Difference between revisions of "Combat"
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{{Combat}} | {{Combat}} | ||
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+ | == Combat revamp == | ||
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+ | {{Combat revamp}} | ||
== Combat targeting == | == Combat targeting == | ||
− | {{ | + | {{Hybrid combat}} |
+ | |||
+ | === Targeted skills === | ||
+ | |||
+ | {{Targeted skills}} | ||
+ | |||
+ | === Templated skills === | ||
+ | |||
+ | {{Templated skills}} | ||
=== Hitboxes === | === Hitboxes === | ||
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{{Cleaving}} | {{Cleaving}} | ||
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+ | === Indirect fire skills === | ||
+ | |||
+ | {{Indirect fire skills}} | ||
== Time to kill == | == Time to kill == | ||
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{{Mobility}} | {{Mobility}} | ||
+ | |||
+ | === Weapon weights === | ||
+ | |||
+ | {{Weapon weights}} | ||
=== Player movement === | === Player movement === | ||
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{{Combat abilities}} | {{Combat abilities}} | ||
+ | |||
+ | === Basic attacks === | ||
+ | |||
+ | {{Basic attacks}} | ||
=== Crowd control === | === Crowd control === | ||
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{{Combat RNG}} | {{Combat RNG}} | ||
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+ | === AoE skills === | ||
+ | |||
+ | {{AoE skills}} | ||
== Primary skills == | == Primary skills == | ||
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{{Active skills}} | {{Active skills}} | ||
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+ | === Universal skills === | ||
+ | |||
+ | {{Universal skills}} | ||
=== Ultimate skill === | === Ultimate skill === | ||
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{{Roles}} | {{Roles}} | ||
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+ | === Synergies === | ||
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+ | {{Synergies}} | ||
=== Meta === | === Meta === | ||
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{{Power creep}} | {{Power creep}} | ||
− | == Weapon | + | == Weapon combo system == |
− | {{Weapon | + | {{Weapon combo system}} |
=== Classes of weapons === | === Classes of weapons === | ||
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{{Weapon classes}} | {{Weapon classes}} | ||
− | == | + | == Switching gear == |
− | {{ | + | {{Switching gear}} |
== Raid mechanics == | == Raid mechanics == | ||
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{{Telegraphs}} | {{Telegraphs}} | ||
− | == | + | === List of raid bosses === |
− | {{ | + | {{List of raid bosses}} |
== Player death == | == Player death == | ||
{{Player death}} | {{Player death}} | ||
+ | |||
+ | === Death penalties === | ||
+ | |||
+ | {{Death penalties}} | ||
== Mounted combat == | == Mounted combat == | ||
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{{Combat logs}} | {{Combat logs}} | ||
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+ | == Floating combat text == | ||
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+ | {{Floating combat text}} | ||
== Factions == | == Factions == |
Latest revision as of 05:17, 3 April 2024
Combat in Ashes of Creation is focused on strategy and tactics.[4]
- Combat is the most tactile system in the game. It needs to feel responsive, mobile and fluid. It needs to give a feeling of satisfaction.[2]
- We will continue to iterate on combat until it is in a place that collectively we as a community can say 'this may not be my particular combat, but this combat is good.' That is the driving force and factor behind the development of combat; and that is how we are going to continue to iterate upon it, utilizing of course the player feedback from our community, but also keeping you guys informed and up to date as we continually iterate on combat.[5] – Steven Sharif
- Combat is animation-driven to ensure it is impactful and responsive.[6]
- VFX and sound effects are an important part of selling the weight and immersion of combat.[7][8]
- Camera effects such as screen shake and radial blur are used to "sell a lot of the weight without being too over the top".[9]
- I think one of the things that helps set Ashes apart from an effects perspective is that we want VFX to be dynamically generated. We want them to interact with the world. We want them to feel like they are part of the combat.[10] – John Kent
- We're building a singular tool that all of the teams can use to build abilities and tweak their sound effects, visual effects, animation design, engineering: All using the same tool grounded in animation to build these abilities.[8] – Keenan Reimer
A revamped combat system will be rolled out during and post Alpha-1 testing.[11][12]
- Alpha-1 combat was focused on core functionality rather than combat balance.[13]
- Alpha-2 combat will include archetypes, significant ability support, augments, split-body combat, weapon attacks, and many additional items, among other things.[14]
- The developers will be testing whether or not to use global cooldowns GCDs on different types of abilities during Alpha-2.[15]
- The game isn't focused around cover-based combat mechanics.[16]
- I might be on a rampart or behind a wall and that could be destroyed removing my cover, but not like a Gears of War or something, where I slide up to a piece of rock, or the corner of a wall or something.[16] – Steven Sharif
Combat revamp
A revamped combat system will be rolled out during and post Alpha-1 testing based on player feedback.[18][19][11][12]
- I just want to give kudos to the combat team, because in my opinion having played this and watched this and seen the community's response to it, they've done a great job in moving away from what was our direction prior to Alpha-1 to now having developed for Alpha-2 a significantly revamped combat experience; and I think it feels good and it plays well and it's fun.[18] – Steven Sharif
- The goal is to give more agency to the player and achieve a more fluid flow of combat with greater mobility when using abilities.[20][21]
- The current hybrid tab and action combat system will remain after the revamp.[20]
- This revamp will not represent the final form of combat, but will set the general direction that combat will be taking.[22]
- The revamp will be iterative and will be rolled out to testers in different phases.[21]
- The developers will be testing whether or not to use global cooldowns GCDs on different types of abilities during Alpha-2.[15]
- As of July 2023 global cooldowns are not currently in the game.[23]
- Instant cast abilities are referred to as off-global-cooldown or OGCD abilities.[23]
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.[17][24][13]
- You'll be able to move forward while swinging your weapon; and this will allow you complete control over your weapon attacks for melee.[17] – Steven Sharif
Alpha-1 combat was focused on core functionality rather than combat balance.[13] Alpha-2 combat will include archetypes, significant ability support, augments, split-body combat, weapon attacks, and many additional items, among other things.[14]
- Changes that allow templated abilities to apply to 3D positions in the air or water will be prototyped and may be included in Alpha-2.[25]
Combat targeting
Hybrid combat refers to the choice between tab and action combat in Ashes of Creation.[27][5][29][30][31][32] A toggle button (default Z, but can be re-bound to another key) allows the player to switch between action and tab combat modes.[27][33][20][34][35]
- Targeted skills require either a soft or hard locked target.[27][37]
- 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.[37]
- 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.[40][37]
- Templated skills allow "blind firing" without a target while in action mode. If an entity moves into the path of the attack they can be struck.[41][27][42][43][37]
- 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.[44] – Steven Sharif
Templated and targeted versions of skills will have different characteristics.[45][33][46][47][48]
- 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.[47] – 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.[49]
- Different ranks of the same skill can change the skill from tab to action or vice-versa.[50]
- Variables will change based on which version of a skill is chosen.[48]
- 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.[47]
- For the purposes of balance, certain skill types will be either tab or action oriented skills.[51]
- 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.[48] – Steven Sharif
Targeted skills
Targeted skills require either a soft or hard locked target.[49][37]
- Soft locking is when the reticle moves over a valid target while in action mode. 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.[37].
- 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.[40][37]
- Targeted skills will be greyed out if the target is not within a valid range.[49]
- The developers will be testing additional targeting methods, such as target-of-target as well as separate friendly and enemy targets, most likely during Alpha-2.[53]
Skill | Icon | Origin | Description |
---|---|---|---|
Arcane Volley | Mage | Fires a volley of arcane missiles at your target, dealing arcane damage with each hit.[54][55] | |
Barrage | Ranger | Fires a continual barrage of arrows at your target for 1.5 seconds, dealing 12% physical damage per arrow.[56] | |
Barrier | Cleric | Sacrifice 25% of your maximum health to place a health shield on target ally for 10 seconds. Does not stack.[57][58] | |
Bear Trap | Ranger | Spawn a Trap at the target location, which arms after 1 second. When an enemy triggers the Trap, they take damage and become Rooted for 2 seconds.[59] | |
Bless Weapon | Cleric | Imbues your target's weapon with radiant light, causing each of their weapon combo attacks to deal additional radiant damage and applies a mana regeneration buff to the caster. Each hit extends the duration of the mana regeneration buff, up to a maximum of 15 seconds. Has a 10% chance to proc bonus radiant damage and apply a stack of Burning to the target.[60][61] | |
Blitz | Fighter | Charge directly toward target enemy, dealing Physical damage to the target on arrival.[62] | |
Chain Lightning | Mage | Release a powerful streak of lightning that hits your primary target and then chains outward to all nearby enemies from that target, dealing lightning damage and applying 3 stacks of Electrified to each target hit.[63][64][65] | |
Concentrated Scatter Shot | Ranger | Scatter Shot becomes a held ability. After being fully charged, you instead fire a single projectile in a forward line that pierces through enemies and deals significantly increased damage. 30m range.[66] | |
Condemn | Cleric | Stun target enemy for 3 seconds.[67][68] | |
Crippling Blow | Fighter | Deal Physical damage and apply Snare to target enemy for 6 seconds.[69] | |
Defiant Light | Cleric | Heal target ally for 50% of their maximum health over 10 seconds. If that target would receive fatal damage while under this effect, this effect is consumed and prevents that target's death, healing them for 25% of their maximum health instead.[70][71] | |
Deliverance | Cleric | Held ability: Charges up healing energy that heals a target ally upon release, scaling in power the longer it is charged and the more % missing health of the target.[72][73] | |
Devotion | Cleric | Launch an orb of energy into the air that will fall upon your target, healing them.[74][75][76][77] | |
Divine Censure | Cleric | Hurls a radiant spear at the target, dealing damage.[78][75][79][77] | |
Expeditious Barrage | Ranger | Reduce Barrage's movement penalty while channeled.[80] | |
Fireball | Mage | Instantly hurl a ball of fire toward your target, dealing fire damage and applying 1 stack of Burning to target on impact. Burning deals periodic fire damage over time for each stack applied. When the target reaches 5 stacks, they become Conflagrated, dealing extreme fire damage over time.[81] Hitting a conflagrating enemy with a lightning spell causes Fusion, dealing significant damage and removing the Conflagrated effect.[82] | |
Flash Cure | Cleric | Instantly heal target ally. This may be used during other ability activations.[83][84] | |
Frostbolt | Mage | Launch a bolt of frost towards your target, dealing ice damage and applying 2 Chilled stacks to the target on impact. Chilled reduces movement speed of the target for each stack applied. When the target reaches 5 stacks, they become Frozen, rooting them in place for the duration. Hitting a frozen enemy with a lightning spell causes them to Shatter, dealing significant damage and removing the Frozen effect.[85][86] | |
Hatred | Tank | Single target that adds hate.[87] | |
Headshot | Ranger | Deals 175% physical damage to target enemy.[88] | |
Healing Touch | Cleric | Heal target ally in melee range for a large amount of health.[89][90] | |
Heartseeking Snipe | Ranger | Snipe has a 30% increased chance to critically hit against enemies beyond 20 meters.[91] | |
Judgment | Cleric | Cast a heal on target ally for a large amount of health. If this is cast on an enemy, it instead deals radiant damage to the target and applies 2 stacks of Burning.[92][93] | |
Knock Out | Fighter | Knock out target enemy, putting them to sleep for 10 seconds. Any damage breaks the effect.[94] | |
Lethal Blow | Fighter | Perform a powerful descending strike upon target enemy, dealing additional physical damage based on the amount of % missing health, up to 300% base damage.[95] | |
Lightning Strike | Mage | Held ability: Charge up a bolt of lightning to unleash upon your target, dealing lightning damage and applying 2 stacks of Electrified to the target. This deals additional damage based on how long it was charged. Electrified reduces the target's magical mitigation for each stack applied. When the target reaches 10 stacks, all Electrified stacks are consumed and they become temporarily Shocked. Whenever a Shocked enemy takes damage, they take additional damage and 1 stack of Shocked is consumed. Shocked is initially applied with 20 stacks.[96][97] | |
Longbow basic attack | Longbow | A slower, powerful, longer range basic ranged attack. Tapping the basic attack button will shoot normally. Holding the basic attack button will charge the shot (and root the player) to cause added damage.[98][99][100] | |
Mend | Cleric | Instantly launch a healing projectile toward target ally. Each charge of this ability consumed after the first has no mana cost, and restores an increasing amount of mana to the caster based on the number of missing charges. Consecutive uses of the ability will gain bonus healing.[101][102] | |
Multi Trap | Ranger | Bear Trap now has 3 charges, but the cooldown is increased by 15 seconds.[103] | |
Multi-Scatter Shot | Ranger | Scatter Shot has an additional charge.[104] | |
Omnidirectional Disengage | Ranger | Disengage now moves you in the direction of your input instead of always backward.[105] | |
Overpower | Fighter | Deal direct damage and apply Shaken to target enemy. This ability shares a cooldown with Brutal Cleave, and hitting an enemy with a weapon combo finisher refreshes the cooldown of this ability. +10 Combat Momentum.[106] | |
Protect | Tank | Intercept attacks that strike your friendly nearby target, redirecting half of the damage taken to you. Must be within 10ys to Protect. If this range is exceeded for more than 5 seconds, the effect ends.[107] | |
Regeneration | Cleric | Bathe your target with restorative energy that heals them over time.[108][75] | |
Reinvigorating Disengage | Ranger | When you hit one or more enemies with Disengage, its cooldown is refreshed and can be used again. This can only occur once per cooldown period.[109] | |
Resplendent Beam | Cleric | Held ability: Fire a beam of healing energy toward a target ally. Charging this spell allows the beam to bounce to up to 5 additional friendly targets closest to the original target, based on how long it was charged. The amount of healing is reduced for each subsequent target.[110][111] | |
Resurrection | Cleric | Resurrects a dead ally with 25% health and 15% mana.[112][75][113][77] | |
Rupture | Fighter | Deal physical damage and apply a debuff to the target. While the debuff is active, the target acquires 5 wound stacks per second that they are moving. After 5 seconds, the largest takes heavy damage, plus additional damage for each stack of wound it has.[114] | |
Scatter Shot | Ranger | Fires a spread of projectiles, dealing Physical Damage to every enemy target within a 20m cone in front of the caster.[115] | |
Shortbow basic attack | Shortbow | A fast, low power, short range basic ranged attack. Holding down the basic attack button will repeatedly fire.[99][100] | |
Slam | Tank | Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[116] | |
Slumber | Mage | Applies the sleeping condition to targets affected within a small area around the primary target, rendering them unable to move or take any action. Any damage dealt to a sleeping target will break the effect. Duration is reduced by 20% for each additional target hit, to a minimum of 40% of base duration.[117][118][119] | |
Smite | Cleric | Smite your target, dealing instant damage and applying a stack of Burning to target enemy. Has no cast time and deals increased damage if activated within melee range of the target. This attack always critically hits on targets under the effect of Condemn.[67][120] | |
Snipe | Ranger | Charge a powerful ranged attack, dealing large damage after charging for 3 seconds. Deals 300% physical damage.[121] | |
Soothing Glow | Cleric | Apply a healing over time effect to target ally. Reapplying this effect extends its duration on the target by its base duration value.[122][123] | |
Thundering Shot | Ranger | Fires a lightning-infused projectile at your target, dealing 200% of your physical power as Lightning damage.[124] | |
Trap Slinger | Ranger | Bear Trap becomes a thrown projectile and arms itself instantly upon landing. Deals double damage when triggered.[125] | |
Wings of Salvation | Cleric | Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[126][127] An ally is defined as any non-combatant player or non-mob NPC.[128] |
Templated skills
Templated skills allow blind firing (free aim) without a target while in action mode. If a player moves into the path of the attack they can be struck.[41][42][43][37]
- One of the differences between tab and action combat mode is you can launch projectiles in action combat mode as a blind fire option, and if a target or if something moves in the way between the time of that projectile launching and impacting either its max distance, or a piece of terrain, or another target, it's possible that players might move into that projectile.[43] – Steven Sharif
- Not all projectiles can be body-blocked.[129]
- Some templated skills may have template indicators, but in general will require the player to assess the correct range for the skill.[49]
- If it is a templated ability, which means it's skill-based to use, you'll need to get a feel for those distances; and that's some skill-based learning where you get an idea for what those distances are. Some of those will have template indicators but they'll be very in-world and immersive. We're not utilizing more UI-centric looking indicators, but generally the AoE templates are meant to be skill-based.[49] – Steven Sharif
- Basic weapon attacks from projectile weapons are capable of blind firing without having a target.[130]
- Q: Why did you move away from arrows being projectiles?
