources spawning underground or in otherwise un-tappable locations
Memory Leaks/GPU crashes

Top 3-5 Most Important Feedback Topics:
Node/resource spawning mechanics are now well known and predictable leading to easily monopoly of the highest tier resources. Resource spawning needs a complete overhaul.
Rarity calculations play too small a roll in determining the rarity of the resource you mine. Rarity score only determines if you get a chance to get uncommon+ but plays no roll in the chance2 variable where WHAT rarity you get is decided (this is a pure random number roll) resulting in abysmally low rarity rates even with 10000000 rarity gear (because chance and chance2 variables are independent with only 1 considering player rarity rating).
Hunting mobs only spawn as common resulting in insanely low rates for higher quality mats.

signal rivet
#

Top 1 Most Important Anything.

Fix Caravan Flagging, jfc.

mild warren
#

Let raid leaders flag the entire raid specifically for the caravans 🙂

civic storm
#

Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

    1. overly loud sound FX (bard songs, ranger strider, etc)
    1. Hunting - every resource node is common. High rarity huntables nearly impossible to get
    1. Water invisible at high graphics qualities

Top 3-5 Most Important Feedback Topics:

    1. When families come out please let two family heads marry to combine the families into 1 with a group size of 16. "political marriages"
    1. With rogue comes out please consider giving the abilities a very long cooldown with a mechanic to reset cooldowns on kill. Encourage an assassin mindset of only picking fights you can win and win quickly. Would also give a very fun dynamic of the hunter becomes the hunted because if you survive the initial barrage of high damage attacks you know that the fight is won and the rogue has to switch from attacking to running away to get into stealth
chilly flint
#

Weekly Feedback - 1/30/25

Build: Cleric. Level: 9

Top 3-5 Most Important Bugs:

  1. Weapons skill tree: Scepter skill build resets every time I log in, resulting in me having to re-select all my talents and re-save.

Top 3-5 Most Important Feedback Topics:

  1. Flash Cure does not appear to have a character animation associated with casting that spell (character just stands still while an orb radiates out). Would suggest adding a character animation for that ability
  2. Flash Cure was nerfed to do (175%) healing, down from (250%). This makes the ability almost identical to Mend which does (150%) healing. It feels like Clerics basically have 8 charges of a weak instant heal and is not fun to play
slow gate
#

Top 3-5 Most Important Bugs:

  1. enemies getting stuck in terrain
  2. weapon finisher buffs not going off

Top 3-5 Most Important Feedback Topics:

  1. Consumable items on vendors being cheaper, and removing any value/demand to crafting them for players
wooden crater
#

Top 3-5 Most Important Bugs:
• 1) lag spikes when approaching busy areas like SB and carph, and specifically on the second floor, but not on 3F itself in carph. It appears to be a drop in the game’s CPU usage on my end, instead of a spike, when this occurs. Not sure what that means, figured I’d share in case it’s on the game’s end.

I’m sure there are more bugs, but I have been unable to engage with content, see feedback 5.

Top 3-5 Most Important Feedback Topics:
• 1) Bard healing and mana changes feel good, although mana may be excessive, but the damage nerf is extensive enough to leave them no secondary dps niche, leaving them unable to flex in a group as a support/damage hybrid. They can’t fill in a secondary healer role unless all the clerics are asleep (no revive), so most groups only want 1 bard per group, leaving the class a mana battery niche that can’t utilize it’s flexibility to fill holes in groups. The class has great potential but it’s ability to do anything other than mana restoration is currently not well utilized.
• 2) Guilds need a means of leveling up that aren’t just glint. Perhaps allowing seals for gold so gatherers and crafters can contribute, or allow it for direct turn ins of crafting/gathering goods if that is preferred.
• 3) some mobs are regenerating health too quickly, narrowing down solo leveling options significantly.
• 4) I’ll agree with the player heals on caravans issue. If they can’t be healed up back to full, zergs can just slowly kill them, even after losing time and time again.
• 5) Gameplay motivation and accessibility: The HP regen on mobs is reducing the ability to solo play. At the same time, the class I primarily play (bard) is currently sitting in a niche that has too many bards, not enough parties. This is also true of most low-level classes as there are very few parties, making it not particularly feasible to level up a new character right now (or I’d go do that). As it stands, I spend more time looking for groups than being in them.

To add to that, leveling up guilds relies on glint, with no options for gold, gathering or crafting. There isn’t really anything to test when group and solo play aren’t options for everyone, and the current systems are all locked behind that combat gameplay. Please consider reducing the amount of systems reliant on glint, or provide more solo play options to collect glint for taxes, caravans, and guild seals.

torn moss
#

Weekly Feedback - 1/30/25

Most Important Bugs:

  1. p2p trading - please have a look at how inventory space is calculated. There seems to be an issue with inv space calculation and stacking behavior. Multiple times now we had to trade 4-5 times per trade to have the system recognize there is enough inventory space. Also, exchanging items does not work.
  2. Mounts getting stuck mid animation.
  3. Divine Flare targeting behavior on uneven ground should get a quality pass.

Most Important Feedback Topics:

  1. please look at click behavior for camera movement - hold left mouse button to rotate the camera shouldn't trigger a click interaction on release. Same goes for the right mouse button. Right click menus popping up in the middle of the screen while in a group fight are annoying.
  2. please, please, pretty please let us input individual numbers for processing - I don't know how many times I got stuck on 24, 49 or 97 resources. Especially with how limited storage is (please adjust stack sizes - perhaps depending on rarity?).
  3. put 'recipe already know' in the tooltip
  4. I would love more audio feedback on unsuccessful interactions. Be it casts not being able to cast, items not being equipped, commissions not transferring to the journal due to limits... Please include an audio cue for these errors.
  5. Please give us more options for inventory management. Items get shuffled around in a weird way. If I swap armor for example, the swapped stuff should go to where the other piece was. It would also be nice to get a silver border for the equipped armor, if you hotbar your items. (Example artisan gear - it would be nice to know what I am wearing without needing to look at my hero screen and switching to the artisan tab, then check the tooltip because all gear looks the same at apprentice level.)
  6. can we get T2 commissions please?
open forge
#

Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

  1. Ranger Party Stride Soundbug its incredibly painful to the ears if you have lot of people (already bug reported)
    2)Storage Bug, When losing citizenship or renouncing
    3)Caravan Crashes, when running caravans with friends its super painful and bigger pvp the render distance gets cooked

Top 3-5 Most Important Feedback Topics:

  1. Node Cloaks, if you buy a cloak you shouldt need to be citizen to eq it after you uneq it, its just silly. You need to be citizen where your guild is if you wanna go for mayor you cant be "stuck at a random node where the best cloak is located for you. its just negative gameplay
  2. Flying Mounts, i said it before but they impact the game negatively only and there is no scenario where it does (maybe instanced pvp at the very best)
  3. Correct stats on gear, i know we wont see this til p3 maybe but id be cool
cobalt shadow
mossy musk
#

Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

  1. Essence Harvest (Wand skill tree) doesnt increase healing done when fully stacked
  2. Discordance (Bard skill) will jump to nearby full health enemies but not deal damage

Top 3-5 Most Important Feedback Topics:

  1. Thank you so much for this game, so far it's all I hoped for when being a backer in the Kickstarter.
    Keep your spirits up and thanks to Steven and Margaret for being so nice and positive when interacting with the community.
    I realy enjoy the combat so far, which is the most important to me. I hope you will add some darker theme to one of the classes or subclasses as a caster. Than I'm sold : )
  2. Using the key "w" to walk forward will make you character to stand still, when clicking at the same time in your skill tree to spend points; a qualitly of life improvement would be nice here
  3. An option to chose how many buffs are displayed would be nice
  4. The ratio between storage avaiable at nodes to the amount of variety of different qualities of the same material one gets while gathering seems of. I focused on leveling a bride spectrum of artisan skills in p2 leading to a complete full storage of rare and higher gatherables of copper, slate and so on, while metallworking and weapon as well as armor smithing are not even at lvl 3 (novice)
    Maybe that's all fine regarding the overall economic system planned for the game with a even higher variety of t1 gatherables in the different biomes. It just feels strange (not in terms of bad but in terms of I'm not used to such) to have to ride like 4 times between nodes to bring all my stuff with me but then again the storages at the other nodes are close to full, too.
    I know the caravan system is meant to fix the former, but the later wont be helped with that since I lack storage at the destination anyway
    Haven't tried how impactfull the bigger storage in nodes is tho.
split verge
#

