Combat targeting

Ashes of Creation community empowered Wiki
(Redirected from Action targeting)
Jump to navigation Jump to search
Ranger hybrid combat in Alpha-2.[1]

Part of what we're exploring with this approach of our hybrid combat is offering the player the functionality to utilize either tab targeting or a reticle-based action camera mode; and you know there are benefits to each; and both of them are providing the player what they feel most comfortable with playing. All of our attacks are going to be stat opposed unless they're a templated attack, in which case there will be certain bonuses and/or stronger applied chances for certain types of CC effects to be applied or potentially evasion and accuracy aspects of it. These are all things that we plan to to test throughout alpha two to see where the player base lives in those two options of the action or tab target based attack modes. The important part here is that this is still a work-in-progress. This is meant to give you a look at where our approach has now been living over the past several months when it comes to combat based off of what we learned in alpha one, what player feedback has been along the way and how we can create a compelling system of combat between these very different classes and weapon types.[2]Steven Sharif

Hybrid combat refers to the choice between tab targeted and action targeted combat in the Ashes of Creation MMORPG.[3][4][5][6]

  • The action mode camera is tied to the to the player's reticle.[7][8] A toggle button (default Z, but can be re-bound to another key) allows the player to switch between action and tab targeted combat modes.[9][10][11][12]
    • Soft locking is when the reticle moves over a target in action mode. Their targeting plate will appear slightly grayed out to indicate that this is a soft-lock target. If the reticle moves away from the target or the target moves away from the reticle, the target is lost.[7]
    • Hard locking is when the player uses right-mouse on a soft-locked target. Their targeting plate will no longer be grayed out to indicate a hard-lock target. Unlike soft locking, if the target moves out of the reticle the target is not lost. Tab will still cycle between hard-locked targets in action mode based on proximity priority.[13][7]
    • There will likely be a hotkey that when held down will allow free camera movement in action mode.[8]
    • In future the user will have the ability to choose from different reticle appearances.[14]
    • Attacking without a target (blind firing) is possible in action mode for templated abilities. If a player moves into the path of the projectile it can be struck.[15][16][7]
One of the differences between tab and action combat mode is you can launch projectiles in action combat mode as a blind fire option, and if a target or if something moves in the way between the time of that projectile launching and impacting either its max distance, or a piece of terrain, or another target, it's possible that players might move into that projectile.[16]Steven Sharif
Skill progressions, skill point allocation is determined by the player. The player will be able to choose either more tab-target oriented skills or more action-based skills and customize their playable experience to what accommodates their preference. From a balancing standpoint for us developers, we need to make sure that certain abilities house certain functions so that there's a balance between skill shots and tab-target abilities.[17]Steven Sharif
  • Action oriented and tab oriented versions of skills will have different characteristics.[2][9][18][17][19]
    • It may not be possible to be able to fully spec into just action or tab targeted skills. There might be a 75% cap on choosing skills from any one type.[17]
    • Different ranks of the same skill can change the skill from tab to action targeted or vice-versa.[20]
    • Variables will change based on which version of a skill is chosen.[19]
    • For the purposes of balance, certain skill types will be either tab or action oriented skills.[21]
      • Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[21][17]
      • Softer CC's would be housed in tab-targeted abilities.[21]
As an example: Let's say you're playing a ranged class. You could have an action-oriented power shot in your skill tree or you could have a single target power shot that ramps up and does more damage.[19]Steven Sharif

Q: What the benefits are for tab versus action. I feel like a lot of people feel like tab is just easier so why would I use action?

A: If you're in a massive brawl, the ability to pick and choose targets that are far in the back line that might might be more advantageous towards tab target users because they're able to click, but the reaction time to acquire a target for a cursor versus acquiring a target for a reticle is much faster and less cumbersome because it doesn't require as many actions on behalf of the user.[23]Steven Sharif

Alpha-1 combat

Alpha-1 early hybrid combat demo.[11]

You'll notice as I go into action mode, I have my reticle and when my reticle hovers over an enemy target, it'll turn red, essentially showing like "hey we know you have a valid target hit" that you can see; and when you press Q you can lock on to that target. You can also hold Tab to alternate between targets. So like that's an important aspect of the combat that we're trying to incorporate, which is mixing and meshing between tab and action, so you still have that action component but also are available to use some of your tab targeted skills.[5]Steven Sharif

Hybrid combat was tested in Alpha-1.[5][18]

  • A toggle button (default Z, but can be re-bound to another key) allows the player to switch between action and tab targeted combat modes.[9][10][11][12]
  • The action mode utilizes a targeting reticle and is very close to a third-person action game.[5][11][12][24]
    • The player does not have to be in reticle mode to use an action combat ability.[25]
    If you use an action combat ability that's going to be directional focused, you do not have to be in reticle mode to use that. It will fire where that reticle would be. So if you play by feel and you're in tab target camera mode, you can still utilize your action-oriented skills and abilities.[25]Steven Sharif
    • The reticle will highlight/change color (to red) to indicate if the current target is able to be hit with the currently prepared skill.[5][11]
    • Action combat abilities will not have a lock-on feature but pressing Q while in action mode will lock on to the current target to enable the use of tab-oriented skills in action mode.[9][5]
    Action combat abilities will not have a lock-on feature so to speak. Some of those are going to be skill shot only. However because you can have a mix and match of tab abilities that require a target, you will be able to target lock in action mode as well. Right now that's delegated to the Q key as default, but you can obviously set that up you could put it on you know your left mouse button, or you could put it wherever you want; and when your reticle hovers over a target, it rapidly swaps your target ability and when you press your target lock it will then lock that target; and if you have tab-oriented skills, you can use your tab oriented skills and they will be used against that target.[9]Steven Sharif
    • Holding Tab while in action mode will alternate between targets.[5]
    • Pressing right-click while in action mode will switch to tab mode for the currently highlighted target.[11]
  • The tab mode (MMO mode) facilitates tab targeted combat.[11][12] A tab-targeted ability requires a target in order to utilize that skill.[9][24]
    • Pressing left-click in tab mode will attack the target (with the currently selected weapon).[11]
    • There will be a "target of target" capability on the user interface.[26]