- A: We are still using projectiles, but we are using a locking mechanism in tab-targeting for those projectiles to home to the target should you have a valid angle in that perspective. The action side of that is that you can blind-fire projectiles.[41] – Steven Sharif
Skill | Icon | Origin | Description |
---|---|---|---|
Air Strike | Ranger | Leap a great distance forward and into the air while firing three projectiles in a line along the path, each dealing area damage and rooting targets hit for 3 seconds. Rotation control is enabled during cast.[131] The root effect is nature based.[132] | |
Ball Lightning | Mage | Creates a large ball of highly charged electricity that travels slowly forward, dealing rapid periodic lightning damage to enemies it overlaps with and applying 1 Electrified stack to targets with each hit.[133][134][10] | |
Blizzard | Mage | Channel a massive blizzard around you, raining a barrage of hail shards upon your enemies while channeling. Each shard impact deals ice damage in a small area around it. All enemies in the blizzard also acquire 1 stack of Chilled periodically. Activate the ability again to end the channel early.[135][136][133] | |
Brutal Cleave | Fighter | Perform a wide sweeping attack, dealing damage to all enemies in front of you. This ability shares a cooldown with Overpower, and hitting an enemy with a weapon combo finisher reduces its cooldown by 8 seconds. +10-20 Combat Momentum (based on number of targets hit) [137] | |
Cataclysm | Fighter | Deal heavy damage and apply Shaken to all enemies in a large area in front you. Shaken enemies have a 5% chance to Trip when hit, and the effect is removed when triggered. This chance doubles when hit by Riled targets.[138] | |
Cone of Cold | Mage | Blasts a cone of cold in front of the caster, dealing ice damage and applying 1 stack of Chilled to each enemy hit.[133][139][140] | |
Consecrating Wave | Cleric | Send forth a cone of radiance that deals radiant damage to all enemies while healing the ten nearest allies.[141][142] | |
Divine Flare | Cleric | Place a targeted area heal on the ground that heals all targets within after several seconds. Total healing is split between all targets hit.[143][144] | |
Ensnaring Vine Field | Ranger | Enemies are Snared while within Vine Field's area of effect.[145] | |
Fissure | Mage | Call forth a line of jagged earth spikes in front of the[sic] you, dealing earth damage and applying 10 stacks of Stagger to each enemy hit along its path while launching them upwards.[146] | |
Grapple | Tank | Takes aim for a moment before hurling a hooked chain in a line, damaging the first target it contacts and immediately pulling them to the caster. The target suffers a tapering snare for 3 seconds.[147][148] | |
Greatsword basic attack | Greatsword | ||
Heartseeking Snipe | Ranger | Snipe has a 30% increased chance to critically hit against enemies beyond 20 meters.[91] | |
Hunt of the Bear | Ranger | Call forth the spirit of the bear, imbuing yourself with increased physical mitigation.[149] | |
Hunt of the Raven | Ranger | Call forth the spirit of the raven, imbuing yourself with increased physical penetration.[150] | |
Hunt of the Tiger | Ranger | Call forth the spirit of the tiger, imbuing yourself with 10% increased critical damage.[151] | |
Inciting Strikes | Tank | Slashes twice in a forward cone while adding additional threat.[152] | |
Leap Strike | Fighter | Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[153] | |
Longbow basic attack | Longbow | A slower, powerful, longer range basic ranged attack. Tapping the basic attack button will shoot normally. Holding the basic attack button will charge the shot (and root the player) to cause added damage.[98][99][100] | |
Lunging Assault | Fighter | Spend 15 Combat Momentum to lunge in a direction a short distance and perform an upward swing upon arrival, dealing damage to enemies in front of you. You are immune to hard crowd control effects while performing this ability.[154] | |
Magma Field | Mage | Erupts the earth at target location, forming a boiling pool of lava that deals fire damage to enemies per tick while periodically applying a stack of Burning to enemies within the area.[155] | |
Maim | Fighter | Perform a powerful melee strike in a short forward cone, dealing physical damage to all targets hit, plus 100% additional damage to recently tripped targets.[156] | |
Mark of the Bear | Ranger | Marks the target, reducing their mitigation by 25%.[157] | |
Mark of the Raven | Ranger | Marks the target, triggering bonus damage every time the target is hit. The lower the health on the target is, the higher the damage.[158] | |
Mark of the Tiger | Ranger | Marks the target, increasing critical chance versus the target by 50%.[159] | |
Meteor | Mage | Conjures a massive flaming rock before sending it hurling toward target location. Upon impact, it deals major fire damage while knocking foes flying, and then continues to roll forward for its remaining distance, dealing additional fire damage while applying stacks of Burning to enemies along its path.[160] | |
Mortal Headshot | Ranger | Headshot deals 50% additional damage to targets below 50% of their maximum health.[161] | |
Piercing Shot | Ranger | Fire a projectile that travels in a straight line, piercing through and damaging all enemies in its path.[162] | |
Quake | Mage | Held ability: Cast a powerful earthquake that deals more damage the longer it was charged and applies 10 stacks of Staggered to all enemies around the caster. If the spell was fully charged, this applies Tripped instead of Staggered.[163] | |
Raining Death | Ranger | Fires a dense rain of arrows 20 meters ahead, dealing high damage. Deals more damage to more distant targets.[164] | |
Refreshing Headshot | Ranger | Headshot refunds 4 seconds of its cooldown when it hits a Marked target.[165] | |
Shield Assault | Tank | Bashes the target with your shield, dealing damage and applying the shaken condition. If the target is already suffering from the shaken condition, stun the target instead.[166] | |
Shortbow basic attack | Shortbow | A fast, low power, short range basic ranged attack. Holding down the basic attack button will repeatedly fire.[99][100] | |
Snipe | Ranger | Charge a powerful ranged attack, dealing large damage after charging for 3 seconds. Deals 300% physical damage.[121] | |
Tremoring Bellow | Tank | Releases a thundering shout in a forward cone, applying the staggered condition on enemy targets. Also stomps the ground dealing damage around the caster and tripping enemies affected by the snared condition.[167] | |
Vine Field | Ranger | Summons 3 fields of grabbing vines, one at the target location every .5s for 1.5s. Targets hit are damaged for 10% physical damage and snared for 3s, reducing their movement speed by 40%. Targets that have more than 10s of snare duration are rooted. This effect can only trigger once per target.[168] | |
Whirlwind | Fighter | Channeled Ability: Deal physical damage to all enemies around the caster with each spin while channeled, increasing the spin rate the longer it is channeled. The caster is immune to hard disabling effects while spinning. Activate the ability again to end channeling early.[169] |
Hitboxes
The developers are testing different approaches to accommodate varying hitboxes between the races.[170]
- There may be a single unified hitbox with some exceptions or some special collision rules as opposed to having different sized hitboxes.[170]
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 just making it smaller for one and not the other.[170] – Jeffrey Bard
There aren't separate types of hitbox categories in the Ashes of Creation MMORPG as there were in Ashes of Creation Apocalypse.[170]
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.[170] – Steven Sharif
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.[171]
Cleaving
All weapons have a forward attack cone, regardless of being in tab or action mode.[34]
- The cone's arc and distance will vary based on weapon type.[34]
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.[34] – Steven Sharif
This is described as a weapon attack not an active skill.[34]
Indirect fire skills
Indirect fire skills are targeted skills where the projectiles may path around obstructions that are not in line-of-sight, so long as the maximum distance travelled for the skill is not exceeded.[174][173][175]
- This is a prototype concept that is subject to testing and balancing.[175]
- A limited number of these may exist throughout different class kits.[175]
- Some abilities might have indirect fire. So, if you have let's say a Archer or Ranger who has the ability to select a Mage as their secondary class; and they might want to augment a Snipe ability in order to go around a corner like an Arcane Archer might have... Some abilities might not care about that line-of-sight. They might care the distance to the target around the corner, or the path that it's taking; and if it's outside that path is too long it might not be able to reach them of course.[174] – Steven Sharif
Skill | Icon | Origin | Description |
---|---|---|---|
Chain Lightning | Mage | Release a powerful streak of lightning that hits your primary target and then chains outward to all nearby enemies from that target, dealing lightning damage and applying 3 stacks of Electrified to each target hit.[63][64][65] | |
Headshot | Ranger | Deals 175% physical damage to target enemy.[88] |
Time to kill
Time to kill (TTK) in Ashes of Creation will be a little bit faster than most MMOs.[177]
- Previously it was stated that the TTK was expected to be around 30 seconds to a minute.[178]
- The developers do not want one-shots in the final MMORPG.[179]
- Average non-elite mob time-to-kill for a solo player is intended to be around 6 seconds.[180]
- In the MMORPG we really don't want to see any one-shots. The time-to-kill needs to be strategic and tactical.[179] – Steven Sharif
Headshot mechanics
Headshot mechanics (where there is a specific hitbox for a player's head) are not planned for the Ashes of Creation MMORPG.[170][181][182]
- Headshots were a part of Ashes of Creation Apocalypse battle royale.[182]
- Previously it was stated that headshot mechanics may be implemented in the MMORPG along the lines of a higher critical chance[183][184] and that they would not be one hit kills.[183]
- Headshots in action combat are equivalent to a critical hit in tab targeted combat.[185]
- Players relying on tab skills will have a fixed critical hit chance every time they use an ability or weapon.[185]
- Players using action-based skills are going to rely on getting a head shot or hitting a critical spot on the opponent.[185]
- A Ranger skill called Headshot was introduced leading up to Alpha-2 testing.[88]
Gear inspection/ Threat assessment
Players will have a buff on their nameplate that indicates the gear set they are wearing. Other players will be able to see this buff by targeting that player at a distance.[187][188][189]
- This will indicate the type of armor (cloth, leather, plate) that they are predominantly wearing.[190][188]
- You can target a player. You're going to see what type of armor they have based on a buff they have available to them because obviously cosmetics can change appearance. You might have different silhouettes as a result of that.[190] – Steven Sharif
- The border will indicate the level and quality of the tier set.[187][188][191]
- The developers believe that inspecting gear to obtain an exact equipment list or gear score may lead to "unwelcome behavior".[193]
- When you see a player approaching you and they're wearing a transmog you don't know if that person is a high damage mitigation against physical damage or against magical damage and essentially the way we overcome that is through you being able to target a player at a distance and they will have a buff that's present on them that you will see, which indicates that essentially the piece set that they are wearing. It is important for players to be able to ascertain from a threat assessment standpoint what they're going up against if they're actively checking that, and that will be available.[189] – Steven Sharif
Character nameplate
Nameplates are displayed above the head.[197]
- Player character nameplates will have first, and optionally last name (surname).[197]
- The name of the character's guild is displayed next to their name.[198]
- The character's nameplate will deteriorate to give an indication of how much damage they have taken.[199][200][201]
- An icon will identify the character's class.[187]
- Hovering over a player nameplate will show information such as level, class name, and archetype combo.[187]
- A buff icon will indicate the character's gear and grade.[187][188][189]
- The size and priority of nameplates will be relate to their distance (away from the camera).[202]
- The visibility of nameplates can be obscured by in-game objects, such as trees; by utility skills, such as Camouflage or Stealth; or through the use of disguises.[203][204]
- UI settings will enable nameplates to be hidden, resized, and customized.[205][206]
- You can set nameplates to always appear. You can set it to only appear on targets. You can set it to only appear on targets that have taken damage. You can set it to only appear on targets that are aggroing you or your party members. You can set it for your allies, for yourself, for whatever: There's a lot of highly customizable options that are currently in the game.[205] – Steven Sharif
- Summoner summons' creature type appears in the nameplate above the summon. This cannot be changed by the player.[207]
- Mob nameplates will have indicators that identify resistances, buffs, end elite status.[208]
- A star format may be utilized to indicate hit point allocation.[208]
Nameplates in the party UI indicate the player's choice of secondary archetype.[195]
- A padlock icon indicates that the secondary archetype is not yet unlocked.[195]
Mobility
- The revamped combat system features 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.[209][210][17][24][13]
- A lot of abilities you have the capability of moving while casting. It's going to decrease your movement speed significantly or depending on the type of ability. We do reserve the cost- and that's really what it is when you tie ability usage to mobility- we do reserve the cost of requiring the character to remain stationary on some big effect type abilities.[209] – Steven Sharif
- Most abilities in Ashes of Creation are capable of being cast while moving. Some abilities may slow the caster down during the cast, but only rarely will the player be rooted in place.[209][211]
- Movement speed can decrease significantly depending on the type of ability.[209]
- Weapon weight can also affect mobility.[210]
- Skills with the greatest power may require the caster to remain stationary while channeling them. This is a risk vs. reward mechanic.[209][211][212][213]
- Most abilities you'll find in Ashes of Creation are capable of being cast while moving. Some of those abilities might slow your movement during the cast, but you can continue to move. Very rarely, and depending on obviously the importance of the ability or the power level of that ability, you might be rooted in place. So, for example, the AoE ability [Chains of Restraint] has a lot going on. It has damage ticking over time, it is an area of effect, it also has a status condition application; and in those instances the player character gets rooted.[211] – Steven Sharif
- Ranged archetypes will have gap openers to counter gap closers from archetypes like the Fighter.[214]
- That's the cat-and-mouse of these abilities. Like we've seen with the Ranger, they have a backflip, they have their Airdrop [sic] ability. The Mage has teleportation. There are going to be abilities that are tit-for-tat; and managing the resource of those abilities and the timing of when you use them to either correlate to your opponent's use of those things, or to save them for yourself when you want to get away, that's part of what makes the engagements dynamic and different each time.[214] – Steven Sharif
- Unreal Engine 5 has enabled improved forms of locomotion, such as crouching, tilting and mantling.[215][216]
- There's a balance in the game design between your movement speed on attack and the movement speed of your opponent. When you have a game that is both PvE centric as well as PvP centric, you have to make sure that combat is blended for both approaches; and we can always run into problems where, if you're significantly hampered in your movement speed, that has an effect on how we expect player versus player engagements to interact; and we don't want to restrict a player's ability to be mobile if they're the target of an attack. And as a result of that we need to make sure that we don't restrict the movement abilities of the player who is doing the attacking as well. So we want it to be relatively free for you to stay with each other. Your opponents move around the battlefield together and if we're hampering you on the attack action, we have to then implement some type of snare, or slow, or cc effect essentially on your opposing target; and that's not the approach we want to take for for PvP.[219] – Steven Sharif
- Melee archetypes will offer various mobility and CC counters against ranged archetypes, such as the Ranger.[220][221]
- If we're talking about Fighter, they're going to have a lot of heavy gap closers. They can probably be a little bit more liberal in the use of their gap closers because they have so many of them, versus let's say a Ranger that needs to choose when to use their escape abilities, because they have fewer of them. The same would be true for a melee character like a rogue. Their approach vector is going to be more stealth-driven than it would be perhaps let's say from a gap-closer perspective.[220] – Steven Sharif
- Q: If a ranger is super mobile, what are the melee's options in order to catch them?
