Combat

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Alpha-0 Timeless protector boss in the Dünheim dungeon.[1]

Combat in Ashes of Creation is focused on strategy and tactics.[2]

We want combat to be engaging, fun... Right now we've begun the sprint toward Alpha-1 first phase deployment, so we're really looking into the action side of combat right now; and we're building systems for that. And the reason why we are doing that is because tab-targeting has been a staple of MMORPGs for a very long time, even though there's a large interest now in action for MMORPGs and there has been some successful titles with action-oriented, like TERA and BDO. We want to be able to really delve into that development so that we can better understand how to merge tab and action together in the same game, because they are vastly different play-styles.[3]Steven Sharif

Combat targeting

Through skill choice, players can customize their combat experience to focus on tab targeted skills, action targeted skills, or a mix of both.[5]

  • 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.[6]

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.[6]Steven Sharif

Action oriented and tab oriented versions of skills will have different characteristics. Variables will change based on which version is chosen.[7]

  • Damage.[7]
  • Charge up time.[7]
  • CC effects.[7]
  • Cooldown.[8]
  • Energy consumption.[8]
  • Cost to spec.[8]

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. [7]Steven Sharif

For the purposes of balance, certain skill types will be either tab or action oriented skills. For example:[8]

  • Hard Crowd control (CC)s may be housed in action oriented skills because they are skill shots that are more difficult to land.[8][6]
  • Softer CC's would be housed in tab-targeted abilities.[8]
Action targeted skill Rank 1 Rank 2 Rank 3
Arcanic Power Channel raw arcane energies to instantly knock nearby foes back, deal damage, and give yourself some breathing room.[9]
  • Duration: 1 sec
  • Cooldown: 30 sec
- -
Arch lightning Launch a bolt of lightning in a forward line, damaging all within its path.[10][11] Adds damage over time to targets hit.[11] Chains to nearby enemies that are not hit. Anyone who is outside the line has a chance to get a bolt jump to them.[11]
Bulwark This spell will instantly summon a wall a short distance in front of the caster. Perfect for deploying as a cover![12]
  • Duration: 10 Sec.
  • Cooldown: 60 Sec.
- -
Chaos Meteor Summon a meteor.[13] Comes with an ADS (Aim Down Sights) capability.[14] When Chaos Meteor explodes, it breaks into 2-5 magical shards, each of which has a random effect across a very large area.[15]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
- -
Crimson Blast This spell will invoke a destructive cone of force and flame at enemies in front of you.[16]
  • Duration: 1 Sec.
  • Cooldown: 8 Sec.
- -
Darkness When activated, your next arrow will explode in a cloud of darkness on impact.[17]
  • Duration: 10 Sec.
  • Cooldown: 20 Sec.
- -
Fire Potion Generates a fire explosion.[18] - -
Flame line Shoot an arrow that leaves behind a trail of flames.[19] Arrow explodes upon reaching the end of its distance.[19] Enemies take burning damage for entering the flames.[19]
Frost Potion 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.[20]
  • Duration: 10 Sec.
  • Cooldown: 30 Sec.
- -
Melee strike Does damage and adds hate.[21] Damage over time hate over time.[21] Changes to cone effect.[21]
Miasma 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.[22]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
- -
Power shot Use this skill to charge up a shot that fires forward in a line, damaging all enemies it touches.[23][24] Chance to cause bleed damage over time.[23][24] Splits into a fan of arrows in a cone. Radius increases based on hold duration.[24]
Quake If your focus is at 80%, cast this spell to split the earth itself before you, launching a line of AoE damage.[10][25] Knock down those hit by your arcane might.[10][25] Reduces focus cost and cooldown for the skill.[25]
Righteous fury Use your ultimate when your focus has reached 80%, to launch spears at all targets within your forward arc. Dealing damage and pulling them to you.[26] Pulls targets in a cone to the caster and does damage.[27] Adds target lock and hate. All targets pulled now target lock the Tank and their hate is increased.[27] Increases the arc radius to 360°.[27]
Shield might Single target knock down or stun (bash).[28] Changes to a frontal cone attack.[28] Increases the block chance for a duration after success. Duration of block chance increases based on the number of targets hit.[28]