Time to kill

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

The Ashes of Creation MMORPG will have a time-to-kill (TTK) of around 30 seconds to a minute.[27]

In the MMORPG we really don't want to see any one-shots. The time-to-kill needs to be strategic and tactical.[29]Steven Sharif

Hitboxes

The developers are testing different approaches to accommodate varying hitboxes between the races.[30]

  • There may be a single unified hitbox with some exceptions or some special collision rules as opposed to having different sized hitboxes.[30]

More than likely we'll have some sort of unified or unified-ish hitbox. But again it's going to probably have a unified hitbox with some exceptions or some special sort of collision rules based on them as opposed to kind of just making it smaller for one and not the other.[30]Jeffrey Bard

There aren't separate types of hitbox categories in the Ashes of Creation MMORPG as there were in Ashes of Creation Apocalypse.[30]

We don't have separate types of hitbox categories, for example. There's no head hit box in the MMORPG like there was in APOC. So from a critical standpoint you're not going to see a greater risk of critting for a larger hitbox.[30]Steven Sharif

Headshot mechanics

There are no headshot mechanics in the Ashes of Creation MMORPG.[30][31][32]

Weapon attack cone

Weapon attack cone in Alpha-1.[11]

As I attack I am hitting multiple numbers of these opponents; and that's important because all weapons, regardless of whether you are in reticle mode or tab-targeting mode will be able to have a action-based type weapon attack. Not active skill, but weapon attack.[11]Steven Sharif

All weapons have a forward attack cone, regardless of being in tab or action mode.[11]

Polearms for example will have a much wider arc and much further out. Daggers will have a more fine-tuned arc, so you have to be more precise in that regard.[11]Steven Sharif

This is described as a weapon attack not an active skill.[11]

Floating combat text

Alpha-2 Floating combat text work-in-progress UI.[37]

Damage you take, which is indicated in this red number, floats towards your left-hand side; and when you do damage to a target they float to your right-hand side. Now one of the very important aspects of these floating texts is providing the player with customization options that they can adjust the size of the floating text. They can adjust the color composition on how these texts are represented. They can also include damage icons to indicate the ability that's used for those floating texts; and importantly we also call out the crits that you do in a separate way: how they pop in they're slightly above the other number; and then more so, we also have additional functionality for cumulative damage.[37]Steven Sharif

Floating combat text shows damage taken, damage dealt, cumulative damage, crits, heals, XP gained, and other important combat indicators.[37]

  • Damage taken appears in red and floats to the left.[37]
  • Damage dealt appears in yellow and floats to the right.[37]
  • Crits appear larger and are slightly above the other numbers.[37]
  • XP appears in white and is slightly lower on the UI.[37]

Floating combat text is able to be customized by the player.[37][38]

Providing maximum flexibility and player customization options for these floating texts I think is super important.[37]Steven Sharif

Combat abilities

The aspiration for combat is for abilities to have corresponding counter-play abilities.[39]

  • The goal is to have special animations for parrying, blocking and evading.[40]

They can be a challenge to implement sort of really reliably so you might not see them on every evasion or every block, but we do want that kind of stuff to show up.[40]Jeffrey Bard

Crowd control

Crowd control (CC/mezzing) abilities include root, snare, stun, sleep and slow.[41][39]

Diminishing returns in regards to crowd control and conditions like stun and sleep and slows and that kind of thing: Yes we will have absolutely diminishing returns. I think it's a necessary component to balance out classes that have high control ability.[39]Steven Sharif

  • Hard CC's are stuns, knock downs, sleeps, paralysis, some roots, some silences.[44]

We're trying to stay away from hard locks as much as we possibly can. We want to have the system be very play, counter-play, counter-counter-play kind of feel.[39]Jeffrey Bard

  • Soft CC's are in the tab-targeted abilities.[45]
  • CC effects do not apply to Non-combatant (green) players. The target of a CC ability must be flagged in order to suffer the CC effects. This prevents players from opening attacks that stun non-combatant players during a pull for example.[46]
  • Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own health pool and other stats.[47]
    • In current Alpha-1 testing mounts are not separate from the player.[47]

There's also going to be effects that just stun the mount or stun you on the mount.[47]Steven Sharif

info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Javelin Javelin Icon.jpg Pulls a target enemy to your location.[49][50][51][52] Deals damage and generates a great amount of threat.[49][52] Reduces cooldown by 5 seconds.[49][52]
Onslaught Onslaught Icon.jpg Charge and deal damage to your target.[53][50][54][55] Reduce the target's attack damage temporarily.[53][55] Knock down the target.[53][55]

Directional attacks

There will be directional attacks (back attacks, flanking attacks, frontal attacks) that deal additional damage depending on the positional context of the attack.[56]

Mobility

Revamped Alpha-1 Mage Fireball ability.[57][58]