- A: Different class kits will provide different gap closers. They'll provide different mobility skills. They'll have lockdowns. They'll have chains to pull back. They'll have a lot of different things in the rotation. That's part of what an MMORPG experience is. You're not just restricted to three or six skills, you have a rotational suite; and depending on the type of challenges you face is going to help determine which of those rotations you spec into from your skill tree.[221] – Steven Sharif
Skill | Icon | Origin | Description |
---|---|---|---|
Air Strike | Ranger | Leap a great distance forward and into the air while firing three projectiles in a line along the path, each dealing area damage and rooting targets hit for 3 seconds. Rotation control is enabled during cast.[131] The root effect is nature based.[132] | |
Blink | Mage | Instantly teleport a set distance in the direction you are moving.[222][223] | |
Blitz | Fighter | Charge directly toward target enemy, dealing Physical damage to the target on arrival.[62] | |
Call of the Wild | Ranger | Remove all movement impairing effects and increase movement speed by 20% for 8 seconds. Snares and Roots effects applied to the caster are ignored.[224] | |
Caravan Trail Speed Bonus | Caravan | Minor speed boost for travelling on a simple trail.[225] | |
Exert | Fighter | Consume your Combat Momentum rapidly, gaining 20% increased attack and movement speed and immunity to disabling effects while active. Must have at least 20 Combat Momentum to activate, and the effect ends when all Combat Momentum is fully depleted.[226] | |
Form Of Celerity | Fighter | While in this form, the caster receives +2% Movement Speed per 10 Combat Momentum, up to a maximum of +20%. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.[227] | |
Form Of Fluidity | Fighter | While in this form, the caster receives +4% Disable Resistance Chance per 10 Combat Momentum, up to a maximum of +40%. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.[228] | |
Leap Strike | Fighter | Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[153] | |
Lunging Assault | Fighter | Spend 15 Combat Momentum to lunge in a direction a short distance and perform an upward swing upon arrival, dealing damage to enemies in front of you. You are immune to hard crowd control effects while performing this ability.[154] | |
Recharging Lunging Assault | Fighter | Lunging Assault gains an additional charge and generates 5 additional Combat Momentum when dealing damage to one or more enemies.[229] | |
Shield Assault | Tank | Bashes the target with your shield, dealing damage and applying the shaken condition. If the target is already suffering from the shaken condition, stun the target instead.[166] | |
Speed Boost | Caravan | Gives the caravan a temporary speed boost.[230] | |
Unstoppable Exert | Fighter | Exert additionally breaks all hard control effects on the caster, and may be used any time while under a hard controlling effect.[231] | |
Whirlwind | Fighter | Channeled Ability: Deal physical damage to all enemies around the caster with each spin while channeled, increasing the spin rate the longer it is channeled. The caster is immune to hard disabling effects while spinning. Activate the ability again to end channeling early.[169] | |
Wings of Salvation | Cleric | Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[126][127] An ally is defined as any non-combatant player or non-mob NPC.[128] |
Weapon weights
Weapon weight refers to how the mass of a weapon affects its performance during combat.[210]
- Light weapons have fewer restrictions on player agency and motion.[233]
- Medium weapons exist on a spectrum between light and heavy weapons.[233]
- Heavy weapons will increasingly lock the player in place during portions of the combat animation.[233]
- There is a balance between player motion and agency as we call it and weapon weightedness- that almost locked-in-place rooted position- the heavier the weapon is, the more restrictions you want to place on that player agency to showcase the rooted effect: That weight- that heavyweight aspect; and so what we've done by presenting you guys with both the dual daggers and the two-handed weapon is we've shown the range between that complete player agency: a player agency in the light weapon attacks that's the dual daggers, and the maximum range of of rootedness or weightedness that's present on the two-handed weapon; and that's the spectrum in which our basic melee combat will exist within. So if there are medium weapon groups that exist in-between there, it's going to be somewhere in between that spectrum.[233] – Steven Sharif
Player movement
- Sprinting will consume a percentage of a character's mana pool. Sprinting will not be permitted while in combat.[235]
- 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.[235] – Steven Sharif
- There is a toggleable walk/run (autorun) capability.[237]
- There is not going to be any "go to waypoint" (auto-pathing) mechanics.[238]
- Double-jumping has been considered as an option for player mounts.[240]
- Unreal Engine 5 mantling was demonstrated by the developers.[215][241]
Collision
There are player and spell/projectile collision mechanics in Ashes of Creation.[242][129][243]
- Inertia and momentum physics will help prevent blocking doorways/access points. This is based on a character's direction and movement speed, and can be used to push people out of the way.[244][243]
- Mounts and players cannot stop caravans and other vehicles from moving. Nothing can move or block ships.[245]
- Specific ranged skills will have a pushback effect but this is not inherent to all ranged abilities.[246]
- Player collision inherently limits the number of individuals that can be affected by AoE skills.[242]
- Not all projectiles can be body-blocked.[129]
- Not all projectiles can be body-blocked. Some potentially can, but there will be certain abilities and effects, like a shield wall, that can that can be brought up and that will obscure line-of-sight to the target as well; and it will restrict some of those attacks from occurring.[129] – Steven Sharif
Dodging
Evasion moves such as dodging and weaving will be present in Ashes of Creation combat.[247][248][249]
- Dodging is a universal skill that is able to be unlocked by all archetypes.[250][251]
- Dodging will not use I-frames (invincibility frames), but it may affect accuracy and mitigation stats when used.[247]
- Previously it was stated that hybrid combat will likely have true evasion skills relating to action-oriented combat and also have I-frames that apply to tab targeting.[249]
- So you see an animation windup that's a telegraph on what's coming; and then you have response actions that you can take as a result of that in order to dodge, weave, move, do whatever. It is both a combination of what your rotation is but also how you have reaction abilities ready to go that you save for certain circumstances that are important.[248] – Steven Sharif
Active blocking
Active blocking is a universal skill that applies to all classes.[256][257][247][258][254][251]
- Active blocking is present in Alpha-2.[258][253][255] At present the developers are using a universal stamina-based energy system, but they will be testing the use of separate energy mechanics for universal skills in Alpha-2.[257][258][259][260][255]
- Active blocking might be an ability that- it's universal, of course it's universal- but it might be consuming mana; and you'll be able to adjust that mana consumption based off of your passive spec into your skill trees. In addition, it might also consume stamina, where that's something we're going to be testing as part of Alpha-2.[258] – Steven Sharif
- Different types of equipment are catered toward blocking different damage types.[256]
- Shields are better for active blocking physical damage, but any melee weapon can also be used to parry with a lesser amount of mitigation.[247][254]
- Sigils are better at actively blocking magical damage.[256]
- Q: How are you designing encounters around active blocking? Will it be situational use, or would I expect to be laying on my block keybind for most of the fight to prevent getting deleted by bosses?
- A: It depends really on the type of adversary you're facing. Some of them are going to have indicators or tells that a big attack is coming. It's an animation wind up where you'll have an opportunity to use active block in very unique situations that are based on timing and additional mitigation for those incoming one-off attacks. In other occasions you'll be able to use it off of rotational cooldowns, or if you're waiting for a particular ability or you're during the use of your Aegis. There's different situations for when active block is a relevant use-case.[261] – Steven Sharif
- Some abilities may be able to overcome, surpass, or cancel active blocking.[257]
- If a player is in a state, such as an active block, or an active tumble state, there will likely be some types of abilities that interact with reacting to those types of states and will either overcome surpass or cancel out those states, particularly as it relates to not just active blocking, but also potentially passive blocking as well; and that would be something probably related to physical penetration values as a stat, or even CC breaks that could be relevant as well for those types of things. I think that's on the radar for the combat team.[257] – Steven Sharif
- Previously the developers had not finalized designs for active blocking and were leaning toward using more traditional buff-oriented universal damage mitigation for the MMO, and were also considering interaction between action-based blocking and a passive block stat.[262][263]
- The Paladin's Might shield in Ashes of Creation Apocalypse had its own hit box and hit points (HP); that could actively block projectiles.[264]
Animations
- Combat is animation-driven to ensure it is impactful and responsive.[6]
- Basic attack animations are triggered by the weapon combo system based on weapon type.[266][267]
- Skill animations are (generally) not impacted by the type of weapon equipped.[268]
- We really wanted to build the combat system to- like i said earlier- be as physical as possible. So we have it very animation driven. Everything is handled based on a reference of animation as opposed to nebulous timings, which allows it to feel very impactful and very responsive.[6] – Keenan Reimer
- We're not going to be having I think unique combat animations. However we will have unique non-combat animations, such as your idle, your walk, your run cycle: things that the combat attacks do not have to blend back into.[269] – Steven Sharif
Combat abilities
The aspiration for combat is for abilities to have corresponding counter-play abilities.[271]
- The goal is to have special animations for parrying, blocking and evading.[272]
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.[272] – Jeffrey Bard
Basic attacks
Basic attacks are triggered for the equipped primary weapon by pressing Q or left-clicking the mouse (these buttons can be re-bound by the player).[40][273][266]
- Players can select which weapon they wish to use as their primary weapon for basic attacks.[268][40][273][274]
- Players may toggle back and forth between using their ranged weapon and melee weapon slot for basic attacks.[268]
- Weapons with projectile attacks are capable of blind firing without having a target.[130]
- If the player is in action camera mode and their reticle is over a target, they will be able to soft lock onto that target, causing projectiles to home to targets who are within the correct range/angle.[130]
- When you have your weapon and you utilize a basic attack, you can blind fire that weapon, if it has a projectile associated with it, without having to have a target. In addition, if your reticle in action camera mode is over a target, you will have a soft target lock and projectiles will home to that target if within the right angle of direction.[130] – Steven Sharif
- Sequences of basic attacks trigger the combat animation montage based on the weapon type.[266]
- Using a skill other than a basic attack will in general reset the weapon combo system.[267]
- The developers are considering per-use consumables/buffs that apply certain rider effects to basic weapon attacks.[275]
Skill | Icon | Weapon | Description |
---|---|---|---|
Greatsword basic attack | Greatsword | ||
Longbow basic attack | Longbow | A slower, powerful, longer range basic ranged attack. Tapping the basic attack button will shoot normally. Holding the basic attack button will charge the shot (and root the player) to cause added damage.[98][99][100] | |
Shortbow basic attack | Shortbow | A fast, low power, short range basic ranged attack. Holding down the basic attack button will repeatedly fire.[99][100] |
Crowd control
Crowd control (CC/mezzing) abilities include root, snare, stun, sleep and slow.[276][271]
- All archetypes will have their own versions of CC breaks.[277]
- CC effects do not apply to Non-combatant (green) players. The target of a CC ability must be flagged in order to suffer the CC effects. This prevents players from opening attacks that stun non-combatant players during a pull for example.[278]
- Melee archetypes will offer various mobility and CC counters against ranged archetypes, such as the Ranger.[220][221]
- Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own health pool and other stats.[279]
- There's also going to be effects that just stun the mount or stun you on the mount.[279] – Steven Sharif
- Summoner's summons will be able to use crowd control.[280]
- There will be diminishing returns on stuns, sleep and slows so as to avoid stun locking.[271][281]
- Diminishing returns on CC effects have not yet been implemented in Alpha-1 testing.[282]
- Diminishing returns in regards to crowd control and conditions like stun and sleep and slows and that thing: Yes we will have absolutely diminishing returns. I think it's a necessary component to balance out classes that have high control ability.[271] – Steven Sharif
- Hard CC's are stuns, knock downs, sleeps, paralysis, some roots, some silences.[283]
- Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[51][47]
- Lockdowns won't likely be tab-targeted skills. This is to avoid imbalanced combos with skill shot (action targeted) abilities.[47]
- 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 feel.[271] – Jeffrey Bard
- Soft CC's are in the tab-targeted abilities.[284]
Skill | Icon | Origin | Description |
---|---|---|---|
Air Strike | Ranger | Leap a great distance forward and into the air while firing three projectiles in a line along the path, each dealing area damage and rooting targets hit for 3 seconds. Rotation control is enabled during cast.[131] The root effect is nature based.[132] | |
Ancestral Bolas | Tank | Throws a magical web of bolas at the target location. All enemies within are snared and build additional hate towards the tank every second. Enemies entering or exiting the radius will be tripped.[285] | |
Chain Lightning | Mage | Release a powerful streak of lightning that hits your primary target and then chains outward to all nearby enemies from that target, dealing lightning damage and applying 3 stacks of Electrified to each target hit.[63][64][65] | |
Chains of Restraint | Cleric | Call forth spectral chains in a target area that stagger enemies within or stun enemies already under the staggered effect, then leave behind an area that deals radiant damage each second over 8 seconds.[286][287] | |
Condemn | Cleric | Stun target enemy for 3 seconds.[67][68] | |
Crippling Blow | Fighter | Deal Physical damage and apply Snare to target enemy for 6 seconds.[69] | |
Fissure | Mage | Call forth a line of jagged earth spikes in front of the[sic] you, dealing earth damage and applying 10 stacks of Stagger to each enemy hit along its path while launching them upwards.[146] | |
Grapple | Tank | Takes aim for a moment before hurling a hooked chain in a line, damaging the first target it contacts and immediately pulling them to the caster. The target suffers a tapering snare for 3 seconds.[147][148] | |
Imbue Ammo: Weighted | Ranger | Imbues your ammunition with weight. Enemies hit by your bow attacks suffer the Snared status effect, reducing their movement speed by 50%. Each application applies 3 seconds of duration to the target, up to a maximum of 12 seconds. 10 charges.[288] | |
Knock Out | Fighter | Knock out target enemy, putting them to sleep for 10 seconds. Any damage breaks the effect.[94] | |
Leap Strike | Fighter | Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[153] | |
Quake | Mage | Held ability: Cast a powerful earthquake that deals more damage the longer it was charged and applies 10 stacks of Staggered to all enemies around the caster. If the spell was fully charged, this applies Tripped instead of Staggered.[163] | |
Slam | Tank | Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[116] | |
Slumber | Mage | Applies the sleeping condition to targets affected within a small area around the primary target, rendering them unable to move or take any action. Any damage dealt to a sleeping target will break the effect. Duration is reduced by 20% for each additional target hit, to a minimum of 40% of base duration.[117][118][119] | |
Tremoring Bellow | Tank | Releases a thundering shout in a forward cone, applying the staggered condition on enemy targets. Also stomps the ground dealing damage around the caster and tripping enemies affected by the snared condition.[167] |
Interrupts
Abilities with a cast bar can be interrupted during the cast.[213]
- There are abilities to counter interrupts.
- Some interrupts are better than others.