Shield throw Throws shield and adds hate.[29] Changes to cone attack.[29] Add stun to the first target hit.[29]
Slice Cone melee attack.[30] Becomes a 360° melee attack.[30] Adds hemorrhage (bleed) damage.[30]
Stamina Drain For the duration of this stance, your attacks will drain your opponent's stamina and stop their stamina regen for 5 seconds.[31]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
- -
Stillblade ability For the duration of this stance, your attacks will slow your opponent's movements.[32]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
- -
Tab targeted skill Rank 1 Rank 2 Rank 3
Charge Charge to a single target on the battlefield (friend or enemy) and do damage to enemy targets upon reaching them.[33] Additional physical and magical mitigation upon reaching the target for a short duration.[33] Does damage and knocks down enemies between caster and target.[33]
Charged beam Channels a beam attack to a single target.[34] Damages over time after channel.[34] Damages enemies between caster and target.[34]
Cover Target a friendly player, to absorb 50% of their incoming damage for 6 seconds.[26][35] Increases damage that's redirected.[35] Gives the target damage reduction buff for the duration. The damage reduction applies to both the tank and the ally.[35]
Endow life Resurrect target if they are dead. Prevents death if they are alive. Resurrected players don't return to life at 100% health and mana values.[36] Increases duration of death prevention buff.[36] Resurrects target to 100% hit points and mana points.[36]
Hatred Single target that adds hate.[37] Add a forced target lock.[37] Add hate over time per tick.[37]
Ice prison Target an enemy and summon a prison of ice around them, paralyzing them.[10][38] Adds damage over time.[38] Snares after root breaks.[38]
Impale Target an enemy and lauch a spear to damage and pull the enemy into melee range.[26] Lasso effect pulls the target to the tank and does damage.[28] Adds a stun.[28] Adds damage over time.[28]
Implosion Launch a powerful burst of fire (fireball) against a single target.[10][39] Becomes a burn (damage over time).[39][10] Area of effect around the target.[39]
Knockback shot Knocks a target back X distance.[40] Adds damage.[40] Add knockdown.[40]
Life bolt Deal damage to enemy based on the casters missing health.[41] Adds an area of effect.[41] Slows enemies hit by the blast.[41]
Longsword combo Target an enemy and use your sword and shield to strike with multiple blows. Dealing damage and powering up your focus with this weapon attack.[26] - -
Mage's private sanctum Targeted party member (can be self) is removed from combat for duration. They are sent to some extra dimensional location.[42] Banished target gets extra mana while banished.[42] Reduced cooldown.[42]
Marked arrow Target an enemy to use this skill, causing that enemy to take additional physical damage.[23][43] Enemy takes additional magical damage.[43] Increases the duration of this debuff.[43]
Righteous blessing Deliver a spot heal.[44] Adds heal over time.[44] Adds damage over time to adjacent enemies.[44]
Shield might Single target knock down or stun (bash).[28] Changes to a frontal cone attack.[28] Increases the block chance for a duration after success. Duration of block chance increases based on the number of targets hit.[28]
Shield throw Throws shield and adds hate.[29] Changes to cone attack.[29] Add stun to the first target hit.[29]
Snare Foot pin roots target in place.[23][43] Adds a bleed.[43] Snares after root expires.[43]
Soul paralysis Channel a lock down of a single target. Both you and the enemy are held in place.[45] Increased resistances to being disabled.[45] Caster takes reduced damage while channeling.[45]
Spellbook combo Target an enemy and use magic missiles from your spellbook to strike with multiple blows. Dealing damage and powering up your focus with this weapon attack.[10] - -
Staff combo Target an enemy and use your staff to strike with multiple blows. Dealing damage and powering up your focus with this weapon attack.[46] - -
Trap Place a bear trap under the caster that holds them in place and does damage. Also holds targets in place and does damage.[47] Traps stun instead of root.[47] Place up to two traps.[47]

Ashes of Creation Apocalypse combat targeting

Ashes of Creation Apocalypse will be focusing on the action side of combat.[49] Alpha-1 will test hybrid action/tab combat.[49][3]

There is a targeting reticle for action combat.[50]

