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AION 2 Endgame Review: Ludra, Gear Score Gaps, and the Lost Ark Warning

A Lost Ark veteran questions AION 2's Ludra raid, F2P progression, Stigma Shards, and Gear Score gaps as players debate the game's long-term direction.

Author: Oliver Hayes Views: 92 Published: Nov 04, 2026 Modified: Nov 04, 2026

AION 2 is still doing plenty of things right. Its combat rewards attention, its world gives players reasons to explore, and character progression offers more than one way to make a session feel worthwhile.

But a long Reddit review from an experienced Lost Ark player raises an uncomfortable question: can AION 2 keep those strengths without turning its endgame into another exhausting gear race?

The post, written by Innixvictus, comes from someone who has followed Lost Ark since its Korean launch in 2018 and reports more than 10,000 hours in Lost Ark Global. After trying AION 2 in Korea, Taiwan, and Global, the player sees a game with considerable potential but worries that its progression decisions are starting to resemble problems they have already experienced elsewhere.

The immediate source of frustration is Sanctuary Raid: Ludra.

NCSoft has confirmed a 2,800 Item Level requirement for Normal mode and 3,000 for Hard mode. Those thresholds give dedicated players a clear target, but they also raise questions about how quickly the wider community can reach the raid, how much harder progression becomes without spending, and whether friends with different gear levels can continue playing together.

The criticism is worth examining, but so are the parts of AION 2 that still work. The game is not simply a repeat of Lost Ark, and its future will depend on decisions that have not yet been made.

AION 2 Endgame Under Fire: Lost Ark Veteran Questions Ludra and F2P Progression
AION 2 Endgame Under Fire: Lost Ark Veteran Questions Ludra and F2P Progression

 

Why a Lost Ark Veteran Is Questioning AION 2's Endgame

Innixvictus is not a long-time original AION player. They briefly tried the first game around 2014–2015, but most of their relevant MMO experience comes from Lost Ark, which they followed from its Korean release.

The Reddit post's title references 20,000 hours, but the author specifically describes more than 10,000 hours in Lost Ark Global, alongside experience with other regional versions. That distinction matters when describing their background.

Their concern is not that AION 2 has too much content or that difficult raids should be removed. It is about what happens when progression starts demanding more time, more resources, and more characters than players actually want to maintain.

The author initially enjoyed AION 2 in Korea. Over time, however, the endgame began to resemble an alt-heavy routine: running repeated dungeons across several characters to generate enough Gold or AION 2 Kina to fund the main.

Later changes in the Korean and Taiwanese versions reportedly made that approach less attractive. Bound Kinah, limited dungeon runs, and the effort required to maintain additional characters encouraged more players to focus on their main character.

The author also played during the Taiwanese pre-Global period, reaching a reported 550K progression figure before stepping away to avoid burnout. The original post does not clearly identify what that number measures, so it should not be interpreted as Item Level or Combat Power.

That experience helps explain the tone of the review. The author likes much of AION 2. What they do not want is to see a promising MMO gradually turn into a routine where keeping up matters more than enjoying the game.

AION 2's Combat and Open World Are Still Worth Playing

For all its criticism, the Reddit review gives AION 2 credit for several things that are easy to overlook when discussions focus entirely on monetization and progression.

Combat Is More Involved Than the Macro Debate Suggests

AION 2's reliance on optimized skill rotations and macros has attracted plenty of jokes. But a damage rotation is only one part of a difficult encounter.

Players still need to dodge attacks, reposition, react to boss mechanics, and use defensive abilities at the right time. Tanks and melee characters cannot simply stand in place and repeat a sequence when an encounter demands active movement and blocking.

That is what the author finds enjoyable. Knowing the correct rotation helps, but it does not replace learning the fight.

For players who enjoy improving their execution rather than simply watching their damage numbers climb, this is a meaningful strength.

Progression Has Several Paths Beyond Equipment

Stigma progression, Daevanion boards, pet development, and equipment upgrades give players multiple ways to develop a character.

The appeal is easy to understand. A disappointing dungeon run does not necessarily mean an entire evening was wasted. There may be another progression system to work on, an open-world activity to complete, or a resource worth collecting.

The author particularly likes being able to continue farming after finishing daily and weekly activities. Hunting mobs, looking for pet drops, collecting resources, earning Kinah, and participating in Abyss activities can make the world feel more than just a series of instanced dungeons.

The downside is that every additional system can bring another currency, counter, timer, and upgrade requirement.