This section contains potentially outdated information from Alpha-1 testing. |
Skill | Icon | Origin | Description |
---|---|---|---|
Bulwark | Tank | Bash enemies in front of you twice. The second attack temporarily increases block chance. You must have a shield equipped to block.[289][75][290][291] |
Aggro abilities
Threat (Aggro/Hate) is generated based on damage done, healing done, and modifiers on certain abilities.[292][293]
- In PvE, aggro against player characters is based on a hate table.[293]
- In PvP, aggro may force target switching to the Tank. Feedback on this will be sought during testing.[294]
- If we think about PVP settings and the role of taunt or hate, a lot of times for tanks in the MMOs that I've played- where you have a PvE and PvP scenario- those types of hate generation abilities don't really have cross application into the PVP realm; and that can feel bad, because typically a tank build-out can be delegated around how I generate hate; and if it has no cross application into PvP then effectively you're creating a class composition that just is not relevant in half of the game, or in that area of the game. So when we talk about how we're going to apply hate to player targets or taunt to player targets, sometimes that can move into the realm of target switching, or the ability to demand that target on the tank in a PvP scenario as well. That's something that we need to get player feedback on, because there's a lot of strong emotions around that type of mechanic. I for one am a big proponent of that. I think it's interesting. I think that it plays into the role of the tank and that it it hits a class fantasy that most tank players want to feel. And I think however on the flip side of that, it is a source of control; and anytime you're under the effects of some source of control, it's going to be a feel bad moment for the target that's being controlled. So that's why I think it generates a lot of feelings on both sides of the aisle.[294] – Steven Sharif
- Detargeting is the act of removing hate/threat/aggro from an enemy.[294]
- There will be a taunt skill available at higher levels than what has been previewed so far for Alpha-2.[295]
- Q: There were a lot of concerns about threat [in the Alpha-2 Tank preview video]. A lot of people didn't understand how holding threat works, because you weren't holding threat at some point.
- A: It's important to remember that these previews are done at a very low-level, so these are low-level skills and abilities that the archetypes have available to them; and so because of that, some of the functionality from these abilities they don't necessarily perform as well as you would want them to in a later stage of the game for that role. Now also keep in mind that balance is a perspective that needs to be incorporated also. So, threat is generated based off of a few factors: It's based off of damage done, it's based off of healing done, it's based off of threat generation modifiers that are on abilities. Now the tank in this situation I believe has two abilities that are going to generate additional threat. They have the slicing- the number two ability; and then they also have the shout ability. Both of those are creating additional threat. But with that being said, we need to tune probably those abilities up a little bit to contend with the DPS that's coming both from the ranger and with the heals that are coming out of the cleric.[292] – Steven Sharif
Skill | Icon | Origin | Description |
---|---|---|---|
Ancestral Bolas | Tank | Throws a magical web of bolas at the target location. All enemies within are snared and build additional hate towards the tank every second. Enemies entering or exiting the radius will be tripped.[285] | |
Grapple | Tank | Takes aim for a moment before hurling a hooked chain in a line, damaging the first target it contacts and immediately pulling them to the caster. The target suffers a tapering snare for 3 seconds.[147][148] | |
Hatred | Tank | Single target that adds hate.[87] | |
Inciting Strikes | Tank | Slashes twice in a forward cone while adding additional threat.[152] | |
Shield Assault | Tank | Bashes the target with your shield, dealing damage and applying the shaken condition. If the target is already suffering from the shaken condition, stun the target instead.[166] | |
Slam | Tank | Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[116] |
Animation cancelling
Animation cancelling will not be a combat mechanic in Ashes of Creation.[296][297]
- Players will be able to cancel channeled abilities.[296]
Combat stances
The use of weapon stances in game is likely.[298]
RNG
RNG elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[299]
- RNG plays a role in both PvP or PvE.[300]
- Action combat is far less dependent on RNG.[300]
RNG is always going to play a role in Ashes of Creation whether that be in PvP or PvE, but one way to mitigate that is through the action system. The action system is going to be far less sort of dependent on those dice rolls and there'll be far more in your own hands. They won't ever completely eliminate that but it's a way for us to sort of reward skilled play versus sort of tactical strategies type play.[300] – Jeffrey Bard
AoE skills
AoE skills will have some form of diminishing returns that will be tuned based on testing and player feedback during Alpha-2.[242][301]
- Player collision inherently limits the number of individuals that can be affected by AoE skills.[242]
- We have a few ideas on how we want to approach AoEs. There's a vein of thought that is regarding diminishing returns [on] maximum number of targets. I'm not a huge fan of that. There is a diminishing return as it applies to damage conveyed. There is just the fact that we're a collision-based game and there's a limited number of bodies that can be located in a particular choke point, or in proximity. There's still things that we're testing especially as part of Alpha 2 that we'll likely be testing and want to get player feedback on as it relates to curbing the AoE approach of most raid comps; and a lot of different games have done a lot of different things to achieve that. We're going to be testing a lot of these different directions and finding which works best for Ashes.[301] – Steven Sharif
Skill | Icon | Origin | Description |
---|---|---|---|
Aegis | Tank | Instantly dispels all negative effects on the caster, then creates a protective dome behind the tank for 15 seconds, transferring 50% of all damage received by targets within the area to the tank instead. All targets within the cone also receive increased status effect resistance for the duration.[302] | |
Air Strike | Ranger | Leap a great distance forward and into the air while firing three projectiles in a line along the path, each dealing area damage and rooting targets hit for 3 seconds. Rotation control is enabled during cast.[131] The root effect is nature based.[132] | |
Ancestral Bolas | Tank | Throws a magical web of bolas at the target location. All enemies within are snared and build additional hate towards the tank every second. Enemies entering or exiting the radius will be tripped.[285] | |
Blizzard | Mage | Channel a massive blizzard around you, raining a barrage of hail shards upon your enemies while channeling. Each shard impact deals ice damage in a small area around it. All enemies in the blizzard also acquire 1 stack of Chilled periodically. Activate the ability again to end the channel early.[135][136][133] | |
Brutal Cleave | Fighter | Perform a wide sweeping attack, dealing damage to all enemies in front of you. This ability shares a cooldown with Overpower, and hitting an enemy with a weapon combo finisher reduces its cooldown by 8 seconds. +10-20 Combat Momentum (based on number of targets hit) [137] | |
Cataclysm | Fighter | Deal heavy damage and apply Shaken to all enemies in a large area in front you. Shaken enemies have a 5% chance to Trip when hit, and the effect is removed when triggered. This chance doubles when hit by Riled targets.[138] | |
Chain Lightning | Mage | Release a powerful streak of lightning that hits your primary target and then chains outward to all nearby enemies from that target, dealing lightning damage and applying 3 stacks of Electrified to each target hit.[63][64][65] | |
Collect Cargo | Caravan | Pick up cargo nearest the mouse location and add them to your caravan's storage if there's enough room.[303] | |
Communal Restoration | Cleric | Restore health to all party members in range instantly, plus additional healing over time. Allies under the HoT also receive +10% maximum health for its duration.[304][305] This can overheal.[304] | |
Concentrated Scatter Shot | Ranger | Scatter Shot becomes a held ability. After being fully charged, you instead fire a single projectile in a forward line that pierces through enemies and deals significantly increased damage. 30m range.[66] | |
Cone of Cold | Mage | Blasts a cone of cold in front of the caster, dealing ice damage and applying 1 stack of Chilled to each enemy hit.[133][139][140] | |
Consecrating Wave | Cleric | Send forth a cone of radiance that deals radiant damage to all enemies while healing the ten nearest allies.[141][142] | |
Divine Flare | Cleric | Place a targeted area heal on the ground that heals all targets within after several seconds. Total healing is split between all targets hit.[143][144] | |
Ensnaring Vine Field | Ranger | Enemies are Snared while within Vine Field's area of effect.[145] | |
Fissure | Mage | Call forth a line of jagged earth spikes in front of the[sic] you, dealing earth damage and applying 10 stacks of Stagger to each enemy hit along its path while launching them upwards.[146] | |
Inciting Strikes | Tank | Slashes twice in a forward cone while adding additional threat.[152] | |
Leap Strike | Fighter | Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[153] | |
Magma Field | Mage | Erupts the earth at target location, forming a boiling pool of lava that deals fire damage to enemies per tick while periodically applying a stack of Burning to enemies within the area.[155] | |
Maim | Fighter | Perform a powerful melee strike in a short forward cone, dealing physical damage to all targets hit, plus 100% additional damage to recently tripped targets.[156] | |
Meteor | Mage | Conjures a massive flaming rock before sending it hurling toward target location. Upon impact, it deals major fire damage while knocking foes flying, and then continues to roll forward for its remaining distance, dealing additional fire damage while applying stacks of Burning to enemies along its path.[160] | |
Multi-Scatter Shot | Ranger | Scatter Shot has an additional charge.[104] | |
Quake | Mage | Held ability: Cast a powerful earthquake that deals more damage the longer it was charged and applies 10 stacks of Staggered to all enemies around the caster. If the spell was fully charged, this applies Tripped instead of Staggered.[163] | |
Radiant Burst | Cleric | Heals allies around you in a wide area for a large amount.[306] Stacks up to 3 times.[75] | |
Raining Death | Ranger | Fires a dense rain of arrows 20 meters ahead, dealing high damage. Deals more damage to more distant targets.[164] | |
Scatter Shot | Ranger | Fires a spread of projectiles, dealing Physical Damage to every enemy target within a 20m cone in front of the caster.[115] | |
Slumber | Mage | Applies the sleeping condition to targets affected within a small area around the primary target, rendering them unable to move or take any action. Any damage dealt to a sleeping target will break the effect. Duration is reduced by 20% for each additional target hit, to a minimum of 40% of base duration.[117][118][119] | |
Thundering Shot | Ranger | Fires a lightning-infused projectile at your target, dealing 200% of your physical power as Lightning damage.[124] | |
Tremoring Bellow | Tank | Releases a thundering shout in a forward cone, applying the staggered condition on enemy targets. Also stomps the ground dealing damage around the caster and tripping enemies affected by the snared condition.[167] | |
Vine Field | Ranger | Summons 3 fields of grabbing vines, one at the target location every .5s for 1.5s. Targets hit are damaged for 10% physical damage and snared for 3s, reducing their movement speed by 40%. Targets that have more than 10s of snare duration are rooted. This effect can only trigger once per target.[168] | |
Whirlwind | Fighter | Channeled Ability: Deal physical damage to all enemies around the caster with each spin while channeled, increasing the spin rate the longer it is channeled. The caster is immune to hard disabling effects while spinning. Activate the ability again to end channeling early.[169] |
Primary skills
Primary skills (class abilities) are based on a player's archetype.[309][310]
- A player may choose a secondary archetype when they reach level 25.[311][312] The player can then augment their primary skills with effects from their secondary archetype.[309][311][312][310][313]
- Outside of class-specific skills there may be a subset of universal skills, such as active block and dodge.[251]
- Class skills are not affected by the type of weapon that is equipped.[37]
- Primary skills in Alpha-2 are expected to be very different to those in Alpha-1.[314]
Skill points
Players receive skill points at specific points as they level.[316] These can be used to level up skills (increase their rank) within their active, passive or combat/weapon skill trees.[317][318][319][320]
- Making active skills capable of receiving additional skill point allocations and unlocking additional features so that from a player agency standpoint it's going to be up to you whether or not you want to be more diverse but less depth- wider and not taller, in some of these skill choices. Or if you want to be very very tall, that's going to be something that is up to the player in that regard.[2] – Steven Sharif
- Skill points will accrue at specific XP milestones, such as 1/4, 1/2, 3/4 progress through the level, so as to avoid creating an imbalance with experience debt.[316]
- We do have this concept of experience debt that does accrue and we don't want to create an imbalance between skill points acquired versus experience, so we're going to predicate your skill points acquisition based on benchmarks you reach when leveling through a level. So these are going to be at specific points in the level, like one quarter progress, to half progress, to three quarters progress: you're going to get an influx of skill points and then you'll be able to allocate them into your skill tree.[316] – Steven Sharif
- Skill points can be used to unlock universal skills at the expense of unlocking class-specific skills.[250]
- Respeccing (resetting and reallocating) adventuring skills may require travelling to a specific location rather than being able to be done on-the-fly.[321][322]
- Augments do not cost skill points.[323] It was previously stated that certain augments will have more expense required on the skill point side.[324]
- It will not be possible to max all skills in a skill tree.[320]
- In terms of skill progression, players can choose to go "wide" and get a number of different abilities, or go "deep" into a few specific abilities.[325]
Active skills
Players can build their characters with the active skills they want on their action bar (hotbar).[327][328][329]
- The maximum number of skills a player can have on their action bar will be around 15-20.[330][4]
- There will be an option to include multiple action bars (hotbars) on a player's UI.[332][327][329] For example: One Fighter will be different from another based on what active skills they have chosen.[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.[332] – Steven Sharif
- Players are not given skills as they level up, they must choose what skills they take.[325]
- There is no spellbook requiring memorization.[333]
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.[327] – Steven Sharif
Universal skills
Universal skills, such as active blocking and dodge rolling, are able to be unlocked by all archetypes.[250][251]
- Outside of your class-specific skill tree, there's going to be a subsection of a few skills that are universal, like active block, like dodge; and I think what we're going to do- or at least what we're going to be discussing here- is those universal skills will have progressions that might align with your passive tree; and you can spec skill points into progressing additional features of those universal abilities that you will have access to. So I think that's probably going to be the direction that we're going to take.[251] – Steven Sharif
- Skill points can be used to unlock universal skills at the expense of unlocking class-specific skills.[250]
- Q: Will each archetype be equally efficient with universal skills, like dodging and active blocking, or will each of them have their own versions and flavors, or will some people be more powerful than others?