  • A hot key can be used to toggle reticle mode on and off.[50]
  • Left mouse click is used for basic weapon attacks.[51]
  • Right mouse click is used as a "focus" button. It can also be used to activate root motion attacks for melee.[51]
  • Combat targeting uses hitbox registration in three separate regions: Upper body, lower body and head.[52]
  • Certain weapons and skills have ADS (Aim Down Sights) functionality.[53][14]

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.[53]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.[14]Steven Sharif

Headshot mechanics

Headshot mechanics will be implemented in Ashes of Creation based on testing.[54]

  • If headshots are implemented, they will be along the lines of a higher critical chance.[54]

The idea behind headshot in the MMORPG is that, if we do implement headshots - part of this testing is to determine if we will - but if we were to implement headshots it will be along the lines of a higher critical chance. So basically hitting a skillshot on the head will increase significantly the opportunity for that damage to be critical. Will they one-shot? Absolutely not.[54]Steven Sharif

Headshots in action combat are equivalent to a critical hit in tab targeted combat.[55]

  • Players relying on tab skills will have a fixed critical hit chance every time they use an ability or weapon.[55]
  • Players using action-based skills are going to rely on getting a head shot or hitting a critical spot on the opponent.[55]

So if you take a look at like kind of what a head shot represents: A head shot is basically a critical hit; and players who are relying on tab skills will have that critical hit chance baked into their character. They will have that fixed chance every time they use an ability or use a spell or swing a weapon; and then somebody who is kind of preferring you know action based, in order to get that crit, they're not gonna be relying necessarily on their stats they're gonna be relying on whether they get a headshot or not, or are able to hit that critical spot on that character. So that's kind of the direction that we're going in that way. Again, it's gonna be hybridized so there's gonna be a little bit of both happening in both places.[55]Jeffrey Bard

Time to kill

The Ashes of Creation MMORPG will have a time-to-kill (TTK) of around 30 seconds to a minute.[56]

In the MMORPG we really don't want to see any one-shots. The time-to-kill needs to be strategic and tactical.[54]Steven Sharif

Combat abilities

The aspiration for combat is for abilities to have corresponding counter-play abilities.[57]

Crowd control

Crowd control (CC/mezzing) abilities include root, snare, stun, sleep and slow.[58][57]

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.[57]Steven Sharif

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.[57]Jeffrey Bard

Skill Rank 1 Rank 2 Rank 3
Ice prison Target an enemy and summon a prison of ice around them, paralyzing them.[10][38] Adds damage over time.[38] Snares after root breaks.[38]
Impale Target an enemy and lauch a spear to damage and pull the enemy into melee range.[26] Lasso effect pulls the target to the tank and does damage.[28] Adds a stun.[28] Adds damage over time.[28]
Jump Dash with cooldown.[60] Cooldown is replaced by charges with individual cooldown.[60] Drops a bear trap at the location the ranger dashed from.[60]
Proximity chain stun Chains enemies to a center point. If enemies leave proximity of the point the chain breaks and they are stunned. Chain is only applied when the ability is cast.[61] Enemies that are chained take extra damage from all incoming sources.[61] Allies in range when chain is cast gain extra health from heals.[61]
Shield might Single target knock down or stun (bash).[28] Changes to a frontal cone attack.[28] Increases the block chance for a duration after success. Duration of block chance increases based on the number of targets hit.[28]
Shield throw Throws shield and adds hate.[29] Changes to cone attack.[29] Add stun to the first target hit.[29]
Snare Foot pin roots target in place.[23][43] Adds a bleed.[43] Snares after root expires.[43]
Soul paralysis Channel a lock down of a single target. Both you and the enemy are held in place.[45] Increased resistances to being disabled.[45] Caster takes reduced damage while channeling.[45]
Tentacles Creates an area of effect around the caster that roots targets.[62] Adds damage over time to targets and increases range.[62] Increases duration.[62]
Trap Place a bear trap under the caster that holds them in place and does damage. Also holds targets in place and does damage.[47] Traps stun instead of root.[47] Place up to two traps.[47]

Mobility

Very few abilities will require a player to remain stationary during combat.[63] Prone and crouch will likely not be in the game.[64]

Mobility is very important especially when it comes to ... seeing how the opposing player is doing something and then reacting to that fast enough so that you can get out of the way of it.[65]Jeffrey Bard

