Monday, September 21, 2026

Is AION 2’s Combat Too Fast? Players Are Starting to Debate Attack Speed and Macros

AION 2's combat received plenty of praise during the global Launch Scale Test. It is fast, responsive and considerably more active than the traditional stand-still-and-watch-cooldowns style that still defines parts of the MMORPG genre. But now that players have actually spent several hours with the global build, a different question is starting to appear more frequently: has AION 2 made its combat too fast?

The debate is not really about whether fast combat is good or bad. Plenty of players actively prefer higher-APM combat, quick reactions and rapid skill chains. The concern is what happens when attack speed, animation cancelling and macros push that speed far enough that individual attacks become difficult to read, heavy weapons stop feeling heavy and optimal damage begins looking less like deliberate skill use and more like holding down an extremely enthusiastic button.

That criticism has appeared repeatedly since the test ended, including a growing discussion among players who otherwise enjoyed AION 2. And interestingly, NC itself already seems aware that combat speed and animation cancelling have gone too far in certain areas.

The Problem Is Not Simply “Fast Combat”

AION 2 is supposed to feel fast. Its combat system is built around chained abilities, movement, positioning and quickly transitioning between attacks. Slowing everything down until each skill politely waits for the previous animation to finish would remove a large part of what makes the game feel different from older MMORPGs.

But several players are arguing that there is a point where speed stops feeling responsive and starts making combat harder to read.

In one widely discussed post following the global test, a player who normally enjoys fast combat argued that animations were being cancelled or accelerated so aggressively that individual attacks became difficult to distinguish. Others described a similar problem: skills look impressive when viewed individually, but once attack speed and chaining take over, some classes begin producing a wall of effects rather than clearly readable attacks.

That matters for more than aesthetics.

If enemy attacks become difficult to identify, dodging and counterplay become harder. If your own abilities visually disappear into a chain before their animations have time to communicate impact, class identity can suffer as well.

A Giant Sword Should Probably Feel Like a Giant Sword

One of the more interesting complaints concerns weapon identity.

A Gladiator carrying an enormous two-handed weapon should theoretically feel different from an Assassin attacking with smaller, faster weapons. A Sorcerer's major spell should have a different rhythm from a Ranger firing a rapid sequence of arrows.

When attack speed becomes sufficiently high, those differences can begin collapsing together.

Players with experience from the Korean and Taiwanese versions have been raising this concern even before the global test. Discussions earlier this month complained that high-level attack-speed scaling makes many classes look increasingly frantic and reduces the sense of weight behind individual skills.

That is particularly important because the Launch Scale Test ended at level 37. Global players were not testing fully developed endgame characters stacked with every late-game speed increase available in the mature Korean service.

If some players already felt the combat was approaching the limit during the test, the obvious question is what happens later.

Macros Are the Bigger Problem

The discussion becomes considerably less subjective once macros enter the picture.

Animation cancelling can be a legitimate form of skill expression. Learning when an attack has actually registered and transitioning efficiently into the next ability rewards practice and knowledge.

But if the optimal cancel windows become so short that players automate the sequence with mouse macros, the system starts rewarding software rather than execution.

NC has already begun addressing exactly that problem on the Korean service.

The September 16 Korean update increased cancel delays on several Templar and Assassin skill chains specifically to discourage mouse macros. Templar's Pummel/Punishing Strike/Judgment chain received longer cancel timing, while Assassin's Savage Roar, Savage Smash and Heart Gore were similarly adjusted. NC compensated by increasing normal PvE skill damage rather than simply reducing total class output.

That is an important distinction.

The developer is not saying, “people are doing too much damage, so make everything slower.”

It is saying that damage should come from the actual skills rather than from who can automate the most aggressive animation-cancel sequence.

NC Has Already Started Reworking Animation Cancelling

This also follows a broader combat change we covered earlier in our look at AION 2's animation-cancelling adjustments.

NC previously introduced minimum cancel times across skills in Korea to reduce DPS differences caused by hardware, network latency and extremely precise cancel timing. The September 16 patch goes further by targeting specific macro-heavy combinations rather than relying only on a universal timing floor.

Community summaries of recent Korean developer discussions also indicate that NC intends to continue reducing problematic animation-cancel behaviour across classes while preserving the basic responsiveness of combat.

That suggests combat speed is not a completely accidental side effect the studio is ignoring. NC is actively trying to decide which parts represent legitimate skill expression and which parts are simply creating an arms race between attack speed, macros and latency.

PvP Makes Readability Even More Important

This becomes especially important in PvP.

During a normal PvE fight, an animation that disappears slightly too quickly may simply make the combat look messy. In PvP, unreadable animations affect your ability to react to another player.

AION 2 has Arenas, Battlegrounds, Rifts and the permanent faction warfare of the Abyss, all of which we covered in our AION 2 PvP overview. If competitive combat becomes fast enough that important attacks cannot realistically be identified before they land, reaction-based play starts giving way to prediction and memorised sequences.

Some players enjoy exactly that kind of combat. Others want clearer windows where recognising an animation and responding correctly actually matters.

Recent PvP discussions following the test repeatedly mention visual clutter and extremely rapid animations as barriers to understanding what is happening during fights.

Again, that does not make the combat objectively bad. It does mean NC has a difficult balancing problem.

Slowing Everything Down Would Be the Wrong Fix

The obvious solution would be to reduce attack speed dramatically.

It would also probably be the wrong solution.

AION 2's responsiveness is one of the things many global testers actually liked. We saw that in the first impressions from the Launch Scale Test, where combat increasingly became a positive once players unlocked enough abilities for their classes to develop.

Turning that into slow, rigid combat because some endgame combinations become too frantic would be fixing the problem with a particularly large hammer.

The approach NC is already taking makes more sense: increase minimum cancel windows where necessary, target macro-heavy combinations individually and compensate classes by putting damage back into normal skill values.

That preserves speed without requiring players to turn every class into a caffeinated sewing machine.

Global Season 1 Could Actually Help

There is another reason this discussion matters right now.

Global AION 2 does not launch at the same progression point as modern Korea and Taiwan. As we discovered during the test, the global version is using a heavily modified Season 1, with different gear progression, lower percentage bonuses and numerous other balance changes.

That gives NC an opportunity.

If some of Korea's extreme combat-speed problems developed gradually through attack-speed scaling and long-term progression, Global does not necessarily need to recreate the same curve exactly.

NC already has months of live data showing where the system eventually ends up.

Starting from Season 1 with hindsight means the developers can potentially flatten problematic scaling before global players ever reach the point where every combat animation begins resembling footage played at double speed.

AION 2’s Combat Is Good Enough to Be Worth Fixing

That may be the most important part of this debate.

Players are not complaining because AION 2's combat has no potential. Quite the opposite. Many of the people discussing attack speed and macros are players who otherwise enjoy the combat and want it to retain its strengths without collapsing under its own speed.

Fast attacks are good.

Responsive chaining is good.

Animation cancelling can be good.

But there is a point where faster no longer automatically means better.

If a two-handed sword stops feeling powerful because the character swings it like an electric toothbrush, something has probably been lost along the way.

NC appears to understand that already. The recent Korean macro changes show the studio is willing to increase cancel delays and move damage back into ordinary abilities when the system becomes too automation-friendly.

The question for Global is whether those lessons arrive early enough.

AION 2 does not need slower combat. It probably needs combat where speed remains something the player controls rather than something that eventually controls the player.

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Did AION 2 Global Actually Remove Most of the Pay-to-Win Problem?


AION 2 has spent much of the run-up to its global launch carrying around one particularly heavy piece of baggage: pay-to-win concerns. The Korean and Taiwanese versions demonstrated that the game itself could attract a substantial audience, but they also created a reputation for progression systems where players willing to spend heavily could accelerate their way toward powerful gear. After the global Launch Scale Test, however, something unexpected has happened. Players comparing the Western build with Korea and Taiwan are finding that several of the most obvious money-to-power routes appear to have been significantly reduced or removed.

That has produced a new argument across the AION 2 community: did NC actually listen and rebuild Global to be substantially less pay-to-win?

The answer right now is encouraging, but not quite as simple as “yes.” The test build contains meaningful progression changes, crafting restrictions and lower percentage bonuses that should make it harder to simply buy your way directly into top-end equipment. NC has also disabled direct player-to-player trading for the global service in an effort to fight bots and real-money trading. But the official Kina-Quna Exchange, paid Membership and Market restrictions still mean real money remains connected to AION 2's economy.

