Crowd control

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Crowd control (CC/mezzing) abilities include root, snare, stun, sleep and slow.[1][2]

  • There will be diminishing returns on stuns, sleep and slows so as to avoid stun locking.[2][3]
    • As of May 28, 2021, diminishing returns on CC effects have not yet been implemented in the Alpha-1 testing.[4]

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.[2]Steven Sharif

  • Hard CC's are stuns, knock downs, sleeps, paralysis, some roots, some silences.[6]

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.[2]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.[8]
    • In current Alpha-1 testing mounts are not separate from the player.[8]

There's also going to be effects that just stun the mount or stun you on the mount.[8]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.[10][11][12][13] Deals damage and generates a great amount of threat.[10][13] Reduces cooldown by 5 seconds.[10][13]
Jump jump icon.png Dash with cooldown.[14] Cooldown is replaced by charges with individual cooldown.[14] Drops a bear trap at the location the ranger dashed from.[14]
Onslaught Onslaught Icon.jpg Charge and deal damage to your target.[15][11][16][17] Reduce the target's attack damage temporarily.[15][17] Knock down the target.[15][17]
Snare snare icon.png Foot pin roots target in place.[18][19] Adds a bleed.[19] Snares after root expires.[19]
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.[20] Traps stun instead of root.[20] Place up to two traps.[20]

Combat targeting

Alpha-1 early hybrid combat demo.[21]

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.[22]Steven Sharif

Hybrid combat refers to the choice between tab targeted and action targeted combat in the Ashes of Creation MMORPG.[22][23]

Q: Are you still considering whether the combined action/tab targeting combat will be replaced by either tab only or action only?
A: No, I think that we will find a healthy medium between the two. I think that really what it comes down to is the definition of action; and I think that there is a varying degree of opinions on what action targeting means so to speak. But as I've clearly defined in the past, and as you can research in on the Wiki, our opinion on- at least my opinion on- action combat is I think well represented in the way we want to hybridize that combat in Ashes of Creation; and I think that there is going to be a good balance between those two and it should be a seamless transition between the two as well. And you know we're going to be fleshing that out further as we move forward.[24]Steven Sharif
  • 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.[25][26][21][27]
  • The action mode utilizes a targeting reticle and is very close to a third-person action game.[22][21][27][28]
    • The player does not have to be in reticle mode to use an action combat ability.[29]
    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.[29]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.[22][21]
    • 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.[25][22]
    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.[25]Steven Sharif
    • Holding Tab while in action mode will alternate between targets.[22]
    • Pressing right-click while in action mode will switch to tab mode for the currently highlighted target.[21]
    • 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.[30]
    • In future the user will have the ability to choose from different reticle appearances.[31]
  • The tab mode (MMO mode) facilitates tab targeted combat.[21][27] A tab-targeted ability requires a target in order to utilize that skill.[25][28]
    • Pressing left-click in tab mode will attack the target (with the currently selected weapon).[21]
    • There will be a "target of target" capability on the user interface.[32]

Hybrid combat is being tested in Alpha-1.[22][33]

  • Targeting modes are able to be achieved through choice of skills/abilities.[25][33][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.[5]
    • Different ranks of the same skill can change the skill from tab to action targeted or vice-versa.[34]

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.[5]Steven Sharif

Action oriented and tab oriented versions of skills will have different characteristics. Variables will change based on which version is chosen.[35]

  • Damage.[35]
  • Charge up time.[35]
  • CC effects.[35]
  • Cooldown.[7]
  • Energy consumption.[7]
  • Cost to spec.[7]
  • Attack range will likely remain the same; as it is driven by the weapon or skill itself.[36]

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. [35]Steven Sharif

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap for Alpha-1.

