Active skills

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Players can build their characters with the active skills they want on their action bar (hotbar).[2][3][4]

Some people like to have a very minimalistic number of hot bars. They don't need necessarily to have three, four, five hot bars that are available; but some people do like that: They want to have all their items listed on their hotbar as well as their abilities, as well as as their mounts, as well as anything that they can essentially interact with as an icon.[8]Steven Sharif
  • Players are not given skills as they level up, they must choose what skills they take.[9]
  • There is no spellbook requiring memorization.[10]

There will be multiple hot-bars that you obviously have available, because you're going to have consumables, you're going to have active skills and whatnot. But the number of active skills are not going to overwhelm necessarily the character and be irrelevant especially at certain stages.[2]Steven Sharif

Primary skills

Alpha-1 preview primary skills.[11]

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.[12]Steven Sharif

The idea behind the system is that you're 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 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.[13]Steven Sharif

Primary skills (class abilities) are based on a player's archetype.[14][15]

Combat abilities

The aspiration for combat is for abilities to have corresponding counter-play abilities.[22]

  • The goal is to have special animations for parrying, blocking and evading.[23]

They can be a challenge to implement sort of really reliably so you might not see them on every evasion or every block, but we do want that stuff to show up.[23]Jeffrey Bard

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Combat targeting

Ranger hybrid combat in Alpha-2.[24]

Our desire has always and continues to be how we can create a mixture of tab target abilities and skill-shot oriented positional, directional-based ability usage and make something cohesive in that design. And I think that what we're achieving with that regard may not fully feel like an action-oriented game, but we've always intended to be more hybrid-oriented, leaning towards tab target. So you're going to see a mixture of abilities that require the targets and that don't; and then you're going to have an option as the player's perspective to utilize an action camera mode, which utilizes a soft target lock feature and our reticle.[25]Steven Sharif

Hard-locked friendly player target.[26]

Hybrid combat refers to the choice between tab and action combat in Ashes of Creation.[25][27][28][29][30][31] A toggle button (default Z, but can be re-bound to another key) allows the player to switch between action and tab combat modes.[25][32][33][34][35]

  • The action mode camera is tied to the to the player's reticle (crosshair).[36][25][20][37]
    • There will likely be a hotkey that when held down will allow free camera movement in action mode.[37]
    • In future the user will have the ability to choose from different reticle appearances.[36][38]
  • Targeted skills require either a soft or hard locked target.[25][20]
    • Soft locking is when the reticle moves over a valid target while in action mode.[36] The targeting plate will appear slightly grayed out to indicate that this is a soft-lock target. If the reticle moves away from the target or the target moves away from the reticle, the target is lost.[20]
    • Hard locking is when the player uses right-mouse on a soft-locked target in action mode, or when the player selects a valid target in tab mode. The targeting plate will not be grayed-out to indicate that a hard-lock target is selected. Unlike soft locking, if the target moves out of the reticle, the target is not lost. Tab will still cycle between hard-locked targets in action mode based on proximity priority.[39][20]
Q: Is the development team moving away from action combat, or is action combat more prevalent with the melee classes, and the healing/range classes are more tab-target other than AoE spells?
A: We have not moved away from our hybrid approach to the development of Ashes of Creation's combat; and specifically to reiterate: that approach is incorporating elements of skill shots, fast and reactive gameplay that is situationally relevant, and incorporates the camera mode of both tab-targeting as well as action combat reticle. That's something that is still in progress. We haven't moved away from that however. To note, our approach of that hybridization is going to incorporate things like templated skill-shots, directionally relevant activated abilities, along with the ability to dodge to roll projectiles that can impact collision. Those are elements of action combat that are present.[43]Steven Sharif

Templated and targeted versions of skills will have different characteristics.[44][32][45][46][47]

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.[46]Steven Sharif
  • Targeted skills will be greyed out if the target is not within a valid range but templated skills will generally require the player to assess the correct range for the skill.[48]
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
  • 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.[46]
  • For the purposes of balance, certain skill types will be either tab or action oriented skills.[50]
    • Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[50][46]
    • Softer CC's would be housed in tab-targeted abilities.[50]
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.[47]Steven Sharif

Ashes of Creation Apocalypse combat targeting

Action combat in Ashes of Creation Apocalypse utilizes a targeting reticle.[53]

  • A hot key can be used to toggle reticle mode on and off.[53]
  • Left mouse click is used for basic weapon attacks.[54]
  • Right mouse click is used as a "focus" button. It can also be used to activate root motion attacks for melee.[54]
  • Combat targeting uses hitbox registration in three separate regions: Upper body, lower body and head.[55]
  • Certain weapons and skills have ADS (Aim Down Sights) functionality.[56][57]