So Global certainly looks different. Whether it has genuinely solved the pay-to-win problem is something we will only know once the permanent economy is running.

You Cannot Simply Buy the Same Endgame Gear Path

The biggest reason for the sudden optimism comes from the progression differences discovered during the Launch Scale Test.

As we covered in our detailed comparison of AION 2 Global versus Korea and Taiwan, the Western build is not simply Season 1 translated into English. Gear stats, enhancement caps, crafting progression, Daevanion bonuses, dungeon requirements and several other systems have been reworked.

Crafting is particularly important to the monetization discussion.

In the test build, higher Dragon Lord gear tiers were reached through transfer crafting rather than simply crafting the final item directly, and those higher-tier results appeared to be bound. If that structure survives into launch, it becomes considerably harder for a wealthy player to simply convert money into currency and purchase someone else's completed high-end crafted equipment from the Market.

You still gain an advantage by having resources. This is an MMO, and having more currency has rarely made life harder. But there is a meaningful difference between buying materials that help progression and opening the auction house on launch week to purchase a finished best-in-slot item somebody else created.

Global Is Reducing the Number of Percentage Power Bonuses

The Launch Scale Test also showed a broader reduction in percentage-based character power.

Global gear can have higher raw base stats than equivalent Taiwan equipment, but many of the percentage bonuses surrounding that equipment are lower. Soul-binding bonuses are reduced, Daevanion nodes provide smaller increases, pet and title bonuses have been adjusted, and built-in PvE damage bonuses found on some Korean and Taiwanese gear were missing from the global test build.

This matters because pay-to-win problems rarely come from one enormous button labelled “Buy 50% More Damage.” They usually emerge from several smaller systems stacking together.

A little more power from equipment. Another percentage from pets. Another from titles. Another progression board. Another upgrade system. Individually, each looks manageable. Together, they can create a very large gap between somebody progressing normally and somebody aggressively spending to accelerate every system simultaneously.

Global appears to be flattening that curve before launch.

That does not remove monetization, but it may reduce the amount of raw combat power available through accelerated progression.

Early Enhancement Has Been Limited Too

NC also appears to be reducing how aggressively early equipment can be upgraded.

During the test, green gear capped at +5 and blue gear at +10, below the corresponding limits found on the existing Asian versions. That makes spending heavily on temporary equipment less useful because there is simply less room to push it before moving onto the next tier.

That is a small change with potentially useful consequences.

One of the easiest ways for monetized progression to become ugly is when players can pour huge quantities of purchased resources into every intermediate gear tier. Lower enhancement caps encourage players to move through early equipment rather than financially adopting a blue sword and raising it as one of the family.

Direct Trading Has Been Removed Completely

There is also a major economic change that arrived after the test.

NC has confirmed that direct player-to-player trading is disabled for AION 2 Global. The company explicitly describes this as an anti-bot measure, with the Market becoming the central hub for trading between players.

This matters enormously for real-money trading.

Traditional gold sellers rely on being able to move currency or valuable items from farming accounts to customers. Removing the ability to simply meet another character and hand over a pile of Kina closes one of the easiest routes for that economy.

It will not magically eliminate bots. Nothing ever does. But it creates more friction and forces legitimate Market transactions into a system NC can monitor.

There is a price for ordinary players too. You cannot simply hand useful gear or materials to a friend, and guilds lose one of the most basic forms of direct economic cooperation.

Still, if the goal is reducing third-party RMT and the whale economy surrounding it, this is one of the strongest changes NC has made.

So Is AION 2 Global No Longer Pay-to-Win?

This is where we need to slow down.

The Launch Scale Test deliberately disabled the Shop, Quna purchases, passes, Membership, the Market, Quna Exchange and every payment portal. In other words, we have tested the gameplay and progression structure without being able to test how the monetization interacts with that structure.

That is a fairly important missing ingredient in a discussion about pay-to-win.

AION 2 still has Special Quai Membership, which costs roughly $15 per month and provides access to important economic systems including the Market and Quna Exchange.

The global business model also retains an official exchange between Kina and Quna. Quna is the premium currency associated with real-money purchases, while Kina is the main currency earned through gameplay. The exchange is player-driven rather than NC simply selling fixed bundles of Kina, but it still creates an official route where a player spending real money can ultimately acquire in-game purchasing power.

That is precisely why reasonable people will continue disagreeing over the pay-to-win label.

The Quna Exchange Is Still the Big Question

Imagine two players.

Player A farms for hours, earns Kina and buys materials from the Market.

Player B purchases Quna with real money, exchanges it through the official economy and uses the resulting purchasing power to obtain those same materials faster.

If both eventually reach the same gear and the difference is primarily time, some players will describe that as pay-for-convenience or pay-to-progress.

Others will point out that in a competitive MMO with PvP, arriving at that power weeks earlier is itself an advantage and therefore fits their definition of pay-to-win.

There is no universally agreed definition that magically resolves that argument.

What matters more is how much meaningful power money can actually accelerate.

If Global's bound crafting, lower enhancement caps and reduced percentage stacking prevent players from turning currency directly into top-end power, the Quna Exchange becomes considerably less dangerous than it was under a system where completed best-in-slot equipment could simply be purchased.

That is the real reason the test changes matter.

Membership Is Still Difficult to Ignore

The $15 Membership creates a separate issue.

Market access is currently listed as a Membership feature. With direct player trading removed, the Market becomes even more important because NC has deliberately made it the main route for economic interaction between players.

That makes Membership feel considerably less like a collection of optional convenience bonuses for anyone planning to participate seriously in crafting and the economy.

This is not necessarily pay-to-win in the traditional sense. Paying $15 for access to an MMO economy is closer to a subscription model than purchasing a +25 sword from a cash shop.

But calling AION 2 simply “completely free with optional cosmetics” would be equally misleading.

The game is free to enter. Full economic participation is more complicated.

The Community Mood Has Changed Quite Dramatically

The interesting thing is how quickly the conversation has changed since the Launch Scale Test.

Before global players got their hands on the client, much of the discussion simply assumed NC would reproduce the Korean and Taiwanese monetization model with a few Western-friendly labels attached.

After the test, multiple community comparisons have highlighted bound progression, reduced stat stacking and the apparent removal of some of the easiest routes for purchasing immediate power. One widely discussed community analysis argues that the Global build has effectively removed several of the systems whales used to accelerate directly into top-tier gear on the existing Asian versions.

That interpretation may prove correct.

But the enthusiasm needs the same caution we apply to criticism.

The build we played was capped at level 37. The economy was turned off. Monetization was turned off. Some progression systems were incomplete or hidden. And NC has not yet published complete launch patch notes documenting every difference between Global, Korea and Taiwan.

There are still too many unknowns for victory laps.

The Good News Is That NC Clearly Changed Something

What we can say with reasonable confidence is that NC has not simply ignored the Western criticism.

The Global progression structure is meaningfully different. Direct trading has been removed. Several percentage bonuses have been reduced. Crafting looks less compatible with immediately purchasing completed high-end gear. Early enhancement is more restrained.

Those are not cosmetic changes.

They directly affect how quickly money can potentially turn into character power.

That is good news.

But October 5 Is the Real Monetization Test

The real answer arrives when the permanent economy turns on.

Advanced Access begins September 30, followed by the full free-to-play launch on October 5. At that point, Market trading becomes real, Quna has real monetary value, Membership matters and players begin pushing progression systems far beyond the level 37 test cap.

Only then will we see how much faster a heavy spender can actually progress than somebody paying nothing beyond perhaps Membership.

For now, the fairest conclusion is probably this:

AION 2 Global looks significantly less pay-to-win than many players expected, and several of the most worrying Korea/Taiwan progression routes appear to have been deliberately restricted.

That is not the same thing as saying the problem has disappeared.

But considering where expectations were a month ago, it is a much more encouraging place to start.

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AION 2 Is Starting a Two-Week War Between 60 Creators


AION 2 is leaning heavily into the rivalry that has defined the series from the beginning. NC has announced War for Atreia, a two-week creator competition beginning on September 30, the same day Founder's Pack owners enter the game through Advanced Access. The event will bring together 60 creators from three regions, divide them between Elyos and Asmodians, and place them under the leadership of six Captains for what NC describes as a battle for glory.

