- The weapon use combo system determines special effects that proc based on weapon progression.
- Ancillary effects proc based on enchantment types.
- Gear enhancements (power stones) can be applied to add elemental or energy types of damage.
- A skill tree is used to grant effects: making them better or branching off into different directions.
- Passive skills will enable players to work toward mastery of a weapon.
- Weapon proficiency (based on length of use of a weapon) is not a planned feature.
- Q: Are weapons balanced towards a proficiency system (i.e. the longer I use a sword, the better my damage will be), or will it be a normal RPG stat system with no long-term scaling?
- A: We will not be using a proficiency system as described, but players will have passives available in their skill tree that will increase effectiveness of certain weapons. Becoming a master of swords will be something that is possible, just not in that particular manner. – Sarah Flanagan
Ashes of Creation is all about providing many progression paths... The reason why we don't like the term endgame is because with the amount of progression that's available with the amount of diversity and player agency that that impacts the world... We kind of want the the weapon system and add an element of that as well... You can determine special effects that proc from currently the combo system right; you can determine ancillary effects that proc based on enchantment types; you can power stone weapons to add different either elemental types of damage and/or energy that kind of play rock paper scissor with player defenses ... and then you can skill tree out how those effects that are granted ... you can make them better you can branch them off into a different direction. – Steven Sharif
Class weapons and armor
Weapons are intended to be somewhat agnostic in the sense that you can find a way for a weapon to be utilized by different classes. Not just the rogue is going to be able to use daggers. Because if you restrict equipment through that, it makes the economy more difficult to have sustainability across the market of items. – Steven Sharif
Racial weapons and armor
The customization of equipment per race is really focused on Armor sets not Weapon props. Weapon props will, from a model standpoint, will translate pretty one-to-one across the races. – Steven Sharif
Let's say for example you have the Eagle set or something, right: The Eagle set has in art, it has a thematic design that's going to include certain attachments to the armor. It's going to include color palette and theme. It's going to have some aspects to it that define it as the Eagle set, right. When a Elf wears the Eagle set or when an Orc wears the Eagle set, you obviously have two different cultures there; and you don't want to stomp out that culture by assigning a de facto 'This is the Eagle set and this is how it looks on everybody.' What we want to have is cultural influences play a role in showing how that set looks. – Steven Sharif
When you say, what if I'm an Orc but want to look like an Elf and I want my Eagle set to be the Elf representation? Well the issue becomes there that you know Orcs have a different organic model. You know, their body is different than that of the Elf. So, from a scope-creep standpoint, it's one thing to add different influences that represent the cultures that are donning the armor; it's another thing to adapt each influence as a matrix that can be worn pretty much by everything. From a scope perspective, that's a very difficult task for the character artists to kind of tackle. So instead what we've done is, in order to facilitate a variety of cultural representation between the races but allow for the sharing of assets like different armor sets, we give different representations of those armor sets to each race. – Steven Sharif
We are very likely going to have a rune system and then we'll have the ability to sort of enchant weapons outside of that too... That's not always going to be like a vertical progression... Some of it's going to be giving up something to get something else; so maybe I do less physical damage but more magical damage, that kind of thing. – Jeffrey Bard
- There isn't RNG in crafting but there may be a small amount of RNG in enchanting.
- Over-enchanting items may come with a potential risk that the item is destroyed.
- Vertical enchantments are a power progression for a crafted item. More damage or mitigations, added effects or bonuses.
- Vertical enchantments include risks.
- Horizontal enchantments are more situational. For example: I'd like my sword to do force damage instead of holy damage because the monsters I tend to fight are incorporeal.
- This doesn't make the item more powerful, but instead more applicable to different situations, and less so to others.
- This type of enchanting assumes no risk, just time and effort.
Weapon use combo system
- Players can spec into weapon abilities that change what combinations are available, based on the type of weapon.
- The combo system has components from an advancement standpoint when it comes to the types of proc effects a weapon can have.