- A: We want to provide a progression path that's shared for those universal skills across all the archetypes. So when you spend skill points, you can choose to spend them within the universal skill set and unlock particular ability types for the universal skills as well, but you will be spending them from the skill points that you would normally spend within your class-specific skill tree; and this offers again a different wheel of customization that I think is interesting.[250] – Steven Sharif
- The developers will be testing the use of separate energy mechanics for universal skills in Alpha-2.[260]
- Universal skill progression may align with a player's passive skill tree.[251]
Ultimate skill
Ultimate skills are very powerful skills that can be used when enough focus has been accumulated from using the Weapon combo system.[334]
- None -
Elemental skills
- The idea behind magic is you're manipulating the elements. They don't just have to be fire, ice, water and air. They can be darkness, they can be light, they can be planar; a lot of different types of "elemental influences".[335] – Steven Sharif
Skill | Icon | Origin | Description |
---|---|---|---|
Ball Lightning | Mage | Creates a large ball of highly charged electricity that travels slowly forward, dealing rapid periodic lightning damage to enemies it overlaps with and applying 1 Electrified stack to targets with each hit.[133][134][10] | |
Blizzard | Mage | Channel a massive blizzard around you, raining a barrage of hail shards upon your enemies while channeling. Each shard impact deals ice damage in a small area around it. All enemies in the blizzard also acquire 1 stack of Chilled periodically. Activate the ability again to end the channel early.[135][136][133] | |
Chain Lightning | Mage | Release a powerful streak of lightning that hits your primary target and then chains outward to all nearby enemies from that target, dealing lightning damage and applying 3 stacks of Electrified to each target hit.[63][64][65] | |
Cone of Cold | Mage | Blasts a cone of cold in front of the caster, dealing ice damage and applying 1 stack of Chilled to each enemy hit.[133][139][140] | |
Elemental Empowerment | Mage | Whenever you cast an elemental spell, your weapon attacks deal additional damage of that spell's element and apply a stack of the corresponding elemental status effects to targets hit. Casting a spell of a different element switches this effect to the new element.[336][337] | |
Fireball | Mage | Instantly hurl a ball of fire toward your target, dealing fire damage and applying 1 stack of Burning to target on impact. Burning deals periodic fire damage over time for each stack applied. When the target reaches 5 stacks, they become Conflagrated, dealing extreme fire damage over time.[81] Hitting a conflagrating enemy with a lightning spell causes Fusion, dealing significant damage and removing the Conflagrated effect.[82] | |
Fissure | Mage | Call forth a line of jagged earth spikes in front of the[sic] you, dealing earth damage and applying 10 stacks of Stagger to each enemy hit along its path while launching them upwards.[146] | |
Frostbolt | Mage | Launch a bolt of frost towards your target, dealing ice damage and applying 2 Chilled stacks to the target on impact. Chilled reduces movement speed of the target for each stack applied. When the target reaches 5 stacks, they become Frozen, rooting them in place for the duration. Hitting a frozen enemy with a lightning spell causes them to Shatter, dealing significant damage and removing the Frozen effect.[85][86] | |
Lightning Strike | Mage | Held ability: Charge up a bolt of lightning to unleash upon your target, dealing lightning damage and applying 2 stacks of Electrified to the target. This deals additional damage based on how long it was charged. Electrified reduces the target's magical mitigation for each stack applied. When the target reaches 10 stacks, all Electrified stacks are consumed and they become temporarily Shocked. Whenever a Shocked enemy takes damage, they take additional damage and 1 stack of Shocked is consumed. Shocked is initially applied with 20 stacks.[96][97] | |
Magma Field | Mage | Erupts the earth at target location, forming a boiling pool of lava that deals fire damage to enemies per tick while periodically applying a stack of Burning to enemies within the area.[155] | |
Meteor | Mage | Conjures a massive flaming rock before sending it hurling toward target location. Upon impact, it deals major fire damage while knocking foes flying, and then continues to roll forward for its remaining distance, dealing additional fire damage while applying stacks of Burning to enemies along its path.[160] | |
Quake | Mage | Held ability: Cast a powerful earthquake that deals more damage the longer it was charged and applies 10 stacks of Staggered to all enemies around the caster. If the spell was fully charged, this applies Tripped instead of Staggered.[163] | |
Thundering Shot | Ranger | Fires a lightning-infused projectile at your target, dealing 200% of your physical power as Lightning damage.[124] |
Balancing
- Balancing in Ashes of Creation is group focused not based on 1v1 combat.[338][339][340]
- 1v1 matchups will have a rock-paper-scissors dynamic, where one class will be superior to another.[338][340]
- There will be match ups in 1v1s where one class will be superior to another; and that application should be a rock-paper-scissors dynamic. We want there to be counter-play between the different classes... Instead it's going to be a group focused balance, where as long as you have the diversity of classes present, that's going to be an equal level playing field. It's going to be very dependent on skill and strategy.[340] – Steven Sharif
- Balance-wise, there's a number of different interactions mechanically that you have within an ability that you can adjust in order to balance its power. The most most common ones are: Cooldown, Mana consumption, Damage done, Effect status conferred, Promotion of that effect status, Range.[341] – Steven Sharif
- Alpha-1 testing was focused on core functionality rather than combat balance.[13]
- Alpha-2 testing will begin to focus on balancing once populations and encounters have been put in place and are deep in testing.[338][342]
- When we move into Alpha 2 and we have a lot of data that's supporting the use of these particular abilities in combat settings, how often they're used, how often they result in death, what the average damage done by this archetype is comparatively to other damage done by different archetypes: All of that data gets logged and all of that data gets queried in order for us to refine the abilities so that they live in the environment we want them to. Now, that's not to mean that we're going to have a perfect balance across the board between the archetypes. Again, we're taking a rock-paper-scissor approach to balance, which means that some archetypes will do better against other archetypes and vice versa; and we're also not creating an environment where we want to have 1v1 balance. We are focused around group balance. Group composition is important.[338] – Steven Sharif
- The sixty four (64) classes are partitioned into eight primary archetypes. Balancing of active skills only relates to these eight primary archetypes.[339][343]
- Certain secondary archetypes are capable of "bridging the gap" between their counterpart.[347]
- Even though augments do radically change the way your active skills provide you abilities, there's still a primary focus on the base archetype itself and not the 64 whole classes.[339] – Steven Sharif
- Certain archetypes are capable of moving the gap between their counterpart per-se. If I am a Tank archetype and a Mage is my counter, I can take a Mage secondary and bridge the divide slightly; and then move my identity that direction ever so slightly.[347] – Steven Sharif
Roles
Ashes of Creation has the traditional trinity of Tank, DPS (damage dealers) and Support (healer or non-healer) roles.[348][349][350]
- We have our eight base archetypes; and the trinity is a pretty strong influence with regards to the eight base classes. However the area in which we actually begin to play with that line between the trinity is in the secondary classes that you can pick. That's where we begin to blend those spaces and allow people a little bit of influence over their role and whether or not they fit perfectly within a particular category within the trinity.[351] – Steven Sharif
- Although traditional roles are present, players should not feel branded by their primary archetype.[349][350]
- Skill augments available through the class system allow characters to be personalized outside of their primary role.[349][350][351]
- Players can also double down on their archetype choice to strengthen their primary role.[349][350]
Synergies
Synergies exist between class skills, weapon skills, passive skills, proc effects, and status conditions.[352][353][354][355][356][357][266][22][318][319][358][359][360] These synergies also apply to active skills from other characters.[352][317]
- Q: How much do you intend for those sort of synergy things to be done within one class, one character's kit, versus how much do you intend for them to be working with the other characters, the other archetypes and specializations to promote their things, or to also make sure you don't step on their feet and accidentally promote something they're trying to maximize?
- A: When we talk about status conditions or keyword conditions and the promotion of those effects, there is going to be the bread and butter that each class kid has access to; and when they're creating the type of rotation with their ability system, they're going to want to emphasize those interactions that amplify or promote a particular type of status condition. So they'll have within the kit to their own interactions that they'll be able to leverage. But then in addition to that, they're going to have keyword status effects that help to either promote other classes' keyword status effects, or are the executed promotions of other classes initial status conditions. And when you think about the intent of the design: the intent of the design is that players are servicing themselves from a solo perspective when they want to go out and solo grind and solo experience and fulfill the quests. But when they come together to form a party to encounter group content, or a raid to encounter raid content: that the interconnectivity between those classes synergizes with these keyword promotions and/or effects; and there's a way to execute on that, that is successful and is effective, or a way that's not. And that's the skill ceiling/skill cap that requires interaction and cooperation and synchronization between, because there are limited time windows in which those keywords can get emphasized or executed upon when utilizing the ability.[352] – Steven Sharif
- When you think about it, it's very much a musical endeavor. When you think about a symphony or a concert, those instruments working with eachother to formulate this highly effective and very visceral experience of this music chain. When you accomplish that in combat, it's going to be noticeable; and that's the desire, is let's reward- let's dopamine hit when players are effective in their skill when executing on these ideas.[361] – Steven Sharif
Meta
A goal of Ashes of Creation is to emphasise micro metas that work for specific encounters, and de-emphasize macro metas that work for everything.[362]
- What we're doing with this approach is we're de-emphasizing a macro meta and instead emphasizing a micro meta. And the difference between the macro/micro is that on the micro level you have metas that might form based on each individual type of encounter or experience. And in those senses, yes, there's going to be a most optimal: There's going to be a best in slot. There's going to be whatever that pertains to that particular challenge rating. But there won't we there will not be an overarching meta that says from a macro level, hey, if you got this shit, you're good to go for everything. That's boring, that's unfulfilling, that is not interesting; and it is just something that that dumbifies the experience.[362] – Steven Sharif
- The effectiveness of classes, skills and gear is going to depend on the adversary or the encounter. There will be optimal builds for different challenges and difficulty ratings. This design aims to avoid any obvious meta or "cookie-cutter" builds in Ashes of Creation.[362][363]
- Different challenges are presented dynamically to players based on node progression and destruction. Situations that are based on a rock-paper-scissors design will inspire a horizontal gear chase. These dynamic challenges will change from month to month, causing a shift in demand in the economy as different builds are required by the new content.[363]
- Increasing difficulty ratings inspire more of a traditional vertical power progression that is common in other MMOs.[364][363]
- Oftentimes you just have a very vertical power scale and that determines chase, but when you have a variety of relevance across certain types of adversaries and that variety changes over time because of player activity- and then that affects the economy and the crafter system and who was producing what for what demand- and everything gets shaken up. That's a very fun environment to exist in. It presents a more dynamic situation rather than a quote-unquote cookie-cutter type selection.[363] – Steven Sharif
- The intricacies of how nodes interact with predicates in the world means that it may be possible but difficult to achieve meta server builds.[365]
- Q: Do you have any concerns on players eventually discovering a meta server build with nodes due to players heading to specific nodes and regions because they find that content more enjoyable; and if so how would you go about getting players to shift around the world to break up the meta?
- A: I think it's interesting if players have a concerted effort across a server to interact with one another, learn from their actions, mistakes, successes, and effectuate that on the server. That's interesting, but I don't believe we'll see a meta form. I think that the intricacies are too great when it comes to how predicates are formed in order to elicit world state changes.[365] – Steven Sharif
Power creep
The developers intend to limit power creep via item sinks, the lack of gear binding, and the absence of pay-to-win or pay-to-convenience in Ashes of Creation.[366]
Weapon combo system
A weapon combo system (also referred to as Weapon use combo, Weapon attack combo, Weapon combo, and Weapon use ability) is utilized instead of a traditional auto-attack ability in Ashes of Creation.[367][369][86][356][358][370][371]
- The combo system consists of a sequence of combat animations based on the weapon type, referred to as a combat animation montage.[266]
- Combos are triggered by performing basic weapon attacks (default Q or left-mouse-click).[267]
- Let's say for example you're using a two-handed warhammer or something and you have a number of weapon combos that play animation style based on how many combos deep you go into an attack with that warhammer. So the first is going to be like a forward swing. Second is going to be a back swing. The third is going to be swing down and the fourth is going to be some twirl that you do; and that's what we call the combo animation montage.[266] – Steven Sharif
- The number of steps and passive effects that trigger during weapon combos can be customized in the weapon skill tree.[372][373]
- We wanted to have a combo length progression available to players so that certain builds could have longer weapon combos and other builds can have shorter weapon combos with more passive effects.; and this has been the result of our exploration. So, when you start out you've got a pretty quick four-hit combo, but whenever you unlock the additional hits you get the fifth and sixth hits, which are at approximately 50% to the overall combo length. But we found that that gave a pretty satisfying floor and ceiling to how long the combo can be.[372] – Brian Ferguson
- Depending on class skill choice these effects will have synergy with the combat montage.[266]
- Depending on what your class skill choice has been those are going to have synergy effects with the weapon skill tree. So my skill called spin-to-win might do 30 additional damage on a staggered target. So I see when my proc occurs with the stagger effect on my first swing, like for me as a player I might be only interested in landing that first swing, so every now and then I'm gonna swing once and then I'm gonna use a skill and then I'm gonna come back and swing again because that'll play my first swing montage, because it's been interrupted. So I won't move to the second one because I'm really just wanna hit that stagger effect. So that's going to be how my rotation lines up. However I might have some skill that on a stun target it might be an immediate cast and it's like some power you push or power hit; and that does- it knocks back a stun target. So if the target's stunned when this skill plays, it has an added effect of knock down and now they're gonna get knocked down for an additional two seconds. Now I might spec into that and as a result I want to finish through: swing, swing, and then knock down. So I get my chance at stunning that target with that weapon skill.[266] – Steven Sharif
- Weapon progression such as set bonuses may change at what level any proc effects occur and therefore enable different combo rotations.[266]
- You may have items or set bonuses that change at what level those proc occurs. So I may have a full set of battle armor that changes all third hit combo procs to second hit requirements and now I have a chance not only on my second hit to land that tapering slow but I also have a chance to land my one second stun proc because I have the full set that changes my weapon progression. So that's the way itemization works with your weapon skill tree, is you can enhance when those weapon skill trees become available in your combat montage and that can be a relevant factor in how your skill rotations come to play; and mixes with your weapon attacks.
- Weapon skill choices and rotations will vary based on whether the player is more focused on PvP or PvE.[266]
- Right now some people might just say, "I don't care at all about my weapon attacks. I'm not going to invest a lot of points into that. And if I do, it's going to be primarily PvE focused where I'm more comfortable using just swinging my weapon, and I may not use them as much in PvP. I'm just going to be focused on skill rotations." That's okay, but the reason for those skill montages- back to your question- is they have a very relevant role in when certain procs come online from a weapons skill tree perspective.[266] – Steven Sharif
- Using a skill/ability other than a basic attack will in general reset the combo.[267]
- The developers are considering specific abilities that might be able to be used without resetting the combo system.[267]
- It acts similar in the sense of the core loop of what an auto attack is so to speak; where typically your other skills have a cooldown period, they have a rotation or whatever: Our combo system is a repeatable 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 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.[358] – Steven Sharif
Classes of weapons
Weapon classes (also referred to as weapon types and weapon groups) in Ashes of Creation may deal different types of physical damage.[375][22]
Switching gear
- It is possible to store and swap gear loadouts with a single hotkey button press when out of combat.[377][378][379]
- There will be a loadout system that you can use in your inventory to help manage those different types of set that you can customize. So you can do a simple hotkey press and be able to swap your armors, out of combat of course, with a single button click.[377] – Steven Sharif
- Artisan gear and adventuring gear do not need to be swapped for either to be effective when they are equipped on a character.[380][381][382]
- Switching weapons is possible while in combat but armor cannot be swapped while in combat.[268][383][384][40][273][274][385]
- You may not swap armor when you're in combat, but you may swap your weapons; and there's obviously a few reasons of why this can be important: We're a itemization agnostic class design, so players equip with items that there are most necessary based on the adversary or the challenge that they're facing; and so we want that to be available for players to swap with weapons.[383] – Steven Sharif
Raid mechanics
Boss fights will have fairly intricate mechanics.[389]
- 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.[389] – Steven Sharif
- Multiple phase fights.[389]
- Adds.[389]
- Random skill usage.[389]
- Fights will require location, mobility and strategy.[389]
- Boss mechanics may be affected by changes in climate or time of day.[390]
- Telegraphed animations, but no obvious telegraphed templates on the ground.[391][389]
- Players can utilize boss mechanics against other players.[391]
- Anytime the boss is telegraphing an ability, that is an opportunity for you to direct the location of that effect; and so in that sense, yes you could use a boss's mechanics in an interesting way to affect an enemy raid.[391] – Steven Sharif
Telegraphs
In specific circumstances there will be telegraphs (tells) to communicate something that's happening.[392]
- Animation tells.
- Templates.