That concern also appeared in a separate October 24 community discussion. One player described the difficulty of managing numerous independent progression systems and explained how the resulting complexity made it harder for friends to stay on the same path. It was an individual experience, not proof that every group faces the same problem, but it highlights a practical issue that gear-score comparisons alone cannot capture.

Flight and Exploration Give the World Its Identity

The review also praises AION 2's flight, visual presentation, customization, and performance.

Moving through the world with relatively few loading interruptions helps preserve the feeling of traveling through a connected environment. Open-world farming and Abyss activities also give players reasons to interact outside scheduled dungeon runs.

The author describes struggling with early Abyss activities on Vaizel EU before finding better coordination through Discord. That experience improved once players organized their efforts.

It is a small but useful example of what an MMO can offer beyond character statistics: a community that makes difficult activities more manageable.

AION 2 has a foundation worth protecting. The challenge is making sure its progression systems support those experiences instead of gradually pushing them aside.

AION 2 Ludra Requirements: Is the Gap Between Normal and Hard Too Large?

Ludra is the clearest test of the game's current endgame direction.

According to NCSoft's official announcement, the raid returns on November 4 with new mechanics and two immediately available difficulties.

Ludra Difficulty Required Item Level
Normal 2,800
Hard 3,000

These are official entry requirements. Reaching the required Item Level does not guarantee a clear; groups still need to learn the encounter and execute its mechanics.

The Reddit author argues that the earlier Ludra version should have remained as Normal mode, with Hard added as a separate challenge.

Their concern is that the new split may make players feel pressured to reach 3,000 Item Level rather than progressing through Normal at a comfortable pace.

The author also claims that Hard mode provides double the pity progression, estimating that a process taking three weeks in Hard could take six weeks in Normal. That comparison is a player-reported calculation, not a progression schedule confirmed in NCSoft's public announcement.

There is a reasonable debate here. Hard mode should offer something meaningful to players willing to meet its higher requirements. Equal rewards across difficulties would remove part of the incentive to master harder content.

But Normal mode also needs to remain worthwhile. If its rewards make character development dramatically slower, players may feel that they are being pushed toward Hard regardless of whether their group is ready.

The distinction between an optional challenge and an effective progression requirement can become very small when the reward difference is large enough.

Why Ludra Was Removed Before Global's Full Launch

The background to Ludra's return is important.

According to the original Reddit review, players cleared the encounter during Early Access before the October 5 full Global launch. NCSoft subsequently removed it from the launch build while reviewing its difficulty and mechanics.

The official explanation is more specific than simply saying the raid was too easy. In its update, NCSoft said Early Access groups had defeated Ludra at a lower overall progression level than the developers expected. The team therefore decided to adjust the encounter before bringing it back.

That is a legitimate reason to revisit a raid. Developers need to understand whether their intended difficulty matches the actual strength and preparation of the player base.

The remaining question is whether the revised difficulty structure creates a healthy progression path for everyone, not just the strongest groups.

AION 2 Gear Score Progression Is Becoming a Bigger Community Concern

For many players, the road to Ludra starts long before reaching 2,800 Item Level.

A separate October 20 community guide focused on the climb from 1,400 to 2,100 Gear Score, including equipment choices, guaranteed rewards, upgrade materials, and Kina costs. The discussion shows how specific the progression questions have become.

Players are no longer asking only how to reach endgame. They want to know which upgrades are worth taking, when to use guaranteed rewards, and where spending resources now could create problems later.

A separate free-to-play discussion from October 16 raised similar questions about the 1,400–1,600, 1,600–1,800, and 1,800–2,000 ranges. Players compared time investment, material shortages, RNG, and the difficulty of obtaining higher-level crafted equipment.

These are individual player reports, not universal progression benchmarks. Some players will get lucky drops, play more efficiently, or have access to stronger groups. Others will need longer.

Still, they reveal a useful distinction: reaching 2,800 is not one single grind. It is the cumulative result of many smaller decisions involving equipment, upgrades, currencies, and time-gated activities.

When Gear Score Starts Affecting Friend Groups

One of the more revealing recent discussions came from a player who described friends starting around the same time and playing similar hours, yet ending up with a substantial Gear Score gap.

The October 24 post, which received 157 Reddit votes, discussed a gap between approximately 1,800 and 2,600 GS and the difficulty of keeping friends together as progression diverged.

That is a more personal problem than a raid requirement.

One friend may be ready for a higher difficulty while another is still working through earlier content. A group that once played together may eventually split into different recruitment pools.