- Using a skill/ability will in general reset the combo.
- The developers are considering specific abilities might be able to be used without resetting the combo system.
- The combo system will not have the quicktime event that was seen at PAX West 2017.
It acts similar in the sense of you know the core loop of what an auto attack is so to speak; where you know typically your other skills have a cooldown period, they have a rotation or whatever: Our combo system is a repeatable you know skill effect that you can continually attack with but it's a little bit more involved than what a traditional auto attack is; and it has components from a from an advancement standpoint when it comes to the types of procs that your weapon can have during that combo system... It's not going to have the quick time event that you know you guys saw early on in PAX and gave great feedback on, but it is going to have development with regards to the power of the weapon the type of weapon you're using, the additional proc effects that you can skill into: Those types of things are going to make it a little bit more complex of a system capture. – Steven Sharif
|Skill||Icon||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.||Prepares four arrows.||Prepared shot works on all arrow attacks.|
|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.||-||-|
|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.||-||-|
|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.||-||-|
- The weapon use ability that was originally shown at PAX West 2017 was reduced to a basic form in Alpha-0.
- The new combo system will not have the quicktime event that was seen in PAX West 2017.
There are absolutely legendary items and they're not items that are attained easily nor are they granted out in a volume. There might even be items that are single items that will exist on the server at any given time.
It will be a very ornate and detailed weapon, more so than any other weapon or piece of equipment in the game. It will also include some awesome looking effects that won't too gaudy, you know they won't be too bright and shiny so that it doesn't look good, but they will be subtle and people will notice it and know wow that guy has this weapon. – Steven Sharif
The amount of effort needed and interdependencies across the different types of players – between raiders and PvPers and crafters and even role players and the taverns and businesses: the processors and gatherers – all of those systems will likely have a component that lends toward creating or crafting that legendary item... We want to stay away from the highly RNGd system, and instead take our multiple progression paths that we are offering the players and put the construction components for achieving these legendary items within them so it encourages communities to work together because it's going to be difficult for just one person by themselves to gather everything. Not to say that they couldn't in an economic sense, by buying those components, that's possible. But achieving them from a time investment standpoint we want it to be considerably less RNG focussed. – Steven Sharif
Legendary items are not intended to be temporary.
The fact there is only one of them... or very very few of them depending on what it is. I think that in and of itself is a balance component right and you need to make sure that the players who are striving for those legendary things and who are devoting the time energy, resources in order to achieve them are accurately rewarded... We do not intend on having legendary items that are temporary. – Steven Sharif
- Livestream, 30 May 2019 (58:28).
- Livestream, 30 January 2020 (1:28:40).
- Livestream, 4 May 2018 (45:37).
- Livestream, 4 June 2018 (1:11:19).
- February 8, 2019 - Questions and Answers.
- Livestream, 9 February 2018 (47:05).
- Livestream, 26 July 2019 (54:06).
- Livestream, 26 May 2017 (44:11).
- Livestream, 26 May 2017 (20:46).
- Podcast, 4 August 2018 (53:43).
- Podcast, 4 August 2018 (55:17).
- Livestream, 4 June 2018 (21:37).
- Livestream, 17 May 2017 (58:55).
- Livestream, 5 May 2017 (20:41).
- Livestream, 28 February 2020 (1:10:21).
- PAX West 2017 Ranger poster.
- Livestream, 16 October 2017 (45:21).
- PAX West 2017 Tank poster.
- PAX West 2017 Mage poster.
- PAX West 2017 Cleric poster.
- Podcast, 11 May 2018 (57:42).
- Livestream, 18 January 2018 (22:46).
- Livestream, 19 May 2017 (44:18).
- Livestream, 15 May 2017 (38:08).
- Livestream, 8 April 2018 (PM) (55:49).
- Livestream, 9 July 2018 (25:34).
- Livestream, 8 April 2018 (PM) (51:49).