That is the confirmed part. The amusing part is that NC has announced the armies before explaining almost anything about the war itself. We do not yet have the full creator roster, the six Captains, a scoring system, detailed rules, a viewing schedule or confirmation of viewer rewards. The initial War for Atreia announcement is remarkably brief for an event involving 60 creators and two weeks of competition.

War for Atreia Starts September 30

The timing is not accidental. War for Atreia begins on September 30, exactly when AION 2 Advanced Access opens for Founder's Pack owners. The full free-to-play launch follows on October 5, meaning the event will begin during the paid five-day head start and continue beyond the moment the global servers open to everyone.

NC describes the event as lasting two weeks, although it has not yet published an exact end date. Counting forward from September 30 would put the finish somewhere around October 13, but until NC gives us an official schedule, that remains simple calendar arithmetic rather than a confirmed event date.

Either way, War for Atreia will cover one of the most important periods AION 2 will ever have: the first days of permanent progression, the free-to-play launch itself and the opening week when players are still figuring out which classes are strong, which servers are crowded and which person in their guild has somehow reached endgame despite claiming to have a full-time job.

60 Creators, Three Regions and Six Captains

The basic format is clear enough. Sixty creators from three regions will participate, split between the Elyos and Asmodian factions. The competing players will be organised beneath six Captains, creating multiple teams inside the wider faction rivalry.

NC has not yet identified the three participating regions. That is worth noting because the global version itself has four announced server regions: North America, South America, Europe and Japan. We should therefore not simply assume which three are represented in War for Atreia until NC publishes the roster.

The creators themselves are also largely unannounced at the time of writing. We have begun seeing individual creators acknowledge involvement publicly, but there is still no complete official list showing all 60 participants or which faction and Captain each will represent.

How Do You Actually Win War for Atreia?

This is the biggest unanswered question.

AION 2 gives NC plenty of possible ways to structure a faction competition. The recent AION 2 PvP showcase demonstrated the Abyss, Rifts and Arena combat, all of which would fit naturally into an Elyos-versus-Asmodians creator event. The game also has dungeon progression, levelling, equipment development, field bosses and other activities that could potentially contribute points.

But NC has not said that any of those things will count.

There is currently no published scoring system explaining whether teams earn points through PvP kills, Abyss objectives, character progression, dungeon clears or some completely separate set of challenges. We also do not know whether all 60 creators will compete continuously for two weeks or whether individual challenges will happen on a schedule.

Until the rules appear, anyone confidently explaining how War for Atreia works is filling in blanks that NC has not filled in itself.

No Twitch Drops or Viewer Rewards Have Been Announced Yet

NC has also not announced where the entire event will be watched. The company already operates official AION 2 streaming channels and used them during the recent Launch Scale Test, so Twitch is an obvious possibility, but the War for Atreia announcement itself does not provide a broadcast schedule or central viewing page.

There is also no confirmed Twitch Drops campaign or other viewer reward attached to War for Atreia at the moment. That could obviously change before September 30, particularly once the creator roster and event rules are revealed, but players should not currently assume that watching the competition will provide in-game rewards.

Elyos vs Asmodians Is Exactly the Right Theme

Even with most of the details still missing, the basic concept makes sense for AION 2.

The original AION built much of its identity around the conflict between Elyos and Asmodians, and the sequel is putting that rivalry back near the centre of the experience. The Abyss remains a permanent faction-war environment, Rifts allow incursions into enemy territory, and the global version retains plenty of opportunities for the two sides to make each other's lives unnecessarily difficult.

A creator event could easily have been constructed around generic Team Red versus Team Blue branding. Using the actual factions instead gives War for Atreia some connection to the game players will be entering at the same time.

It also creates the possibility that creators will help push the old faction rivalry back into the wider community. For veteran AION players, choosing Elyos or Asmodian was never merely a character-creation checkbox. People developed surprisingly committed opinions about which side had better cities, better armour and, naturally, morally superior wings.

We Need the Actual Rules Next

For now, War for Atreia is an interesting announcement rather than a completely defined event.

We know it begins September 30. We know it lasts two weeks. We know 60 creators from three regions are involved, split between Elyos and Asmodians under six Captains.

Everything else still needs explaining.

With Advanced Access now only days away, NC should not have much time left before revealing the Captains, full creator roster, scoring system and viewing details. And once those arrive, War for Atreia could become a useful way of following how AION 2's faction systems actually behave when competitive players start pushing them from day one.

Until then, there is really only one question ordinary players can answer.

Elyos or Asmodians?

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Sunday, September 20, 2026

AION 2 Disables Direct Player Trading at Launch to Fight Bots


AION 2 is making a significant change to its global economy before launch. Following the conclusion of the Launch Scale Test, NC has confirmed that direct player-to-player trading will be disabled as an anti-bot measure. Instead, the Market will become the central place for players to buy and sell items from one another.

That may sound like a relatively small economic rule change, but it has much wider implications for AION 2. Direct trading was previously listed as one of the benefits included with Special Quai Membership, meaning NC has effectively removed a feature it was still advertising as a Membership perk only a month ago.

It also means players will not be able to simply meet a friend, open a trade window and hand over equipment, materials or other tradable items. If something is going to move between players, NC wants that transaction going through the Market instead.

Direct Player-to-Player Trading Is Disabled

NC announced the change immediately after the Launch Scale Test ended. In its post-test update, the company described the decision specifically as an anti-bot measure and said that direct trades between players are disabled.

The wording is important because this is no longer simply a restriction applied to the temporary Launch Scale Test. During the test, trading, the Market and the Quna Exchange were all disabled because the economy itself was not active. The new announcement comes under NC's post-test launch information and explicitly identifies direct trading as something being disabled to combat bots.

The Market remains the central hub for player trading.

That changes how AION 2's global economy will function compared with the more traditional MMO model where players can choose between auction-house trading and handing an item directly to another character.

Why Would Removing Direct Trading Hurt Bots?

Direct trading is wonderfully convenient for normal players. Unfortunately, it is also wonderfully convenient for bots, gold sellers and real-money trading networks.

If two accounts can exchange items or currency directly, moving value between automated farming accounts and customers becomes considerably easier. Transactions can take place privately, quickly and without passing through a central marketplace where pricing patterns and suspicious activity are easier to monitor.

Forcing player commerce through the Market gives NC much more visibility over the economy. Listings can be logged, unusual prices can be monitored, transaction histories can be analysed and automated systems have fewer ways to quietly transfer valuable items between accounts.

That does not magically eliminate bots. MMORPG history has demonstrated that bot developers regard every anti-bot system primarily as an invitation to become more creative. But removing direct trading closes one of the easiest routes for moving farmed value between accounts.

This Changes Special Quai Membership

The awkward part is that NC previously advertised Personal Trading as one of the benefits of AION 2's Special Quai Membership.

When 30 days of Membership were added to every Founder's Pack in August, NC listed the Membership benefits as including Remote Storage, Personal Trading, Wind Breeze Merchants, increased Odyle Energy capacity, Market access, the Quna Exchange Shop and additional Odyle Energy Cube reward selections.

Personal Trading can no longer function as advertised if direct player-to-player trading is disabled globally.

We therefore need to update our earlier guide to AION 2 Membership, Market access and trading. That article reflected NC's official Membership information at the time it was published, but the situation has now changed.

What NC has not yet published is a replacement Membership benefit specifically compensating for the removal of Personal Trading. Until the company provides an updated Membership feature list, we should not assume another perk automatically takes its place.

The Market Becomes Much More Important

If direct trading is gone, the Market suddenly becomes one of the most important systems in AION 2's entire economy.

Need crafting materials from another player? Market.

Want to sell a valuable drop? Market.

Want to move a tradable item to somebody else? Unless NC introduces another system, the Market becomes the obvious route.

That makes one existing detail particularly important: Market access has itself been advertised as a Special Quai Membership benefit.

NC has not announced that Market access is becoming free as part of the new anti-bot policy. Based on the latest published Membership information, access remains listed among Membership perks.

If that remains true at launch, AION 2's economic model becomes much clearer but also potentially more controversial. Free players cannot simply bypass Market restrictions by trading directly with another character, because that alternative is being removed entirely.

