There will be between 12 to 15 raid bosses in the world.
- Legendary equipment is only dropped by Legendary world bosses.
Particular world bosses have stages of progression, such as defeating acolytes, then lieutenants, then generals, then the world boss itself.
- At each stage there is increasing difficulty.
- This may be parsed out into different time periods and be behind a wall of development.
- A single digit percentage of the population will be capable of defeating certain content.
There will be some in-depth raiding that has multiple stages that will be extremely difficult and... It would definitely be in the single digits of population that will be capable of defeating certain content... It doesn't mean that there won't be content available for the larger percentages as well... There should be a tiered level of content that players can constantly strive to accomplish. If there is no ladder of progression and everything is flat and all content can be experienced, then there is no drive to excel. – Steven Sharif
List of raid bosses
|This section contains information from Alpha-1 testing. It will be updated when new information is made available.|
Raids will either be based on triggered events or more traditional systems. Traditional world bosses will change based on node development.
We want things to be more fluid and one of the ways that we make them more fluid is through our triggered event system. That is one of the methods by which we make these more spontaneous. We make them more accessible to a wider audience. You can be just in the city and not normally be a part of a raid team, but now get to participate in this organic event that's kind of popped up around the city and if you are not participating then buildings are gonna get destroyed and NPCs are going to die... It's not just how fast can we do it, how will we get it done in its schedule, but oh my god this thing popped up if we don't kill it we're not going to access to our stables this week and we can't get our animal husbandry certificates... It's that risk versus reward that gives you a sense of adrenaline. – Steven Sharif
There is one true 40 person raid boss and an almost raid-level dungeon in Alpha-1.
Tiers of raid difficulty are in accordance with the world's node structure.
The more developed a zone the more challenging the content; and we feel that's a good progression when it comes to actual adventuring class, because it will match both world development and it will also continue to allow for participation for new players, if they may go into a zone that's recently been reset by either a siege or some other event. – Steven Sharif
Raids will have elements that can be pre-planned.
Raids will also have dynamic elements that can change from session to session.
- The types and numbers of bosses and mobs present in the raid and their skill repertoire.
- Variables are manifested based on node progression.
- The number of metropolis nodes developed.
- The types of metropolis nodes developed.
One of the design elements that we're implementing into our raids is that the raid will not be exactly the same every single time. You're going to have variables that can't necessarily be pre-planned out for. You can pre-plan out for a lot of the raid like how many DPS do you need and healers and support; where the key position and all that kind of stuff; but I think the compelling aspect of Ashes raiding will be the difficulty in achieving this content and having that content change from session to session as well. We want there to be variables that get manifested by you know what type of node got developed elsewhere. Is he going to have acolytes or cultists? What will the acolytes have skills [available] to them? What kit is the boss gonna have? What available skill repertoire will the boss be able to [wield]? ... A lot of those systems are influenced obviously by world development. So the raid kind of takes into account at what stage has the world developed: Are there two metropolises now available in the world? Okay well let's activate this skill in this skill. Now you have five metropolises, well now all these skills have been activated. Are there are they all economic nodes? Are they all military nodes? That we can change things based on that stuff. And it really is a threat assessment from the environment against the players. – Steven Sharif
Raids contain intricate combat mechanics.
- Multiple phase boss fights.
- 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. – Steven Sharif
Boss mechanics may be affected by changes in climate or time of day.
In specific circumstances there will be telegraphs (tells) to communicate something that's happening.
- Animation tells.
Bosses fall into the following types, with increasing levels of difficulty and loot tables, requiring greater numbers of players to kill.
- Hunting ground bosses.
- Dungeon bosses.
- Raid bosses.
- Regional/world bosses.
- Boss respawn timers will be randomized within certain windows.
- Generally in my experiences, when you have a fixed respawn time, you run into the potential situations where the powerhouses of the server can keep a particular boss on lockdown; and you don't want to create that type of a situation; and so one of the ways that we can help to alleviate that is by having windows of respawn times- and we've all experienced this in the MMOs that we've played. It's not necessarily known when exactly to coordinate with your large guild who needs to be online when; and this can give a little bit of a leg up on the competitive advantage front for other guilds that might be more smaller knit, or more niche to organize quickly in response to the time window of a respawn. – Steven Sharif
Certain bosses and encounters will feature specific original sound tracks composed by Bear McCreary.
Named mobs/bosses will usually have a unique character appearance.
The difficulty of PvE content, such as raids and dungeons will adapt based on the performance of the raid or group against previous bosses in that encounter.
- Higher performance in earlier phases will increase the difficulty of subsequent phases of the encounter.
- Certain AI behaviors might activate based on progress within an encounter.
- Bosses and mobs will not auto-scale based on group size, but AI behaviors may dynamically adapt to the number and types of combattants in proximity to the encounter.