I think the source of the TTK problem is the gear many of us have. The root cause is that we shouldn't have 450-500 power. If we all put on level 20 gear and started fighting, we would have a completely different experience. I believe enchanting is the real issue here?

latent socket
#

Bug:

  1. The change to market to switch to materials tab if there is no items, is the most annoying thing in history of all the marketplaces in games as now it stays permanently on materials when you browse items... Just make it overall that a player may choose if they are looking for material or for items for all the stalls...
  2. Sometimes if you cross the zone border and continue riding no matter how far, if you dismount it will teleport you back...
  3. Abilities are bugging out across all classes, incl. sound effects, casting double (e.g. Scatter shot).
  4. Lag spikes across the board on max spec PC while traveling through zones or farming or when night and day changes.
  • Cleric being able to heal players in wars or caravans fights, outside of event, without flagging…

Feedback:

  1. Glint farm is abysmal, all grind spots were nerfed, there is no reasonable place to farm solo or in group for longer time.
  2. Glint drop in party is a troll. Very inconsistent between members. In my eyes each time the glint is dropped, it should drop for each party member separately for them to pick up. Otherwise you discourage group glint farm.
  3. People destroying their caravans to prevent you from destroying is plainly stupid design. Same for spawn protection for caravans if you kill the driver..
  4. Too fast TTK in PvP - it’s a one-two shot fiesta.
  5. Add some new, easy to add & fun content, some leaderboards, some extra features that will keep us engage in testing - Low effort - high value.
  6. Change how the named mob respawn. Having 20 people swinging in same location during spawn window is, oh well...
  7. Make the locations overall more fun with some zone progression in them to actually change with amounts of mobs slaughtered, e.g. more respawns, more elites, named mob may spawn after you do X, Y or Z.
  8. Add more PvP zones that are actually worth visiting and taking the risk to farm, currently there are none. PvP zones could rotate across all mini zones and add extra loot chance / more glint / unique PvP loot to encourage all to come.
  9. Allow us to zoom out the camera more.
hidden hatch
#

Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

  1. Players being able to PVP flag and affect non-PVP players to snipe gathering nodes while outside lawless areas.
  2. Enemies "freezing" in various places, particularly bridges, and either do not fight back and/or constantly reset to full health.
  3. Chat filter settings and tabs do not properly save. I very much would like to configure what I see in which tab. :(

Top 3-5 Most Important Feedback Topics:

  1. Please do a pass on recipes and their ingredients for when something is produced versus what it is used for. For example, White and Yellow Ink are produced at Novice Scribing, but are not used by Novice Scribing recipes; it's all Red Ink (rubies).
  2. Consider what role class resources are supposed to play. For example, should Courage still provide passive mit for Tanks, but they could hit Grit to (briefly) supercharge their mit at need?
  3. Do a UI/UX and data source pass, to make sure that the UI is displaying the correct information. For example, mayoral elections are not properly counting down, and in some cases show {variableName} type text in the tooltip.
tough vine
#

Top 3-5 Most Important Bugs:

  1. Inventory issues / still missing stuff.
  2. party stride doesn't affect your own mount
  3. Ranger buffs/ debuffs not staying on relog (theres like 5)
  1. PVP border world clarity.
  2. ESC key unreliable
  3. Game client crashes/stability

Top 3-5 Most Important Feedback Topics:

  1. Coal static nodes so we can get legendary coal.
  2. Infinite stamina recoup from pressing dodge during barraging you
  3. Time to kill is too low. Every pvp encounter is who dives and pops. PVE encounters are just 1 shot mechanics, or 2-3.
  1. Having multiple guilds war deck 1 at the same time. I know you don't want abuse, but whats the point in having 200 Vs 50.
  2. Having my weapon keep swapping to melee when i want it to stay range. like on relog
  3. having to pvp flag even though you are already in a pvp area to do certain things
  4. party stride is too loud
void girder
#

Top 3-5 Most important bugs:

  1. anything that makes caravans poof, I know the data didn't say this was a problem, but it feels so awful when it happens, id rather it just get destroyed
  2. constant inventory/stash bugs not allowing fast transfer, more annoying but still
    3)unsure if bug or not, but, hunting rarity not really seeming to function really makes crafting feel painful (more below)

Top 3-5 most important feedback topics

  1. tank change is so so, some of it feels better, but lack of a better way to see courage makes it very hard to juggle, courage cost of skills also seem painful in regards to how fast its used. tank as a whole just seems to need some reblanacing
  2. crafting: processing not workings similar to crafting really sucks, it makes trying to get certain rarities really terrible, this is exacerbated by the hunting issues making it super difficult to get rarity carcasses to make anything significant crafting wise
  3. I generally enjoy caravans, but its nearly impossible to run as a large group, as the amount of players and events make endless dc loops super common
  4. please for the love of god, let us have a slider for crafting queues... please!!!!
languid garden
#

Top 3-5 Most Important Bugs:

  1. Resource Node Rarity - Currently the system rewards logging out and farming a place that respawns every 2-4 hours. Because of the current rarity system and the spawn logic, you are incentivized to stand in one place and collect the legendary spawn every 4 hours.
  2. Boss Spawns - BIS gear is locked behind boss drops for mats, recipes, or actual items. This means that the best way to get geared up is to sit in a pocket dungeon for hours and wait for a respawn. Some boss respawns are 4 hours. Same as above. I'm incentivized to sit in one place and farm a spawn. This is not fun gameplay.
  3. Hunting Rarity is broken - Crafting testing is locked due to the insanely low rate of heroic+ hunting drops
  4. Tailoring Recipes make no sense. Tailoring requires almost more lumberjacking and milling than weaving or herbalism. This doesn't make any sense in terms of the economy and in practicality. When sewing, you need a bolt of fabric and then a lot of thread to make adjustments. Recipes should be switched to 10 thread and 1 bolt instead of 10 bolts and 1 thread.

Top 3-5 Most Important Feedback Topics:

  1. Economy Balancing - Legendary Lumber, Legendary ores, and legendary carcasses are far more profitable than pretty much anything else in this game. Most profitable thing to do right now, is camp a legendary braidwood spawn.
  2. Bard Rework Polish - The damage nerf for bards is a sad but necessary change. The update to sagas is counter intuitive if I'm supposed to weave together 3 saga buffs, then we need shorter CDs to actually have all 3 up. Also, right now autoattacking does more damage than a :90 CD saga spell. I like that you are trying to make changes, but this feels half thought out.
  3. Increase XP Rates - from all sources especially artisan. Leveling the first time was exhausting but fun. Leveling again or making an alt is a hard no. Leveling takes far too long for this test environment.
stone trout
#

Most Important Bugs
Tank skills reflect goes on CD without applying any effect if character is doing an animation. Feels awful. Can't imagine this is intended gameplay.