Skill Rank 1 Rank 2 Rank 3
Alacrity For the duration of this stance, your successful attacks will increase your run speed.[66]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
- -
Blink Activate to instantly teleport yourself a short distance forward.[67]
  • Duration: 1 sec
  • Cooldown: 30 sec
- -
Catfall Activate to grant yourself exceptional jumping abilities, silent moving, and protection from falling damage for the duration.[68]
  • Duration: 30 sec
  • Cooldown: 30 sec
- -
Jump Dash with cooldown.[60] Cooldown is replaced by charges with individual cooldown.[60] Drops a bear trap at the location the ranger dashed from.[60]
Mage's escape Step into another dimension momentarily and emerge far ahead of your original position.[10] Blink teleport out of danger.[69] Clears targets and aggro reduction.[69] Clears crowd control.[69]
Rush Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[70] - -
Sprint Increases movement speed. Using an ability ends sprint.[71] Increased resistance to disable abilities.[71] Clears crowd control when sprint starts and removes silence.[71]
Warp Space For the duration of this spell, any successful hit will swap your location with that of your target.[72]
  • Duration: 10 sec
  • Cooldown: 10 sec
- -

Interrupts

Abilities with a cast bar can be interrupted during the cast.[63]

  • There are abilities to counter interrupts.
  • Some interrupts are better than others.
Skill Rank 1 Rank 2 Rank 3
Arcanic Power Channel raw arcane energies to instantly knock nearby foes back, deal damage, and give yourself some breathing room.[9]
  • Duration: 1 sec
  • Cooldown: 30 sec
- -
Bulwark (Tank ability) Summon a wall in front or behind the tank. Enemies are knocked down if they contact the wall.[26][73] Adds damage to the knockdown.[73] Tank is able to place the wall anywhere on the battlefield within a certain distance.[73]
Charge Charge to a single target on the battlefield (friend or enemy) and do damage to enemy targets upon reaching them.[33] Additional physical and magical mitigation upon reaching the target for a short duration.[33] Does damage and knocks down enemies between caster and target.[33]
Ice sheet Creates an area where enemies are knocked down.[74] Snares two targets in area.[74] Increases size and duration.[74]
Quake If your focus is at 80%, cast this spell to split the earth itself before you, launching a line of AoE damage.[10][25] Knock down those hit by your arcane might.[10][25] Reduces focus cost and cooldown for the skill.[25]
Rush Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[70] - -
Shield might Single target knock down or stun (bash).[28] Changes to a frontal cone attack.[28] Increases the block chance for a duration after success. Duration of block chance increases based on the number of targets hit.[28]

RNG

RNG elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[75]

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.[76]Jeffrey Bard

Cleaving

Cleaving will be a class ability.[77]

Animation cancelling

Animation cancelling will not be a combat mechanic.[78]

Dodging

Our dodge and movement mechanics are going to include, you know, templated skills in positioning; and if you're not under that template as it progresses then you're not going to be hit; and dodge will allow your character to move from that template.[79]Steven Sharif

Active blocking

There is a Shield in Ashes of Creation Apocalypse that has its own hit box with hit points (HP). This shield can actively block projectiles.[80]

Primary skills

Primary skills (class abilities) are based on a player's archetype.[70] Players can personalize their primary skills with augmentation from a secondary archetype (secondary class).[70][82]

  • Choosing the same primary and secondary archetype increases focus on that archetype.[83]
  • Each skill in the primary tree has a minimum of four augment choices from the secondary tree.[84]
  • Players receive skill points as they level. These can be used to level up skills within their skill tree.[85]
    • It will not be possible to max all skills in a skill tree.[85]
  • In terms of skill progression, players can choose to go "wide" and get a number of different abilities, or go "deep" into a few specific abilities.[86]
  • Changing the augmentations on your skills will require you to go to a NPC in a Village node or higher.[87]
  • Active skills could look totally different after an augment gets applied.[88]

You only get active skills from your primary class and that active skill could look totally different after an augment gets applied. It really depends on what the augment is.[88]Steven Sharif

Key for the augment system is that these augments are meant to demonstrate a core identity of the secondary class type you've chosen. So if from the eight archetypes whatever you choose as your secondary, you're going to receive a choice of augments that relate to some core ideal of that class. You know like a tank is about controlling the battlefield, is about surviving. The mage is about dealing damage and elements and ability in AoEs. The rogue is going to be about stealth and critical damage. So those augments are going to to play towards those identities.[89]Steven Sharif

The idea behind the system is that you're kind of skirting the line through these augmentations of your role, right. We have the traditional holy trinity that's present in class designs for MMOs and it's often that those either are not deviated at all or completely deviated from entirely. The augment is to kind of offer a balance between that where you still maintain the semblance of that trinity system while offering the opportunity to customize your play experience towards one of the other angles in the triangle.[90]Steven Sharif

Active skills

Alpha-0 Ranger ability icons.
Alpha-0 Mage ability icons.