- Raid bosses are aware of the number of combatants within an area in proximity to them and that awareness is part of an indicator to which behaviors they're going to utilize as part of their behavior tree. So as it's assessing the types of combatants that are facing it, the number of those combatants, the position of those combatants, the abilities and totals of those combatants, it weighs certain actions in its behavior tree and then it acts on those actions; and in the scenario where you're bringing overwhelming odds to a particular fight, that might weigh heavier the AoE options that the boss has access to, where they're utilizing a lot more AoE abilities during an engagement due to that overage of of players. So in that sense it's a bit adaptive. It's a bit dynamic based on the encounter scenario. – Steven Sharif
- The higher the difficulty, the better the loot tables will be.
- Q: How challenging will raid boss mechanics be given the given that players may need to simultaneously fight other players while also fighting the boss?
- A: It depends. The great thing about our encounter system is that it has a wide scalability from encounters that some might consider easy given their composition to encounters that some might consider impossible until they get their gear level to a certain stage. The level of interaction with other players is really predicated on the encounter itself. We may have some encounters that are in instances although the predominant portion of those will be in the open world, in which case they do have the potential being contested; and these encounters, especially the big ones that might land in contention, are giving some of the best-in-slot gear you can get in the game. So it's important that they are contested because it is a significant victory point; and one of our core pillars is risk versus reward: and the higher that risk the higher that reward should be. So those two things seem fitting and then in addition we do have the concept of winners and losers. Not everybody in Ashes of Creation is going to be a winner; and that sucks if you're not I guess, but there is opportunity for you to continue to excel and become one. But it gives much more meaning to an achievement when not everybody gets the achievement. That's our philosophy. – Steven Sharif
Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.
- Group loot rules are defined on a per-rarity basis.
- A majority of party members must vote to approve any changes to group loot allocation changes.
- The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.
- There won't be auto-looting pets.
- Whoever is first to loot gets the loot.
- A master looter (or lootmaster) is a player designated by the party leader to decide how loot is distributed in a dungeon or raid party.
- With round-robin looting, party members take turns looting.
- This is a traditional need before greed system based on dice rolls.
- Since there is very little gear binding in Ashes of Creation, it's left to the party to deal with players who excessively roll Need on loot.
- Bidding system.
- Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.
Loot tables (drop tables) of world bosses or dungeon bosses have a small RNG chance of dropping gear (completed items). Monsters drop hunting certificates, Items and crafting materials rather than gold.
- There is a much higher chance that materials and unique recipes are dropped that can be used to craft items of equitable value.
- There is a small RNG chance of looting rare and legendary items or crafting materials from mobs based on the level, status and type of mob. This also applies to harvesting resources with a gathering profession.
- Crafted gear is the best gear in Ashes of Creation.
- Legendary equipment is only dropped by Legendary world bosses.
- Stats on dropped items will vary based on the rarity of the item.
- Loot tables are disabled for player controlled monsters.
- Experience debt decreases the drop rate percentages from monsters.
- Loot tables will likely not be affected by weather conditions. This was previously listed as a possible effect.
Hunting certificates is a term that covers items, such as Pelts that house the value of a mob's death. These certificates are specific to an economic region. These are intended as an alternative mechanic to acquire gold.
- A wolf is not going to be carrying a sack of gold. It may instead drop "pelts" that can be traded for gold.
- Hunting certificates will also drop on a character's death.
- Hunting certificates can be traded with hunter NPCs within nodes.
- The level of the node and the distance of the node from the drop will determine the value of the certificate. Certificates redeemed from distant economic regions via the caravan system will provide higher returns (4 to 5 times greater in some cases) than certificates collected from the same region.
- The value of the certificates are also calculated (by the world manager algorithm) based on the volume of certificates being redeemed in each region.
- Hunting certificates may also be used to pay housing taxes and citizen dues.
- Hunting certificates can also be stored within node warehouses.
- Hunting certificates are not intended as crafting materials.
Players drop hunting certificates and other items upon death, based on their applicable death penalties.
Looting rights (also known as Loot tagging) is based on a blended tag and damage done system.
- The first party to obtain a tag (on a mob or boss) will gain an approximately 5-10% edge over competing parties in terms of the total damage done when determining looting rights.
- These numbers will be balanced based on testing.
- At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights.
- We have a blended approach of damage done and a tag benefit. So if you tag the boss first, or you tag the loot- whatever the loot target is first- you're gonna get a benefit in the damage overall determination. So if you need to have 51% of damage done in order to qualify your raid, or the plurality of damage done if there's even three or four raids, then tagging first might give you a five or ten percent edge. We'll play with that number- balance it based on testing, but generally that's our approach in competing loot rights – Steven Sharif
- Q: If looting rights are based on a blended tag and damage done system, will there be any mechanics in place to ensure roles like tanks and healers have an equal shot even when they haven't dealt as much damage?