Most Important feedback topic:
Gatherables- it seems like gatherable nodes are static and have fixed respawn timers. This allows a few select players to hog all of the desirable gatherables and the rest of us can only mine granite. This is not okay, and starter crafting mats like copper and zinc being so rare is absolutely ridiculous and defeating to start a crafting progression.

lone merlin
#

1)Renaming caravans so you know which one to beacon in.
2)Cleric flash heal is too strong a nerf Cleric survivability and mana management are way worse now.
3)Cooldown must be added on deaths especially in Caravan event, RIght now Zergs are being encouraged dying and running to kill a caravan, It doesnt matter the skill level of players. you kill them and they just respawn and come again with full mana. PVP Protection is being abused a lot.
4) Pvp protection shoult be lost the moment you leave 5m from emberspring & should not be applied to caravans...people are abusing it by dying to make their caravans not attackable.
5) destroying you caravan on purpose should drop the loot from it for the attackers - Crates should have a channel to break. People are stealing the loot. - THis boxes should only be stolen with another caravan.

pliant plaza
#

======================
Weekly Feedback - 01/30/2025

Top 3-5 Most Important Bugs:

  1. accidental corruption - gear can't be so scarce when you have such a chance of losing it to corruption bait or visual flag bugs etc
  2. caravans, bugs, flagging while in a group/raid, i've had more bugged caravans than successful ones, make recovery back to origin node if orphaned after X hours
  3. ungatherable nodes - please make them gatherable with a larger xy and z hitbox
  4. large battles are horrible, lag, aoes not working, no clue how 500v500 is possible when 50v50 isn't close to working
  5. hunting rarity needs a HUGE buff to be in line with everything else, included would be rarity for a lot of misc needed things like coal

Top 3-5 Most Important Feedback Topics:

  1. world bosses suck, you can't keep rewards on in the same way until fixed allowing zerg guilds to exist. give ticket system, wipe current boss drops
  2. make gathering much better, there's so many suggestions given, at a minimum you CAN'T keep static spawn timers there, this whole camping system is completely game breaking
  3. make crafting good again, you can nerf boss/world drops or you can buff crafting to be exponential formula and/or undo some stat squish, literally anything, there's so many ways
  4. heavily prioritize cross class system - just throw in an early version where we can do hybrid points/trees
    allow class respeccing while balance happens, nerf mages? fine but let me respec to another class with a ~48h cooldown or so

Overall, guys, you need some innovation to happen. All of this stuff we've seen from MMOs of the past. Pick a system like caravans (IMO) and polish it at least SOME to keep a good gameplay loop going. We need more stuff to happen with them, not just bugs fixed. Commodities addable by defenders, or tradable so that people that want to run caravans can do that, people that want to defend can do.

distant urchin
#

Top 3-5 Most Important Bugs:

  1. Some battles are way too hard because of lagging enemies
  2. Teleporting to a random Emberspring from on top of your caravan

Top 3-5 Most Important Feedback Topics:

  1. The hardcoded Resource Qualities are the most unfun mechanic in the game at the moment. All the good resources have a timer on them before most of the players log in. More randomness is needed asap
  2. I feel like the crocodile should be slower than the horses on land. Just makes more sense for me
  3. Time to kill for PVP is too fast in my opinion
misty talon
#

Top 3-5 Most Important Bugs:

  1. Winter/Snow still stays on ground through other seasons.
  2. Underground/In terrain Spawns for Resources and Enemies.
  3. ROad buffs, i miss them

Top 3-5 Most Important Feedback Topics:

  1. Change Resources to be a random rarity on spawn each time and not a set one for hours to prevent camping.
  2. While you level a percentage goes towards the guild level, or when partied with guild members a percentage of party xp goes to guild. So we can level the guilds reasonably.
  3. Crafting / Hunting Rarity oh and Crafting Clothes quality increase needs to be reworked its not worth crafting a heroic shirt for only a little of a boost form the common version.
trim stirrup
#

Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

  1. The Brace of Balm light hands do not have a light set bonus.
  2. Every time I log back on my chat tabs that I made are gona and i have to remake each time.
  3. There are a lot of gatherables, mainly weeping willows that are around the world but they are not interactable.
  4. My friends list does not actually add new friends and i cant seee all my friends when they are online and added.

Top 3-5 Most Important Feedback Topics:

  1. Crafting costs: Right now it feels very bad to craft, specifically tailoring. The most pain comes from the numeric values of some of the items. Specifically the bolt item type. Each bolt costs 1 blue bell and weeping willow and the weeping willow part is the one that is rought. The crafts require so many bolts that the weeping willow is a large bottleneck.
  2. Wood rarity seems way too low. Often times when I'm going out to gather a lot of Ash or Weeping Willow, I'm generally seeing a ration of like 500 common, 20 uncommon and rarely like 2 rare. The raristy seems to have gotten way worse the past few weeks.
    3)Please give us some more chat features we really need some additional catergories like trade and recruitment and we should be able to right click on people's name and have the same type of drop down appear that lets us whisper/invite to party. we should be able to do /r /w for ease of replies and whispers. This is a social MMO. The social side needs to just be updated ta bit to enable better player interation and testing.
  3. I've been exploring the desert a lot and I'm loving these new gatherables. The one next thing that I'd like to see from the desert personally adding new set of crafting recipes specifically for desdrt themed gear. Mainly since I'm a tailor I'd love to see some desert style set.
  4. My biggest complaint with dward is how the camera works for it. it looks like the camera is still centered around a normal height. So you get problems when you try and zoom in and your action bad is covering your character.
iron violet
#

Top 3-5 Most Important Bugs:

  1. Crashes seem to be happening more often in this patch. The snowy season on Vyra seems harder to run, than previous seasons.

Top 3-5 Most Important Feedback Topics:

  1. Time to kill in PvP is way to fast. I understand if a whole group focuses you, you should die fast. But even one geared DPS can almost instantly kill you, especially with enchanted level 10 gear, consums, etc. all stacked.
  2. Clerics seem too powerful, they can solo almost anything and their mana regen is insane. Yet, they don't have time to heal friends in PvP because they die too fast.
  3. Mayor flying mounts are great. But too powerful, I think limiting the mounts flyable area closer to their home town would be helpful. Also, don't allow mayors to buy multiple mounts. It makes it impossible to counter, by killing the mount, if they can just use their 2nd, 3rd, etc. flying mount.
hasty gust
#

Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

    1. I'm experiencing significantly worse performance (lower FPS) in the Riverlands during Winter compared to the Desert. For example, I get around 42 FPS in the Riverlands, and anywhere from 38 down to 10 FPS in Miraleth, but 55 - 60 (sometimes even 70, yay!) FPS in the Desert. My system specs are: AMD Ryzen 7 5800X, NVIDIA 3070 Ti, 32 GB RAM, and Windows 10 Home. FPS consistently drops in the Riverlands during Winter, even while just moving outside of combat. I'm running on high, and the drops make the area feel noticeably less smooth to play in.
    1. On Lotharia (EU), I noticed that once there are +40 players in the Prismarium Pocket Dungeon (fighting Named Monsters), issues start appearing. Specifically, the damage from the Djinnbound Laborer's Disintegrate beam no longer aligns with its visual effect. This issue almost immediately stops once most players leave.
    1. When you have 10 or more mails in the system, the UI can start breaking. The mails go outside of the UI, overlapping with the buttons, which prevents you from using them properly. This causes issues like being unable to claim, delete, or refresh your mail, as it keeps opening mails instead.