We will need updated launch documentation from NC to know exactly how restrictive this feels in practice.

You Cannot Just Give Gear to a Friend

For ordinary players, the most obvious consequence is social rather than economic.

MMOs have traditionally allowed a simple little ritual: somebody in your group gets an item they do not need, notices that it is useful for you and hands it over.

Without direct trading, that interaction becomes more complicated.

Whether individual dungeon drops, crafted equipment or other specific item categories can be transferred through alternative systems will depend on their trade restrictions. But the traditional character-to-character trade window will not provide a general solution.

That can be annoying for guilds and groups of friends who enjoy pooling crafting materials or helping newer players gear up. A system designed to make life harder for gold sellers inevitably makes a few perfectly innocent things less convenient too.

Bot prevention tends to work like airport security. Everyone agrees there is a reason for it. Everyone would also quite like to keep their shoes on.

Crafting May Feel the Change Particularly Strongly

This could become especially relevant for dedicated crafters.

Our comparison of AION 2 Global and the Korean/Taiwan versions already showed that crafting progression has been altered in the global test build. Higher tiers appear more dependent on transfer crafting, and some resulting equipment becomes bound rather than freely tradeable.

Combine that with the removal of direct trading and NC appears to be building a much more controlled player economy for the global service.

That could help limit real-money trading and automated farming, but it also means dedicated crafters may rely heavily on whatever items NC permits them to sell through the Market.

The exact economic impact will be impossible to judge until the permanent servers open and players begin discovering which items actually retain trade value at endgame.

This Is Part of a Much Larger Anti-Bot Strategy

The trading change does not exist in isolation.

NC has also updated its launch queue policy, with accounts in good standing receiving access to a priority queue when servers reach capacity. Accounts facing disciplinary action or suspected of violating the Terms of Service can lose that privilege.

During the global test, players also discovered indications of additional account-trust systems inside the client, although NC has not officially explained whether those systems will appear unchanged at launch.

Together, these decisions suggest NC expects bots and illicit currency trading to be a major concern from the first day of the global service.

That expectation is hardly unreasonable. Free-to-play MMORPG launches are extremely attractive to automated farming operations because accounts are cheap to replace and a large new population creates immediate demand for currency and progression shortcuts.

Will Removing Direct Trading Actually Stop Bots?

Probably not completely.

Removing direct player trades can make real-money trading harder, but bots can still farm resources, list items on the Market and attempt to manipulate an economy through other methods. NC will still need detection tools, account enforcement and economic monitoring once the servers are live.

The relevant question is whether the inconvenience imposed on normal players is outweighed by the additional friction imposed on bot networks.

We will not know that in October's first week. Bot economies take time to develop, and so do player workarounds.

But NC has clearly decided that the traditional trade window presents enough risk to remove it before the global economy even opens.

AION 2's Economy Is Changing Before It Even Launches

This is exactly why pre-launch MMO information should never be treated as permanent.

In August, Personal Trading was an advertised Membership feature.

In September, after the Launch Scale Test, direct player-to-player trading is being disabled to fight bots.

The Market now becomes even more central to AION 2's economic design, which makes NC's final rules around Market access, Membership and tradable items increasingly important.

Advanced Access begins on September 30, followed by the full free-to-play launch on October 5. Before then, NC really needs to publish a fully updated Membership and economy breakdown so players know exactly what is free, what requires Membership and what can actually be traded.

One thing, at least, is now clear: if you planned to hand valuable items directly to your friends in AION 2, you need a new plan.

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Saturday, September 19, 2026

AION 2 Ends Its Global Test at 69% Positive on Steam: Players Are Still Divided


AION 2's first global public test is over. The temporary characters are gone, the Playtest servers are offline, and tens of thousands of players now have roughly eleven days to decide whether they want to return for Advanced Access. The first measurable verdict is not overwhelmingly positive, but it is considerably better than it looked during the opening hours. At the time of writing, AION 2's Steam Playtest sits at 69 percent positive user reviews, placing the reception firmly in mixed territory rather than producing either the disaster or runaway triumph some corners of the MMO community were predicting.

That number becomes more interesting when viewed across the entire test. SteamDB recorded the Playtest at around 48 percent positive during an early snapshot on September 17. Later data showed that climbing into the 60s, and after Day 2 the score has reached 69 percent. Steam ratings can continue changing as more people submit reviews, so 69 percent should be treated as a snapshot rather than carved into the walls of Atreia. Still, the direction is notable: the player score improved as the test went on.

AION 2 Finished With 73,761 as Its Steam Peak

The final player numbers are now available as well. AION 2 reached an all-time Steam peak of 73,761 concurrent players on September 17. Day 2 came remarkably close, reaching a 24-hour peak of 73,739, just 22 players short of the first session's record.

That is useful context because the second test window did not collapse after the curiosity of Day 1 wore off. The audience returned at almost exactly the same peak level for another six-hour session, despite knowing that every character would disappear when the servers closed.

As we noted when AION 2 first hit 73,761 concurrent Steam players, these numbers still exclude everyone using NC's PURPLE launcher. The actual global test population was therefore larger, although NC has not provided a combined concurrency figure.

The Review Score Started Much Worse

The change in Steam sentiment may be the most interesting part of the test.

Early reactions were rough. During the opening period, SteamDB captured a review percentage below 50 percent. At that point, many of the complaints focused on exactly the things that make the strongest impression during AION 2's first hour: auto-navigation, the interface, extremely easy introductory combat and the feeling that parts of the game resemble a mobile MMORPG transplanted onto PC.

That criticism did not disappear. Steam discussions are still full of players complaining about auto-run, auto-potions, menu design and the generally streamlined structure of the opening quests. Some players tried the game for twenty minutes, decided they had seen another familiar Korean MMO formula and uninstalled.

But other players did something rather inconvenient for an immediate internet verdict.

They kept playing.

AION 2 Seems to Have a First-Hour Problem

Yesterday we looked at the first AION 2 player impressions after Day 1, and one pattern appeared repeatedly: players who disliked the opening hour sometimes became substantially more positive after additional skills, progression systems and group activities unlocked.

One highly discussed MMO community post came from a player who initially disliked the combat, auto systems and mobile-like presentation, then continued playing with friends for five hours and ended up disappointed when the servers closed. Other reactions described something similar. Combat starts extremely simple, but becomes more interesting once classes gain enough abilities for chained skills and actual rotations to develop.

The Steam review curve does not prove that every negative player simply needed to play longer. Plenty of people remained unconvinced after several hours, and that is perfectly legitimate. But the improvement from an early sub-50 percent snapshot to 69 percent after the full test is at least consistent with the idea that AION 2 makes a weaker first impression than it does a third or fourth impression.

The Mobile-Like UI Is Still the Biggest Recurring Complaint

The criticism that refuses to go away concerns AION 2's interface and automation.

Players repeatedly describe the UI as mobile-like, with large interface elements, strongly guided navigation and several automated conveniences. Auto-movement remains particularly divisive. Some players treat it as a harmless option when moving between quest objectives. Others see its presence as symbolic of exactly the sort of MMO design they hoped AION 2 would avoid.

The strange part is that the world itself is receiving plenty of praise. AION 2's vertical environments, floating architecture and large landscapes are among the most consistently appreciated parts of the test, which makes automatically following a route through them feel particularly odd to players who would rather explore manually.

NC now has a useful problem to solve. The systems that make AION 2 approachable may also be the systems making some veteran MMO players dismiss it before its stronger combat and progression have time to appear.

Combat and Progression Are Helping the Other Side of the Argument

Positive reactions tend to focus on a different set of features: combat once more skills unlock, character progression, the pet and mount collection systems, visual quality and the sheer number of things available to improve.

AION 2 constantly gives the player another number, item, passive tree or system to develop. That can eventually become dangerous in an MMO, because today's satisfying progression menu can become next month's list of mandatory chores. But across twelve hours of temporary testing, many players clearly enjoyed the feeling of continually unlocking something new.

The game's combat also has more going on beneath the simple opening than first appears. NC continues adjusting systems such as animation cancelling and skill chaining, while the eight launch classes develop significantly as additional abilities become available.

That does not erase the criticism of the first few levels. It simply explains why somebody can dislike AION 2 at level 5 and enjoy it considerably more later the same evening.