List of raid bosses
This section contains potentially outdated information from Alpha-1 testing. |
- Brood Queen
- Elder Dragon of Flame
- Elder Dragon of the Tundra
- Elder Dragon of the Wood
- Negalith
- Tumok the Wretched
Player death
When a player dies they disintegrate into ash. The ashes contain any items lost by the player due to applicable death penalties.[394][395][396][397][398]
- Player flagging is not triggered by looting.[399]
- It might even be the case that their particular bag space doesn't have available location for a three-by-one log; and you're a lumberjack and they see you just chopping down these trees and you're like, there's no point in me engaging with this person, because I have nothing to gain due to my capacity.[402] – Steven Sharif
- There will be a period of time following a player's death before their mule despawns. Other players must kill that player's mule to be able to loot it.[403]
- If the mule dies its corpse will contain the same percentage of lootable items according to the player's death penalties.[403][404]
- Players do not lose gold upon death, no matter their corruption level.[405]
- Glint looted from a dead character by any other player, regardless of affiliation, becomes stolen glint. Character's who loot their own bodies will recover their glint in its non-stolen state.[406][407][395]
Death penalties
- Non-combatant (green players) suffer normal death penalties, which include:[397]
- Experience debt (negative experience). Experience debt scales to approximately 3 to 4 percent of the total XP for that level (subject to change based on testing).[413][414]
- Skill and stat dampening, such as Lower health and mana.[413][415][416][278][417][418]
- Reduction in loot drop rates from mobs.[419]
- Durability loss.[420][421][397]
- When players die and they take durability loss, our durability loss isn't like other games where it's a gold sink so to speak. It's a combination of both a gold sink and a material sink. So in a sense, even if you only have completed items, when you take that durability loss you are losing out on materials. It's just a debt to the materials that you are losing instead of the active loss of that material in your inventory. So now you are accruing a material debt if you want to repair and increase again the performance of those particular items that take that durability loss.[420] – Steven Sharif
- Dropping roughly 20-30% of carried gatherables, materials, and glint. The percentage values are subject to change based on Alpha-2 testing.[413][407][422][398][396][397] Glint drops as stolen glint on death.[407]
- Items made for final consumption are not dropped, such as consumable items created by the Cooking and Alchemy professions.[422]
- Combatants (purple players) suffer death penalties at half the rate of non-combatants.[397]
- Corrupt players (red players) suffer death penalties at four times the rate of non-combatants.[416][423]
- Corrupt players also have a chance to drop any equipped items based on their current corruption score, including dropping weapons and armor.[423][424][416][423][425][397]
- Any amount of corruption allows a player to drop equipped gear upon death. The higher the corruption the greater the chances.[426] – Steven Sharif
- Corrupt players respawn at random locations in the vicinity of their death, not at regular spawn points.[427] Non-corrupt players always respawn at the closest active respawn point (to their death).[428]
- Corruption penalties occur as the corruption is gained (not just at death).[429]
- Death penalties for corrupt players apply in every location, including naval PvP zones.[430]
Death penalties (mostly) do not apply to objective-based PvP (also called sanctioned events).[431][432][433][434]
- There will not be death penalties applied to event-based deaths. The penalties are in the outcome of the event. So your number of deaths is likely going to impact your ability to win that particular event and that's going to be the penalty. This is it to encourage players to opt in to the events right because the more participation we have the more fun it can be; and we understand that the community at large- there's already a risk versus reward component to these events. We don't need to stack on additional risk versus reward to inhibit kind of- to increase the barrier to entry for players who may not be as interested.[434] – Steven Sharif
- Gear degradation applies on death during Caravan PvP.[432][433]
- Previously it was stated that death penalties do not differ between PvP and PvE.[435]
Non-corrupt players suffer reduced death penalties in naval PvP (open seas) zones.[430]
- These penalties will be less than those for a green player.[436]
- Q: We know that the normal death penalty incurs a myriad of penalties for the player, but we don't know the numbers behind this penalty. For instance, what percentage of materials do players drop? What percentage of glint is dropped? How severe is the skill and stat dampening? What is the average time it will take a player to work off XP debt from one death?
- A: You're asking about percentile values. You're asking about time that it takes to recoup the percentage and whatnot. Any time that we're at a stage we're in now, and that in Alpha-2 we're going to be testing this, those values are the most subject to change. So to be clear, we're going to do [a] best-guess balance pass for Alpha-2 with the full expectation and understanding that the purpose is- and take into consideration player interaction with those numbers, and what feels best. So just off the bat, those values are not what we should be focusing on at this stage; but, to give you an idea where we are: First of all, when we're talking about dropping items that are in your material inventory, whether that be glint or that be other material types, we're talking roughly between anywhere from 20 to 30% of a stack is going to be lootable on a per-death basis. Now, that is a value that can change based off of the types of bags that you are using to carry those materials. In addition, there's other progression that can allow you, and some stats I believe, that can allow you to mitigate that value also. When we are talking about the percentage that's lost, or excuse me, not lost, the percentage of your level that is accrued as experience debt from death, generally you can expect that that's going to live around three to four percent of the level in accrued experience debt per death. However, additionally, there is a way to mitigate that percentage debt; and that is through the resurrection ability that's provided to Clerics. So, Clerics have the ability to resurrect their allies, and that resurrection will return a percentage that would have been accrued as experience debt. And that return percentage is predicated on the investment into the resability [sic], as well as the stat of the Cleric that is tied to the resurrection effect as well. So those can return percentages, so you can mitigate that to a degree. How long will it take you to recover that, and what stat dampening occurs? Anywhere within a level, if you acquire 100% experience debt for that level, you max out the experience debt, essentially, you don't ever buy that down, you're probably looking around a 20% stat efficacy dampener. So on average, if you're at 100% debt for a level, and you got to work all that off before you can start progressing at the level again, you're at around 20% overall stat dampening. Time it takes you to regain that debt is predicated on the level you're at and how you exp. So, that's a highly variable value.[413] – Steven Sharif
- Reduction in gear proficiency.[397]
Mounted combat
Certain mounts will have combat abilities.[437][438][439]
- Mounts will have a variety of effective pvp abilities, some viable in larger scale encounters when organized correctly.[440] – Steven Sharif
- Mounts will have combat skills based on the breed and rarity. There will also be some RNG to the mount skills.[441]
- Charging through opponents (to knock them down).[441]
- Abilities to create a lance while mounted have been discussed as a potential design idea.[441]
- Specific weapons systems may exist on different riding points on group mounts.[442]
- Some crowd-control abilities can dismount a mounted player.[443] In that case the mount would persist with its own health pool and other stats.[279]
- There is danger to traversing areas with enemies nearby; and there are specific abilities that knock a rider off of their mount should they venture too close to enemies.[443] – Steven Sharif
- The intention is for players to gain knowledge about mount abilities through observation rather than having that information provided to them in advance.[444]
- Q: How will it be evident to players in a PVP scenario what types of abilities they might anticipate from an enemy's mount if its owner has a skin of another breed applied to it?
- A: Mount abilities are really meant to be a learned information source. This is not meant to be something that I can look at a mount and know without interacting with that individual- that player what that mount is capable of doing; and as such, when they have skins applied, whether it be through in-game earned or through cosmetic purchase, you will get a learning for what that mount does by observing its use-case and taking that knowledge that you have learned forward with you.[444] – Steven Sharif
Mounts can be killed by players, but can be resurrected after a certain cooldown period.[445][446][447]
- Potions obtained from the Alchemy profession can be used to reduce the cooldown.[445][448][446]
- Mounts that die a certain number of times within a set period might gain a debuff that requires a different material component to assist with their resurrection.[448]
- Fall damage that occurs while mounted will be first applied to the mount; and if the mount dies as a result, then the remaining damage may overflow onto the player, but this will be determined based on testing.[408]
Mounts can be targeted separately from the player while mounted.[446]
- If a player dies there will be a period of time before their mule despawns. Other players must kill that player's mule to be able to loot it.[403]
- If a player's mule dies its corpse will contain the same percentage of lootable items as the player.[403][404]
Mount abilities and stats
Mounts have different core abilities, utility skills and stats that are based on the rarity of the mount and the mount's tier.[450][445][451][279][452]
- Is it intended that mount abilities are providing a matrix of choices options or strategy to the player? The answer would be yes. Because we have these abilities and different stat blocks that are governed through the Animal Husbandry system, the desire is to make sure, like any other piece of equipment or itemization choice, that strategy is carefully considered when determining the appropriate mount choice.[450] – Steven Sharif
- Mount abilities may provide either horizontal or vertical power gains.[445]
- Mounts can have up to four abilities, including speed boosts, offensive and defensive abilities.[453][454]
- Mount abilities are unlocked via the animal husbandry profession.[450][453]
- Tier one mounts will have certain type types of abilities that are unique to the tier ones and the tier twos will have certain abilities that are unique to the tier twos. In some cases those will be horizontal; in other cases they'll be vertical power gain. So it just depends on the situation. It's a situational element.[445] – Steven Sharif
- Based on skill choice, mounts can be used as initiation vehicles, escape vehicles, utility vehicles, and traversal vehicles.[455][456]
- Mounts have obviously many different applications and that's also going to speak to its identity when it has a skill selection choice too. Like do you- are you more aggressive in initiation with your mount? Okay well you probably want the ones that are going to be able to charge through and do some type of CC effect on players in front of you. Are you more about using them out to dodge and avoid different types of things? Well then you probably want some type of invulnerability skills or some type of protective skills that you can activate at certain times. Are you going to be more traversal and focus on speed you use your mount just go around the world and you don't really care about the combat aspect? Well then you probably want some skill sets on your mount that reflect that.[456] – Steven Sharif
- Mounts will have resistances.[454]
- Mounts will have varied speeds.[457]
- With some exceptions, mounts are able to be summoned during combat in the open-world.[456]
- There's definitely a difficulty from a balance perspective obviously on the design side when you're having to incorporate speeds that are so radically different from the normal player movement speeds; and mounts do have a obviously a significantly faster component there. But that's why you build into the to the skill sets that players have obviously those types of cc's which can either, as we spoke about previously, knock the player off of their mount, kill them with some massive damage, or stun the player. Those are components that are taken into account when balancing out these skill selections.[456] – Steven Sharif
Dragon abilities
Dragons are flying mounts with strong battle abilities, such as AoE breath attacks, swooping flyby attacks, and others.[458][459]
- Dragons have PvP capabilities relating to Castle sieges and Node sieges.[459]
- The dragon will have a lot of capability in PvP. It's primarily its purpose, because as it relates to Castles and the sieges they're in, or Nodes and the sieges they're in. We want dragons to have large scale ramifications against player raids.[459] – Steven Sharif
Combat pets
Combat pets (also referred to as Item pets or Universal combat pets) may be acquired by any archetype.[460]
- Combat pets generally have a horizontal progression, not a vertical one. Unlike Summoner summons, combat pets do not increase a player's power, but instead require a sacrifice from the player.[461][462][460][463][464]
- It’s important to note, combat pets are primarily horizontal in nature. Where as class pets (like summoner) are a very vertical mechanic.[462] – Steven Sharif
- Combat pets may be tamed from certain creatures in the world.[465]
- Combat pets are categorized by class and will adhere to a simple trinity structure (Tank/DPS/Support).[463]
- Combat pets will also be categorized into different rarities.[463]
- Combat pets may not be able to be summoned in certain dungeons, instances or other spaces.[456]
- It will participate in combat. It will allow you different options sometimes, but it won't necessarily increase your power and... you'll be sacrificing something for it.[464] – Jeffrey Bard
Ships are vehicles in Ashes of Creation. Ships are owned by the player who has the ship item in their inventory. Only that player can summon the ship.[245][469]
- Ship creation is generally delegated to players. There won't be many non-player-owned ships.[470]
- For the most part all ship creation will be delegated to the player. You have to build up a ship or find somebody who has one if you want to get across the seas.[470] – Steven Sharif
- Ship owners are able to grant permissions to allow other players to navigate their ships and access certain ship functions.[472][469]
- Ship navigators receive a significant defensive buff while they are navigating the ship. This reduces CC effects and increases damage mitigation significantly.[472]
- If the ship navigator is killed or otherwise removed from the ship then any player will be able to navigate the ship for a period of 15 to 20 minutes before the ship despawns and becomes a wreckage.[472]
- Other ship permissions may include operating weapons, anchors, and utility items.[469]
- Players will have quests that lead set them on a path toward creating a personal vessel at around level 10-15.[473]
- Player merchants will not be able to be placed on ships.[474]
- Nothing can move or or block ships, apart from other ships. Ships collisions come with the risk of significant damage to the vessels involved.[475][245]
- We adhere to some semblance of real physics feelings with regards to these vehicles; and so ships do have the potential to be pushed in different directions and out of the way for each other. That is an intended collision experience that we want ships to have. But it should come with significant risk and potential damage to the vessels themselves.[475] – Steven Sharif
Naval combat involves different types of Ships with varying capabilities, armaments and roles to play out on the high seas. There will be a balance and counterbalance between ships from PvP and PvE perspectives.[476][477]
- Naval PvP is between ships.[477]
- Naval PvE includes open sea raids and sea-based bosses.[476][477]
- Certain ship classes and components may support ramming of other vessels or raid bosses.[478]
- Ship weapons can damage both players and structures.[479]
- Damage done by ship weapons such as potion launchers will generate threat.[480]
- Characters can also use ranged skills during naval combat. Taunts and other threat generation skills can be utilised for tanking at sea.[480]
- Coastal points of interest, such as harbors, offer objective-based naval gameplay during node sieges.[481]
- There is a castle located on an island that is only able to be affected by naval combat.[481][482]
- Battles at sea will be epic. They will have some supreme rewards and/or losses if the battle succeeds or fails.[483] – Steven Sharif
- Naval combat allows ships to be hijacked, destroyed and looted, but it doesn't allow the attackers to permanently keep the ships.[484]
- Q: Will there be a way to produce enough experience for a node for those who want to spend the majority of their time on the open seas?
- A: The open seas have have a good amount of content; and that content when completed will give its contribution to a nearby node; and that is something that people who live on the sea, or desire to live on the sea, will be able to um contribute in a way.[485] – Steven Sharif
Addons/ DPS meters
Addons, DPS meters, and threat meters will not be supported.[486][487][488][489]
- My decision is not to allow DPS meters nor add-ons. I feel we have adequate measures in place to prevent a majority of potential third party trackers. I know this subject has passionate voices on both sides and I respect the various opinions and positions many of you have expressed.[488] – Steven Sharif
- The developers do not want addons/mods to be necessary to experience the game.[490]
- The developers believe that DPS meters (parsers) can cause toxicity and other negative behaviors.[487][491][489]
- What role DPS meters provide in online communities that I've noticed in the past my experiences: they can be a bit toxic, they can be a bit exclusionary; and that's why we don't want the DPS meters.[487] – Steven Sharif
- Threat meters will also not be present in the game. There will instead be visual in-game cues to indicate threat.[487]
- Meters in my opinion are a removal from the game immersion; and what I mean by that isn't necessarily even the fact that having the meter takes you out of the game per-se, but it is- there's a lot of diegetic approach that you can take that doesn't rely on UI elements like a meter to indicate how you should do a thing; and when you're not utilizing those types of meters you can do different types of strategies and encounter design. You can have things that can be more subtle and aren't going to be immediately given away by a meter indicating something; and that's the type of gameplay that we think that I believe we want to emphasize; and for that reason, we're not going to be including threat meters. What we will be including however are animation indicators. We're going to be including ability indicators to show the tank "hey I might be losing aggro here." I'm observing in the world these immersive elements that are not tied to any specific type of UI, but indicate to me that this monster might be moving off to attack somebody else in a very immediate future; and now I should be using the abilities that I'm saving to regain that aggro, or to lock them down with a taunt or something. That to me is a bit more representative of the type of gameplay we want to to bring in our encounter design.[487] – Steven Sharif
- There will be integrations available for streaming services such as Twitch and a few other services, but it's not something that will be exposed through an API just yet.[492]
- The design of the game API is still under consideration.[493]
Combat logs
There are combat logs in Ashes of Creation.[494]
We will be providing combat data for individual players in their chat window, that players can filter and analyze for themselves. The goal is to mitigate and make the practice less prevalent through the ease that DPS meters provide. Also to place actionable enforcement for players who attempt to circumvent the decision by use of 3rd party programs, for which we will be monitoring.[495] – Steven Sharif
Floating combat text
Floating combat text shows damage taken, damage dealt, cumulative damage, crits, heals, XP gained, and other important combat indicators.[496]
- Damage taken appears in red and floats to the left.[496]
- Damage dealt appears in yellow and floats to the right.[496]
- Crits appear larger and are slightly above the other numbers.[496]
- XP appears in white and is slightly lower on the UI.[496]
Floating combat text is able to be customized by the player.[496][497]
- Color composition.[496][497]
- Text size and boldness.[496]
- Damage icons to indicate the ability used.[496]
- Providing maximum flexibility and player customization options for these floating texts I think is super important.[496] – Steven Sharif
Factions
There are no predefined factions in Ashes of Creation.[498][499]
- It's important to note that Ashes of Creation is a non-faction-based game. What that means is you're not told who your enemy and your friend is. You are not restricted with the players that you can participate in content with. Instead that choice is left to you, the players, and that is an element of the sandbox environment that we're trying to create with Ashes of Creation.[498] – Steven Sharif
- Because we are non-faction-based, you want to grant the user the ability to either do things that are "evil" or "good", so there has to be a plethora of choice on the evil side for them to participate in.[500] – Steven Sharif
- There are pseudo-factions (temporary factions) in Ashes of Creation.[501]
- Node wars flag the citizens of the warring nodes and their allies as enemies for the duration of the node war.[501]
- Guild wars flag the members of the warring guilds and their allies as enemies for the duration of the guild war.[501]
- Social organizations offer quest lines to assault other organizations.[501]
- We present the player with these soft friction events and then that determines who your friends and your foes are.[501] – Steven Sharif
Videos
- 2018-04-04 Video - PAX East Pre-Alpha Gameplay
- 2018-08-17 Video - Ashes of Creation Apocalypse - First Look at Action Combat
- 2018-09-01 Video - Ashes of Creation Apocalypse Alpha Gameplay
- 2019-03-08 Video - Ashes of Creation Apocalypse Castle Siege Gameplay
- 2022-06-30 Video - Ashes of Creation Alpha Two Basic Melee Weapon Attack Update
- 2022-09-30 Video - Ashes of Creation Alpha Two Basic Ranged Weapon Attack Update
- 2022-12-02 Video - Ashes of Creation Alpha Two Night and Day and Other Heavenly Things
- 2023-01-27 Video - Alpha Two Tank Preview
- 2023-03-31 Video - Alpha Two Story Arc Systems Preview and the Lore of Carphin
Community guides
See also
References
- ↑ Video, May 28, 2021 (25:44).