Top 3-5 Most Important Feedback Topics:

    1. I'm liking the Tank changes. Tanks now have to be more active and involved, which makes them feel more impactful. I think this is a solid step in the right direction. However, Tanks do seem to struggle a little with holding aggro on certain mobs, especially when there are multiple ranged enemies that are difficult to group up. In those cases, using Grapple and Intimidating Aura isn't always enough. Sometimes, during Intimidating Aura's cooldown, ranged enemies snap to healers, which can be a problem. When that happens, it feels bad for the Tank, the Healer, and everyone involved. That said, rather than giving Tanks the ability to act like a black hole, pulling in multiple enemies at once to instantly solve the problem and optimally generate threat, it might be better to give another Archetype an ability to help group up enemies. This would encourage teamwork instead of making Tanks completely self sufficient.
    1. The power gap between highly enchanted level 10 gear and level 20 uncommon and rare gear feels excessive. Right now, players in enchanted level 10 gear can kill others almost instantly, making PvP feel more like an execution than an actual fight. As a level 25 Bard with level 20 uncommon and rare gear, I don't even get a chance to fight back. My entire HP bar disappears in an instant. Level 20 gear feels severely underpowered compared to enchanted level 10 gear.
    1. I like most of the changes and improvements to the Bard Archetype, but now Auto Attacks seem to deal significantly more damage than Abilities, which feels off. This encourages players to rely on Auto Attacks for damage instead of using Abilities to support the party. Abilities might be too weak, or their scaling may need adjustment to make them feel more impactful.
    1. With the current guild level up requirements, I don't think my guild can even gain a single level. Out of around 40 members, only 7 are still somewhat active. Right now, the first guild upgrade, Guild: +10 Members, does nothing for us. We need meaningful buffs to support the players who stuck around, not just an increased member cap. Also, why are Maximum Guild Size increases scattered on both sides of the upgrade tree? It would make more sense to place them in the middle and move the Max Health/Mana increases to the left. As it stands, the current guild upgrades provide no real help to small guilds.
    1. Consider renaming Daystrider Mules to simply Daystrider. Players seem to think these are actual mules and are paying a premium price based on that misconception. Additionally, when actual Mules are introduced later, the current name will cause confusion between Daystrider Mules that aren't mules and those that are.
sage ravine
#

**Weekly Feedback 03.02.2025. **

Top 3-5 Most important Bugs

  1. On last patch I have started crashing every 2-3 hours without fail. That is an interesting development.
  2. Loads of resource nodes left of carphin still cannot be mined/chopped/used.
  3. Some treasure maps still seem to be "Lost inside map".

Top 3-5 Most Important FeedBack Topics.

  1. PvP feels more on point now. Time to kill is OK in my opinion. Fights drag out with equally geared players punishing people misplaying, while rewarding smart approaches. Drag out more now and Mana becomes an issue.
  2. Static resources - if you find a high quality resource, just write it down and keep gathering it every 3-4 hour until server reset. This creates a STRONG economic imbalance. Also it has caused many players putting alarm clocks on so they can get it at 2 AM, 6 AM etc. This cannot possibly be working as intended. Makes gathering less fun for normal gatherers. I know from my guild that I am not alone in this opinion.
  3. The tank changes may had the intention to make tank more reactive. However, with the increase in dmg to mobs, nerf of Bards mitigation, + grit change it has made dungeons significantly harder, to the point where many tanks are considering leaving the game. We need our tanks. They need glint loss reduction and EXP reduction as it is the toughest class to play atm with regards to cashflow and leveling. (they die a lot).
  4. Flying mount usages must be limited. They are currently able to hunt freely with no diminishing returns.
  5. The game is looking better month by month, and I just want to say thank you for developing a cool game 🙂
lone merlin
#

60% of my guild went afk because of the lack of content.
I will go afk because of the zerg encouragement with meta being people just running into caravans and respawning at emberspring with full hp and mana and running back in with pvp protection. (Same on defence with pvp protect on caravans)
I cba at this point. waiting for fixes on this abuses that have already been reported for months up until now.

frank turret
#

Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

  1. caravan issues (repeated DCs, SW border issues etc.)
  2. gathering rarity on tools is not taken into account in the formula, effectively nerfing all gathering but especially hunting since it is not in line with other gatherables
  3. noticeable decrease in performance and FPS drops since previous testing sessions

Top 3-5 Most Important Feedback Topics:

  1. crafting needs some serious love - the recipes feel bad because there are so many but really only a few are being used, reconsider the materials - I understand the intention of having a prominent materials in each crafting tier, but the amounts of willow required in all apprentice crafting is unhealthy (I assume braidwood will be the exact same in journeyman)
  2. please allow us custom batches or at least add some more batch sizes, crafting 4/9/24 etc. pieces of anything is so incredibly annoying
trim wharf
#

Top 3-5 Most Important Bugs:

  1. Poor performance
  2. Mobs getting stuck/healing/bugging
  3. Chat settings not "sticking"

Top 3-5 Most Important Feedback Topics:

  1. Crafting feels bad. It is too interconnected/interdependent. Novice alchemy/herbalist for example cannot make anything of use without materials from other trades. There should be at least basic stuff that can be crafted without the expectation of trading for materials. People are going to circumvent this with alts, anyway.
  2. Would really like to see more skills per class / different trees or something.
  3. Resource nodes should shuffle around/not be static.
prime swan
#

Top 3-5 Most Important Bugs:

  1. View distance is large scale PVP. It s hard to plan and create strategies when you don't see past 50m.
  2. Imposible to harvest resources like willow spawning inside terrain, invisible trees in desert.
    3)The desert: Lawless arias are bugged with players not being flagged in aerias where they should, mountains are buggy with player ashes clipping through and imposible to loot

Top 3-5 Most Important Feedback Topics:

  1. Gathering needs to be changed from fixed rarity and fixed spawn timer. I used to have a blast exploring and gathering resources with the dopamine hit when a epic or legendary resource popped out. Now it's more like a chore with spawn camping resources depending on rarity and guilds/players monopolizing some of them
  2. Time to kill - this may be related to the armor/wep issues where lvl 20 has no benefit over lvl 10. Even if you enchant lvl 20 gear is not much superior to lvl 10. I only assume that ttk will be even lower with enchanted lvl 20 gear because constitution/mitigation doesn t scale as well as dmg does.
  3. Important npc's with rare drops should be a risk vs reward type of gameplay. Their loot table needs to be adjusted. Like the best mount in journeyman, Lion, drops from a lvl 13 named mob. There are 50 players swinging in the air to get first tag. There is no risk there and just reward. The huntable birds are in an aeria where alt caracters are camping as lvl 10 since there is no risk for them and again, it's a race for whoever presses F first with no counter. The bonestrider mount drop is from a lvl 15 mob, same as the lion mob. Tumak and Firebrand are being taken down by whoever tags it first. Again Tumak should be in the tropics for pvp force flag and Firebrand in the desert. So when we talk about best mount, best bow, best wand best etc there should be risk invovled in getting that.
winter warren
#

Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

  1. Audio glitces.
  2. Mob pathing, Oakenbane has mobs getting stuck in walls and resetting.
  3. Dying to underwold spawns - npcs. (invisble)

Top 3-5 Most Important Feedback Topics:

  1. Marketplace timers are not helpfull, to short and cost more to use then it will help u gain. (Cooking comes to mind).
  2. Fixed nodes for gathering types, like hunter rarety and certains rare spawns. Unfun having players afk farm certain spots.
  3. Release some game footage of the Rogue pov. We got to see ita bit on lastesd stream. But maby share from rogue perspective?
glass stirrup
#

Top 3-5 Most Important Bugs:

    1. inventory issues
    1. server reset caravan bug
    1. unstuck/drowning yourself for fast travel

Top 3-5 Most Important Feedback Topics:

    1. TTK too fast in pvp
    1. TTK too fast in pvp
    1. rare resource spawn static, needs changed to random, AND TTK too fast in pvp

To keep the thread organized, we kindly ask that you avoid back-and-forth discussions, and stick to the format above for your posts. We'll be closing the thread at <t:1738609200:f>

Important Note: While we greatly value your insights, please understand that we cannot guarantee all bugs or feedback topics will be addressed, or provide a specific timeframe for fixes.

Thank you for your continued support, feedback, and dedication to improving the Alpha Two experience! :flamingphoenix:

prime cloud
#

Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

  1. scarabs in desert not leashing.  chased from one town into another and only stopped when town guards killed them.
  2. falling through/into rock terrain in many places in desert.
    3)

Top 3-5 Most Important Feedback Topics:

  1. Guild xp progression seems to be nothing but glint farming.  i hope/assume there will be other venues of gaining guild xp for advancement coming in the future?
  2. towns in desert surrounded by so many enemies...
worldly sigil
#

Hey there!