The general approach that we're kind of taking based on a lot of feedback and just good combat design in general. You know philosophy is that we want to give more agency in the hands of the player and the antithesis of that is locking the player down for really long amounts of time. The sort of concept behind that is like you could make an animation effects as glorious looking as possible but if it's taking away control of the player, none of that really matters. Especially the 100th or thousandth time you're using the spell you're tired of that happening you don't feel powerful: You feel the opposite of powerful. So we're trying to like give a lot of control back to the player while they're using these abilities so they can still control their movements, they can react simultaneously while they're taking actions; and we just want to get overall more of a fluid flow, I guess, of combat. And that's kind of the general design philosophy we're using to approach the overhaul.[57]Tradd Thompson

There's a balance in the game design between your movement speed on attack and the movement speed of your opponent. When you have a game that is both PvE centric as well as PvP centric, you have to make sure that combat is blended for both approaches; and we can always run into problems where, if you're significantly hampered in your movement speed, that has an effect on how we expect player versus player engagements to interact; and we don't want to restrict a player's ability to be mobile if they're the target of an attack. And as a result of that we need to make sure that we don't restrict the movement abilities of the player who is doing the attacking as well. So we want it to be relatively free for you to stay with each other. Your opponents move around the battlefield together and if we're hampering you on the attack action, we have to then implement some type of snare, or slow, or cc effect essentially on your opposing target; and that's not the approach we want to take for for PvP.[70]Steven Sharif
Q: If a ranger is super mobile, what are the melee's options in order to catch them?
A: Different class kits will provide different gap closers. They'll provide different mobility skills. They'll have lockdowns. They'll have chains to pull back. They'll have a lot of different things in the rotation. That's part of what an MMORPG experience is. You're not just restricted to three or six skills, you have a rotational suite; and depending on the type of challenges you face is going to help determine which of those rotations you spec into from your skill tree.[71]Steven Sharif
info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Blink Blink Icon.jpg Blinks forward in the direction you are traveling.[72][50][73][74] Now deals damage to enemies surrounding your departure location.[75][74] Reduced cooldown.[72][75][74]
Rush rush icon.png Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[76] - -

Player movement

  • Sprinting will consume a percentage of a character's mana pool. Sprinting will not be permitted while in combat.[78]
    • A sprinting/dash skill with a cooldown was confirmed to be part of a class kit.[79]
I've instructed design to incorporate a mana consumption that's percentage based for sprinting. So it'll be a similar amount of time that each class, regardless of their mana values, will have in order to sprint and it will not be accessible while in a combat.[78]Steven Sharif
  • There is a toggleable walk/run (autorun) capability.[80]
  • There is not going to be any "go to waypoint" (auto-pathing) mechanics.[81]

Collision

There are player and spell collision mechanics in Ashes of Creation.[83]

  • Inertia and momentum physics will help prevent blocking doorways/access points. This is based on a character's direction and movement speed, and can be used to push people out of the way.[84][83]

Dodging

Dodging in Alpha-1 early combat.[85]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[85]Steven Sharif

Evasion moves such as dodging and weaving will be present in Ashes of Creation combat.[86][87]

So you see an animation windup that's a telegraph on what's coming; and then you have response actions that you can take as a result of that in order to dodge, weave, move, do whatever. It is both a combination of what your rotation is but also how you have reaction abilities ready to go that you save for certain circumstances that are important.[86]Steven Sharif
Q: Will there be evade frames/ I-frames on dodge?
A: I would say it's a safe bet with regards to how we're approaching the hybrid combat that not only are gonna have true evasion skills that apply to more action-oriented skills that are coming your way, but you'll also have you know I-frame type skills that would apply perhaps to a tab targetable skills coming your way. So I think you're gonna have a healthy balance of both with it when it comes to skills that you can spec into.[87]Steven Sharif

Active blocking

The developers have yet to finalize designs for active blocking in Ashes of Creation.[90][91]

We're going to be discussing internally amongst the designers and the combat team and then we will likely share with the community once we've nailed down a few approaches and prototype them out.[90]Steven Sharif

  • The developers are considering the inclusion of active blocking in a subset of universal skills that apply to all classes.[88]
    • The developers were previously leaning toward using more traditional buff-oriented universal damage mitigation for the MMO, and were also considering interaction between action-based blocking and a passive block stat.[91]

This is something we're still actively iterating on and actively going to be testing in our hybrid system but you know as we're as we're doing that we are taking into consideration. Obviously we want action based components to also interact in some way shape or form with the waterfall stat system as well; and you know that seems like it might be an oxymoron from an action to tab sense, but it doesn't have to be. There can be components of action- so say for instance you could have a dual component where you activate that shield stance and if you accurately intercept an incoming projectile or a skill that's been initiated from the forward arc, you get 80% damage mitigation or 80% application of the physical defense of the shield; and if it comes from an area outside of that forward arc then you get a lesser bonus; and that essentially what would happen is let's say you take into account the stat of the shield's physical defense value, you apply it as a mitigating factor to the incoming damage, but in addition you augment that system with the waterfall stat that is responsible for shield damage mitigation or shield rate; and maybe you know the default skill says 80% damage mitigation from forward arc but that gets augmented up to 87% because of your stat essentially; and if it's not in your forward arc then it gets you know 50% efficacy- maybe it's 40 something percent. So just to give you kind of insight into what goes into kind of determining these skills and how they interact on an action-based front.[91]Steven Sharif