The Test Was Missing Some of AION 2's Most Controversial Systems

There is another major reason not to treat 69 percent as a review score for the complete game.

The Launch Scale Test disabled the Shop, Quna purchases, Membership, the Market, Quna Exchange and other payment systems. The level cap was 37, Founder's Pack items were unavailable and every piece of progression was wiped after Day 2. NC's official test rules were explicit that this was a limited scale test rather than a complete representation of long-term progression. ([steamdb.info](https://steamdb.info/patchnotes/25369750/))

That means players were unable to properly experience one of AION 2's most controversial subjects: monetization. We have already looked at how the $15 Membership affects Market access and other systems, and NC has now clarified after the test that direct player-to-player trading will be disabled as an anti-bot measure, leaving the Market as the central trading system.

The economic conversation will therefore change considerably once the permanent servers open.

NC Is Already Making Changes After the Test

The Launch Scale Test did more than produce a Steam score. NC used Day 1 feedback to push crash fixes, improve quest-object interaction ranges and open four additional European servers during the test.

After the test closed, NC also confirmed changes to its launch queue policy. Players in good account standing can enter a priority queue when servers are at capacity, although NC stresses that priority does not guarantee immediate entry. Accounts under disciplinary action or suspected of violating the Terms of Service can lose that privilege.

Steam users must now uninstall the separate Playtest application and download the retail AION 2 client before Advanced Access. PURPLE users do not need the same extra step.

69 Percent Is Neither a Disaster Nor a Victory Lap

A 69 percent Steam score is exactly the sort of number that allows everyone to find evidence for whatever they already believed.

If you expected AION 2 to be another polished but over-automated Korean MMO, plenty of reviews will support that conclusion. If you hoped for strong combat, beautiful environments and an enormous progression-heavy MMO, there are plenty of players saying they found exactly that too.

The more useful observation is that sentiment improved during the test while player concurrency remained remarkably stable between the two sessions. AION 2 hit 73,761 players on Day 1 and 73,739 on Day 2, while the Steam review percentage climbed substantially from its early position.

That is a much healthier story than a test where everybody arrives once, hates the first hour and never comes back.

It is also far too early for celebration.

The real test begins when the wipe is gone, the economy is active, Membership matters, endgame progression starts consuming weeks instead of hours and players have to decide whether AION 2 deserves a permanent place in their MMO rotation.

For now, 69 percent positive feels strangely appropriate.

AION 2 has convinced a lot of people. It has annoyed plenty of others. And with Advanced Access beginning September 30, the argument has barely started.

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AION 2 Added New EU Servers During Its Global Test and Pushed a Crash-Fixing Hotfix


AION 2's Launch Scale Test did exactly what a scale test is supposed to do: put thousands of players into the game, expose a few rough edges and give NC enough live traffic to start adjusting things before the real characters arrive. During the first test session on September 17, NC opened four additional European servers in two waves, then followed Day 1 with scheduled maintenance and a hotfix addressing client crashes, quest interaction ranges and several smaller issues before the second session began.

The server additions are particularly interesting because they arrived very quickly. According to NC's Day 1 notices, Vaizel and Triniel opened 48 minutes after the test began, followed by Kaisinel and Lumiel roughly 40 minutes later. NC did not publish capacity figures or explain exactly what triggered the additions, so we should not claim the original servers were full or that the company underestimated demand. What we can say is that European test capacity was expanded twice within the first 90 minutes.

Four New European Servers Opened During Day 1

The first new pair, Vaizel and Triniel, opened at 06:48 PDT on September 17, 48 minutes after Day 1 began. A second pair, Kaisinel and Lumiel, followed at 07:28 PDT. NC listed the server names under separate Elyos and Asmodian columns, continuing AION 2's faction-based server structure.

  • Vaizel — Elyos
  • Triniel — Asmodian
  • Kaisinel — Elyos
  • Lumiel — Asmodian

The names will be familiar to long-time AION players, which is a nice touch for a sequel otherwise busy rebuilding large parts of the original formula. More importantly, these are the first concrete European server names NC has made public during the global test. The company has already confirmed that the final global service will include Europe, North America, South America and Japan as server regions, but a full launch-world list has still not been published.

It is also worth remembering just how much traffic the test was handling. We reported yesterday that AION 2 reached 73,761 concurrent players on Steam during Day 1. PURPLE players are not included in that figure, so the total number of simultaneous players was higher. Expanding European capacity during that same session is therefore hardly surprising, even if NC has not provided the exact load figures behind the decision.

NC Took the Servers Down for Maintenance After Day 1

When the first six-hour session ended, NC began scheduled maintenance at 12:00 PDT on September 17. The company estimated roughly 24 hours of downtime, lining the maintenance window up with the start of Day 2 rather than cutting into the second session itself.

That distinction matters because a 24-hour maintenance notice can look rather dramatic if read without context. The Launch Scale Test was always designed as two separate six-hour windows with a full day between them. NC simply used that planned gap to patch the client and prepare the service for another round of players.

For a test explicitly designed to prepare infrastructure for launch, that is exactly when you want maintenance to happen. Finding the client crashes and awkward quest interactions while every character is temporary is considerably preferable to discovering them during Advanced Access on September 30 or the full October 5 launch.

The Hotfix Addresses Client Crashes

NC's post-Day 1 hotfix contains four specific changes. The most important is simply described as fixes for client crashes. No detailed technical explanation was provided, so we do not know whether NC was targeting one widespread crash or several different problems reported during the first session.

Crash fixes are hardly glamorous patch-note material, but they are arguably the most useful outcome a scale test can produce. AION 2's global version needs to work across a huge variety of hardware configurations, particularly when the official minimum specification goes all the way down to a GTX 1050 Ti and 8 GB of RAM. A few hours with tens of thousands of players inevitably exposes combinations that internal testing cannot reproduce.

Quest Objects Should Be Easier to Interact With

The hotfix also slightly increases the interaction radius for quest objects. That sounds tiny, but it is the kind of change that can make a surprisingly noticeable difference in a crowded MMO launch.

When dozens of players are trying to click or interact with the same small object, having to stand on exactly the correct pixel quickly stops feeling like immersive fantasy adventure and starts feeling like attempting to use a self-checkout machine while twenty other people push the trolley.

A slightly more generous interaction radius should make those moments less fiddly without fundamentally changing how quests work.

Appearance Change Tickets Now Require Level 10

NC also changed appearance tickets so that characters below level 10 can no longer use them. The company did not explain the reasoning behind the restriction, and since the Shop and payment systems were disabled during the Launch Scale Test, it is difficult to judge how important this will be in the retail client.

It is nevertheless another example of why players should avoid treating every test-system behaviour as final. We have already found substantial differences between regions in our look at how the AION 2 global test build differs from Korea and Taiwan. Small rules can still move around before the actual launch client arrives.

Reporting Chat and Macros Has Also Been Fixed

The final documented fix concerns AION 2's reporting system. Players attempting to report chat or macro-related behaviour could incorrectly receive a message saying that the other player's information could not be verified. NC says that problem has now been resolved.

The mention of macro reporting is particularly interesting given NC's recent work on combat automation. The Korean service has already received several updates designed to reduce advantages from mouse macros and extremely aggressive animation cancelling. A functioning reporting system will obviously matter once the global servers become permanent and competitive PvP begins properly.

The Test Is Already Producing Useful Launch Changes

It is easy to look at a public test purely as free early access, especially when tens of thousands of players rush through the opening levels as quickly as possible. For NC, though, the Launch Scale Test exists to find exactly this sort of thing.

Day 1 produced enough activity for NC to add two pairs of European servers, identify client crashes, adjust quest interactions and patch several smaller issues before the next session. That is considerably more useful than a completely uneventful test where everybody congratulates themselves and the real problems wait politely until launch day.

Nothing from the test survives. The level cap remains 37, Membership and the player economy are disabled, and every character disappears when the second session ends. NC's official test rules still state that progression carries only from Day 1 to Day 2 and transfers nothing into Advanced Access or launch.

But the fixes can survive.

And that is ultimately the point.

AION 2 does not need the Launch Scale Test to prove that players can reach level 37. It needs the test to discover what breaks when tens of thousands of them try to do it at the same time.