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 Livestream, August 28, 2020 (1:19:24).
- ↑ Video, September 30, 2022 (23:13).
- ↑ 4.0 4.1 4.2 Livestream, May 3, 2017 (17:59).
- ↑ 5.0 5.1 Livestream, April 7, 2023 (49:45).
- ↑ 6.0 6.1 6.2 Video, June 30, 2022 (21:19).
- ↑ Livestream, December 2, 2022 (1:06:54).
- ↑ 8.0 8.1 Video, June 30, 2022 (23:00).
- ↑ Video, June 30, 2022 (24:18).
- ↑ 10.0 10.1 10.2 Video, April 28, 2023 (7:15).
- ↑ 11.0 11.1
- ↑ 12.0 12.1 12.2 Video, February 26, 2021 (6:17).
- ↑ 13.0 13.1 13.2 13.3 13.4 Livestream, May 28, 2021 (1:13:05).
- ↑ 14.0 14.1 Livestream, May 27, 2022 (1:11:41).
- ↑ 15.0 15.1 Livestream, July 29, 2022 (1:05:20).
- ↑ 16.0 16.1 Livestream, March 31, 2023 (1:33:05).
- ↑ 17.0 17.1 17.2 17.3 17.4 Livestream, July 30, 2021 (31:22).
- ↑ 18.0 18.1 Livestream, December 19, 2023 (1:30:29).
- ↑ Livestream, May 28, 2021 (1:14:50).
- ↑ 20.0 20.1 20.2
- ↑ 21.0 21.1 21.2 21.3 Livestream, February 26, 2021 (27:41).
- ↑ 22.0 22.1 22.2 Interview, February 7, 2021 (49:18).
- ↑ 23.0 23.1 Video, July 28, 2023 (10:18).
- ↑ 24.0 24.1 Interview, June 13, 2021 (4:12).
- ↑ Livestream, May 27, 2022 (1:16:17).
- ↑ Video, September 30, 2022 (17:03).
- ↑ 27.0 27.1 27.2 27.3 27.4 27.5 Livestream, April 28, 2023 (53:58).
- ↑ Video, May 31, 2023 (11:20).
- ↑
- ↑ Livestream, August 27, 2021 (1:16:04).
- ↑ Livestream, June 25, 2021 (22:34).
- ↑ Livestream, November 16, 2017 (30:45).
- ↑ 33.0 33.1 Livestream, June 25, 2021 (27:43).
- ↑ 34.0 34.1 34.2 34.3 34.4 34.5 34.6 Livestream, August 28, 2020 (1:15:39).
- ↑ Livestream, April 30, 2020 (1:09:51).
- ↑ 36.0 36.1 36.2 Livestream, December 19, 2023 (1:15:00).
- ↑ 37.0 37.1 37.2 37.3 37.4 37.5 37.6 37.7 37.8 37.9 Video, September 30, 2022 (17:00).
- ↑ 38.0 38.1 Livestream, March 26, 2021 (59:21).
- ↑ Livestream, June 25, 2021 (26:11).
- ↑ 40.0 40.1 40.2 40.3 40.4 Livestream, September 30, 2022 (49:16).
- ↑ 41.0 41.1 41.2 Livestream, December 19, 2023 (1:18:49).
- ↑ 42.0 42.1 Livestream, September 30, 2022 (52:33).
- ↑ 43.0 43.1 43.2 Livestream, September 30, 2022 (48:10).
- ↑ Livestream, August 31, 2023 (2:22:01).
- ↑ 45.0 45.1 45.2 45.3 Livestream, September 30, 2022 (41:06).
- ↑ 47.0 47.1 47.2 47.3 47.4 47.5 Livestream, 2018-04-8 (PM) (37:57).
- ↑ 48.0 48.1 48.2 48.3 48.4 48.5 Podcast, August 4, 2018 (1:07:59).
- ↑ 49.0 49.1 49.2 49.3 49.4 Livestream, January 27, 2023 (1:11:07).
- ↑ Livestream, August 28, 2020 (1:12:50).
- ↑ 51.0 51.1 51.2 51.3 51.4 51.5 51.6 Podcast, August 4, 2018 (1:11:05).
- ↑
- ↑ Livestream, July 28, 2023 (59:56TpBSGYWxd38).
- ↑
- ↑ Video, April 28, 2023 (22:13).
- ↑
- ↑ Video, July 28, 2023 (19:50).
- ↑
- ↑
- ↑ Video, July 28, 2023 (14:03).
- ↑
- ↑ 62.0 62.1
- ↑ 63.0 63.1 63.2 63.3 63.4
- ↑ 64.0 64.1 64.2 64.3 64.4 Video, May 31, 2023 (12:12).
- ↑ 65.0 65.1 65.2 65.3 65.4 Video, April 28, 2023 (17:50).
- ↑ 66.0 66.1
- ↑ 67.0 67.1 67.2 Video, July 28, 2023 (29:23).
- ↑ 68.0 68.1
- ↑ 69.0 69.1
- ↑ Video, July 28, 2023 (22:12).
- ↑
- ↑ Video, July 28, 2023 (7:34).
- ↑
- ↑
- ↑ 75.0 75.1 75.2 75.3 75.4 75.5 75.6
- ↑ Video, November 1, 2020 (1:09).
- ↑ 77.0 77.1 77.2
- ↑
- ↑ Video, November 1, 2020 (0:51).
- ↑
- ↑ 81.0 81.1
- ↑ 82.0 82.1
- ↑ Video, July 28, 2023 (10:03).
- ↑
- ↑ 85.0 85.1
- ↑ 86.0 86.1 86.2 86.3 86.4 Video, April 28, 2023 (15:35).
- ↑ 87.0 87.1 87.2 Livestream, October 16, 2017 (21:48).
- ↑ 88.0 88.1 88.2
- ↑ Video, July 28, 2023 (23:28).
- ↑
- ↑ 91.0 91.1
- ↑ Video, July 28, 2023 (15:15).
- ↑
- ↑ 94.0 94.1
- ↑
- ↑ 96.0 96.1
- ↑ 97.0 97.1 Video, April 28, 2023 (13:40).
- ↑ 98.0 98.1 98.2 Livestream, September 30, 2022 (26:42).
- ↑ 99.0 99.1 99.2 99.3 99.4 99.5 99.6 Video, September 30, 2022 (19:32).
- ↑ 100.0 100.1 100.2 100.3 100.4 100.5 100.6 Video, September 30, 2022 (10:44).
- ↑ Video, July 28, 2023 (5:16).
- ↑
- ↑
- ↑ 104.0 104.1
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ Video, July 28, 2023 (12:04).
- ↑
- ↑
- ↑ Video, November 1, 2020 (0:55).
- ↑
- ↑ 115.0 115.1
- ↑ 116.0 116.1 116.2
- ↑ 117.0 117.1 117.2 Video, April 28, 2023 (17:22).
- ↑ 118.0 118.1 118.2
- ↑ 119.0 119.1 119.2 Video, September 29, 2023 (11:23).
- ↑
- ↑ 121.0 121.1
- ↑ Video, July 28, 2023 (9:22).
- ↑
- ↑ 124.0 124.1 124.2
- ↑
- ↑ 126.0 126.1 Video, July 28, 2023 (24:03).
- ↑ 127.0 127.1
- ↑ 128.0 128.1 Video, July 28, 2023 (24:16).
- ↑ 129.0 129.1 129.2 129.3 Livestream, December 19, 2023 (1:20:09).
- ↑ 130.0 130.1 130.2 130.3 Livestream, April 28, 2023 (55:55).
- ↑ 131.0 131.1 131.2 131.3
- ↑ 132.0 132.1 132.2 132.3 Video, September 30, 2022 (15:28).
- ↑ 133.0 133.1 133.2 133.3 133.4 133.5 133.6 133.7 Video, September 29, 2023 (11:29).
- ↑ 134.0 134.1
- ↑ 135.0 135.1 135.2 Video, April 28, 2023 (9:22).
- ↑ 136.0 136.1 136.2
- ↑ 137.0 137.1
- ↑ 138.0 138.1
- ↑ 139.0 139.1 139.2
- ↑ 140.0 140.1 140.2 Video, April 28, 2023 (11:22).
- ↑ 141.0 141.1 Video, July 28, 2023 (17:32).
- ↑ 142.0 142.1
- ↑ 143.0 143.1 Video, July 28, 2023 (18:26).
- ↑ 144.0 144.1
- ↑ 145.0 145.1
- ↑ 146.0 146.1 146.2 146.3
- ↑ 147.0 147.1 147.2 Video, March 31, 2023 (9:55).
- ↑ 148.0 148.1 148.2 Video, January 27, 2023 (10:27).
- ↑
- ↑
- ↑
- ↑ 152.0 152.1 152.2 Video, January 27, 2023 (6:41).
- ↑ 153.0 153.1 153.2 153.3
- ↑ 154.0 154.1
- ↑ 155.0 155.1 155.2
- ↑ 156.0 156.1
- ↑
- ↑
- ↑
- ↑ 160.0 160.1 160.2
- ↑
- ↑
- ↑ 163.0 163.1 163.2 163.3
- ↑ 164.0 164.1
- ↑
- ↑ 166.0 166.1 166.2 Video, January 27, 2023 (5:07).
- ↑ 167.0 167.1 167.2 Video, January 27, 2023 (7:28).
- ↑ 168.0 168.1
- ↑ 169.0 169.1 169.2
- ↑ 170.0 170.1 170.2 170.3 170.4 170.5 Livestream, October 30, 2020 (1:15:59).
- ↑ 171.0 171.1 Livestream, March 26, 2021 (1:11:25).
- ↑
- ↑ 173.0 173.1 Video, April 28, 2023 (20:57).
- ↑ 174.0 174.1 Livestream, April 28, 2023 (59:52).
- ↑ 175.0 175.1 175.2
- ↑ Video, January 31, 2024 (5:22).
- ↑ 177.0 177.1 Livestream, January 31, 2024 (59:45).
- ↑ Interview, October 20, 2018 (3:25:46).
- ↑ 179.0 179.1 Interview, October 20, 2018 (9:10).
- ↑
- ↑
- ↑ 182.0 182.1
- ↑ 183.0 183.1 Interview, October 21, 2018 (9:10).
- ↑ Interview, October 20, 2018 (3:25:31).
- ↑ 185.0 185.1 185.2 Livestream, September 27, 2018 (34:49).
- ↑ Twitter - Better luck next time.
- ↑ 187.0 187.1 187.2 187.3 187.4 Livestream, August 28, 2020 (2:07:26).
- ↑ 188.0 188.1 188.2 188.3 188.4 Livestream, July 25, 2020 (53:08).
- ↑ 189.0 189.1 189.2 Livestream, June 26, 2020 (1:28:10).
- ↑ 190.0 190.1 Podcast, September 29, 2021 (52:58).
- ↑ 191.0 191.1 Livestream, July 28, 2017 (1:34:55).
- ↑ Official Livestream - May 4th @ 3 PM PST - Q&A
- ↑ Livestream, July 28, 2017 (23:20).
- ↑ Video, March 31, 2023 (10:09).
- ↑ 195.0 195.1 195.2 Livestream, March 31, 2023 (56:44).
- ↑ 196.0 196.1 Video, May 31, 2023 (11:13).
- ↑ 197.0 197.1 Interview, May 11, 2018 (2:45).
- ↑ Livestream, May 22, 2017 (51:00).
- ↑ Livestream, July 25, 2020 (1:33:37).
- ↑ Livestream, January 30, 2020 (1:40:48).
- ↑
- ↑ Livestream, January 27, 2023 (1:08:45).
- ↑ 203.0 203.1 203.2 Livestream, October 14, 2022 (48:45).
- ↑ Livestream, September 30, 2022 (1:23:28).
- ↑ 205.0 205.1 Livestream, March 29, 2024 (2:06:06).
- ↑ Livestream, December 2, 2022 (1:03:28).
- ↑ Livestream, January 29, 2021 (1:21:01).
- ↑ 208.0 208.1 Livestream, January 27, 2023 (1:09:36).
- ↑ 209.0 209.1 209.2 209.3 209.4 Livestream, July 28, 2023 (1:02:23).
- ↑ 210.0 210.1 210.2 Livestream, June 30, 2022 (46:30).
- ↑ 211.0 211.1 211.2 Livestream, December 2, 2022 (59:47).
- ↑ Livestream, April 30, 2020 (1:17:13).
- ↑ 213.0 213.1 Livestream, May 8, 2017 (43:30).
- ↑ 214.0 214.1 Livestream, March 29, 2024 (2:01:57).
- ↑ 215.0 215.1 Livestream, December 23, 2021 (55:32).
- ↑ Video, December 23, 2021 (23:53).
- ↑ 217.0 217.1
- ↑ Livestream, June 26, 2020 (1:30:40).
- ↑ 219.0 219.1 Livestream, June 30, 2022 (49:42).
- ↑ 220.0 220.1 220.2 Livestream, December 19, 2023 (1:16:19).
- ↑ 221.0 221.1 221.2 Livestream, September 30, 2022 (51:28).
- ↑
- ↑ Video, April 28, 2023 (4:40).
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ Livestream, October 28, 2022 (1:29:48).
- ↑ 233.0 233.1 233.2 233.3 Livestream, June 30, 2022 (42:29).
- ↑ Video, May 25, 2017 (0:02).
- ↑ 235.0 235.1 Livestream, July 30, 2021 (1:11:29).
- ↑ Reddit - Developer response to unique ability visuals.
- ↑
- ↑ Livestream, May 4, 2018 (51:57).
- ↑ Livestream, December 15, 2017 (1:35:38).
- ↑ 240.0 240.1 Livestream, May 31, 2023 (1:10:08).
- ↑ Video, December 23, 2021 (7:05).
- ↑ 242.0 242.1 242.2 242.3 Livestream, December 19, 2023 (1:52:02).
- ↑ 243.0 243.1
- ↑ Interview, March 27, 2020 (15:20).
- ↑ 245.0 245.1 245.2 Livestream, October 31, 2023 (1:30:52).
- ↑ Livestream, December 19, 2023 (1:17:45).