In APOC when we had the active shield stance- that was an active shield block action-based system; and when we collected design data on essentially the efficacy and essentially the accuracy of players who used that wasn't very high; and there is a concern at least on the front of implementing a action restricted type active shield block as opposed to what would traditionally be along the lines of activating a buff that grants a shield block rate adjustment and is universal on incoming damage- and interfaces with the stats- is really something that we're leaning towards in incorporating for the hybrid combat system.[91]Steven Sharif

Interrupts

Abilities with a cast bar can be interrupted during the cast.[64]

  • There are abilities to counter interrupts.
  • Some interrupts are better than others.
info-orange.pngThis section contains information from Alpha-1 testing. It will be updated when new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Bulwark Bulwark Icon.jpg Bash enemies in front of you twice. The second attack temporarily increases block chance. You must have a shield equipped to block.[93][50][94][95] Additional increased block chance.[93][95] The second attack knocks down enemies.[93][95]
Onslaught Onslaught Icon.jpg Charge and deal damage to your target.[53][50][54][55] Reduce the target's attack damage temporarily.[53][55] Knock down the target.[53][55]
Rush rush icon.png Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[76] - -
Thundershock Lightning Bolt Icon.jpg Shoots forward a beam of lightning that damages enemies in a line in front of you.[96][50][97] Increased damage.[96][98] Now knocks down hit targets.[96][98]

Animation cancelling

Animation cancelling will not be a combat mechanic.[99][100]

Combat stances

The use of weapon stances in game is likely.[101]

RNG

RNG elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[102]

RNG is always going to play a role in Ashes of Creation whether that be in PvP or PvE, but one way to mitigate that is through the action system. The action system is going to be far less sort of dependent on those you know dice rolls and there'll be far more in your own hands. They won't ever completely eliminate that but it's a way for us to sort of reward skilled play versus sort of tactical strategies type play.[103]Jeffrey Bard

Ashes of Creation Apocalypse

Ashes of Creation Apocalypse weapon and armor skills

Weapons and Armor are tied to skills in Ashes of Creation Apocalypse.[104]

  • Swapping between weapons will allow players to access the different skills on their hotbar.[104]
  • Certain armor pieces have utility and defensive skills, such as like Camouflage, Polymorph and Battlefield wall.[104]
  • Weapons are tied to one specific skill in early testing, but this may change.[105]

Weapons will have skills associated with them and they'll will rest on a hot bar and you can swap between the weapons on the hot bar and that'll allow you to access the different skills. Additionally the breastplate, the leggings: Those also have skills associated with them those are more utility and defensive abilities, such as like camouflage, polymorph, battlefield wall; that kind of stuff. Those are on the armor pieces and then they are associated with right now the VC hotkeys for their abilities.[104]Steven Sharif

Right now weapons are tied to one specific skill; and you know that's just again because we're so early in alpha 1; but well probably be changing that as we continue to iterate and test.[104]Steven Sharif