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AION 2 Global Is More Different From Korea Than We Thought: What the Test Build Changed


When NC said AION 2 Global would launch with a modified version of Season 1, the obvious assumption was fairly simple. Global players would start earlier in the content timeline than Korea and Taiwan, but receive a year's worth of balance work, progression improvements and quality-of-life changes layered on top. After the Launch Scale Test, it looks like the word "modified" may be doing considerably more work than we realised.

Players comparing the global test client directly with the current Taiwan and Korean versions have uncovered changes across gear stats, enhancement limits, crafting, dungeon requirements, Daevanion progression, pets, Genus Insight and several other systems. Some numbers are higher. Many percentage-based bonuses are lower. Entire progression routes appear to have been rearranged.

Before going any further, there is one very important warning: this was the Launch Scale Test build, not the final September 30 Advance Access client. NC has not published official global patch notes documenting these differences, and several systems were deliberately disabled during the test. Anything discussed below can therefore change before launch.

With that caveat firmly attached, the test still gives us our clearest look yet at what NC actually means when it says the global version of AION 2 is not simply the Korean game arriving one year late.

Global Season 1 Is Being Rebuilt, Not Simply Replayed

NC already confirmed during Gamescom that the global version will begin with Season 1 rather than jumping straight to Korea's current content. Executive Publishing Producer Merv Lee Kwai described it as a modified Season 1 incorporating later quality-of-life and balance improvements. We covered that broader strategy in our breakdown of why AION 2 Global launches behind Korea while benefiting from its first year of development.

What the Launch Scale Test reveals is that these changes appear to reach much deeper into progression itself.

A detailed side-by-side comparison published by AION2 Hub, based largely on testing by Taiwan player Madsin and comparisons with Korean game data, found that global gear does not simply use the same numbers as the existing Asian versions. Base stats, percentage bonuses, enhancement caps and crafting paths have all been altered in the test build.

That makes this much closer to a rebalanced progression model than a localization exercise.

Global Gear Has Higher Base Attack but Lower Percentage Bonuses

One of the clearest differences appears on equipment.

Higher-tier crafted weapons in the global test can have larger raw Attack values than comparable Taiwan equipment. One example shown in the comparison is the Splendent Ebony Dragon Lord Longsword, called Splendent Wise Dragon Lord for Elyos. In the Launch Scale Test it appeared at Item Level 102 with 485 to 606 Attack, compared with Item Level 92 and 372 to 465 Attack on Taiwan.

That sounds like straightforward power inflation until you look at everything surrounding it.

Percentage-based stats have generally been reduced. Soul-binding rolls provide smaller bonuses, and the built-in PvE damage percentages found on Korean and Taiwanese crafted gear are absent from the global test equipment.

On Korea and Taiwan, Dragon Lord weapons can carry a flat PvE Damage Boost while armour and accessories include their own PvE-related bonuses. In the global test build, those built-in lines were missing from both crafted and dungeon gear.

Instead, the equipment interface shows the Potential system as available across more gear types. That suggests NC may be moving a larger share of PvE specialization away from automatically granted percentages and into progression systems players develop over time.

The important point is not simply that one version has bigger numbers. The entire distribution of those numbers appears to be changing.

Enhancement Caps Are Much Lower During Early Progression

The test also revealed significantly lower enhancement caps on early equipment.

In the Launch Scale Test:

  • Green Rare gear capped at +5
  • Blue gear capped at +10

On Korea and Taiwan, those same grades can currently reach +10 and +15 respectively.

This may be one of the more sensible global changes. MMO players have a remarkable ability to spend enormous quantities of resources upgrading an item they replace forty-five minutes later. Lower caps on early equipment reduce the temptation to over-invest in temporary gear while still preserving the enhancement system for items worth keeping.

Per-level stat gains appear to remain broadly similar, and Amplification still exists, so NC is not removing equipment progression. It appears to be controlling how aggressively players can push lower-grade gear.

Again, that is exactly the sort of thing a developer might change after watching an MMO operate live for a year.

Crafting Progression Has Been Reworked

Crafting may have received one of the larger structural changes.

In the global test build, only the first Dragon Lord equipment tier could be directly crafted. For Asmodians that is Star Dragon Lord gear, while Elyos receive the equivalent True Dragon Lord set.

Higher tiers were instead reached through transfer crafting, moving progressively from one tier to the next. According to the test findings, those higher-tier results were also bound rather than freely tradeable.

That is a significant economic difference from the current Taiwan structure.

If it survives into launch, the system appears designed to make high-level crafted equipment something players develop themselves rather than simply purchase from somebody who completed the entire crafting ladder first.

That has obvious implications for the economy and makes our earlier look at AION 2's Membership, Market and trading restrictions even more interesting. The importance of Market access depends heavily on which endgame items can actually move through that Market.

Dungeon Entry Requirements Are Lower

The global test also makes several early Conquest dungeons easier to enter from an item-level perspective.

Krao Cave and Draupnir reportedly required Item Level 700 in the test build compared with 1,000 on the live Asian versions. Urugugu Canyon dropped from 1,600 to 1,400, while Fire Temple and Ferocious Horn Den were reduced from 2,200 to 2,100.

Those are not enormous philosophical changes, but together they suggest NC wants the early PvE progression path to connect more smoothly.

That matches what Game Director Namjoon Kim told press before launch. One of the major lessons from Korea was that item progression initially felt disconnected, with large jumps between meaningful upgrades. NC says global is intended to provide a smoother progression curve where earlier investment continues naturally into later systems.

Lower dungeon entry requirements make sense inside that philosophy.

Players interested in the wider PvE structure can also see our guide to AION 2's solo, 5-player and 10-player dungeon content.

Dungeon Rewards Are Changing Too

It is not only the doorway that has changed.

The Ferocious Horn Den final boss showed a 7.5 percent Unique gear pool during the test compared with 10 percent on Taiwan. That should not be interpreted as proof that all global dungeon drops have simply been nerfed. Drop rates vary between bosses even in the existing Asian version, and we only have detailed comparisons for certain encounters.

Other reward systems may actually be becoming less frustrating.

Gear Change Vouchers appeared as guaranteed rewards across more Conquest content, and weapon conversion required fewer vouchers. Some fragment-style drops also appear to have been replaced with finished items, potentially reducing the amount of inventory clutter players accumulate while farming.

The broad direction appears to be familiar: slightly tighter numerical progression, but fewer awkward hoops around actually using the rewards you earn.

Daevanion Bonuses Are Considerably Smaller

One of the most dramatic differences appears in Daevanion progression.

Major nodes that currently provide bonuses such as 2.5 percent Combat Speed, 2.5 percent Cooldown Reduction or 5 percent Damage Boost on Korea and Taiwan were shown at roughly 1.5 percent, 1.5 percent and 2.5 percent respectively in the global test.

Minor numerical nodes are lower too. Attack and Critical Hit bonuses have been reduced, and the PvE-focused Ariel board was apparently absent entirely from the Launch Scale Test client.

This supports a wider pattern visible throughout the test: global seems to be reducing how quickly percentage bonuses accumulate across multiple progression systems.

That matters because MMOs often develop stat inflation not from one outrageous item but from twenty perfectly reasonable 3 percent bonuses multiplying together until the character sheet begins behaving like a financial derivative.

NC appears to be trying to keep that curve flatter from the beginning.

Pets Cap Earlier and Provide Different Stats

Pet progression is another example.

The global test used a pet level cap of 3 rather than 5, a change NC had previously discussed publicly. Individual pet stat packages also differ from the current Taiwan version.

Some offensive bonuses have been replaced or redistributed, again suggesting that NC is deliberately reducing the number of independent percentage modifiers available across the entire progression ecosystem.

Titles show a similar pattern, with generally smaller stat bonuses and certain specialized damage bonuses disappearing altogether.

Viewed individually, none of these changes seems enormous. Viewed together, they begin to look very deliberate.

Genus Insight Has Been Rebalanced

Genus Insight, another long-term character progression system, also appears to have received significant changes.

Smite bonuses that can currently reach 4.8 percent per enemy genus on Korea and Taiwan were limited to lower values in the test build, while several stat categories were reorganized. New options such as status-effect chance, resistance and percentage HP appeared, while offensive and defensive stats were more clearly separated.

If those values survive to launch, reaching certain accuracy, critical or damage thresholds may require more deliberate build choices than simply stacking every progression system in the same direction.

That could be particularly important later in PvE, where encounter tuning inevitably begins assuming players have accumulated whatever bonuses the progression system allows.