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.[56]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.[57]Steven Sharif

Alpha-1 will test hybrid action/tab combat.[45][58]

Headshot mechanics

Headshot mechanics (where there is a specific hitbox for a player's head) are not planned for the Ashes of Creation MMORPG.[59][60][61]

See also

References

  1. Livestream, August 28, 2020 (1:21:03).
  2. 2.0 2.1 2.2 Livestream, August 28, 2020 (1:24:29).
  3. Livestream, May 3, 2017 (15:15).
  4. 4.0 4.1 Livestream, March 28, 2020 (1:41:42).
  5. Livestream, October 14, 2022 (57:45).
  6. 6.0 6.1 Livestream, May 3, 2017 (17:59).
  7. Livestream, October 14, 2022 (9:02).
  8. 8.0 8.1 Livestream, February 24, 2023 (53:48).
  9. Livestream, November 16, 2017 (30:02).
  10. Livestream, May 19, 2017 (43:09).
  11. toast-keybinds-skills.png
  12. Livestream, October 16, 2017 (1:00:44).
  13. Interview, August 8, 2018 (22:27).
  14. 14.0 14.1 Livestream, December 19, 2023 (1:20:41).
  15. 15.0 15.1 progression.png
  16. 16.0 16.1 Livestream, July 28, 2023 (1:04:27).
  17. 17.0 17.1 Interview, July 18, 2020 (1:05:04).
  18. class secondary.png
  19. Livestream, November 19, 2021 (50:38).
  20. 20.0 20.1 20.2 20.3 20.4 20.5 Video, September 30, 2022 (17:00).
  21. Livestream, September 24, 2021 (1:18:06).
  22. Livestream, May 24, 2017 (45:12).
  23. 23.0 23.1 Livestream, June 26, 2020 (1:50:01).
  24. Video, September 30, 2022 (17:03).
  25. 25.0 25.1 25.2 25.3 25.4 25.5 Livestream, April 28, 2023 (53:58).
  26. Video, May 31, 2023 (11:20).
  27. Livestream, April 7, 2023 (49:45).
  28. steven-hybrid.png
  29. Livestream, August 27, 2021 (1:16:04).
  30. Livestream, June 25, 2021 (22:34).
  31. Livestream, November 16, 2017 (30:45).
  32. 32.0 32.1 Livestream, June 25, 2021 (27:43).
  33. steven-combat-revamp-update-2.png
  34. Livestream, August 28, 2020 (1:15:39).
  35. Livestream, April 30, 2020 (1:09:51).
  36. 36.0 36.1 36.2 Livestream, December 19, 2023 (1:15:00).
  37. 37.0 37.1 Livestream, March 26, 2021 (59:21).
  38. Livestream, June 25, 2021 (26:11).
  39. Livestream, September 30, 2022 (49:16).
  40. Livestream, December 19, 2023 (1:18:49).
  41. Livestream, September 30, 2022 (52:33).
  42. Livestream, September 30, 2022 (48:10).
  43. Livestream, August 31, 2023 (2:22:01).
  44. 44.0 44.1 44.2 44.3 Livestream, September 30, 2022 (41:06).
  45. 45.0 45.1 Newsletter, 2018-08-7
  46. 46.0 46.1 46.2 46.3 Livestream, 2018-04-8 (PM) (37:57).
  47. 47.0 47.1 47.2 47.3 47.4 47.5 Podcast, August 4, 2018 (1:07:59).
  48. Livestream, January 27, 2023 (1:11:07).
  49. Livestream, August 28, 2020 (1:12:50).
  50. 50.0 50.1 50.2 50.3 50.4 50.5 Podcast, August 4, 2018 (1:11:05).
  51. steven-action-tab-attack-range.png
  52. Livestream, September 27, 2018 (17:52).
  53. 53.0 53.1 Livestream, July 9, 2018 (58:26).
  54. 54.0 54.1 Interview, August 8, 2018 (27:04).
  55. Interview, August 17, 2018 (3:58).
  56. 56.0 56.1 Interview, August 17, 2018 (4:31).
  57. 57.0 57.1 Interview, August 17, 2018 (6:03).
  58. Livestream, 2018-04-8 (PM) (41:44).
  59. Livestream, October 30, 2020 (1:15:59).
  60. steven-headshots-1.png
  61. 61.0 61.1 steven-headshots-2.png
  62. 62.0 62.1 Interview, October 21, 2018 (9:10).
  63. Interview, October 20, 2018 (3:25:31).
  64. 64.0 64.1 64.2 Livestream, September 27, 2018 (34:49).
  65. Headshot Description Ranger2.png