Players can build their characters with the active skills they want.[91]

  • Players are not given skills as they level up, they must choose what skills they take.[86]
  • The number of skills on the action bar will be contained (fewer than 30).[2]
  • For example: One Fighter will be different from another based on what active skills they have chosen.[2]
  • Through skill choice, players can customize their combat experience to focus on tab targeted skills, action targeted skills, or a mix of both.[5]
  • There is no spellbook requiring memorization.[92]

Ultimate skill

The ultimate skill is a very powerful skill.[93]

Skill Rank 1 Rank 2 Rank 3
Divine form If your focus is at 80%, use this skill to increase heals and damage of your skills by 25% for 8 seconds. Applies an AoE heal over time to friends and damage over time to enemies.[46] Pulse AoE heal and damage around the caster.[94] Reduces hate for the caster on enemies hit by the pulse. Enemies targeting the caster lose target.[94] Increases effectiveness of all heals while cast in this form.[94]
Hail of arrows If your focus is at 80%, use this skill to summon a template and launch multiple arrows within the template.[23][95] Adds movement slow.[95] Adds damage over time to targets in the area.[95]
Quake If your focus is at 80%, cast this spell to split the earth itself before you, launching a line of AoE damage.[10][25] Knock down those hit by your arcane might.[10][25] Reduces focus cost and cooldown for the skill.[25]
Righteous fury Use your ultimate when your focus has reached 80%, to launch spears at all targets within your forward arc. Dealing damage and pulling them to you.[26] Pulls targets in a cone to the caster and does damage.[27] Adds target lock and hate. All targets pulled now target lock the Tank and their hate is increased.[27] Increases the arc radius to 360°.[27]
Ultimate defense skill Ultimate ability: Uses focus to increase your physical and magical defenses as well as immobilizing you.[96] Receive increased healing from outside sources while active.[96] Breaks crowd control on cast and grants invulnerability to crowd control.[96]

Elemental skills

The idea behind magic is you're manipulating the elements. They don't just have to be fire, ice, water and air. They can be darkness, they can be light, they can be planar; a lot of different types of "elemental influences". But, say for instance, I am a Ranger that has a Charge bolt ability as my primary active skill and I've chosen Mage as my secondary and applied the elemental to it. I now have a Frost charge bolt, and if I fire that frostbolt and hit a target, they may be freezing for a period of time as a debuff and that might slow their speed. If a wizard applies a nuke on a target and that nuke is a frost-based nuke, those two stacking elements might then either further snare (slow the target) or paralyze and freeze the target. So, there are combination out effects that build up: A primary, secondary and some ancillary effect occurs when those are combined.[97]Steven Sharif

Skill Rank 1 Rank 2 Rank 3
Arch lightning Launch a bolt of lightning in a forward line, damaging all within its path.[10][11] Adds damage over time to targets hit.[11] Chains to nearby enemies that are not hit. Anyone who is outside the line has a chance to get a bolt jump to them.[11]
Chain Lightning Activate to charge your attacks with lightning - each hit can then arc between foes, dealing damage to each one.[98]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
- -
Elemental (passive) Increases to elemental damage. The more the mage changes their element type the more damage is done.[99] - -
Fire Potion Generates a fire explosion.[18] - -
Flame line Shoot an arrow that leaves behind a trail of flames.[19] Arrow explodes upon reaching the end of its distance.[19] Enemies take burning damage for entering the flames.[19]
Frost Potion 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.[20]
  • Duration: 10 Sec.
  • Cooldown: 30 Sec.
- -
Ice prison Target an enemy and summon a prison of ice around them, paralyzing them.[10][38] Adds damage over time.[38] Snares after root breaks.[38]
Ice sheet Creates an area where enemies are knocked down.[74] Snares two targets in area.[74] Increases size and duration.[74]
Implosion Launch a powerful burst of fire (fireball) against a single target.[10][39] Becomes a burn (damage over time).[39][10] Area of effect around the target.[39]
Quake If your focus is at 80%, cast this spell to split the earth itself before you, launching a line of AoE damage.[10][25] Knock down those hit by your arcane might.[10][25] Reduces focus cost and cooldown for the skill.[25]