Hidden Cubes Suddenly Give Far More Soul Crystals

Not every change slows progression.

One of the stranger differences discovered during testing concerns hidden cubes. On Korea and Taiwan these provide 100 Soul Crystals. During the global Launch Scale Test, they reportedly provided 1,000 Soul Crystals each.

That is a tenfold increase.

Whether that is a deliberate global progression adjustment or simply accelerated test tuning is impossible to say without official patch notes. It is exactly the sort of number we should therefore avoid treating as guaranteed for September 30.

But it also demonstrates why comparing only individual nerfs is misleading. NC appears to be moving rewards and power around rather than simply reducing everything.

The Test Build Even Contains Systems Korea Does Not Have

Players also found signs of systems that do not currently exist in Korea or Taiwan.

One was a reported trust system briefly visible during Day 1, apparently increasing through normal gameplay and potentially restricting access to trading and the Market until sufficient trust had been established. That sounds like an anti-bot measure, although NC has not officially documented it.

The currency interface also contained something called Pending Quna, with a tooltip saying it converts into Paid Quna after a 72-hour waiting period. Again, NC has not explained how the currency is earned or whether it will appear in the final launch client.

Both systems are therefore interesting clues rather than confirmed launch features.

They do, however, reinforce one central point: the global client is not simply a translated copy of another region's build.

This Does Not Mean Global Is “Nerfed Korea”

That is probably the easiest mistake to make when looking at these numbers.

Many percentage bonuses are lower. Enhancement caps are lower. Certain progression boards are missing. Some dungeon drops appear reduced.

It would therefore be easy to conclude that the global version is simply weaker or more restrictive.

But base equipment stats can be higher. Dungeon entry requirements are lower. Guaranteed reward systems have been improved. Crafting progression is different. Some rewards are dramatically larger. And NC has already confirmed that one of its primary goals for global is making item progression smoother and reducing unnecessary daily and weekly pressure.

The actual question is not whether a global character has 5 percent where a Korean character has 8 percent.

The question is how all of these systems fit together.

A lower percentage bonus is meaningless in isolation if enemy health, base Attack, progression rates and encounter tuning have all changed alongside it.

Do Not Build Your Launch Spreadsheet Yet

Perhaps the most important lesson from all of this is patience.

The Launch Scale Test was exactly that: a test. Steam players were even told that the Playtest client would be uninstalled afterward and replaced by the separate retail client before Advance Access. We already explained that distinction in our Steam vs PURPLE guide.

The Shop, Market, trading and Membership systems were disabled. Content stopped at level 37. Entire systems may have been hidden because players could not meaningfully use them during twelve hours of disposable progression.

So if the test appears to be missing a recipe, progression board or currency source, that does not necessarily mean it has been permanently removed from global AION 2.

We need final patch notes and the September 30 retail client before treating any of these values as permanent.

AION 2 Global Is Starting to Look Like Its Own Version

What we can say with considerably more confidence is that AION 2 Global appears to be more ambitious than simply starting Korea's content calendar from the beginning.

NC had a year of live data before bringing the game West. It knows where progression accelerated too quickly, which early upgrades players wasted resources on, where dungeon requirements created unnecessary walls and which percentage bonuses eventually stacked beyond their intended value.

The Launch Scale Test suggests the studio is using that information aggressively.

Global AION 2 may start with Season 1, but it increasingly looks like a Season 1 rebuilt with hindsight.

That does not automatically make it better. We will need to see the complete economy, endgame progression and final balance before making that judgment.

But after the Launch Scale Test, one thing is becoming clear: anyone preparing for October 5 by blindly following an old Korean progression guide may be in for a few surprises.

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Friday, September 18, 2026

AION 2 Works With a Controller, but Full Controller Support Is Not Guaranteed for Launch




AION 2 can be played with a controller on PC. That much is confirmed. What is slightly less clear is whether the entire game will be fully controller-friendly when the global version launches on October 5.

In its official pre-release FAQ, NC says that AION 2 is playable with a controller, but adds that the team is still evaluating whether full controller support will be within scope for launch. That may sound like a small distinction, but for anyone planning to play from a sofa, handheld PC or television setup, it is worth understanding before launch.

Controller Support Is Confirmed

The good news is straightforward: you will not be forced to play AION 2 with keyboard and mouse.

NC has confirmed controller support publicly, and Executive Publishing Producer Merv Lee Kwai was even more direct during a recent Gamescom interview, saying that controllers are supported in the global version.

That makes sense for AION 2's combat design. The game is built around third-person action, movement, positioning, chained abilities and aerial combat rather than the enormous ability bars associated with older PC MMORPGs. The eight global launch classes still have plenty of skills to manage, but the underlying combat is far more naturally suited to an analogue stick than the original AION ever was.

What Does “Full Controller Support” Actually Mean?

This is where NC's wording becomes important.

The company has not published a detailed list showing exactly which parts of AION 2 may still require a mouse or keyboard at launch. So we should not invent missing features and present them as fact.

In general PC gaming terminology, there is a difference between a game being playable with a controller and offering full controller support across the entire experience. The latter usually means you can navigate menus, manage inventory, configure settings, enter gameplay and handle most normal interactions without regularly reaching for another input device.

NC has confirmed the first part. It has not yet promised the second.

That means combat could work perfectly well on a gamepad while certain menus, text entry or interface functions remain less comfortable. Exactly where AION 2 draws that line at global launch is something we still need NC to clarify.

The PC Interface Makes This Question More Important

Controller support is particularly interesting after the first day of the Launch Scale Test.

As we covered in our AION 2 first impressions roundup, one of the most common pieces of feedback concerns the interface. Some players feel the UI is oversized or mobile-like, while others appreciate how clearly many of its functions are presented.

A large interface is not necessarily bad news for controller players. In fact, bigger buttons and simplified menu structures can translate quite well to gamepad navigation. But that only helps if the entire interface has been designed to respond consistently to controller input.

This is why “controller supported” and “fully controller supported” are not just two ways of saying the same thing.

AION 2 Is Still a PC-First Global Release

NC is also being very clear about the platform priority. The global version launches first on PC through Steam and PURPLE. There is no global mobile version currently planned, and the Steam page lists AION 2 as a PC release arriving October 5.

That PC-first approach probably explains why full controller support is still being evaluated rather than treated as a hard launch requirement. Keyboard and mouse remain the default input methods for the release platform.

Still, the number of players using gamepads on PC is far larger than it once was, especially with handheld systems, living-room PCs and console-style setups becoming more common. An action MMORPG with aerial combat is exactly the sort of game many people will want to play away from a desk.

A Console Version Is Already Being Prepared

The more interesting piece of context is that AION 2 is already being prepared for consoles.

Game Director Namjoon Kim confirmed that work on a console release is underway, although PC remains the priority and no PlayStation or Xbox release date has been announced. We covered those plans in our AION 2 console and cross-play breakdown.

That makes controller development more than a small PC accessibility feature. Whatever NC learns while refining controller support on PC will inevitably be relevant when the console version eventually arrives.

A console release cannot rely on players occasionally leaning forward to click a stubborn inventory tab with a mouse. So even if the global PC version does not launch with perfect controller navigation, NC has a very good reason to keep improving it.

Console Cross-Play Still Looks Unlikely

The future console version also comes with one major uncertainty. NC has not made a final decision on PC-console cross-play, but the current expectation is that it may not be supported.

Kim has said differences in platform usage, gameplay and launch timing make shared operation difficult. That means the console version may eventually run as a separate ecosystem rather than simply joining existing PC servers.

That does not directly change controller support on PC, but it reinforces the fact that NC is treating consoles as a proper future platform rather than just imagining AION 2 streamed onto a television somewhere down the line.

Should You Play AION 2 With a Controller?

If you prefer controller combat, there is no reason to rule AION 2 out. NC explicitly says the game is playable that way, and its third-person action combat looks like a natural fit.

The caveat is convenience.

Until NC confirms full controller support, players should expect that some parts of the PC experience may be easier with a keyboard and mouse nearby. That may barely matter at a desk. It matters considerably more if your plan is to play exclusively from the sofa.

The current Launch Scale Test is therefore a useful opportunity to experiment before permanent progression begins. Try your preferred controller, explore menus and see whether the parts of the interface you use most feel comfortable.

