Animation canceling

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Animation cancelling will not be a combat mechanic.[1]


Dodging in Alpha-1 early combat.[2]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[2]Steven Sharif

Dodge rolling type skills is currently housed in the action skill sets of agile classes such as Rogues or Fighters.[2][3]

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.[5]Steven Sharif

Active blocking

The developers have yet to finalize designs for active blocking in Ashes of Creation.[6][7]

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.[6]Steven Sharif

  • The developers are considering the inclusion of active blocking in a subset of universal skills that apply to all classes.[4]
    • 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.[7]

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.[7]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.[7]Steven Sharif


Abilities with a cast bar can be interrupted during the cast.[9]

  • 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.[10][11][12][13] Additional increased block chance.[10][13] The second attack knocks down enemies.[10][13]
Onslaught Onslaught Icon.jpg Charge and deal damage to your target.[14][11][15][16] Reduce the target's attack damage temporarily.[14][16] Knock down the target.[14][16]
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.[17] - -
Thundershock Lightning Bolt Icon.jpg Shoots forward a beam of lightning that damages enemies in a line in front of you.[18][11][19] Increased damage.[18][20] Now knocks down hit targets.[18][20]

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.[21]

In the MMORPG we really don't want to see any one-shots. The time-to-kill needs to be strategic and tactical.[23]Steven Sharif

Gear inspection/ Threat assessment

Players will have a buff on their nameplate that indicates the gear set they are wearing. Other players will be able to see this buff by targeting that player at a distance.[24][25][26]

You can target a player. You're going to see what type of armor they have based on a buff they have available to them because obviously cosmetics can change appearance. You might have different silhouettes as a result of that.[27]Steven Sharif
  • The border will indicate the level and quality of the tier set.[24][25][28]
    • This also indicates if the gear is enchanted, along with visual effects associated with enchanted items.[25][29][28]
  • The developers believe that inspecting gear to obtain an exact equipment list or gear score may lead to "unwelcome behavior".[30]
When you see a player approaching you and they're wearing a transmog you know you don't know if that person is a high damage mitigation against physical damage or against magical damage and essentially the way we overcome that is through you being able to target a player at a distance and they will have a buff that's present on them that you will see, which indicates that essentially the piece set that they are wearing. It is important for players to be able to ascertain from a threat assessment standpoint you know what they're going up against if they're actively checking that and that will be available.[26]Steven Sharif

Crowd control

Crowd control (CC/mezzing) abilities include root, snare, stun, sleep and slow.[31][32]

  • There will be diminishing returns on stuns, sleep and slows so as to avoid stun locking.[32][33]
    • As of May 28, 2021, diminishing returns on CC effects have not yet been implemented in the Alpha-1 testing.[34]

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.[32]Steven Sharif

  • Hard CC's are stuns, knock downs, sleeps, paralysis, some roots, some silences.[36]

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.[32]Jeffrey Bard

  • Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own health pool and other stats.[38]
    • In current Alpha-1 testing mounts are not separate from the player.[38]

There's also going to be effects that just stun the mount or stun you on the mount.[38]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.[40][11][41][42] Deals damage and generates a great amount of threat.[40][42] Reduces cooldown by 5 seconds.[40][42]
Jump jump icon.png Dash with cooldown.[43] Cooldown is replaced by charges with individual cooldown.[43] Drops a bear trap at the location the ranger dashed from.[43]
Onslaught Onslaught Icon.jpg Charge and deal damage to your target.[14][11][15][16] Reduce the target's attack damage temporarily.[14][16] Knock down the target.[14][16]
Snare snare icon.png Foot pin roots target in place.[44][45] Adds a bleed.[45] Snares after root expires.[45]
Trap trap icon.png Place a bear trap under the caster that holds them in place and does damage. Also holds targets in place and does damage.[46] Traps stun instead of root.[46] Place up to two traps.[46]

Combat stances

The use of weapon stances in game is likely.[47]


RNG elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[48]

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.[49]Jeffrey Bard

See also


  1. Livestream, 17 May 2017 (1:05:11).
  2. 2.0 2.1 2.2 Livestream, 28 August 2020 (1:19:24).
  3. Livestream, 26 June 2020 (1:24:06).
  4. 4.0 4.1 Livestream, 19 November 2021 (50:38).
  5. 5.0 5.1 Livestream, 30 January 2020 (1:34:12).
  6. 6.0 6.1 Livestream, 24 September 2021 (1:22:46).
  7. 7.0 7.1 7.2 7.3 Livestream, 26 June 2020 (1:19:50).
  8. shieldactiveblockA1.png
  9. Livestream, 8 May 2017 (43:30).
  10. 10.0 10.1 10.2 Alpha-1 screenshot.
  11. 11.0 11.1 11.2 11.3 11.4 toast-keybinds-skills.png
  12. Video, 9 February 2021 (0:37).
  13. 13.0 13.1 13.2 Livestream, 31 July 2020 (1:14:26).
  14. 14.0 14.1 14.2 14.3 14.4 14.5 Alpha-1 screenshot.
  15. 15.0 15.1 Video, 9 February 2021 (1:26).
  16. 16.0 16.1 16.2 16.3 16.4 16.5 Livestream, 31 July 2020 (1:14:28).
  17. progression.png
  18. 18.0 18.1 18.2 Alpha-1 screenshot.
  19. Video, 23 December 2020 (0:40).
  20. 20.0 20.1 Livestream, 16 October 2017 (39:15).
  21. 21.0 21.1 Interview, 20 October 2018 (3:25:46).
  22. Livestream, November 22 2019 (5:51).
  23. 23.0 23.1 Interview, 20 October 2018 (9:10).
  24. 24.0 24.1 Livestream, 28 August 2020 (2:07:26).
  25. 25.0 25.1 25.2 25.3 Livestream, 25 July 2020 (53:08).
  26. 26.0 26.1 Livestream, 26 June 2020 (1:28:10).
  27. 27.0 27.1 Podcast, 29 September 2021 (52:58).
  28. 28.0 28.1 Livestream, 28 July 2017 (1:34:55).
  29. Official Livestream - May 4th @ 3 PM PST - Q&A
  30. Livestream, 28 July 2017 (23:20).
  31. Livestream, 16 October 2017 (25:56).
  32. 32.0 32.1 32.2 32.3 Livestream, 24 May 2017 (45:12).
  33. Livestream, 9 February 2018 (28:17).
  34. Livestream, November 22 2019 (1:06:25).
  35. 35.0 35.1 Livestream, 8 April 2018 (PM) (37:57).
  36. steven-hard-ccs.png
  37. Podcast, 4 August 2018 (1:11:05).
  38. 38.0 38.1 38.2 Livestream, 30 April 2021 (1:08:10).
  39. summons-ccs.png
  40. 40.0 40.1 40.2 Alpha-1 screenshot.
  41. Video, 9 February 2021 (1:02).
  42. 42.0 42.1 42.2 Livestream, 31 July 2020 (1:14:38).
  43. 43.0 43.1 43.2 Livestream, 16 October 2017 (45:52).
  44. PAX West 2017 Ranger poster.
  45. 45.0 45.1 45.2 Livestream, 16 October 2017 (44:49).
  46. 46.0 46.1 46.2 Livestream, 16 October 2017 (47:29).
  47. Livestream, 28 June 2019 (1:19:00).
  48. Livestream, 30 May 2017 (16:25).
  49. 49.0 49.1 49.2 Livestream, 6 December 2018 (48:52).