Ashes of Creation Apocalypse weapon skills
Skill Icon Rank 1 Rank 2 Rank 3
Alacrity Alacrity Icon.png For the duration of this stance, your successful attacks will increase your run speed.[106]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
For the duration of this stance, your successful attacks will increase your run speed.[107]
  • Duration: 12 Sec.
  • Cooldown: 10 Sec.
For the duration of this stance, your successful attacks will increase your run speed.[108]
  • Duration: 12 Sec.
  • Cooldown: 8 Sec.
Alacrity/ru Alacrity Icon.png На время действия этой стойки ваши успешные атаки увеличивают скорость вашего бега.[106]
  • Продолжительность: 10 сек.
  • Откат: 10 сек.
На время действия этой стойки ваши успешные атаки увеличивают скорость вашего бега.[107]
  • Продолжительность: 12 сек.
  • Откат: 10 сек.
На время действия этой стойки ваши успешные атаки увеличивают скорость вашего бега.[108]
  • Продолжительность: 12 сек.
  • Откат: 8 сек.
Bolt of Revealing Bolt of Revealing Icon.png - - After activating this spell, the next bolt you fire will reveal all characters hidden by terrain, structures, or invisibility in its area of effect.[109]
  • Duration: 10 sec
  • Cooldown: 15 sec
Chain Lightning Chain Lightning Icon.png Activate to charge your next attack with lightning - lightning will arc between foes, dealing damage to each one.[110]
  • Duration: 5 Sec.
  • Cooldown: 5 Sec.
Activate to charge your next attack with lightning - lightning will arc between foes, dealing damage to each one.[111]
  • Duration: 5 Sec.
  • Cooldown: 5 Sec.
Activate to charge your next attack with lightning - lightning will arc between foes, dealing damage to each one.[112]
  • Duration: 5 Sec.
  • Cooldown: 5 Sec.
Crimson Blast Crimson Blast Icon.png This spell will invoke a destructive cone of force and flame at enemies in front of you.[113]
  • Duration: 1 Sec.
  • Cooldown: 10 Sec.
This spell will invoke a destructive cone of force and flame at enemies in front of you.[114]
  • Duration: 1 Sec.
  • Cooldown: 9 Sec.
This spell will invoke a destructive cone of force and flame at enemies in front of you.[115]
  • Duration: 1 Sec.
  • Cooldown: 9 Sec.
Darkness Darkness Icon.png When activated, your next arrow will explode in a cloud of darkness on impact.[116]
  • Duration: 10 Sec.
  • Cooldown: 20 Sec.
When activated, your next arrow will explode in a cloud of darkness on impact.[117]
  • Duration: 10 Sec.
  • Cooldown: 20 Sec.
When activated, your next arrow will explode in a cloud of darkness on impact.[118]
  • Duration: 10 Sec.
  • Cooldown: 20 Sec.
Divine Light Divine Light Icon.png For the duration of this spell, your attacks will mark your foes with a divine light that can be seen for miles.[119]
  • Duration: 10 sec
  • Cooldown: 30 sec
For the duration of this spell, your attacks will mark your foes with a divine light that can be seen for miles.[120]
  • Duration: 13 sec
  • Cooldown: 25 sec
For the duration of this spell, your attacks will mark your foes with a divine light that can be seen for miles.[121]
  • Duration: 16 sec
  • Cooldown: 20 sec
Divine Protection Divine Protection Icon.png For the duration of this stance, you will take cover behind your shield's enhanced protection and reduce the damage of incoming attacks. Consumes 3 Stamina per second, and each attack performed with the shied readied consumes 15 additional stamina.[122]
  • Duration: 4 sec
  • Cooldown: 10 sec
For the duration of this stance, you will take cover behind your shield's enhanced protection and reduce the damage of incoming attacks. Consumes 3 Stamina per second, and each attack performed with the shied readied consumes 15 additional stamina.[123]
  • Duration: 5 sec
  • Cooldown: 10 sec
For the duration of this stance, you will take cover behind your shield's enhanced protection and reduce the damage of incoming attacks. Consumes 3 Stamina per second, and each attack performed with the shied readied consumes 15 additional stamina.[124]
  • Duration: 6 sec
  • Cooldown: 10 sec
Fire Potion Generates a fire explosion.[125] - -
Frost Potion Frost Potion Icon.png Swap your explosive potion for a potion of frost. It will burst on the first bounce, leaving an area of bitter cold that slows your enemies.[126]
  • Duration: 10 Sec.
  • Cooldown: 30 Sec.
- -
Hemorrhage icon hemorrhage.png - For the duration of this stance, any hit will apply a debuff to your enemies, dealing damage to them with every step they take.[127]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
For the duration of this stance, any hit will apply a debuff to your enemies, dealing damage to them with every step they take.[128]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
Lifesteal Lifesteal Icon.png For the duration of this stance, your successful attacks will steal life from your foes, and render it unto you.[129]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
For the duration of this stance, your successful attacks will steal life from your foes, and render it unto you.[130]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
For the duration of this stance, your successful attacks will steal life from your foes, and render it unto you.[131]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
Meteor Storm Meteor Storm Icon.png - After activating this spell, your next attack will call down a storm of meteors.[132]
  • Duration: 10 Sec.
  • Cooldown: 45 Sec.
After activating this spell, your next attack will call down a storm of meteors.[133]
  • Duration: 10 Sec.
  • Cooldown: 30 Sec.
Miasma Miasma Icon.png After you activate this spell, your next arrow will summon a dark miasma that clings to any foes that touch it, dealing damage over time.[134]
  • Duration: 10 Sec.
  • Cooldown: 20 Sec.
After you activate this spell, your next arrow will summon a dark miasma that clings to any foes that touch it, dealing damage over time.[135]