For the purposes of balance, certain skill types will be either tab or action oriented skills. For example:[7]

  • Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[7][5]
  • Softer CC's would be housed in tab-targeted abilities.[7]

Hitboxes

The developers are testing different approaches to accommodate varying hitboxes between the races.[37]

  • There may be a single unified hitbox with some exceptions or some special collision rules as opposed to having different sized hitboxes.[37]

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.[37]Jeffrey Bard

There aren't separate types of hitbox categories in the Ashes of Creation MMORPG as there were in Ashes of Creation Apocalypse.[37]

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.[37]Steven Sharif

Weapon attack cone

Weapon attack cone in Alpha-1.[21]

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.[21]Steven Sharif

All weapons have a forward attack cone, regardless of being in tab or action mode.[21]

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.[21]Steven Sharif

This is described as a weapon attack not an active skill.[21]

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.[39]

Mobility

Revamped Alpha-1 Mage Fireball ability.[40][41]

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.[40]Tradd Thompson

Skills with the greatest power may require the caster to remain stationary while channeling them. This is a risk vs. reward mechanic.[42][43]

  • Prone and crouch will likely not be in the game.[44]
  • Moving backward will likely not affect block and parry.[45]

I think that that generally we want to tend to be more mobile in our classes. I think that it's a fundamentally old-school philosophy to have a lot of stuck in place type skills. That isn't to say we won't have skills that have mobility restriction on them- that require you to channel or require a casting time where you can't move; but I think it's a blend between the two. It's neither extreme.[42]Steven Sharif

It'll be something that you can spec around to. Again it's gonna be a risk/reward thing. We put a lot of thought into what skills are overpowered or have kind of this overpowering nature to them and those are the kinds of skills that will generally find that will be like in-place type of skills; where you are now at risk if you are going to cast this spell, but there's a big reward if you do manage to get it off.[42]Jeffrey Bard

The revamped combat system will feature 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.[46][47][48]

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.[49][11][50][51] Now deals damage to enemies surrounding your departure location.[52][51] Reduced cooldown.[49][52][51]
Jump jump icon.png Dash with cooldown.[14] Cooldown is replaced by charges with individual cooldown.[14] Drops a bear trap at the location the ranger dashed from.[14]
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.[53] - -
Sprint sprint icon.png Increases movement speed. Using an ability ends sprint.[54] Increased resistance to disable abilities.[54] Clears crowd control when sprint starts and removes silence.[54]

Player movement

Sprinting will consume a percentage of a character's mana pool. Sprinting will not be permitted while in combat.[56]

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.[56]Steven Sharif

There is a toggleable walk/run (autorun) capability.[57]

There is not going to be any "go to waypoint" (auto-pathing) mechanics.[58]

Back-peddling (walking backwards) and strafing are slower than normal movement speed.[59]

Dodging

Dodging in Alpha-1 early combat.[60]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[60]Steven Sharif

Dodge rolling type skills is housed in the action skill sets of agile classes such as Rogues or Fighters.[60][61]

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.[62]Steven Sharif

Active blocking

The Paladin's Might shield in Ashes of Creation Apocalypse had its own hit box with hit points (HP). It can actively block projectiles.[63]

  • The developers have not yet decided on whether active blocking will be part of the MMO. They are currently leaning toward using more traditional buff-oriented universal damage mitigation but are also considering interaction between action-based blocking and a passive block stat from the waterfall stat system.[64]

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.[64]Steven Sharif

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.[64]Steven Sharif

Interrupts

Abilities with a cast bar can be interrupted during the cast.[43]

  • There are abilities to counter interrupts.
  • Some interrupts are better than others.


