The Alpha 2 Mage Has A Problem // Ashes of Creation



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While at its core, the Mage Archetype in Ashes of Creation is pretty fun.. but at the same time, it feels too similar to everything that has come before it, making me wonder why Intrepid has taken this path with this class.

Ashes of Creation is a unique take on the MMORPG experience. Our world structure is dynamic, and built to react to your actions. Cities will rise and fall as you shape the world of Verra. Quests and secrets will unlock as populations gather and their needs grow. As the world’s NPC structure is established in real-time, you will have the ability to destroy what’s been created, paving the way for new developments, populations, and change. Political strife and intrigue will play a very real role in the structure of your experience. Gone are the days of static worlds; change is here to stay!
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48 thoughts on “The Alpha 2 Mage Has A Problem // Ashes of Creation”

  1. RICHIE WITH ANOTHER BANGERRRRR!!! My issue with mage after playing it too much, is WE DON'T HAVE AN INTERRUPT ANYMOREE!!???!!?!??! What?!?! That's insane. I'd do anything for a kick. Also, on your point of the mage being generic, I actually think it stands out more than other MMO mages. The skills are NOT suppsoed to be picked based on if you want to be Fire/Frost/etc. You're supposed to weave in all the schools at certain times to maximize the dmg. The elemental empowerment mechanic is one of its kind and how you control that makes mage way differnet than the normal hard casting you see in other MMO's. Your elemental empowerment button you press to get rid of your current ones is because in AC you can drop your empowerment to get a large chunk of mana back, which is nice because there's mana issues when AoE'ing for a long time.

    Also, I like the Ashes Mage does things the same, but different. Like the shatter effect being proc'd off Lightning DMG, rather than Frost. Or weaving different debuffs to proc your Fuse or whatever and the need to watch how many stacks of chilled or Shocked is up before it goes to Freeze/Vol for your burst.

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  2. Thank you for making this video…what you have described is exactly my concern with the class, and now knowing that we don't really have dual class abilities but rather modified abilities with the dual class system, i am worried this will make the game classes very shallow.

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  3. Leave my passive color effects alone pls. I LOVE my magical arrows and glowy weapons outside of combat. YES AI SEDAI PLS. I would like more (blue) force spells and arcane mechanics than fire ice lightning. I am already likely gimping my build to avoid fire but I’m a simp for blue aesthetics. They’ve already nerfed the blue on frost spells and arcane volley by turning it purple.

    I think blood makes sense too.

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  4. Here’s a comprehensive concept for Ashes of Creation that integrates a unique, multi-dimensional, and cross-server experience designed to enhance endgame play and foster a dynamic economy through a carefully structured server-hopping system.

    Hexagonal Server Structure & Portal System

    Imagine the Ashes of Creation servers as an expansive network of interconnected hexagons on a two-dimensional plane, each representing a unique server. High-level players (endgame characters) can “server hop” between these hexagons through portals that link each server to six adjacent ones. However, access to these portals isn’t a given; players must earn their way through a series of challenging quests or by acquiring rare items. These items, such as enchanted rings set with rare gems (like rubies), allow players to activate portals and journey to neighboring servers. Each server could demand different items or conditions for entry, encouraging players to collect, trade, and strategically plan their journeys.

    The Rarity and Value of Portal Items: Given the scarcity and value of these portal-activating items, they become highly sought-after commodities. Imagine a ruby set into a ring that unlocks a portal on one server but requires an entirely different gem or artifact to travel to the next. This system not only adds layers of challenge and reward but also creates a unique trading opportunity within Ashes of Creation’s economic hubs.

    Enhanced Trade and Economic Benefits

    The server-hopping system would significantly benefit the game’s regionalized trading system, where resources and markets differ by region. Without centralized auction houses, players must trade in specific economic metropolises. The availability of exclusive resources across different servers would incentivize inter-server trade and introduce greater economic depth. Experienced players could transport rare portal items, precious resources, or specialized crafted goods to servers where these items are in high demand.

    Diverse Trading Markets: Each server would host different resources, creating a demand for materials from other servers, enriching the economy and making trade routes between servers both essential and strategic.
    Dynamic Pricing and Market Efficiency: Players would need to analyze supply and demand across multiple servers, creating a dynamic pricing structure based on scarcity, demand, and rarity of portal items.
    Unique Trade Roles and Profits: Players specializing in cross-server trade could become influential merchants, capitalizing on the availability of goods unique to each server, effectively becoming valuable “inter-server traders.”
    Engaging PvP Caravans and Security: Cross-server trade routes would add an element of risk, as valuable resources and portal items would require protection from potential attacks, enhancing PvP and strategic combat.

    Community and Gameplay Depth

    This server-hopping, trade-focused structure fosters a rich endgame community, encouraging social bonds across servers and collaborative quests to secure rare items. Portals would act as coveted gateways, integrating exploration and resource management while giving high-level players a continuous progression path.