Balancing

The sixty four (64) classes are partitioned into eight primary archetypes. Balancing of active skills only relates to these eight primary archetypes.[100]

  • There are four primary groups of augments assigned to each base archetype. Balancing of augments relates to the four augment groups for each of the eight archetypes.[100]

Balancing is such an important aspect of this class system that we want to make sure that there's a role to be had for every possible combination.[101]Steven Sharif

You don't make 64 classes for four to be played.[101]Peter Pilone

Balancing in Ashes of Creation is "group focused".[102]

There will be match ups in 1v1s where one class will be superior to another; and that application should be a rock-paper-scissors dynamic. We want there to be counter-play between the different classes... Instead it's going to be a group focused balance, where as long as you have the diversity of classes present, that's going to be an equal level playing field. It's going to be very dependent on skill and strategy.[102]Steven Sharif

Certain secondary archetypes are capable of "bridging the gap" between their counterpart.[103]

Certain archetypes are capable of moving the gap between their counterpart per-se. If I am a Tank archetype and a Mage is my counter, I can take a Mage secondary and kind of bridge the divide slightly; and then move my identity that direction ever so slightly.[103]Steven Sharif

Roles

Ashes of Creation has the traditional trinity of Tank, DPS and Support/healer roles.[104][105]

We have our eight base archetypes; and the trinity is a pretty strong influence with regards to the eight base classes. However the area in which we begin to play with that line between the trinity is in the secondary classes that you can pick. That's where be begin to blend those spaces and allow people a little bit of influence over their role and whether or not they fit perfectly within a particular category within the trinity.[106]Steven Sharif

Power creep

Power creep is a balance issue... When it comes to gear progression specifically, the idea is to create an open market that is not heavily dependent on soulbound items; and having many item sinks and gold sinks within that economy that allows for the potential degradation and loss of assets within that closed economy; and not introduce items from the marketplace that companies put in from a pay-to-win perspective or from a pay-to-convenience perspective that undermines the economy that players have built. That is a huge mistake that companies have made in the past and that lends to the imbalancing of what designers maybe have actually balanced well.[107]Steven Sharif

Weapon skills

Weapons and Armor are tied to skills in Ashes of Creation Apocalypse.[108]

  • Swapping between weapons will allow players to access the different skills on their hotbar.[108]
  • Certain armor pieces have utility and defensive skills, such as like Camouflage, Polymorph and Battlefield wall.[108]
  • Weapons are tied to one specific skill in early testing, but this may change.[109]

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.[108]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.[108]Steven Sharif

Class kits

Class kits come into play during the testing of Ashes of Creation Apocalypse castle sieges.[110]

  • These test the class structure for action combat, allowing players gain access to skills for their chosen class.[110]
  • Base class skills are selected from a host of available skills for that class.[110]
  • Weapon skills are applied to augment a class' base skills.[110]
  • Support is going to focus around offering buffs and/or debuffs based on proximity to the class as well as based on projectile use.[112]
    • Target a location to launch a projectile and on impact will grant buffs to allies and debuffs to enemies.[112]
    • Healing skills are proximity based: Centered on self or centered on projectile impact.[113][112]
    • There will be healing potion bursts (healing grenades) that will grant life to allies.[112]

Class kits come into play with the castle siege mode. So when Castle sieges get implemented- which shouldn't be too far in the into the alpha-1- that's when we will implement the class structure for action combat and start playing with these class kits where you join in a particular class and you immediately have access to certain class specific skills. Class skills that you can predetermine as well from a host of skills to select from; and then those will be your base class skills you have access to; and then if you pick up weapons they'll augment those skills.[110]Steven Sharif

Weapon use ability

Example of keystroke time-frame, activated by using a weapon within the red area.