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.[65][11][66][67] Additional increased block chance.[65][67] The second attack knocks down enemies.[65][67]
Onslaught Onslaught Icon.jpg Charge and deal damage to your target.[15][11][16][17] Reduce the target's attack damage temporarily.[15][17] Knock down the target.[15][17]
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.[53] - -
Thundershock Lightning Bolt Icon.jpg Shoots forward a beam of lightning that damages enemies in a line in front of you.[68][11][69] Increased damage.[68][70] Now knocks down hit targets.[68][70]

Animation cancelling

Animation cancelling will not be a combat mechanic.[71]

Summoner

The summoner uses many abilities that channel through their summon (also referred to as class skill pets). The summoner is essentially playing through their summon.[72]

  • Summoners can summon up to three Summons.[73]
  • Abilities from the summon appear on the summoner's hotbar.[72]
  • Summoner has control over their summon.[72]
  • Summoners can summon Tank, DPS or Support summons.[74][75]
  • Summons will exist until another summon is cast, the summon is killed, or the summoner logs off.[75]
  • Summoners will likely not be able to fuse with their summons (eidolons).[76]
  • Summons can be leveled through the application of skill points to their active skill.[77]
  • Summons will be able to use crowd control (CC).[9]
  • Summoners may be able to name their summons, but will not be able to change their creature type, which is part of the nameplate above the summon.[78]

You gain your summons from your summoner class as an active skill and then skills can be further developed with points.[77]Steven Sharif

Summoners summon different summons, depending on the class and augments they choose.[74][79]

  • Animals.[79]
  • Spirits.[79][80]
  • Zombies, skeletons and other undead creatures.[75][80]
  • Corpses (potentially).[79]
  • Some summoners may summon multiple things.[79]
  • Other summoners may only summon one powerful thing.[79]
  • Certain summoners may only be able to summon effects and/or temporary energies.[79]

Augments from a secondary archetype can be applied to a summons.[81]

For example: If your summon had a sweeping attack with a claw, or had the ability to bite an opponent, or rush an opponent; and you took teleportation, you could rush them similar to how I've given an example with the tank: Teleporting to a target instead. Or, its claws could combust on impact on a target dealing some burn damage that persists. Or... let's say your summon traditionally was some type of bear or bear cat, you could apply an elemental augment and now it could be a transparent flaming bioluminescent cat; and its damage would be fire based. So, that's how we want to influence the active skills with how augments apply; and that's how it would apply with Summoners.[81]Steven Sharif

Summoner summons are not the same as combat pets.[82]