I know the current implementation of the guild leveling system is intended... but can we revisit this week and adjust at all? I don't think the system is getting tested like you would want it to. The vast majority of guilds are ignoring it because of the mammoth amount of exp needed for even the first level. Here is some input from a larger, pretty coordinated organization...

Testing: We tested the exp gains from cross-map runs with guild commodities. We ran caravans from Winstead to Azmaran (one of the longer routes currently).

Data: Six guild commodities (the equivalent of 35 gold glint) are carried from Winstead to Azmaran (about 75k exp per commodity). That same amount of glint on the same run would net you 500g if you ran the caravan commodities instead of guild commodities. You can imagine the amount of potenital gold in opportunity cost guilds would be spending to gain the full 5+million exp.

Outcome: Either the guild commodities need to be MUCH cheaper (in glint cost), or the amount of experience per level needs to be MUCH lower.

Thanks a ton!

nocturne pewter
#

Top 3-5 Most Important Bugs:

    1. Massive Caravan parties most the time everyone’s crashing and re logging or losing caravans into the void
    1. Caravans
    1. did I mention caravans?

Top 3-5 Most Important Feedback Topics:

    1. Guild leveling system is not good or even obtainable, the numbers required to achieve anything are out of this world.
    1. Taking end game PvP content and glint farming areas out of the game by nerfing the mobs into the dirt has left us all very unhappy
    1. We need more content, lots of comments this weekend on the lack of content, lots of steam doom scrolling was going on , The lack luster pocket dungeons was not it. Sorry…. Just being honest.
covert leaf
#

Top 3-5 Most Important Bugs:

  1. Still crashing from time to time. My PC is brand new and well above the requirements. Getting DC'd in combat causes you to die and lose your stuff. That is lousy.
  2. Inventory still bugs out from time to time.
  3. Most recent update introduced some intense lag.

Top 3-5 Most Important Feedback Topics:

  1. Leveling needs to be shortened... because it's an abysmal experience to grind endlessly. It's not innovative. It's not fun. It's nothing to brag about. This is the first MMO I've ever played where I despise leveling. Yes, I know it's Alpha... just up the xp mobs give for now until you actually add some exciting leveling options.
  2. Broken record here... but resources need to be respawning faster. You guys know which ones.
  3. Caravans need defenses... the utility stuff should be prioritized. Caravans are still easy targets for attackers, who still have zero risk while attacking.
    4.) Tools not being able to unequip needs fixed. I want to be able to hand my tools down to alts. Now all that hard work just goes poof with the new tool certifications.
stray vortex
#

Top 3-5 Most Important Bugs:

  1. Mobs getting stuck (implement a timer if mob is away from spawn location for X minutes immediately kill and start respawn timer)
  2. Memory Leaks getting much worse requiring a hard log to fix.
  3. Inventory/storage moving of items (must click and drag or have to soft log in order to interface with storage)

Top 3-5 Most Important Feedback Topics:

  1. Why on earth are resource nodes quality locked? The same nodes always drop the same quality which makes better tools seemingly useless?
  2. Please please please allow us to process any number of materials. There is no rhyme or reason to the current quantity breaks it is annoying,
  3. Named mob timers are too long. 10-25 minutes is a good break out anything longer outside of POI's is wild.
  4. Guild experience how? 1.1 blue glint for 100 experience is wild considering you need 5.7 million
left relic
#

Weekly Feedback - 1/30/25

Top 3 Most Important Bugs:

  1. Forge Lighting Issue: Lighting in the forge is excessively bright, similar to a flashbang effect, causing severe visual discomfort.
  2. Game Freezes in Forge: The game frequently freezes completely during combat in the forge, requiring a full shutdown. This disrupts gameplay and progress.

Top 3 Most Important Feedback Topics:

  1. Resource Scarcity for Casual Players: Critical crafting resources are nearly impossible to find after 5–10 hours of gathering. This blocks casual players from participating in crafting. Example: Giant Bluebells are so rare that crafting mana potions at needed quantities is impossible. A solution could be resource rewards from small dungeons or guaranteed drops after certain efforts.
  2. PvP Imbalance and Casual Player Disadvantage: PvP encounters feel excessive and unbalanced, not matching early Kickstarter promises. Casual players can’t compete due to gear gaps, not skill. This is unlike PvP games where everyone starts equally with each new start of the match. The dev stream PKing in the forge highlighted how meaningless PvP feels. Suggested solution: introduce systems that reduce gear gaps or offer meaningful PvP alternatives.
  3. Tank Class Penalty Discouragement: While punishing deaths adds challenge, it discourages tank players due to their high exposure. This causes class imbalance. Suggested fix: reduce death penalties when tanks are in groups to encourage more players to choose this role. It already became very hard to find tanks, often causing 1-2h waits until parties start.
flat ingot
#

Feedback

  1. Cleric AOEs -> hard to differentiate my groups vs other groups, which can be a devastating silence if I'm in it. There's no way to communicate this in big groups with 4 clerics on each side
  2. Bard skill "get off the stage" is not knocking back in pvp in the same way it does for pve, mostly not knocking back at all. I will get snare/disarm debuffs on people confirming they are being hit by the skill. Tank pull is also very inconsistent in pvp, not sure if these issues are related
  3. Frozen status effect + pools of poison on the ground should have more apparent visuals
  4. When using 2 different bard book buffs, it's hard to know which one to use next to keep both buffs up. I would suggest doing the same kind of highlight that's on melodies. Along with this, bards are feeling very starved for talent points - the choice to just use 1 book buff seems better for this reason
  5. I really like the direction of where bard is going

Bugs

  1. Caravan crashes + other bugs (event lingering, people healing outside of the event)
unreal crag
#

Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

  1. mobs (especially bosses) reset mid fight in Befallen Forge.
  2. falling down Carphin stairs often gets you stuck in the structures.
  3. players look like they walk underground.

Top 3-5 Most Important Feedback Topics:

  1. Dungeon Parties feel not very rewarding atm since at some point you want crafted gear and the materials that drop in dungeons don't seem to be high in demand on the market.

  2. PvP feels mindless instead of 'meaningful'. The emphasis is too much on personal petty drama rather than content-driven PvP. Outlaw-zones take too much space. It won't take away from PvP to strengthen PvE (undisturbed by PvP). The game has the potential to offer a home to both PvE- and PvP-minded players alike, without adhering to grievers. So far i think the Corruption system does a good job of keeping random griefing encounters low, however I worry this could change and I feel that any attempt to make a case for less drama and more consensual playstyles is met by animosity. And PvX players like my-self, who want the option to enjoy some nice dungeon parties/raids whitout the fear of being disrupted by a group of griefers are basically told to just take it or leave it when it comes to this game. Unfortunately, many (myself included) would just leave it. To be fair though: I did not encounter any player attacks in non-PvP areas this last weekend.
    Also PvP should be turned off after death, imo. Otherwise spawn camping is too easy.

  3. Changes to Cleric are going into the right direction, even though it was a nerf. Mend was too weak in comparison to Flash Cure. But I would like to have far more (healing/protective/support) spells on the cleric. They can have relative high cooldowns (90 seconds and more), but it would be nice to automatically receive some more skills when going up in levels.

pseudo lintel
#

Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

  1. ~~An incumbent mayor left a mayoral race which left the race bugged and will not close. Effectively leaving the node without a mayor until I would assume the next election cycle. A community manager advised they wouldn't 'interfere' with elections when notified about this. I'm not sure how addressing a bug is interference. ~~ The UI states that a 'mayor has been elected' but the voting is still going apparently. It would be nice to know how long these elections are meant to last for rather than displaying a timestamp placeholder text.
  2. Lighting doesn't seem to be behaving properly. Often either being too bright or too dark, which seems to happen between all graphic settings. Unknown if this is meant to be normal, but most of it just feels like the gamma is being raised or lowered rather than post processing taking place.