A weapon's most important feature is its weapon use ability (also referred to as quicktime bar, combo system or keystroke timeframe).[114]

  • Each weapon use ability has a unique keystroke time-frame that initiates upon weapon use.[114]
  • The precision system (hitting within the red area) activates the skill.[114]
  • The skill can then combo into other weapon use abilities.[114]
  • Hitting within the red area focuses energy into a player's ultimate skill.[114]

The weapon held in the main hand slot determines the active weapon ability.[115]

What we're implementing now are many different features to represent the system. Something that doesn't draw your attention away from the world or the center of your screen necessarily. Something that can work on a more of a visual cue and/or auditory cue. It's important to note what the objective of the combo system was. The objective was a vehicle to take weapon progression to implement skills that can be demonstrated to fuel a secondary energy type that's focused that players can spec into focus oriented skills and to provide a non mindless skill-based interaction with combat from a weapons standpoint. So with that being the focus you know we're going to implement ways to make that better received I think by players; and if it's not, if it is something that we are unable to achieve we're not going to ram it down our players throats. We're going to take it back to the drawing board.[116]Steven Sharif

Skill Rank 1 Rank 2 Rank 3
Bow's combo Target an enemy and use your bow to strike with two arrows. Dealing damage and powering up your focus with this weapon attack.[23][117] Prepares four arrows.[117] Prepared shot works on all arrow attacks.[117]
Longsword combo Target an enemy and use your sword and shield to strike with multiple blows. Dealing damage and powering up your focus with this weapon attack.[26] - -
Spellbook combo Target an enemy and use magic missiles from your spellbook to strike with multiple blows. Dealing damage and powering up your focus with this weapon attack.[10] - -
Staff combo Target an enemy and use your staff to strike with multiple blows. Dealing damage and powering up your focus with this weapon attack.[46] - -

Weapon use ability status

A revised weapon use combo system may be present in Ashes of Creation Apocalypse.[118]

The weapon use ability that was originally shown at PAX West 2017 was reduced to a basic form in Alpha-0.[119]

It's got a little bit of a cadence to it: you can tap, you can generate focus; and so from here we'll look at ways in the future to take that and make it more interesting and more fun and more engaging.[119]Akil Hooper

Weapon swapping

The ability to swap weapons while in combat will be decided based on testing.[120]

  • An early iteration of Alpha-1 has weapon swapping while in combat.[121]

Players cannot switch gear (Armor) while in combat.[122]

Alpha-0 combat

The weapon use ability (precision combo/quicktime event) system is in Alpha-0 but it is a different iteration to what was shown at PAX West 2017.[123] Due to time constraints leading up to Alpha 0, the success range of this system was widened and the UI component was disabled. The plan moving forward is to continue to evolve the system in a fun and more engaging direction based on community feedback.[124]

  • Many animations at the moment are first pass, and will be further fleshed out as development continues.[125]

We want combat to be engaging, fun. What you're seeing in our pre-alpha we honestly have not spent a lot of time on combat. Most of this pre-alpha has been spent on establishing core technical features for our proprietary back-end solutions for making a MMO in Unreal.[3]Steven Sharif

Player movement

There will likely be a toggleable walk/run (autorun) capability in the game.[127]

Back-peddling (walking backwards) and strafing are slower than normal movement speed.[128]

Collision

There are player and spell collision mechanics in Ashes of Creation.[129]

Raid mechanics

Raids contain intricate combat mechanics.[130]

  • Multiple phase boss fights.
  • Adds.
  • Random oriented skill usage.
  • Telegraphed animations, but no obvious telegraphed templates on the ground.
  • Fights will require location, mobility and strategy.

Combat itself will be pretty intricate mechanics-wise. We're going to have different phases of the bosses, there's going to be a lot of adds stuff, there's going to be random oriented skill usage. We're not going to have telegraphed templates on the ground, but we will have telegraphed animations, so it's going to be location, mobility, strategic. It will be something that can not be repeatable in the exact same way from raid to raid, but has a variance between the combat, so raiders are going to have to be fluid in thinking on their feet.[130]Steven Sharif

Telegraphs

In specific circumstances there will be telegraphs (tells) to communicate something that's happening.[131]

  • Animation tells.
  • Templates.