  • Duration: 10 Sec.
  • Cooldown: 20 Sec.
After you activate this spell, your next arrow will summon a dark miasma that clings to any foes that touch it, dealing damage over time.[136]
  • Duration: 10 Sec.
  • Cooldown: 20 Sec.
Silence Silence Icon.png Applies a debuff that prevents your opponent from being able to use spells.[137]
  • Duration: 10 sec
  • Cooldown: 10 sec
Applies a debuff that prevents your opponent from being able to use spells.[138]
  • Duration: 10 sec
  • Cooldown: 10 sec
Applies a debuff that prevents your opponent from being able to use spells.[139]
  • Duration: 10 sec
  • Cooldown: 10 sec
Stamina Drain Stamina Drain Icon.png For the duration of this stance, your attacks will drain your opponent's stamina and stop their stamina regen for 5 seconds.[140]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
For the duration of this stance, your attacks will drain your opponent's stamina and stop their stamina regen for 5 seconds.[141]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
For the duration of this stance, your attacks will drain your opponent's stamina and stop their stamina regen for 5 seconds.[142]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
Stillblade ability Stillblade Icon.png For the duration of this stance, your attacks will slow your opponent's movements.[143]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
For the duration of this stance, your attacks will slow your opponent's movements.[144]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
-
Warp Space Warp Space Icon.png - For the duration of this spell, any successful hit will swap your location with that of your target.[145]
  • Duration: 5 sec
  • Cooldown: 30 sec
For the duration of this spell, any successful hit will swap your location with that of your target.[146]
  • Duration: 5 sec
  • Cooldown: 20 sec
Ashes of Creation Apocalypse armor skills
Skill Icon Rank 1 Rank 2 Rank 3
Arcanic Power Arcanic Power Icon.png Channel raw arcane energies to instantly knock nearby foes back, deal damage, and give yourself some breathing room.[147]
  • Duration: 1 sec
  • Cooldown: 10 sec
Channel raw arcane energies to instantly knock nearby foes back, deal damage, and give yourself some breathing room.[148]
  • Duration: 1 sec
  • Cooldown: 9 sec
Channel raw arcane energies to instantly knock nearby foes back, deal damage, and give yourself some breathing room.[149]
  • Duration: 1 sec
  • Cooldown: 8 sec
Blink Blink Icon.png Activate to instantly teleport yourself a short distance forward.[150]
  • Duration: 1 sec
  • Cooldown: 30 sec
Activate to instantly teleport yourself a short distance forward.[151]
  • Duration: 1 sec
  • Cooldown: 25 sec
Activate to instantly teleport yourself a short distance forward.[152]
  • Duration: 1 sec
  • Cooldown: 20 sec
Bulwark Bulwark Icon.png This spell will instantly summon a wall a short distance in front of the caster. Perfect for deploying as a cover![153]
  • Duration: 15 Sec.
  • Cooldown: 20 Sec.
This spell will instantly summon a wall a short distance in front of the caster. Perfect for deploying as a cover![154]
  • Duration: 17 Sec.
  • Cooldown: 15 Sec.
This spell will instantly summon a wall a short distance in front of the caster. Perfect for deploying as a cover![155]
  • Duration: 20 Sec.
  • Cooldown: 10 Sec.
Catfall Catfall Icon.png Activate to grant yourself exceptional jumping abilities, silent moving, and protection from falling damage for the duration.[156]
  • Duration: 10 sec
  • Cooldown: 30 sec
Activate to grant yourself exceptional jumping abilities, silent moving, and protection from falling damage for the duration.[157]
  • Duration: 13 sec
  • Cooldown: 25 sec
Activate to grant yourself exceptional jumping abilities, silent moving, and protection from falling damage for the duration.[158]
  • Duration: 16 sec
  • Cooldown: 20 sec
Dark Pact Dark Pact Icon.png For the duration of this spell, you will be immune to the effects of the corruption storm.[159]
  • Duration: 10 sec
  • Cooldown: 45 sec
For the duration of this spell, you will be immune to the effects of the corruption storm.[160]
  • Duration: 11 sec
  • Cooldown: 45 sec
For the duration of this spell, you will be immune to the effects of the corruption storm.[161]
  • Duration: 12 sec
  • Cooldown: 45 sec
Icy Steps Icy Steps Icon.png With this spell you will leave icy trails behind you, which will snare and slow your enemies.[162]
  • Duration: 10 sec
  • Cooldown: 15 sec
With this spell you will leave icy trails behind you, which will snare and slow your enemies.[163]
  • Duration: 13 sec
  • Cooldown: 12 sec
With this spell you will leave icy trails behind you, which will snare and slow your enemies.[164]
  • Duration: 16 sec
  • Cooldown: 10 sec
Invisibility Invisibility Icon.png This spell turns you invisible for the duration, though it will cancel upon attacking, or through the use of any other spells.[165]
  • Duration: 20 sec
  • Cooldown: 60 sec
This spell turns you invisible for the duration, though it will cancel upon attacking, or through the use of any other spells.[166]
  • Duration: 25 sec
  • Cooldown: 50 sec
This spell turns you invisible for the duration, though it will cancel upon attacking, or through the use of any other spells.[167]
  • Duration: 30 sec
  • Cooldown: 40 sec
Polymorph Polymorph Icon.png Transform yourself into a harmless inanimate object, and disappear into the local terrain. Will cancel on movement or attack.[168]
  • Duration: 30 sec
  • Cooldown: 45 sec
Transform yourself into a harmless inanimate object, and disappear into the local terrain. Will cancel on movement or attack.[169]
  • Duration: 40 sec
  • Cooldown: 20 sec
Transform yourself into a harmless inanimate object, and disappear into the local terrain. Will cancel on movement or attack.[170]
  • Duration: 50 sec
  • Cooldown: 15 sec