Top 3-5 Most Important Feedback Topics:

  1. Fighters feel useless in mid-large scale PvP, some guilds are advising their fighters to reroll
  2. Vendors should not have craftable items for sale. This pulls away from the player market, and effectively makes any base craftable useless as the vendor is cheaper. By the time you can effectively craft base armors, consumables, weapons, etc; most players are already leveled out of that range. Overall crafting just feels bad.
  3. Guild upgrade seems like a far cry from the "zerg" mitigation that it's been touted to be. It still heavily favors large and zerg guilds. There's really nothing stopping them from operating several guilds to reap benefits. Also, XP bonus upgrades are nice but are effectively obsolete sooner or later.
obsidian ginkgo
#

Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

  1. Caravan bugs in general. Flagging not going away after a caravan's been destroyed, failure to deploy, caravans sinking. When lots of people run caravans there are always several crashes.
  2. Storage transfer bug - having to relog everytime is tiring.
  3. Event for grass stained paints getting bugged after server has been up for a while.

Top 3-5 Most Important Feedback Topics:

  1. Static nodes should not be a thing - people are just camping legendary node spawns, leaving no room for them to be contested. No risk, high reward.
  2. Caravan is the only content we currently have, please make it more stable.
  3. Mage nerfs, specifically lightning ball nerf, have made it so this skill is practically useless in pvp. Please revise.
lone merlin
#

Can the party leader already already flag for the entire party on caravans? So we stop going in to flag without a party and having to die just to all be attackers?

manic wing
#

Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

  1. Caravans being lost
  2. Mobs bugged all over the place
  3. Frequent game hard freezes (Have to Ctrl+Alt+Del stop process to kill )

Top 3-5 Most Important Feedback Topics:

  1. Need shared storage between characters AND Guild banks
  2. Harsher punishment for people performing malicious activities fundamentaly against the essence of an Alpha. These people that lost characters literally recovered in a handful of days and did very little to deter them from doing it again. Suggestion: Ban the account for the duration of the phase.
  3. Need randomized respawn timers to resources
loud pecan
#

Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

  1. Gathering Rarity stat not actually applying
  2. Mobs pathing walking them into walls and they get stuck, unable to be killed
  3. Very long black screen logging in, after about 5-10 mins you get in but you're at the nearest emberspring, not where you logged out

Top 3-5 Most Important Feedback Topics:

  1. Tank Grit changes feel like a bore. you just press the button once every 10 seconds to keep the stack up and it uses resources that you build up for your other skills, the amount of times you can use the other skills is severely diminished because of this. i'd rather it be a toggle that takes the resource at a set rate of X per second as opposed to the current system.
  2. Tanks lost their knockback skill for some reason? it was a good staple for fine tuning positioning mobs when AOEing, i would like this back.
  3. With the upcoming new classes coming out i'd say its worth talking about letting players move their lifeskills to those characters. I intend to swap to summoner when its available but i have grandmaster hunting already, i dont really want to grind that out again.
vale halo
#

Top 3-5 Most Important Bugs:

  • 1 Can't tag caravan event as a group
  • 2 Skills canceling themselves for no reason (Bard dances, Tank Reflect,...)
  • 3 Rarity from node ressources seemingly static

Top 3-5 Most Important Feedback Topics:

  • 1 Strength and Intelligence way too important compared to the other stats
  • 2 Gearing once level 25 is uninteresting (camping named spot)
  • 3 Tank and Ranger archetype need more interesting skills and ressources
left ridge
#

Top 3-5 Most Important Bugs:

  1. Caravans in general ( getting lost out of nowhere / severe repeated crashes when running a group of caravans / staying attacker-defender for as long as a caravan is "active" even if it bugged and disappeared / can't select attacker or defender if you are grouped / if you leave the event because you miss clicked (or for any other reason) you still are an attacker-defender for as long as the caravan is active / etc )
  2. Pylons having little to no effect
  3. Bard song keeping me from summoning my mount / keeping in a combat state

Top 3-5 Most Important Feedback Topics:

  1. Tank Grit going from a passive to a 10 sec skill that you keep having to press all the time, 10 secs is really short and i often feel like that's pretty much the only skill that i can cast if i want to keep it up
  2. Would love to have an account shared bank at a specific place (for example: having to choose a city for your account / it's set to lion's hold for everyone / etc)
  3. Dynamic resource spawn time/location, it's lame to have certain spots be known to give legendary resources and having groups just camping that spot, coming back when it's about to spawn because they actually know the respawn time
wide bear
#

Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

  1. Major lag issues on latest patch
  2. Randomly falling through the world into the void
  3. Falling through random rocks and getting stuck under the rocks

Top 3-5 Most Important Feedback Topics:

  1. Some method of transferring items between characters on the same account with out having to ask for a friend to help. (Shared bank slots for same account together with bank vaults)
  2. Randomized spawn timers & locations for harvest nodes, also please fix hunting.
  3. Add some type of sort button to material tabs in bank.
idle hull
#

Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

  1. Mobs jittering in place / being stuck / rubberbanding / weird pathing
  2. Seems like if a critter gets dragged out enough that it returns to its spawn location, you can attack it without re-aggroing it and get 'easy kills'.
  3. Lag / game running issues seems to have increased for me overall, not sure why.

Top 3-5 Most Important Feedback Topics:

  1. Marketplace expirations - seems way to short at 3 days. Makes it unprofitable to keep a stock of low tier gear/goods on the marketplace. If it doesn't sell once, it feels like relisting it negates any possible profit. 6-7 days would feel better, I think. I like being able to put up low end gear and such, but I don't want to make a total loss on it either. Stuff does sell, but not super fast it seems.
  2. Taxes - don't seem to be able to reduce them by doing comissions still. How they work doesn't seem to make sense. My taxes dropped, but I don't understand why (maybe people leaving the city??).
queen parrot
#

Top 3-5 Most Important Bugs:

  • NA: I dont have anything right now

Top 3-5 Most Important Feedback Topics:

  • Right now the market is cancer: It is very difficult to find stuff you want to find. Search needs to apply to the stuff in a stall, not just the label of the stall. Put the way the tabs worked back - if I am looking for items leave it on Items even if it is blank.
drowsy terrace
#

Top 3-5 Most Important Bugs:

  1. Inventory bugs
  2. Caravans sinking and getting stuck

Top 3-5 Most Important Feedback Topics:

  1. Grit feels horrible now. The threat that we no longer have is very noticeable.
shadow ingot
#

Top 3-5 Most Important Bugs:

  1. caravan teleporting to carf
  2. no hunting rarity
  3. no rewards for wars

Top 3-5 Most Important Feedback Topics:

  1. HUNTING is ruining data for anything regarding economy/progression. Currently Hunting limits all progression. We can not make molds of quality (fat) , processing shirts, pants, tools, animal husbandry (which leads back to crafting/processing/cooking). We cant EVEN see how frequently things can be upscaled in processing/crafting, cause we cant make best shirts & foods, we cant test or JUDGE the balances of system that are not present. Getting epic & legendary fat fopr molds or leather is NEAR impossible by factors of difficulty compared to all other resources. How can you test a economy that has to much reliance on systems (hunting) that currently dont even operate on the same scale (quality) which holds back gear, sales, keeps higher tier commodity's are left to rot cause they cant be used, progress stagnates, selling lower gear they progress past off the table. CRAFTING IS KNEECAPED cause we cant do anything of value or make shirt/pants/craftable gear ect. FIX THE ECONOMY ADD RARITY TO HUNTING PLEASE!
    2)GLINT in groups in POI's such as carphen or forge ect Glints Rolle from ZERO to high values. This can lead to HOURS of ZERO drops for some party members after hundreds of kills. I have had this happen OFTEN. Please on POI and PVP zone Remove teh zero qualifier because when in groups you will have people make NOTHING for hours of game time, ESPECIALLY IN POI's (looking at you carf tower!) But pvp zone should have GREAT glint drops encourage players to go there, to pvp, to risk it, Stop adding health to mobs THE ZONE IS THE DANGER
  2. the lack of alternat means to level guilds up They cost a TON OF GLINT, we have a 500+ man guild and we wont do it, we understand later when we can trravel 20+ nodes it will be worth but we have a limited range world, adjust the MULTIPLICITIVE travel distances PLEASE.
rustic stone
#

