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. – Steven Sharif
- The developers are considering the inclusion of active blocking in a subset of universal skills that apply to all classes.
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. – Steven Sharif
- The Paladin's Might shield in Ashes of Creation Apocalypse had its own hit box and hit points (HP); that could actively block projectiles.
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. – Steven Sharif
- The goal is to give more agency to the player and achieve a more fluid flow of combat with greater mobility when using abilities.
- The current hybrid tab and action combat system will remain after the revamp.
- This revamp will not represent the final form of combat, but will set the general direction that combat will be taking.
- The revamp will be iterative and will be rolled out to testers in different phases.
Alpha-1 combat was focused on core functionality rather than combat balance. Alpha-2 combat will include archetypes, significant ability support, augments, split-body combat, weapon attacks, and many additional items, among other things.
- Changes that allow templated abilities to apply to 3D positions in the air or water will be prototyped and may be included in Alpha-2.
- To clarify any questions, we are still approaching combat from a hybrid design perspective. In today's stream we focused on the "look and feel" of the basic melee attacks, because historically the feedback has been critical of the look and feel of combat. The systems and mechanics around targeting continue to live in both a tab target and action targeting approach. More on those mechanics will be showcased in the future. – Steven Sharif
- Targeting modes are able to be achieved through choice of skills/abilities.
- 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.
- Different ranks of the same skill can change the skill from tab to action targeted or vice-versa.
- The action camera is tied to the to player's reticle. There will likely be a hotkey that when held down will allow free camera movement.
- In future the user will have the ability to choose from different reticle appearances.
- Action oriented and tab oriented versions of skills will have different characteristics. Variables will change based on which version is chosen.
- 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.  – Steven Sharif
For the purposes of balance, certain skill types will be either tab or action oriented skills. For example:
- Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.
- Softer CC's would be housed in tab-targeted abilities.
- 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.
- The action mode utilizes a targeting reticle and is very close to a third-person action game.
- The player does not have to be in reticle mode to use an action combat ability.
- 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. – 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.
- 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.
- 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. – Steven Sharif
- The tab mode (MMO mode) facilitates tab targeted combat. A tab-targeted ability requires a target in order to utilize that skill.
- There may be a single unified hitbox with some exceptions or some special collision rules as opposed to having different sized hitboxes.
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. – Jeffrey Bard
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. – Steven Sharif
- The revamped combat system features split-body animations, where the character's upper body can be locked by weapon attack animations while the lower body is free to continue moving.
- Skills with the greatest power may require the caster to remain stationary while channeling them. This is a risk vs. reward mechanic.
- Unreal Engine 5 has enabled improved forms of locomotion, such as crouching, tilting and mantling.
- Previously it was said that crouching may not be in the game.
- Prone will likely not be in the game.
- Moving backward will likely not affect block and parry.
- Player movement speed during combat is balanced for both PvE and PvP.
- 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. – Steven Sharif
|Skill||Icon||Rank 1||Rank 2||Rank 3|
|Blink||Blinks forward in the direction you are traveling.||Now deals damage to enemies surrounding your departure location.||Reduced cooldown.|
|Jump||Dash with cooldown.||Cooldown is replaced by charges with individual cooldown.||Drops a bear trap at the location the ranger dashed from.|
|Rush||Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.||-||-|
|Sprint||Increases movement speed. Using an ability ends sprint.||Increased resistance to disable abilities.||Clears crowd control when sprint starts and removes silence.|
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. – Steven Sharif
There is a toggleable walk/run (autorun) capability.
There is not going to be any "go to waypoint" (auto-pathing) mechanics.
- 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.
- 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. – Steven Sharif
- The developers are considering the inclusion of dodging in a subset of universal skills that apply to all classes.
- Hybrid combat will likely have true evasion skills relating to action-oriented combat and also have I-frames (invincibility frames) that apply to tab targeting.
- 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. – Steven Sharif
- We really wanted to build the combat system to- like i said earlier- be as physical as possible. So we have it very animation driven. Everything is handled based on a reference of animation as opposed to nebulous timings, which allows it to feel very impactful and very responsive. – Keenan Reimer
- We're not going to be having I think unique combat animations. However we will have unique non-combat animations, such as your idle, your walk, your run cycle: things that the combat attacks do not have to blend back into. – Steven Sharif
- The cooldown will be in the range of a few seconds.
For the MMORPG we want there to be some time between damage received or damage done before you can swap your weapon. It's not going to be substantial. It will maybe be a few seconds. – Steven Sharif
- Livestream, 24 September 2021 (1:22:46).
- Livestream, 26 June 2020 (1:19:50).
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- Video, 26 February 2021 (6:17).
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- Interview, 7 February 2021 (49:18).
- Interview, 13 June 2021 (4:12).
- Livestream, 28 May 2021 (1:13:05).
- Livestream, 27 May 2022 (1:11:41).
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- Livestream, 8 April 2018 (PM) (37:57).
- Livestream, 27 August 2021 (1:16:04).
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- Livestream, 16 November 2017 (30:45).
- Livestream, 25 June 2021 (27:43).
- Livestream, 28 August 2020 (1:12:50).
- Livestream, 26 March 2021 (59:21).
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- Podcast, 4 August 2018 (1:07:59).
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- Livestream, 28 August 2020 (1:15:39).
- Livestream, 30 April 2020 (1:09:51).
- Interview, 15 April 2019 (38:03).
- Livestream, 25 June 2021 (27:10).
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- Livestream, 30 October 2020 (1:15:59).
- Livestream, 26 March 2021 (1:11:25).
- Livestream, 30 June 2022 (46:30).
- Livestream, 30 April 2020 (1:17:13).
- Livestream, 8 May 2017 (43:30).
- Livestream, 23 December 2021 (55:32).
- Video, 23 December 2021 (23:53).
- Livestream, 26 June 2020 (1:30:40).
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- Video, 22 December 2020 (7:35).
- Livestream, 16 October 2017 (45:52).
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- Video, 25 May 2017 (0:02).
- Livestream, 30 July 2021 (1:11:29).
- [Reddit - Developer response to unique ability visuals. Reddit - Developer response to unique ability visuals.]
- Livestream, 4 May 2018 (51:57).
- Livestream, 15 December 2017 (1:35:38).
- Interview, 27 March 2020 (15:20).
- Livestream, 28 August 2020 (1:19:24).
- Livestream, 30 June 2022 (51:17).
- Livestream, 30 January 2020 (1:34:12).
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- Video, 30 June 2022 (20:29).
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- Livestream, 30 June 2022 (53:33).
- Livestream, 22 December 2020 (1:12:56).
- Livestream, 17 May 2017 (1:05:11).
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- Interview, 18 July 2020 (1:03:45).
- Livestream, 30 May 2019 (1:15:58).
- Livestream, 28 July 2017 (34:32).