Ashes of Creation Apocalypse combat targeting

Action combat in Ashes of Creation Apocalypse utilizes a targeting reticle.[172]

  • A hot key can be used to toggle reticle mode on and off.[172]
  • Left mouse click is used for basic weapon attacks.[173]
  • Right mouse click is used as a "focus" button. It can also be used to activate root motion attacks for melee.[173]
  • Combat targeting uses hitbox registration in three separate regions: Upper body, lower body and head.[174]
  • Certain weapons and skills have ADS (Aim Down Sights) functionality.[175][176]

There will be aim down sights. You may have seen it that you can aim down sights on weapons; and there will be scopes on like crossbows and stuff that - arcane scopes - that you can use.[175]Steven Sharif

Some spells do have ADS. There's a long-range meteor blast that can be used from one of the spell books; and that has an arcane zoom in. It lets you zoom into a target.[176]Steven Sharif

Alpha-1 will test hybrid action/tab combat.[18][177]

Ashes of Creation Apocalypse class kits

Six classes will be present in Ashes of Creation Apocalypse castle sieges and Ashes of Creation Apocalypse horde mode.[178]

These classes relate to the trinity of classes: Tank, DPS and Support.[178][179]

  • Skills/abilities are not tied specifically to weapons in castle siege mode.[180]
    • It was previously stated that weapon skills are applied to augment a class' base skills.[181]
  • Base class skills may be able to be selected from a host of available skills for that class based on a player's progression within that season.[181][182]

We had a little bit of an idea that we're going to explore with regards to each of the classes having a range of skills and abilities that players can customize that skill kit based on their progression within a season, let's say; and that progression can be gained from any of the modes and it would grant you the ability to kind of customize that skill kit for the before the siege mode or the horde mode. But that's something that might come at a later date.[182]Steven Sharif

Ashes of Creation Apocalypse classes only apply to Ashes of Creation Apocalypse castle sieges and Ashes of Creation Apocalypse horde mode.[183]