Controller Support Is There, but the Final Polish Is Still a Question

AION 2 is not launching without gamepad support. That misconception can be put to rest.

You can play with a controller.

What NC has not yet guaranteed is that you will be able to do absolutely everything comfortably without touching a keyboard or mouse.

For most desktop players, that distinction may be fairly minor. For handheld-PC owners and anyone planning a full living-room setup, it could matter a great deal.

And with a console version already in development, this is almost certainly not the end of AION 2's controller story.

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AION 2 First Impressions: Players Praise the Combat, but the Mobile-Like UI Is Dividing People

AION 2 has finally spent a few hours in the hands of global players, which means we can temporarily stop analysing developer presentations and start analysing something considerably more dangerous: MMO players with opinions. Following the first six-hour Launch Scale Test session on September 17, the early reaction is decidedly mixed. Players are praising AION 2's world, progression and increasingly satisfying combat, while the interface, auto-movement and extremely gentle opening hours are repeatedly being criticised for making the game feel more like a mobile MMO than some PC players expected.

That does not amount to a verdict on AION 2. The test is capped at level 37, runs for only twelve hours across two sessions, disables several major economy systems and wipes every character afterward. But after 73,761 concurrent Steam players joined the first global test, there are finally enough people experiencing the same opening hours for some clear patterns to emerge.

The First Hour Seems to Be AION 2's Biggest Problem

One of the more interesting reactions comes from players who initially disliked AION 2 and then gradually changed their minds. In a widely discussed r/MMORPG thread, one player described actively disliking the game during the opening period before eventually spending roughly five hours playing and becoming disappointed when the servers closed.

The complaints will sound familiar to anyone who has followed Asian MMORPG design over the past decade. Auto-movement appears almost immediately. Tutorials aggressively explain where to click. The early main quest sends players back and forth between NPCs while combat encounters offer very little resistance. Combined with the interface, that creates a first impression that several players have described as distinctly mobile-like.

Another Day 1 discussion on r/MMORPG praised the graphics and smooth combat while criticising the early questing for providing little challenge and saying the UI and UX felt like a mobile application.

That criticism is worth taking seriously because first impressions matter. Telling new players that the interesting MMO starts several hours later has never been the strongest sales pitch in the genre. "Please continue until the game stops annoying you" is technically a retention strategy, but not an especially elegant one.

The Combat Seems to Improve Once More Skills Unlock

Combat produced one of the stranger patterns in the reactions because some players listed it as both a strength and a weakness.

At the very beginning, AION 2's combat can feel limited. Characters have relatively few abilities, gear is basic and the game's chain-skill systems have not developed enough to show what a full rotation eventually looks like. Several Day 1 players said combat felt odd or underwhelming initially, only to find it considerably more enjoyable once additional skills and progression systems began opening.

That fits reasonably well with what NC has told us about the combat system. AION 2 is built around chained abilities, positioning, timing and animation transitions, and the Korean version is still receiving changes to systems such as animation cancelling and skill chaining. A level 5 character therefore does not tell us much about how the game will feel after a proper build develops.

Players also seem divided by class. Gladiator has received some positive early comments for its direct, physical combat, while other classes take longer to develop their identity. That is exactly why the Launch Scale Test is a useful place to experiment with several options before choosing one from the eight AION 2 global launch classes.

The World and Visual Design Are Getting Plenty of Praise

Where the reaction is more consistently positive is the environment itself. Even players criticising the interface have highlighted the terrain, verticality and atmosphere of AION 2's opening zones.

The world makes immediate use of height. Floating structures, cliffs, distant architecture and areas visible far beyond the player's current route give the starting region a sense of scale that works particularly well with AION's winged identity. One Day 1 player described the map as feeling alive and specifically praised the amount of vertical space, while Japanese impressions from AION2 Times' three-hour Launch Scale Test session similarly highlighted the presentation and the experience of finally playing the Japanese/global build firsthand.

That does not mean everybody loves the art direction. Some players feel the extremely polished character designs and interface contribute to the mobile-game comparison. But the actual landscape and environmental presentation appear to be among AION 2's safer strengths so far.

Auto-Movement Is Already One of the Most Divisive Features

Few things announce "Korean MMORPG" quite as efficiently as pressing a quest objective and watching your character begin travelling there without further assistance.

AION 2 includes auto-movement during its main story progression, and reactions range from convenient to deeply irritating. Critics argue that automatic navigation undermines exploration, particularly in a game whose world is one of its strongest visual features. Others have found it less objectionable once they stopped treating the main quest as the entire game and instead saw it as a fast route through tutorials and progression unlocks.

There is a genuine design tension there. AION 2 gives players a large vertical world and then, during its opening hours, repeatedly offers to navigate that world for them.

Nothing forces players to stare passively at their character running along a road, but the existence of the feature contributes heavily to the mobile comparison. For some PC MMO players, auto-pathing is simply a red flag regardless of how optional it eventually becomes.

Progression May Be the Thing That Keeps People Playing

One of the more positive recurring observations is how frequently AION 2 gives players something to improve. Equipment, skills, passive progression, pets, mounts and dungeon rewards all provide separate advancement paths, creating a constant sense that something is getting stronger.

The pet and mount systems have received particular interest because creatures encountered in the world can become part of those collection systems. Field bosses also appear early enough to show players enemies they are clearly not supposed to defeat yet, providing a simple but effective reason to remember an area and return later.

AION 2's dungeon structure feeds directly into that feeling. We recently broke down how AION 2 spreads more than 200 advertised dungeon activities across solo, 5-player and 10-player PvE, and even the early instanced content offers progression rewards beyond simply producing another piece of equipment.

The possible downside is obvious: lots of progression systems can eventually become lots of chores. Six hours is enough time to enjoy watching several numbers increase. It is not enough time to know whether maintaining all those systems after two months becomes entertaining endgame progression or a second administrative career.

Playing With Friends During the Opening Story Can Be Awkward

Another criticism worth watching concerns the main story experience. Some early quests and story sequences are heavily instanced, meaning players entering the test together can find themselves progressing alongside friends in voice chat while technically completing large parts of the story separately.

Later AION 2 content is much more group-oriented, particularly dungeons, world activities and PvP, so this should not be interpreted as meaning AION 2 is fundamentally a solo MMO. But the first several hours do not necessarily make that clear.

For a game launching into a genre built around playing together, it is another slightly strange first impression. You recruit four friends into a new MMO, form a party, and the game politely asks everyone to go away and complete their homework individually before the multiplayer begins.

The Mobile Comparison Is Not Going Away

This is probably the biggest challenge facing AION 2's global perception.

The game is a PC MMORPG. NC has no current plans for a global mobile version, and the global client has been positioned firmly around Steam and PURPLE. Yet several elements of the experience immediately remind Western players of mobile MMORPG design: auto-navigation, highly guided tutorials, interface layout, numerous progression systems and an extremely streamlined main quest.

That does not automatically mean those systems are bad. Nor does visual similarity to a mobile interface tell us whether the endgame is good. But the comparison appears frequently enough in Day 1 reactions that dismissing it would be silly.

The question is whether players get past that initial impression.

Some clearly did. One of the most interesting Day 1 accounts effectively moved from "this looks like a mobile game and I dislike it" to playing five hours straight and wanting the servers to stay online. Others saw the same systems and decided they had already seen enough.

That is what makes these first reactions more useful than a simple thumbs-up percentage.

Six Hours Cannot Tell Us Whether AION 2 Is Good

The Launch Scale Test is deliberately a poor environment for producing a final review. The level cap is 37. Membership is disabled. The Market, Quna Exchange and player trading are unavailable. Progress disappears after Day 2, and most players have barely touched the systems that will define AION 2's long-term endgame.

Even NC describes this primarily as a scale and stability test rather than a complete content preview.

What Day 1 can tell us is where the immediate friction sits.

AION 2 looks good. Its combat appears to improve as classes develop. The world and progression systems are attracting praise. But the mobile-like interface, auto-movement and overly guided opening hours are absolutely turning some players away before those strengths have time to appear.

Tonight's second Launch Scale Test session gives everyone another six hours. After that, the temporary characters disappear and we wait until Advance Access begins on September 30.

At least now the argument about AION 2 has moved beyond screenshots and Korean gameplay videos.

Global players have finally played it.

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