- A: That's the reason for the blended approach. The reason that we're doing a hybrid system between tag and damage done is for the purposes of those classes who may not be as DPS oriented as other classes. The tag system- all classes are going to have a sprinkling of immediate effects- of instantaneous casts and they can use that to tag a target, and that'll give them a modifier on the looting rights: So plus 10 or plus 15 will balance that, but it'll give them plus 10 to 15 on overall damage done if they tag the target and then their damage will make up the remainder of that percentage completion. So if I do 50 damage to a target but someone else has the tag I'm not going to be able to claim that looting right. They'll have done the other 50 plus 10 or 15. – Steven Sharif
Master gatherers may have the ability to "spoil" a boss' loot.
- If you want to be able to get those mats from the boss, they're just not going to drop for anybody. They will only drop for a master gatherer who is capable of extracting those resources from the creature itself... The reason why we say there's a lot of interdependencies between the crafters of the world and the raiders of the world and our PvPers of the world is because we don't want to house the capability to attain these things all within the adventuring class. We want there to be an influence necessary from the craftsmen's guild to come in to either come and participate and spoil the boss and gather the goods or something along those lines. – Steven Sharif
- ↑ Livestream, March 31, 2022 (1:10:43).
- ↑ Video, May 28, 2021 (5:40).
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 Livestream, July 25, 2020 (46:08).
- ↑ 4.0 4.1 4.2 4.3 4.4 Podcast, August 4, 2018 (1:42:14).
- ↑ Video, May 31, 2020 (1:40:18).
- ↑ Video, May 31, 2020 (1:17:42).
- ↑ Podcast, April 23, 2018 (27:14).
- ↑ Livestream, March 26, 2021 (39:08).
- ↑ 11.0 11.1 Podcast, August 4, 2018 (1:39:47).
- ↑ 12.0 12.1 12.2 12.3 12.4 12.5 Podcast, July 9, 2018 (22:24).
- ↑ 13.0 13.1 13.2 13.3 13.4 13.5 13.6 Livestream, 2018-04-8 (PM) (1:14:01).
- ↑ 14.0 14.1 Livestream, May 27, 2022 (1:14:46).
- ↑ Livestream, May 22, 2017 (49:38).
- ↑ Livestream, March 28, 2020 (1:58:18).
- ↑ Livestream, November 8, 2020 (12:40).
- ↑ Livestream, November 8, 2020 (12:47).
- ↑ 19.0 19.1 19.2 19.3 19.4 19.5 19.6 Livestream, January 27, 2023 (1:10:12).
- ↑ 20.0 20.1 20.2 Livestream, March 31, 2023 (1:20:41).
- ↑ Interview, June 13, 2021 (11:15).
- ↑ 22.0 22.1 22.2 Interview, July 19, 2020 (14:51).
- ↑ 23.0 23.1 23.2 Livestream, January 27, 2023 (1:34:06).
- ↑ Interview, June 13, 2021 (22:20).
- ↑ Interview, July 19, 2020 (17:12).
- ↑ Livestream, May 27, 2022 (1:20:35).
- ↑ 27.0 27.1 27.2 27.3 27.4 27.5 27.6 Video, January 27, 2023 (16:44).
- ↑ 28.0 28.1 Video, January 27, 2023 (32:01).
- ↑ 29.0 29.1 Livestream, November 30, 2020 (1:01:40).
- ↑ 30.0 30.1 30.2 30.3 Livestream, July 25, 2020 (1:24:56).
- ↑ 31.00 31.01 31.02 31.03 31.04 31.05 31.06 31.07 31.08 31.09 31.10 31.11 Group dynamics blog.
- ↑ Livestream, January 27, 2023 (1:08:06).
- ↑ Livestream, April 29, 2022 (1:04:52).
- ↑ Livestream, November 30, 2020 (1:12:03).
- ↑ 35.0 35.1 Interview, July 19, 2020 (8:43).
- ↑ February 8, 2019 - Questions and Answers.
- ↑ 37.0 37.1 37.2 37.3 37.4 37.5 37.6 Interview, July 18, 2020 (27:11).
- ↑ 38.0 38.1 38.2 Livestream, May 24, 2017 (44:14).
- ↑ Interview, July 20, 2020 (21:57).
- ↑ Livestream, 2018-04-8 (PM) (55:49).
- ↑ Interview, July 18, 2020 (1:00:15).
- ↑ Livestream, June 30, 2022 (1:18:55).
- ↑ Livestream, December 22, 2020 (1:15:01).
- ↑ Livestream, May 3, 2017 (35:25).
- ↑ Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
- ↑ Video, May 27, 2022 (2:21).
- ↑ 47.0 47.1 47.2 Interview, July 19, 2020 (1:08:22).
- ↑ 48.0 48.1 48.2 Livestream, October 29, 2021 (1:06:31).
- ↑ Livestream, March 26, 2021 (1:07:33).
- ↑ Podcast, May 5, 2017 (43:05).
- ↑ 52.0 52.1 52.2 52.3 52.4 Livestream, March 31, 2022 (1:23:06).
- ↑ Livestream, June 30, 2022 (1:16:22).
- ↑ 54.0 54.1 Podcast, August 4, 2018 (1:44:54).