See also

References

  1. Livestream, 16 October 2017 (25:56).
  2. 2.0 2.1 2.2 2.3 Livestream, 24 May 2017 (45:12).
  3. Livestream, 9 February 2018 (28:17).
  4. Livestream, November 22 2019 (1:06:25).
  5. 5.0 5.1 5.2 5.3 5.4 5.5 Livestream, 8 April 2018 (PM) (37:57).
  6. steven-hard-ccs.png
  7. 7.0 7.1 7.2 7.3 7.4 7.5 7.6 Podcast, 4 August 2018 (1:11:05).
  8. 8.0 8.1 8.2 Livestream, 30 April 2021 (1:08:10).
  9. 9.0 9.1 summons-ccs.png
  10. 10.0 10.1 10.2 Alpha-1 screenshot.
  11. 11.0 11.1 11.2 11.3 11.4 11.5 toast-keybinds-skills.png
  12. Video, 9 February 2021 (1:02).
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  14. 14.0 14.1 14.2 14.3 14.4 14.5 Livestream, 16 October 2017 (45:52).
  15. 15.0 15.1 15.2 15.3 15.4 15.5 Alpha-1 screenshot.
  16. 16.0 16.1 Video, 9 February 2021 (1:26).
  17. 17.0 17.1 17.2 17.3 17.4 17.5 Livestream, 31 July 2020 (1:14:28).
  18. PAX West 2017 Ranger poster.
  19. 19.0 19.1 19.2 Livestream, 16 October 2017 (44:49).
  20. 20.0 20.1 20.2 Livestream, 16 October 2017 (47:29).
  21. 21.00 21.01 21.02 21.03 21.04 21.05 21.06 21.07 21.08 21.09 21.10 21.11 21.12 Livestream, 28 August 2020 (1:15:39).
  22. 22.0 22.1 22.2 22.3 22.4 22.5 22.6 Livestream, 25 June 2021 (22:34).
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  24. Livestream, 27 August 2021 (1:16:04).
  25. 25.0 25.1 25.2 25.3 25.4 Livestream, 25 June 2021 (27:43).
  26. steven-combat-revamp-update-2.png
  27. 27.0 27.1 27.2 Livestream, 30 April 2020 (1:09:51).
  28. 28.0 28.1 Interview, 15 April 2019 (38:03).
  29. 29.0 29.1 Livestream, 25 June 2021 (27:10).
  30. Livestream, 26 March 2021 (59:21).
  31. Livestream, 25 June 2021 (26:11).
  32. Livestream, 30 April 2020 (40:19).
  33. 33.0 33.1 Newsletter, 7 August 2018
  34. Livestream, 28 August 2020 (1:12:50).
  35. 35.0 35.1 35.2 35.3 35.4 Podcast, 4 August 2018 (1:07:59).
  36. steven-action-tab-attack-range.png
  37. 37.0 37.1 37.2 37.3 37.4 Livestream, 30 October 2020 (1:15:59).
  38. class cleaving.png
  39. 39.0 39.1 Livestream, 26 March 2021 (1:11:25).
  40. 40.0 40.1 Livestream, 26 February 2021 (27:41).
  41. Video, 26 February 2021 (6:17).
  42. 42.0 42.1 42.2 Livestream, 30 April 2020 (1:17:13).
  43. 43.0 43.1 Livestream, 8 May 2017 (43:30).
  44. stevenclarification.png
  45. Livestream, 26 June 2020 (1:30:40).
  46. Livestream, 30 July 2021 (31:22).
  47. Interview, 13 June 2021 (4:12).
  48. Livestream, 28 May 2021 (1:13:05).
  49. Video, 23 December 2020 (1:17).
  50. 51.0 51.1 51.2 Livestream, 31 July 2020 (57:33).
  51. 52.0 52.1 Video, 22 December 2020 (7:35).
  52. 53.0 53.1 progression.png
  53. 54.0 54.1 54.2 Livestream, 16 October 2017 (46:22).
  54. Video, 25 May 2017 (0:02).
  55. 56.0 56.1 Livestream, 30 July 2021 (1:11:29).
  56. autorun.jpg
  57. Livestream, 4 May 2018 (51:57).
  58. Livestream, 15 December 2017 (1:35:38).
  59. 60.0 60.1 60.2 Livestream, 28 August 2020 (1:19:24).
  60. Livestream, 26 June 2020 (1:24:06).
  61. 62.0 62.1 Livestream, 30 January 2020 (1:34:12).
  62. shieldactiveblockA1.png
  63. 64.0 64.1 64.2 Livestream, 26 June 2020 (1:19:50).
  64. 65.0 65.1 65.2 Alpha-1 screenshot.
  65. Video, 9 February 2021 (0:37).
  66. 67.0 67.1 67.2 Livestream, 31 July 2020 (1:14:26).
  67. 68.0 68.1 68.2 Alpha-1 screenshot.
  68. Video, 23 December 2020 (0:40).
  69. 70.0 70.1 Livestream, 16 October 2017 (39:15).
  70. Livestream, 17 May 2017 (1:05:11).
  71. 72.0 72.1 72.2 Livestream, 19 May 2017 (10:06).
  72. steven-summoners.png
  73. 74.0 74.1 Interview, 13 June 2021 (13:11).
  74. 75.0 75.1 75.2 Livestream, 25 July 2020 (1:41:46).
  75. Livestream, 26 May 2017 (43:20).
  76. 77.0 77.1 Interview, 8 August 2018 (22:27).
  77. Livestream, 29 January 2021 (1:21:01).
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  79. 80.0 80.1 Livestream, 8 April 2018 (PM) (11:27).
  80. 81.0 81.1 Livestream, 8 April 2018 (PM) (24:11).
  81. Livestream, 30 October 2020 (1:21:14).