Most of my reports this week were gathering resources not disappearing after collecting, visual bug not an exploit problem. Just can't tell that someone else got them till you try to harvest. Also a lot of creatures stuck under or in terrain. Desert lighting is a little harsh. On the awesome side didn't have a single crash this week... Very stable!! Great work!!

sand sphinx
#

Top 3-5 Most Important Bugs:

  1. This week's patches saw noticeable performance degradation for me as well as crashes and hung client loads. From my observation the hung loads correlated with exhausting all available system memory (16GB system)

Top 3-5 Most Important Feedback Topics:

  1. I feel there are some issues with the (node) war system as they relate to offline players. There appears to be very little warning prior to the start of a war meaning if you are unable to login instantly you may not be able to login to prepare prior to the war starting. This leads to the second point of if you were logged out in the opposing node. There is no way for late comer to (safely) log in in this situation.
split slate
#

Top 3-5 Most Important Bugs:

  • Caravan system - People crashing consistently, caravan defense/attack being stuck as toggled on, caravans not popping up with attack/defend.
  • Party/Raid issues. People that log back in can't see frames, Not being able to join Caravan Attacker/Defender as a group forcing people to drop party and rejoin the party. Not being able to put people into Group 3 if you don't 17+ people in the raid etc...
  • Monsters being green/non targetable to players and/or just being "invisible" to players
  • Warehouse/Inventory bugs (right clicks not working, items staying stagnant after being moved etc...)
  • Healing spells will say it heals X% Magical power, but the heal is always less than the magical power multiplier stated on the tooltip when adding it to the magical power value in the paperdoll. Calculations need fixed or displayed properly somehow.

Top 3-5 Most Important Feedback Topics:

  • I would love to see within the Party UI screen information about the loot and xp penalties you might experience based off the group makeup. "With your current level's in the group, you will receive penalties on XP for mobs at this level and this level. Your loot is reduced on these levels" etc...
  • Mayors shouldn't be able to fly everywhere all the time.
  • Hunting Rarities are still low. Gathered more legendary herbs/wood/stone/metals in one day than I have over 1,000 huntable monsters (that is because that is 0 legendary huntables gathered)
  • Better UI information on combat statistics so we can understand the impact of them more. How much does penetration affect targets etc or how much does cast speed affect spells (update spell tooltips to show new cast speeds at current casting speed)
  • I feel that the cleric changes to Flash Cure was too heavy handed. I agree with nerfing its strength, but the fact that I can cast 4x mends to gain 4x the healing power to one flash cure on mana cost is crazy.
ashen lichen
#

Weekly Feedback - 1/30/25

Top 3-5 Most Important Bugs:

  1. Scarabeus Attacks are not predictable so he sometimes just kills u with an insta charge
  2. Treasure Maps sometimes dont show the correct area where to search
  3. Fighter Whirlwind doesnt reliable work as intended.

Top 3-5 Most Important Feedback Topics:

  1. Armor Rebalance, u either oneshot, or get oneshot in PvP. Even in small Scale. If 5 people attack u at the same time, u shouldnt think to survive that ofc
  2. Make caravan defenders have a reward and attacker a risk for attacking
  3. Fixed Rarity has lead to people spawncamping high rarity resources with twinks, to just log in chop them off, log off 4) Make low Level Mats usable for higher level crafting, so there is an incentiv to farm and sell them.
potent karma
#

Top 3-5 Most Important Bugs:

  1. Caravans in general ( getting lost out of nowhere / severe repeated crashes when running a group of caravans / staying attacker-defender for as long as a caravan is "active" even if it bugged and disappeared,
  2. Selecting Attacker/Defender in a group. This is a must. you go to attack or defend and you have to drop group select then scramble to group back up to be healed buffed etc.
  3. Bard song keeping me from summoning my mount / keeping in a combat state

Top 3-5 Most Important Feedback Topics:

  1. Cleric Deliverance minimum cast removed. It feels bad when your locked inside a spell you cant cancel while you watch someone die.
  2. Guild Banks PLZ. Alts storages are getting ridiculous.
  3. Dynamic resource spawn. So much camping being done and no exploration in site for gathering.
spice lark
#

Top 3-5 Most Important Bugs:

    1. resource nodes are still unharvestable
    1. mobs walk through ranger bear traps instead of triggering them ( could be ping related)
  • 3)griefers are still training mobs on to players
    1. the same guilds that got off Scott free with a character wipe are bugging mobs to hyper spawn certain named mobs/bosses

Top 3-5 Most Important Feedback Topics:

    1. the griefers and exploiters that got off Scott free with a character wipes are still exploiting. Those that were banned have evaded bans by buying another account
    1. please stop alt accounts from being able tp vote in mayor votes and lock in to accounts. There are certain guilds purposely trying yo hold the servers back from testing the systems asked of us
    1. really looking forward to the artisan skill tree, so hopefully that releases soon.
    1. the road buff is an awesome system and I cant wait for it to come online permanently.

-5)the mayor system should automatically trigger a re-vote or pick the next highest voted person if i a mayor resigns instantly after being voted back in

fickle belfry
#

Feedback:
It would be cool if the ranger's airstrike had you 180 at some point in air so when you landed you are facing the target you just rooted. Instead of having to turn around real quick. 🏹

Also the regen buff with marks is a cool idea but could be a little bit stronger.

vernal ocean
#

Top 3-5 Most Important Feedback Topics:

  1. TTK in PVP is to high especially if you are a front liner.
  2. Tanks do not function as Tanks in mass pvp there is nothing that will keep you alive long enough to make any sort of impact/tool kit and recent nerfs to defensive buffs make them quite useless. Grapple still is very easy to break/fail.
  3. Tanks all around need a proper review, there is already a shortage of tanks and they play no role in pvp currently and are often not played in pve due them dying quickly/exp debt ect ... Tanks need a serious rework if you want them to function like how you intended in Seiges as for now they will just be blown away by mages who are very very over tuned at the moment ( geared mage can 3-4 shot a tank)
prisma bison
#

Top 3-5 Most Important Bugs:

  1. Firebrand super regenaration after the first kill of a server restart makes nearly impossible to kill
  2. Players getting teleported from the border between Joeva and Halzyon to Carphen when running a caravan
  3. Animal Husbandry dessert recipes being so cheap due to having the wrong price making it impossible to due AH without the risk of losing your character due to exploiting

Top 3-5 Most Important Feedback Topics:

  1. Node wars should have a preparation time of 12-24 hours after being declared so that the side being attacked have time to muster forces and organize a defense
  2. at the beginning of a node war, lets say the first 5 minutes, player should opt in tot he war in their hometown so that players in the opposing town that dont want to be a part of the war have chance to escape
  3. Inmunity to pvp on login during node war so that player that just happen to connect when a war is going dont get killed while still loading in
solid trench
#

Top 3-5 Most Important Bugs:

  1. Fixed rarity on resources, people are camping spots and settings timers, since respawn times are predictable, and rarity of resources stay the same.
  2. Fix Friends List
  3. Inventory/Storage desyncs

Top 3-5 Most Important Feedback Topics:

  1. TTK in PVP
  2. Enchantment should not add 1 start per +1, stats should be added as some % or it will be completely OP now at low lvls and completely useless at 50 lvl.
  3. Dynamic resource spawn. Camping being done and no exploration in site for gathering.
spice oar
#

Important Bugs

  1. Underground resources
  2. zone transfer failing
  3. Memory Leaks

feedback:

  1. Gatherable Rarity
  2. Crafting Shirt rarity seems to not work at all
  3. Pylons do not seem to apply buff when gathering
past viper
#

Top 3-5. Just seeing if im still able to... Since its past the deadline?