    In essence, this hexagon-based, server-hopping system could transform Ashes of Creation’s endgame by introducing a layered, interconnected, and economically vibrant experience, one that rewards exploration, trade, and high-level character progression while deepening the bonds and interactions within its player community.

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  5. Hi Ritchie, personally I like how the mage works in this alpha. It feels like a classic mage. I suppose it could be cool in the moment you will chose the secondary archetype to have very different specializations between the way skills work. For example a “Spellshield” with strong defensive skill and Ice barriers or Fog Cloud 😂😂

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  6. Why would you jump to a main class line be that dark with blood magic. That should only be secondary selection like Mage/Summoner. I hope in this area you dont get what you are asking. I do hope Mages get a pass over and updated to the quality of the Bard.

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  7. What do you think happens when you get second class change, zero new skills for 25 levels? I'd think it's safe to assume that this skill set is only till mid game, goes for every class to date. Personally I would rather have the cooler spells saved till late/end game.

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  8. Blood magic is something you'd generally see with a Necromancer or Summoner archetype, not a Mage. A mage generally deals with elemental magic or arcane essence. I agree the Mage archetype is a bit generic but I think that's by design, we have an archetype literally called "Tank" after all. The augment system seems to be where the most drastic character defining changes to the main archetype will be.

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  9. The best mage I have played was the fanatic class in archeage, wich AOC is very inspired by. I dreamed with this kind of fast pace mage in any other game but due to combat pace in AoC it may get improved but not far from what we have today

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  10. I havent played the alpha so I take my opinion with a grain of salt, but it seems to me mages have little identity, casting frost lightning and fire spells with no apparent synergy (maybe there is, just feels that way from an outside perspective).

    Game looks cooler every test though, I'm sure it'll get better

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  11. I can’t disagree more, got to level 19 on the mage, felt the spells and class overall felt super good and looked really nice, ball of lightning is stunning and prismatic beam with all 3 elements is beautiful. Secondary archetypes will give more leeway for you to choose your own style but currently the “standard” mage feels great and definitely has some uniqueness to it. Also being level 12, not having your full kit or understanding it is definitely what’s adding to you not liking the mage’s kit, probably play a bit more so you can understand the class fully and see all of its abilities/combos

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  12. If they were to consider a spin like ai sedai weaving auras to call elements or force mechanics it would resonate more with the animation that plays when you select a mage upon login. I know people are big on visual identity and not "glyphing" appearances to change colors and ish but if the light-weaving ai sedai vibe was embraced, being able to choose your mages aura color would be amazing and doesnt seem like it would bend lore/class identity. Magic is often personalized and inspired by the caster. Lvl 0 spell cantrip alone lets mages choose the color of their fireballs etc. I LOVE the light-weaving but see nothing like it in-game, yet. I also think water, earth and air might have been more interesting than the standard ice fire lighting direction. No one else is doing that for casters, mix up the mold!

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  13. You mentioned it in your video. The mage…like all the classes…are in a bare bone state, atm. Also, the archetypes are meant to be "base classes". Emphasis on "base". When class combinations come online, is when we should start to see what you're wanting, in regards to varying class identity. Steven has stated that specc'ing into a subclass, will have a noticeable change to your base class, beyond just cosmetic. We can only hope this is the case.

    The good thing is, this can all be tested by the community. When we're able to get our hands on class combo'ing, if it feels lackluster, we can let Intrepid know, and they can go from there, depending on the feedback.

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  14. Intrepid needs to use their Click+Hold for Mages.
    Like the Healer does, the longer you charge the spell – the more damage it does.
    The Click+Hold should also apply to Blizzard and Meteor too!
    Also, the Wand attacks look pathetic. They need to use the Bolt spell effects for the Wand.

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  15. Almost all the classes feel like classic classes, Like rangers are pretty much the same as every other ranger in games, fighters look the same as other fighters tank with exception if tank wall also feels same as a tank. There classic classes and that what you kinda expect with bases classes.
    Seems like they differ slightly from that classic skil set once archtypes are a thing i would say

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  16. I feel like every archetype is supposed to be… archetypal. It's supposed to be generic, if the most fun generic they can think of. It's the subclasses that are supposed to mix things up. Something they have yet to show off or even talk about to any real degree. At least that was my first impression when I heard about it.

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  17. I disagree regarding the base class of mage being the traditional mage that everyone expects to have when they pick mage. Stepping away from the elemental mage as a base class would be a huge problem IMO. However, I do agree with you that other types of mages need to be represented – through the secondary archetype system though. And right now, a lot hangs on how they're going to handle the secondary archetypes and whether they will be able to deliver on their unique fantasies or not.

    Reply

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