See also

References

  1. Video, September 30, 2022 (17:03).
  2. 2.0 2.1 2.2 2.3 2.4 Livestream, September 30, 2022 (41:06).
  3. steven-hybrid.png
  4. Livestream, August 27, 2021 (1:16:04).
  5. 5.0 5.1 5.2 5.3 5.4 5.5 5.6 Livestream, June 25, 2021 (22:34).
  6. Livestream, November 16, 2017 (30:45).
  7. 7.0 7.1 7.2 7.3 Video, September 30, 2022 (17:00).
  8. 8.0 8.1 Livestream, March 26, 2021 (59:21).
  9. 9.0 9.1 9.2 9.3 9.4 9.5 Livestream, June 25, 2021 (27:43).
  10. 10.0 10.1 steven-combat-revamp-update-2.png
  11. 11.00 11.01 11.02 11.03 11.04 11.05 11.06 11.07 11.08 11.09 11.10 11.11 11.12 11.13 Livestream, August 28, 2020 (1:15:39).
  12. 12.0 12.1 12.2 12.3 Livestream, April 30, 2020 (1:09:51).
  13. Livestream, September 30, 2022 (49:16).
  14. Livestream, June 25, 2021 (26:11).
  15. Livestream, September 30, 2022 (52:33).
  16. 16.0 16.1 Livestream, September 30, 2022 (48:10).
  17. 17.0 17.1 17.2 17.3 17.4 17.5 Livestream, 2018-04-8 (PM) (37:57).
  18. 18.0 18.1 18.2 Newsletter, 2018-08-7
  19. 19.0 19.1 19.2 19.3 19.4 19.5 Podcast, August 4, 2018 (1:07:59).
  20. Livestream, August 28, 2020 (1:12:50).
  21. 21.0 21.1 21.2 21.3 21.4 21.5 21.6 Podcast, August 4, 2018 (1:11:05).
  22. steven-action-tab-attack-range.png
  23. Livestream, September 30, 2022 (54:35).
  24. 24.0 24.1 Interview, April 15, 2019 (38:03).
  25. 25.0 25.1 Livestream, June 25, 2021 (27:10).
  26. Livestream, April 30, 2020 (40:19).
  27. 27.0 27.1 Interview, October 20, 2018 (3:25:46).
  28. Livestream, November 22, 2019 (5:51).
  29. 29.0 29.1 Interview, October 20, 2018 (9:10).
  30. 30.0 30.1 30.2 30.3 30.4 30.5 Livestream, October 30, 2020 (1:15:59).
  31. steven-headshots-1.png
  32. 32.0 32.1 steven-headshots-2.png
  33. 33.0 33.1 Interview, October 21, 2018 (9:10).
  34. Interview, October 20, 2018 (3:25:31).
  35. 35.0 35.1 35.2 Livestream, September 27, 2018 (34:49).
  36. class cleaving.png
  37. 37.00 37.01 37.02 37.03 37.04 37.05 37.06 37.07 37.08 37.09 37.10 37.11 Video, June 30, 2022 (16:39).
  38. 38.0 38.1 Livestream, June 25, 2021 (29:09).
  39. 39.0 39.1 39.2 39.3 39.4 Livestream, May 24, 2017 (45:12).
  40. 40.0 40.1 Livestream, June 26, 2020 (1:50:01).
  41. Livestream, October 16, 2017 (25:56).
  42. Livestream, February 9, 2018 (28:17).
  43. Livestream, November 22, 2019 (1:06:25).
  44. steven-hard-ccs.png
  45. Podcast, August 4, 2018 (1:11:52).
  46. CC effects do notapply to non-combatants.png
  47. 47.0 47.1 47.2 Livestream, April 30, 2021 (1:08:10).
  48. summons-ccs.png
  49. 49.0 49.1 49.2 Alpha-1 screenshot.
  50. 50.0 50.1 50.2 50.3 50.4 50.5 toast-keybinds-skills.png
  51. Video, February 9, 2021 (1:02).
  52. 52.0 52.1 52.2 Livestream, July 31, 2020 (1:14:38).
  53. 53.0 53.1 53.2 53.3 53.4 53.5 Alpha-1 screenshot.
  54. 54.0 54.1 Video, February 9, 2021 (1:26).
  55. 55.0 55.1 55.2 55.3 55.4 55.5 Livestream, July 31, 2020 (1:14:28).
  56. 56.0 56.1 Livestream, March 26, 2021 (1:11:25).
  57. 57.0 57.1 Livestream, February 26, 2021 (27:41).
  58. Video, February 26, 2021 (6:17).
  59. 59.0 59.1 Livestream, June 30, 2022 (46:30).
  60. Livestream, July 30, 2021 (31:22).
  61. Interview, June 13, 2021 (4:12).
  62. Livestream, May 28, 2021 (1:13:05).
  63. Livestream, April 30, 2020 (1:17:13).
  64. 64.0 64.1 Livestream, May 8, 2017 (43:30).
  65. 65.0 65.1 Livestream, December 23, 2021 (55:32).
  66. 66.0 66.1 Video, December 23, 2021 (23:53).
  67. 67.0 67.1 Livestream, October 14, 2022 (48:45).
  68. 68.0 68.1 stevenclarification.png
  69. Livestream, June 26, 2020 (1:30:40).
  70. 70.0 70.1 Livestream, June 30, 2022 (49:42).
  71. Livestream, September 30, 2022 (51:28).
  72. Video, December 23, 2020 (1:17).
  73. 74.0 74.1 74.2 Livestream, July 31, 2020 (57:33).
  74. 75.0 75.1 Video, December 22, 2020 (7:35).
  75. 76.0 76.1 progression.png
  76. Video, May 25, 2017 (0:02).
  77. 78.0 78.1 Livestream, July 30, 2021 (1:11:29).
  78. Reddit - Developer response to unique ability visuals.
  79. autorun.jpg
  80. Livestream, May 4, 2018 (51:57).
  81. Livestream, December 15, 2017 (1:35:38).
  82. 83.0 83.1 collision.jpg
  83. Interview, March 27, 2020 (15:20).
  84. 85.0 85.1 85.2 Livestream, August 28, 2020 (1:19:24).
  85. 86.0 86.1 Livestream, June 30, 2022 (51:17).
  86. 87.0 87.1 87.2 Livestream, January 30, 2020 (1:34:12).
  87. 88.0 88.1 Livestream, November 19, 2021 (50:38).
  88. Livestream, June 26, 2020 (1:24:06).
  89. 90.0 90.1 Livestream, September 24, 2021 (1:22:46).
  90. 91.0 91.1 91.2 91.3 Livestream, June 26, 2020 (1:19:50).
  91. shieldactiveblockA1.png
  92. 93.0 93.1 93.2 Alpha-1 screenshot.
  93. Video, February 9, 2021 (0:37).
  94. 95.0 95.1 95.2 Livestream, July 31, 2020 (1:14:26).
  95. 96.0 96.1 96.2 Alpha-1 screenshot.
  96. Video, December 23, 2020 (0:40).
  97. 98.0 98.1 Livestream, October 16, 2017 (39:15).
  98. 99.0 99.1 Livestream, November 22, 2019 (1:09:37).
  99. Livestream, May 17, 2017 (1:05:11).
  100. Livestream, June 28, 2019 (1:19:00).
  101. Livestream, May 30, 2017 (16:25).
  102. 103.0 103.1 103.2 Livestream, December 6, 2018 (48:52).
  103. 104.0 104.1 104.2 104.3 104.4 Interview, August 17, 2018 (6:53).
  104. Interview, August 17, 2018 (7:52).
  105. 106.0 106.1 Alacrity rank 1.
  106. 107.0 107.1 Alacrity rank 2.
  107. 108.0 108.1 Alacrity rank 3.
  108. Bolt of Revealing rank 3.
  109. Chain Lightning rank 1.
  110. Chain Lightning rank 2.
  111. Chain Lightning rank 3.
  112. Crimson Blast rank 1.
  113. Crimson Blast rank 2.
  114. Crimson Blast rank 3.
  115. Darkness rank 1
  116. Darkness rank 2
  117. Darkness rank 3
  118. Divine Light rank 1.
  119. Divine Light rank 2.
  120. Divine Light rank 3.
  121. Divine Protection rank 1.
  122. Divine Protection rank 2.
  123. Divine Protection rank 3.
  124. Livestream, August 17, 2018 (7:49).
  125. Frost Potion rank 1.
  126. Hemorrhage rank 2.
  127. Hemorrhage rank 3.
  128. Lifesteal rank 1.
  129. Lifesteal rank 2.
  130. Lifesteal rank 3.
  131. Meteor Storm rank 2.
  132. Meteor Storm rank 3.
  133. Miasma rank 1.
  134. Miasma rank 2.
  135. Miasma rank 3.
  136. Silence rank 1.
  137. Silence rank 2.
  138. Silence rank 3.
  139. Stamina Drain rank 1.
  140. Stamina Drain rank 2.
  141. Stamina Drain rank 3.
  142. Stillblade ability rank 1.
  143. Stillblade ability rank 2.
  144. Warp Space rank 2.
  145. Warp Space rank 3
  146. Arcanic Power rank 1
  147. Arcanic Power rank 2
  148. Arcanic Power rank 3
  149. Blink rank 1.
  150. Blink rank 2.
  151. Blink rank 3.
  152. Bulwark rank 1.
  153. Bulwark rank 2.
  154. Bulwark rank 3.
  155. Catfall rank 1.
  156. Catfall rank 2.
  157. Catfall rank 3.
  158. Dark Pact rank 1.
  159. Dark Pact rank 2.
  160. Dark Pact rank 3.
  161. Icy Steps rank 1.
  162. Icy Steps rank 2.
  163. Icy Steps rank 3.
  164. Invisibility rank 1.
  165. Invisibility rank 2.
  166. Invisibility rank 3.
  167. Polymorph rank 1.
  168. Polymorph rank 2.
  169. Polymorph rank 3.
  170. Livestream, September 27, 2018 (17:52).
  171. 172.0 172.1 Livestream, July 9, 2018 (58:26).
  172. 173.0 173.1 Interview, August 8, 2018 (27:04).
  173. Interview, August 17, 2018 (3:58).
  174. 175.0 175.1 Interview, August 17, 2018 (4:31).
  175. 176.0 176.1 Interview, August 17, 2018 (6:03).
  176. Livestream, 2018-04-8 (PM) (41:44).
  177. 178.0 178.1 178.2 Livestream, January 11, 2019 (41:20).
  178. Interview, October 20, 2018 (11:38).
  179. Livestream, November 22, 2019 (59:37).
  180. 181.0 181.1 Interview, August 17, 2018 (8:16).
  181. 182.0 182.1 Livestream, January 11, 2019 (58:40).
  182. Reddit Q&A, 2019-01-8.