Ashes of Creation Alpha Two Basic Ranged Weapon Attack Update

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We are extremely excited to give you an update on the Ashes of Creation basic ranged weapon attacks! This 4K video is just a taste of what’s to come!

💬 Let us know what elements you enjoyed or things you’d like to see adjusted when it comes to the Ranger based on the showcase. Post your feedback on our Forums here:

Reminder that Ashes of Creation is an open and transparent development project. As such, you will see work-in-progress art, systems, and mechanics. Leave us your thoughts on our progress in the video comments!

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22 thoughts on “Ashes of Creation Alpha Two Basic Ranged Weapon Attack Update”

  1. My Glorious MMO friends, thank you for all the feedback and support you continue to provide during our development’s journey. I’d like to ask you once again to provide us your thoughts on the ranged combat’s direction. Look and feel, sounds and impacts, tell me what you like and what is done well and ALSO what if anything you think could be improved upon. References and examples are always great. Our trek towards Alpha Two is heating up, and I hope you’ve all been enjoying the updates and progress that the team has made so far. You are loved and appreciated ❤️🙏💪

  2. Thank you for adding an "action mode" I main archer/ranger/sniper in almost every game I play and love to actually aim where I'm shooting. Helps the gameplay feel much more involved.

  3. The world looks so beautiful! Everything feels so smooth on this one. But I have some issues with the combat when it comes to the ranger. I hope they make it a priority for long bow users to actually aim at their targets. Why? Because if it has a very long range and it's using a tab target system, I think it's going to be pretty OP. I consider long bow users as bow masters (SNIPERS/ARTILLERY) and should be experts when it comes to aiming.

  4. Looks great! I like that most of the abilities have semi-low key effects on them with more special abilities like the leap having more effects. In group play it makes it more enjoyable to not have a spam of flashes and then when you do see something big it means it's something notable to pay attention to.

  5. in my opinion, the minotaur should use a shield to block attacks. you made a beautiful model but let the monsters use their perks / equipment. that the fight with each of them would be different

  6. Your work is amazing guys.
    Several ides:
    1) I think that ever1 would like to see quivers where the arrows are taken out of to make the archer gameplay more esthetic.
    2) I hope and would like to see the skills not being ground locked. I mean, if an archer uses an escape skill so he can get to a rock (like in WOW or archeage) and the GCD is very impoprtant in this skills also, sometimes you lose more distance because of the animation or GCD than you get.
    3) The rangemeter is one of necessary things for archer aswell, so we can calculate our abilities and keep the proper distance. You could just add the distance nearby the HP bars.
    4) The last thing that concerns bows is their balance. I mean that bows should be for mobility, or controlling, or dealing huge DMG. For example in Archeage, as you have similar class system, nobody plays with the bow as a secondary weapon as it can support your main weapon, so there are no melee archers or mage archers, because the DMG of bows is hardly stuck to 1 stat, bows don't have necessary control or mobility.

  7. I really like the idea of abilities like snipe being more action combat oriented while some of the others just tab. But I also like the idea that if an ability needs to be aimed, having a headshot multiplier or weak spots. It would really make positioning be a thing, and even you could have weak spots not always be the head. A turtle monster could have all of the soft parts, a dragon, the underbelly, you get the idea. I do like the idea of mixed tab and action though.


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