  1. My artisan character ran into another bottleneck called weeping willow (before it was copper). I just feel that the life of an artisan is very taxing and my progressing is not following my artisan leveling.
  2. I do believe everything wouldve been way easier with a more complex marketplace, so Im hoping for focus and updates on that ofcourse
  3. So I made another character that went through the route of grinding monsters and very little artisan skills. I must say the system benefits this gameplay option 10-0. I am plenty rich, I can buy what I want and I have gear handed to my character by mobs, for free of charge + I get character levels.. whats not to love?😁👍
  4. Balance is currently heavily skewed to the latter, which makes me quite saddened
  5. with the implementation of treasure chests, there is 0 interest to begin from the artisan route, it has to be perfected later or as a sidehobby🤌

Just my thought and experience🥲 I did enjoy testing both styles and currently very happy with the alpha though in many ways🔥😸

barren jasper
#

Top 3-5 Most Important Bugs:

  1. Fixed rarity on resources with predictable respawns, people are camping spots and settings timers. This severely limits the distribution of higher teirs of resources to smaller groups of people.
  2. Inventory/Storage desyncs, multiple storages of mine were wipied not due to citizenship
  3. Treasure Maps are broken for the desert, spent multiple hours searching for a common and heroic site and neither spawned
  4. Gathering Stat increases from tools/clothing are either not applying or there is not a good way to identify if it is happening without using a different character
  5. In Node Wars, members of participating nodes should not be able to spawn in in the node they are at war against. Numerous times war is declared only to have hundreds of enemy combatents spawn in the middle of town and kill everyone still there instead of having to start from outside of a node or from an emberspring. It is war, so the killing is not an issue but the fact that they can log out inside of a town before the war and then log in when the war starts and immediatly start killing people that are in town.
humble dove
#

Top 3-5 Most Important Bugs:

  1. Joining Caravan Defense in group/party is bugged.
  2. Gathering delay - After finishing "Timer" you still have to not move few sec longer to make sure you will finish gathering.
  3. Lighting is buggy - whenever dawn or dusk start, my screen is going completely dark. (Medium/low settings)

Top 3-5 Most Important Feedback Topics:
1. Remove Craftable items from Vendor - Alchemy, Scribing, Cooking is completely useless because its much more cheaper to buy items from vendor.
2. Rarity of Gatherable items - I am forced to camp same spot.
3. Does the Rarity Quality stats even works? Its so hard to understand it and game is not giving enough visibility on it.

gray cape
#

top bugs:
1: hunting rarity
2: inventory bugs
3: cc hitting non flagged players
4: no notice for node wars and opt in options for people crafting in the town
5: crafting quality rating

top feedback:
1: make all nodes common by default and make rarity rating actually useful
2: fix crafting quality rating
3: increase spawns for willows/braidwood
4: remove the cap to the number of people you're able to ignore. people should not be forced to see disgusting message especially when these players are breaking your guidelines and not reciving actions against them for doing so. (understandably likely due to insufficient staffing at this moment)
5: add pvp / combatant flagged modifiers to abilities to tune pvp without messing with pve. this will prevent having to completely retune all mobs according to stat/class buff/nerfs.

lofty citrus
#
  1. Inventory bugs (trading, banking, looting)

  2. Friendslist/block list deleting items, and not allowing more people to be ignored

  3. Rarity - rarity should not be static, allowing people to hunt and track where leg items spawn. Rarity gear is expensive to make right now, and it doesn't do anything. Rarity gear should be the top point that gives rarity, not a static spawn point. The tool to find better rarity luck in an area should be a piece of gear that boosts your rarity. Which again, is not a static rarity spot. The way rarity works currently devalues the gear crafters and gatherers spend hours and hours of time getting, and allows any giant guilds to basically control everything.

  4. Social mmo- if a node can have other node members attack one another, then loyalty to a node should not be counted in forcing everyone to be flagged for attack if a node declares war. It's silly to say that loyalty to a node doesn't matter when someone wants to attack a fellow citizen, but it suddenly matters if another node declares war. This is inconsistent, and allows free targeting of players who don't stand a chance against fully leveled and geared level 25s, who then camp the areas to ensure those lower level than them can't do anything. This is very poor game design, as it's inconsistent, and no one can argue that one shotting low levels as a fully geared max level is true pvp.

  5. Social mmo features: chat or at least block lists. There are multiple people who have names like g+penation and nicewandstepbro, and plenty of toxicity gets slung around where people say they want to buy women, and other nonsense. These people need to be able to be blocked, and as of now there has been no fix to the social systems that are already in place in the game.

  6. The guild method of earning guild points only works for giant guilds, it does not work for small guilds- making the disparity between large and small guilds even larger than ever.

formal bear
#
  1. Resource rarity shouldn't respawn at the same place with the same time duration; (requires dynamic placement and time spawn);
  2. Multiple caravans causes game crushes;
  3. Armor and shields are useless in current stage, only power matters. Most of the tanks are using greatswords and maxing strength;
    This part should be rebalanced;
echo laurel
#
  1. Game freezes, lags, disconnects ( one top pc other is medium, internet connection stable )
  2. Cooked food consistently works only on the crafter. On other people the stats are changing inconsistently.
    Faced issues (people faced it tested with game restart and got it consistently at that point of time):
    It reduced stat that was supposed to raise for a person with no food buff prior.
    It added less stat value than vendor food although in description ( and by common sense) supposed to add more.
  3. Kill on respawn is still a feasible tactic in caravan events. As well as healing without being registered to event.
balmy scroll
#
  1. No ability to access PTR, through pay or other means
warm cape
#

Top 3-5 Most Important Bugs:
1)
2)
3)
4)

Top 3-5 Most Important Feedback Topics:

  1. Enchanted gear is too powerful. Feels bad to have full rare Rosarium and not hold a candle to lvl 10 enchanted gear. We either need bigger power jumps or make enchanting far more difficult. Start breaking gear at +4 rather than +8. Or taper it... Lvl 10 gear enchants to +2 safely, Lvl 20 gear enchants to +3 safely, 30 to +4, etc... (this probably won't feel as bad when lvl 50 is a thing though)
  2. Mayor's messages in the node tab need more characters or a place where we can send them mail. All communications have to be done in discord at the moment and it's painful. (Maybe a Q&A tab where they can list the top 10 so it's easily accessible by any citizen)
split verge
#

This is the #1, #2, and #3 feedback – the biggest issue right now

There’s a lot of discussion about TTK, balance, buffing NPCs, etc. My point is simple:

The class balance in Ashes of Creation is actually pretty solid – but only if you remove everything related to item enchanting. Right now, enchanting is the single biggest reason why TTK is out of balance and why both PvP and PvE feel broken.

Trying to balance classes, PvP combat, and monster health around a fundamentally flawed system is not just a bad idea – it’s dangerous. If enchanting stays as it is, every adjustment to classes and enemies will be built on an unstable foundation, making future balance issues even harder to fix.

The simplest and most effective temporary fix would be to remove enchanting and all enchanted items from the game until the system is properly reworked. That way, class balance remains intact, and adjustments can be made on a stable foundation rather than a broken mechanic.

This needs to be addressed quickly, in my opinion.

orchid cradle
#

Top 3-5 Most Important Feedback Topics:

  1. Enchanted gear is too powerful.
  2. PVP is way to fast
  3. Takes way to long to kill enemies in PVE group areas for the amount of reward given.. grinding carph for 1 hour and seeing ZERO loot to roll on is just depressing