Utility skill

A utility skill is a non-combat skill that interacts with the environment.[133] Utility skills lend themselves toward how classes navigate and deal with hazards in the world.[134]

  • Different classes excel at different skills.[134]
  • All classes will have maneuverability/traversal utility abilities.[135]
    • There will be a grappling hook utility skill or item.[136]
  • Classes will have utility abilities, such as detecting traps and other hazards. For example: The Mage's detection spell casts light and reveals magical explosive hazards.[137]
  • Certain classes are able to climb/parkour in certain areas.[138][139]
    • Climbing ability is not free-form.[140]
  • Certain classes (such as Rogues) will have stealth abilities.[141]
    • Rouges may also have a spyglass utility skill.[134]

We don't just have the approach of your class being reflected in your combat abilities but also there are utility abilities that certain classes have that other classes don't have.[142]Steven Sharif

Skill Rank 1 Rank 2 Rank 3
Bolt of Revealing After activating this spell, the next bolt you fire will reveal all characters hidden by terrain, structures, or invisibility in its area of effect.[143]
  • Duration: 10 sec
  • Cooldown: 20 sec
- -
Cleanse Use this skill to cleanse an area of harmful environmental effects.[46] - -
Divine Light For the duration of this spell, your attacks will mark your foes with a divine light that can be seen for miles.[144]
  • Duration: 15 sec
  • Cooldown: 30 sec
- -
Endow life Resurrect target if they are dead. Prevents death if they are alive. Resurrected players don't return to life at 100% health and mana values.[36] Increases duration of death prevention buff.[36] Resurrects target to 100% hit points and mana points.[36]
Forcefield Eats mana based on flight height and duration. Mitigates incoming damage by eating mana at a high consumption. Has mixed utility and defensive application.[145] - -
Mage's detection Reveal secret passages and magically hidden terrain around you. Casts light and reveals magical explosive hazards.[137][10] - -
Mount Potion
Perception Use this skill to detect threats within range of your perception.[26] - -
Stealth This does not render a player completely invisible. Instead, there will be indicators that can help players "feel out" where stealthed individuals may be.[146] - -
Track Use this skill to show nearby tracks, leading to unknown adventures.[23] - -

Player death

We don't have deleveling, instead what we have is experience debt. Now the more experience debt you accrue, the greater the detriment to your character; not to the point where you can not get out of the debt. There will always be a way forward to remove your debt.[148]Steven Sharif

Mounted combat

Certain mounts will have combat abilities.[158]

  • Players can't use their class skills while mounted.[158]
  • Mounts can be killed by players, but can be resurrected.[159]

Dragon abilities

Dragons are epic flying mounts with strong battle abilities, such as AoE breath attacks, swooping flyby attacks, and others.[160][161]

The dragon will have a lot of capability in PvP. It's primarily its purpose, because as it relates to Castles and the sieges they're in, or Nodes and the sieges they're in. We want dragons to have large scale ramifications against player raids.[161]Steven Sharif

Naval combat

Naval combat involves different types of Ships with varying capabilities, armaments and roles to play out on the high seas. There will be a balance and counterbalance between ships from PvP and PvE perspectives.[162]

Ships

Ships will scale in size:[162]

Sailing will be pretty in-depth and it's going to be based on the size of the ship that you're using. So there will be components for seamanship that other players you will need to have on board if you want to operate a vessel to the best of it's abilities: Let's say in combat or traversing just the world.[164]Steven Sharif

Factions

There are no predefined factions in Ashes of Creation.[165]

Because we are non-faction based, you want to grant the user the ability to either do things that are "evil" or "good", so there has to be a plethora of choice on the evil side for them to participate in.[166]Steven Sharif

See also

References

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  3. 3.0 3.1 3.2 Livestream, 8 April 2018 (PM) (41:44).
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  5. 5.0 5.1 Livestream, 16 November 2017 (30:45).
  6. 6.0 6.1 6.2 6.3 Livestream, 8 April 2018 (PM) (37:57).
  7. 7.0 7.1 7.2 7.3 7.4 Podcast, 4 August 2018 (1:07:59).
  8. 8.0 8.1 8.2 8.3 8.4 8.5 Podcast, 4 August 2018 (1:11:05).
  9. 9.0 9.1 Arcanic Power.png
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  13. Livestream, 17 August 2018 (18:19).
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