The reasons can vary: upgrade luck, resource management, playtime, spending, class choices, or simply understanding the systems better. Gear Score alone does not explain every difference, and it should not be treated as a perfect measure of actual performance.

But when entry requirements are strict, those differences can become barriers.

For a multiplayer game, this matters. Players can accept that some content requires preparation. It is harder to accept a system that repeatedly makes it difficult to enjoy new content with the people they started playing alongside.

AION 2 F2P Progression: Stigma Shards, Kina, and Resource Choices

The Reddit review also raises concerns about the free-to-play experience, particularly the availability of Stigma Shards and the cost of crafting.

These issues deserve a closer look because the discussion can become misleading if every progression bottleneck is described as a simple lack of currency.

Where Can Players Get AION 2 Stigma Shards?

The original author argues that Stigma Shards are too difficult to obtain outside Abyss Point exchange.

However, available game guides list several acquisition routes, including:

  • Level-based Stigma progression.

  • The Abyss Trade Shop, using Abyss Points.

  • The Nightmare Shop, using Phantasmal Fragments.

  • The Shugo Festival Shop, using Centuryroot Tokens.

  • Substance Morph, which converts eligible unstable Stigma materials.

These options have different costs, availability, and limits. Shop inventory and event availability can also change, so players should check the current in-game menus rather than assume every source is always accessible.

The important issue is not that Abyss Points are the only source. They are not.

It is that players must decide how to allocate limited resources across multiple progression systems. A player spending currency on one upgrade may delay another. Access to particular activities, event participation, and the stage of a character's progression can also affect how quickly those resources accumulate.

That is a more useful way to understand the Stigma debate than simply saying the system is unavailable to free-to-play players.

Is the AION 2 Kina Economy Making Progression Harder?

Kina is another central part of the discussion.

The Reddit author describes unfavorable market prices on some servers and argues that players who did not establish their crafting early can struggle to keep up with material costs.

That is a personal assessment, not verified evidence of coordinated price fixing across Global servers. Market conditions can differ according to population, supply, demand, and player activity.

Nevertheless, the economic question is important.

Players need to balance currency income against crafting, equipment upgrades, consumables, and other expenses. Bound Kina and tradable currency should also be treated separately because they do not necessarily offer the same flexibility in the market.

The October 28 update provides one concrete example of how dungeon difficulty and the economy are connected: Hard mode for Urugugu Canyon and Vakron Sky Island requires 2,700 Item Level and offers more Kina than Normal mode, alongside additional crafting materials and Ariel Fragments.

That gives better-prepared characters more opportunities to earn useful resources. It also reinforces the importance of reaching the higher entry threshold in the first place.

For free-to-play players, the real question is whether ordinary gameplay offers enough flexibility to support steady main-character progression without requiring excessive alt farming or an unreasonable amount of time.

The Lost Ark Argos Comparison: What AION 2 Can Learn

The comparison with Lost Ark is not just nostalgia. It points to a specific lesson about endgame release timing.

In March 2022, Lost Ark's Western version introduced Argos, a three-phase Abyss Raid. The official March release notes listed Item Level requirements of 1,370, 1,385, and 1,400 for its three phases.

A significant portion of the player base had not reached the required progression level, and the release triggered concerns that the game was moving too quickly and making players feel pressured to spend.

On March 16, Amazon Games and Smilegate RPG publicly acknowledged that they had released the March update too quickly. They explained that their projections had overestimated how many players would reach Argos's required Item Level and that they had underestimated the time spent on horizontal content and the impact of rising honing-material prices.

The teams said they had made a mistake and would put more emphasis on helping players progress through content already available.

That history does not prove AION 2 is repeating the same mistake. The games have different progression systems, and Ludra's 2,800 and 3,000 requirements cannot be directly compared with Argos's 2022 Item Level thresholds.

But the underlying lesson remains relevant: a new raid is only successful if a meaningful part of the community has a realistic path toward experiencing it.

A difficult encounter can give the strongest groups something to chase. The rest of the player base also needs a reason to keep progressing rather than feeling that the most exciting content is permanently out of reach.

NCSoft's Recent Updates Show That Progression Is Still Being Tuned

AION 2's endgame is not frozen in its launch state.

The October 21 update introduced Hard mode for Krao Cave and Draupnir, with a 2,600 Item Level entry requirement, alongside new Ariel Daevanion progression.

The October 28 update went further. NCSoft reduced boss attack values in Normal Expedition and Transcendence Stage 1, adjusted Hard Expedition and higher Transcendence boss damage, and reduced boss HP in Transcendence Stages 1 and 2.

