Stealth

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box warning orange.pngThis article contains information from early testing phases. It will be updated as soon as new information is made available.

Rogue ability:

There will be counter-stealth mechanics for sure. That's just a natural balancing act of stealth. But additionally with regards to you know secondary classes, one of those aspects is augments represent the secondary class and some of the- one of the most fundamental aspects of a rogue is stealth whether it be actual invisibility or the ability to sneak around in the shadows or something. So you can almost certainly count on the fact that should you go a secondary class of rogue that there will be the ability to influence your action items from your primary class with the stealth modifier.[1]Steven Sharif

Rank 1
This does not render a player completely invisible. Instead, there will be indicators that can help players "feel out" where stealthed individuals may be.[2]
Rank 2
-
Rank 3
-

Classes based on the Ranger archetype have tracking abilities that can reveal the location of stealthed players.[3]

Player movement

Revamped Alpha-1 Mage Fireball ability.[4][5]

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.[4]Tradd Thompson

Skills with the greatest power may require the caster to remain stationary while channeling them. This is a risk vs. reward mechanic.[6][7]

  • Prone and crouch will likely not be in the game.[8]
  • Moving backward will likely not affect block and parry.[9]

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.[6]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.[6]Jeffrey Bard

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.[10][11] Increased blink distance. Reduces threat on targets nearby upon activation.[12][11] Increased blink distance. Deals area damage upon impact.[12][11]
Jump jump icon.png Dash with cooldown.[13] Cooldown is replaced by charges with individual cooldown.[13] Drops a bear trap at the location the ranger dashed from.[13]
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.[14] - -
Sprint sprint icon.png Increases movement speed. Using an ability ends sprint.[15] Increased resistance to disable abilities.[15] Clears crowd control when sprint starts and removes silence.[15]

NPC perception

There are different perception modes for different NPCs.[17]

The best was Final Fantasy 11 back in the day where you had scent, you had sight, you had magic. Like there's all sorts of different things that you had to like protect yourself against so that certain mobs couldn't see you; and you could maintain that ability to like kind of sneak past easily... It made those monsters unique and gave them character outside of just how much damage they did to me.[17]Jeffrey Bard

Utility skills

Pre-alpha rogue climbing a Metropolis wall.[18]

We have what are called utility skills and a lot of MMORPGS really only focus on active combat skills, but some of the favorite things that I've had as a gamer is tabletop RPGs like Pathfinder or Dungeons and Dragons, and there are skills in those games that are relevant to either your environment or the quest line; and they're a little bit you know sometimes "story mode".[19]Steven Sharif

A utility skill is a non-combat skill that interacts with the environment.[20] Utility skills lend themselves toward how classes navigate and deal with hazards in the world.[21]

  • Different classes excel at different skills.[21]
  • All classes will have maneuverability/traversal utility abilities.[22]
    • There will be a grappling hook utility skill or item.[23]
  • 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.[24]
  • Certain classes are able to climb/parkour in certain areas.[25][26]
    • Climbing/parkour ability is not free-form and will likely be restricted to certain quests, locations or objects.[27][28]
  • Certain classes (such as Rogues) will have stealth abilities.[29]
    • Rogues may also have a spyglass utility skill.[21]

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.[30]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
Family summon Long duration cast (30 seconds to a minute) with an approximate 30 minute cooldown that slowly summons each of your family members to your location (up to eight members).[31][32] Players cannot be summoned in the following cases:
This will be tested in Alpha-2.[35]
- -
Mount Potion
Pathfinding Reveals corrupted player locations on the bounty hunter's map.[36][37] Activating this ability will flag the bounty hunter for combat only to corrupted players for a period of one hour from the time of activation.[36] The pathfinding ability can be toggled on or off.[36][38] The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[39] The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[39]
Track track icon.png Use this skill to show nearby tracks, leading to unknown adventures.[40] - -

See also

References