It also introduced Hard mode for Urugugu Canyon and Vakron Sky Island at 2,700 Item Level. Those modes provide additional Kina, Ariel Fragments, and access to Unique crafting materials.

The same update added Odylium Repository as a daily dungeon, giving players another source of Soul Crystals.

Ludra's return also comes with a set of preparation events:

  • A 14-day check-in track with seven rewards, including 500,000 Bound Kina on Day 1 and 1,000,000 Bound Kina on Day 6.

  • An Odyle Energy boost providing four Odyle Energy per account per day during the announced event period.

  • Twitch Drops with rewards extending to 14 hours of watch time.

  • Daeva Bootcamp, which distributes rewards as the global community reaches dungeon-clear milestones.

  • A Ludra Hunt event recognizing the first 20 Hard-mode parties in each region, with a title available to other players who clear Normal or Hard during the event.

These are concrete efforts to help players prepare and participate. The 14-hour Twitch reward track may still feel like a long commitment to some players, but the rewards and requirements are publicly listed rather than being an unknown progression mechanic.

The bigger question is what happens after these limited-time incentives end. Temporary rewards can help players reach a milestone, but they cannot permanently resolve concerns about material availability, market costs, or the distance between different progression levels.

Is AION 2 Worth Playing? The Endgame Has More to Prove

Innixvictus gives AION 2 a 7/10 and says they plan to continue playing while the experience remains enjoyable.

That is not a declaration that the game has already failed. The author still sees value in its combat, exploration, and character progression. Their hesitation is about recommending it to players who missed the launch period and may face a more demanding path into the endgame.

The post also predicts that AION 2 could fall to around 5,000 concurrent players within two years. That is an individual forecast, not verified population data, and should not be mistaken for an established trend.

AION 2 has several things going for it. The world is enjoyable to explore, combat rewards attention, and there are plenty of ways to develop a character.

But long-term success will depend on more than adding another difficult raid.

Players need a reasonable route from early Gear Score milestones to endgame. Stigma materials and crafting resources need to remain attainable through meaningful gameplay. Normal mode should offer worthwhile progression, while Hard mode should reward groups willing to take on the extra challenge. And friends should not have to spend every session worrying that their different upgrade speeds will eventually separate them.

For players preparing for Ludra, the practical takeaway is simple: check the actual Item Level requirement, plan upgrades around the resources you have, and do not confuse reaching the entry threshold with being ready to clear the fight.

AION 2 is still worth playing if you enjoy the experience. The real test for NCSoft is making sure that enjoyment survives beyond the launch rush and the first major endgame milestone.


Frequently Asked Questions

What Item Level is required for AION 2 Ludra?

NCSoft lists 2,800 Item Level for Normal mode and 3,000 for Hard mode. The raid is scheduled to return on November 4, 2026, with new mechanics.

How do you get from 1,400 to 2,100 Gear Score in AION 2?

Progression involves a combination of dungeon rewards, equipment upgrades, guaranteed reward choices, and careful use of Kina and enhancement materials. The best route depends on available drops and your current equipment, so players should compare upgrade costs before committing resources.

Where can you get Stigma Shards in AION 2?

Available routes include level-based progression, the Abyss Trade Shop, Nightmare Shop, Shugo Festival Shop, and eligible Substance Morph conversions. Costs, stock limits, and event availability vary, so check the current in-game options.

Is AION 2 F2P progression too slow?

It depends on playtime, upgrade luck, resource management, and access to group content. Recent community discussions have focused on material bottlenecks and the time needed to move through different Gear Score ranges. Individual progression reports should not be treated as universal benchmarks.

Why is it difficult for friends to progress together in AION 2?

Different upgrade luck, playtime, spending, and resource choices can create significant Gear Score gaps. When group content has strict entry requirements, friends may become eligible for different difficulties at different times.

Is AION 2 repeating Lost Ark's Argos mistake?

That is not established. The comparison is about progression timing and raid accessibility. Lost Ark's developers acknowledged that they released the March 2022 update too quickly and overestimated how many players could reach Argos's required Item Level. AION 2's long-term outcome will depend on how NCSoft responds to its own player progression data.

Oliver Hayes

Oliver Hayes (View My Posts)

Welcome to my gaming space! As a writer at EZG, I cover the latest gaming news, major updates, and emerging trends across the gaming industry. Whether it's a new expansion, a balance patch, or an exciting game launch, I aim to deliver clear insights that help players stay informed and prepared.

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