- ↑ 247.0 247.1 247.2 247.3 Livestream, January 27, 2023 (1:06:02).
- ↑ 248.0 248.1 Livestream, June 30, 2022 (51:17).
- ↑ 249.0 249.1 Livestream, January 30, 2020 (1:34:12).
- ↑ 250.0 250.1 250.2 250.3 250.4 Livestream, December 19, 2023 (1:49:56).
- ↑ 251.0 251.1 251.2 251.3 251.4 251.5 Livestream, November 19, 2021 (50:38).
- ↑ Livestream, June 26, 2020 (1:24:06).
- ↑ 253.0 253.1 Video, January 27, 2023 (35:51).
- ↑ 254.0 254.1 254.2 Video, December 2, 2022 (34:41).
- ↑ 255.0 255.1 255.2 Video, December 2, 2022 (16:55).
- ↑ 256.0 256.1 256.2 Livestream, March 29, 2024 (2:38:15).
- ↑ 257.0 257.1 257.2 257.3 Livestream, September 29, 2023 (1:12:16).
- ↑ 258.0 258.1 258.2 258.3 Video, January 27, 2023 (40:24).
- ↑ Livestream, January 27, 2023 (15:22).
- ↑ 260.0 260.1 Livestream, December 2, 2022 (1:05:08).
- ↑ Livestream, January 27, 2023 (1:13:29).
- ↑ Livestream, September 24, 2021 (1:22:46).
- ↑ Livestream, June 26, 2020 (1:19:50).
- ↑
- ↑ 265.0 265.1 Video, June 30, 2022 (20:29).
- ↑ 266.00 266.01 266.02 266.03 266.04 266.05 266.06 266.07 266.08 266.09 266.10 Podcast, September 29, 2021 (47:57).
- ↑ 267.0 267.1 267.2 267.3 267.4 Livestream, February 28, 2020 (1:10:21).
- ↑ 268.0 268.1 268.2 268.3 Livestream, March 29, 2024 (1:55:14).
- ↑ 269.0 269.1 Livestream, June 30, 2022 (53:33).
- ↑ Livestream, December 22, 2020 (1:12:56).
- ↑ 271.0 271.1 271.2 271.3 271.4 Livestream, May 24, 2017 (45:12).
- ↑ 272.0 272.1 Livestream, June 26, 2020 (1:50:01).
- ↑ 273.0 273.1 273.2 Podcast, September 29, 2021 (40:50).
- ↑ 274.0 274.1 Interview, May 11, 2018 (16:32).
- ↑ Livestream, September 30, 2022 (46:17).
- ↑ Livestream, October 16, 2017 (25:56).
- ↑ Video, December 19, 2023 (27:14).
- ↑ 278.0 278.1
- ↑ 279.0 279.1 279.2 279.3 279.4 279.5 279.6 Livestream, April 30, 2021 (1:08:10).
- ↑
- ↑ Livestream, February 9, 2018 (28:17).
- ↑ Livestream, November 22, 2019 (1:06:25).
- ↑
- ↑ Podcast, August 4, 2018 (1:11:52).
- ↑ 285.0 285.1 285.2
- ↑ Video, July 28, 2023 (20:50).
- ↑
- ↑
- ↑ Alpha-1 screenshot.
- ↑ Video, February 9, 2021 (0:37).
- ↑ Livestream, July 31, 2020 (1:14:26).
- ↑ 292.0 292.1 Livestream, January 27, 2023 (1:04:34).
- ↑ 293.0 293.1
- ↑ 294.0 294.1 294.2 Livestream, February 24, 2023 (1:25:11).
- ↑
- ↑ 296.0 296.1 Livestream, November 22, 2019 (1:09:37).
- ↑ Livestream, May 17, 2017 (1:05:11).
- ↑ Livestream, June 28, 2019 (1:19:00).
- ↑ Livestream, May 30, 2017 (16:25).
- ↑ 300.0 300.1 300.2 Livestream, December 6, 2018 (48:52).
- ↑ 301.0 301.1 Livestream, May 31, 2023 (1:11:41).
- ↑ Video, January 27, 2023 (9:54).
- ↑
- ↑ 304.0 304.1 Video, July 28, 2023 (16:02).
- ↑
- ↑
- ↑ Livestream, October 16, 2017 (1:00:44).
- ↑ Interview, August 8, 2018 (22:27).
- ↑ 309.0 309.1 Livestream, December 19, 2023 (1:20:41).
- ↑ 310.0 310.1
- ↑ 311.0 311.1 Livestream, July 28, 2023 (1:04:27).
- ↑ 312.0 312.1 312.2 Interview, July 18, 2020 (1:05:04).
- ↑
- ↑ Livestream, September 24, 2021 (1:18:06).
- ↑ 315.0 315.1 Video, December 19, 2023 (5:29).
- ↑ 316.0 316.1 316.2 Livestream, July 28, 2023 (1:03:27).
- ↑ 317.0 317.1 Interview, July 29, 2020 (55:44).
- ↑ 318.0 318.1 Interview, July 19, 2020 (53:59).
- ↑ 319.0 319.1 Interview, July 18, 2020 (1:07:51).
- ↑ 320.0 320.1 Livestream, July 28, 2017 (19:05).
- ↑ Livestream, December 19, 2023 (1:46:12).
- ↑ Interview, July 29, 2020 (54:44).
- ↑ Forums - Livestream Q&A 2022-08-26.
- ↑ Interview, July 18, 2020 (1:07:06).
- ↑ 325.0 325.1 Livestream, November 16, 2017 (30:02).
- ↑ Video, March 29, 2024 (47:19).
- ↑ 327.0 327.1 327.2 Livestream, August 28, 2020 (1:24:29).
- ↑ Livestream, May 3, 2017 (15:15).
- ↑ 329.0 329.1 Livestream, March 28, 2020 (1:41:42).
- ↑ Livestream, October 14, 2022 (57:45).
- ↑ Livestream, October 14, 2022 (9:02).
- ↑ 332.0 332.1 Livestream, February 24, 2023 (53:48).
- ↑ Livestream, May 19, 2017 (43:09).
- ↑ Livestream, June 30, 2017 (29:13).
- ↑ Livestream, 2018-04-8 (PM) (26:19).
- ↑ Video, April 28, 2023 (14:55).
- ↑
- ↑ 338.0 338.1 338.2 338.3 Livestream, December 19, 2023 (1:25:16).
- ↑ 339.0 339.1 339.2 Livestream, October 30, 2020 (33:26).
- ↑ 340.0 340.1 340.2 Podcast, April 23, 2018 (59:28).
- ↑ 341.0 341.1 Livestream, December 19, 2023 (1:23:00).
- ↑ Livestream, December 2, 2022 (1:05:51).
- ↑ 343.0 343.1 Interview, October 20, 2018 (2:40:17).
- ↑ Podcast, September 29, 2021 (30:04).
- ↑ Livestream, June 25, 2021 (1:05:01).
- ↑ Livestream, February 9, 2018 (41:56).
- ↑ 347.0 347.1 Podcast, April 23, 2018 (1:01:01).
- ↑ Podcast, April 11, 2021 (13:30).
- ↑ 349.0 349.1 349.2 349.3 Group dynamics blog.
- ↑ 350.0 350.1 350.2 350.3 Livestream, May 22, 2017 (46:04).
- ↑ 351.0 351.1 Interview, October 20, 2018 (2:40:16).
- ↑ 352.0 352.1 352.2 Interview, July 9, 2023 (1:14:09).
- ↑ Livestream, December 2, 2022 (56:09).
- ↑ Livestream, June 30, 2022 (1:12:38).
- ↑ Livestream, September 30, 2022 (53:15).
- ↑ 356.0 356.1 Livestream, September 30, 2022 (43:45).
- ↑ Video, September 30, 2022 (24:49).
- ↑ 358.0 358.1 358.2 Livestream, January 30, 2020 (1:28:40).
- ↑ February 8, 2019 - Questions and Answers.
- ↑ Livestream, June 4, 2018 (1:11:19).
- ↑ Interview, July 9, 2023 (1:16:45).
- ↑ 362.0 362.1 362.2 Interview, July 9, 2023 (1:43:38).
- ↑ 363.0 363.1 363.2 363.3 Podcast, April 11, 2021 (54:35).
- ↑ Interview, July 9, 2023 (1:40:41).
- ↑ 365.0 365.1 Livestream, April 7, 2023 (1:15:02).
- ↑ Interview, October 20, 2018 (2:53:52).
- ↑ 367.0 367.1 Video, March 29, 2024 (50:16).
- ↑ Video, March 29, 2024 (57:52).
- ↑ Video, December 19, 2023 (10:08).
- ↑ Livestream, January 18, 2018 (22:46).
- ↑
- ↑ 372.0 372.1 Video, December 19, 2023 (8:37).
- ↑ Livestream, September 24, 2021 (1:19:17).
- ↑ Livestream, August 27, 2021 (1:04:30).
- ↑ Video, August 31, 2023 (45:06).
- ↑ Livestream, April 28, 2023 (39:06).
- ↑ 377.0 377.1 Interview, September 10, 2023 (47:13).
- ↑ Livestream, February 24, 2023 (46:15).
- ↑ Livestream, November 19, 2021 (40:53).
- ↑ Livestream, November 30, 2023 (1:37:49).
- ↑ Video, November 30, 2023 (19:06).
- ↑ Livestream, June 30, 2022 (1:17:34).
- ↑ 383.0 383.1 Livestream, April 28, 2023 (51:16).
- ↑ 384.0 384.1 Livestream, September 30, 2022 (51:09).
- ↑ Livestream, July 28, 2017 (34:32).
- ↑ Interview, July 18, 2020 (1:03:45).
- ↑ Livestream, May 30, 2019 (1:15:58).
- ↑ Forums - Dev Discussion #52 - Boss Mechanics
- ↑ 389.0 389.1 389.2 389.3 389.4 389.5 389.6 Livestream, 2018-04-8 (PM) (1:14:01).
- ↑ Livestream, May 27, 2022 (1:14:46).
- ↑ 391.0 391.1 391.2 Interview, September 10, 2023 (32:16).
- ↑ Livestream, May 22, 2017 (49:38).
- ↑ 393.0 393.1 Video, February 29, 2024 (19:35).
- ↑ Livestream, September 24, 2021 (51:20).
- ↑ 395.0 395.1 395.2 Livestream, March 26, 2021 (1:07:33).
- ↑ 396.0 396.1
- ↑ 397.0 397.1 397.2 397.3 397.4 397.5 397.6 Podcast, May 5, 2017 (43:05).
- ↑ 398.0 398.1 Interview, July 18, 2020 (27:11).
- ↑ Podcast, April 11, 2021 (34:41).
- ↑ Podcast, July 15, 2023 (26:31).
- ↑ Livestream, April 28, 2023 (1:18:48).
- ↑ Podcast, July 15, 2023 (28:28).
- ↑ 403.0 403.1 403.2 403.3 Livestream, January 29, 2021 (1:24:27).
- ↑ 404.0 404.1 Livestream, September 27, 2018 (47:46).
- ↑
- ↑ Livestream, November 30, 2023 (1:52:37).
- ↑ 407.0 407.1 407.2 Interview, September 10, 2023 (53:47).
- ↑ 408.0 408.1 408.2 Livestream, February 25, 2022 (1:06:45).
- ↑ 409.0 409.1 Livestream, April 29, 2022 (1:08:27).
- ↑ Livestream, July 28, 2017 (50:22).
- ↑ Livestream, March 28, 2020 (1:58:24).
- ↑ Podcast, April 23, 2018 (49:21).
- ↑ 413.0 413.1 413.2 413.3 Livestream, March 29, 2024 (3:21).
- ↑ Livestream, May 19, 2017 (13:37).
- ↑ Livestream, October 28, 2022 (26:48).
- ↑ 416.0 416.1 416.2 Livestream, October 28, 2022 (24:28).
- ↑ Podcast, April 23, 2018 (51:31).
- ↑ Livestream, May 22, 2017 (42:33).
- ↑ Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
- ↑ 420.0 420.1 Interview, February 7, 2021 (13:14).
- ↑ Interview, July 29, 2020 (16:46).
- ↑ 422.0 422.1 Livestream, December 2, 2022 (1:26:02).
- ↑ 423.0 423.1 423.2 Interview, July 18, 2020 (41:54).
- ↑ Livestream, November 17, 2017 (35:20).
- ↑ Interview, May 11, 2018 (15:41).
- ↑
- ↑ Interview, April 27, 2017 (9:28).
- ↑ Livestream, June 25, 2021 (1:15:37).
- ↑
- ↑ 430.0 430.1 Interview, July 9, 2023 (36:56).
- ↑ Livestream, February 24, 2023 (1:29:45).
- ↑ 432.0 432.1 Livestream, June 30, 2022 (1:14:52).
- ↑ 433.0 433.1 Livestream, August 27, 2021 (1:22:56).
- ↑ 434.0 434.1 Livestream, December 22, 2020 (1:13:51).
- ↑ Livestream, May 15, 2017 (36:23).
- ↑ Interview, July 9, 2023 (38:03).
- ↑ Livestream, January 28, 2022 (1:16:02).
- ↑ 438.0 438.1 Livestream, May 5, 2017 (22:44).
- ↑ Livestream, 2018-04-8 (AM) (12:34).
- ↑
- ↑ 441.0 441.1 441.2 Livestream, January 28, 2022 (1:15:30).
- ↑ Livestream, January 28, 2022 (1:11:40).
- ↑ 443.0 443.1 Livestream, July 29, 2022 (1:01:02).
- ↑ 444.0 444.1 Livestream, August 31, 2023 (2:21:08).
- ↑ 445.0 445.1 445.2 445.3 445.4 Livestream, April 29, 2022 (1:11:24).
- ↑ 446.0 446.1 446.2 446.3 Interview, July 19, 2020 (1:05:41).
- ↑ Livestream, May 10, 2017 (38:27).
- ↑ 448.0 448.1 Podcast, September 29, 2021 (32:35).
- ↑ Video, February 26, 2021 (20:25).
- ↑ 450.0 450.1 450.2 Livestream, March 29, 2024 (2:39:07).
- ↑ Livestream, October 29, 2021 (51:48:).
- ↑
- ↑ 453.0 453.1 Livestream, April 28, 2023 (1:25:36).
- ↑ 454.0 454.1
- ↑ 455.0 455.1 455.2 455.3 Livestream, February 25, 2022 (1:14:21).
- ↑ 456.0 456.1 456.2 456.3 456.4 Livestream, April 30, 2021 (1:10:04).
- ↑
- ↑
- ↑ 459.0 459.1 459.2 Livestream, 2018-04-8 (PM) (51:49).
- ↑ 460.0 460.1 Interview, January 14, 2022 (42:18).
- ↑ Interview, September 10, 2023 (1:05:52).
- ↑ 462.0 462.1
- ↑ 463.0 463.1 463.2 Livestream, October 30, 2020 (1:21:14).
- ↑ 464.0 464.1 Livestream, June 28, 2019 (1:24:27).
- ↑ Livestream, January 18, 2018 (33:09).
- ↑ Livestream, February 24, 2023 (1:27:22).
- ↑ Ashes of Creation Store: Tea transport.
- ↑ Livestream, October 31, 2018 (54:21).
- ↑ 469.0 469.1 469.2 Livestream, May 28, 2021 (1:52:15).
- ↑ 470.0 470.1 470.2 470.3 Livestream, September 24, 2021 (1:26:46).
- ↑ Livestream, January 27, 2023 (1:32:00).
- ↑ 472.0 472.1 472.2 Livestream, October 31, 2023 (1:27:50).
- ↑ Livestream, July 30, 2021 (1:14:04).
- ↑
- ↑ 475.0 475.1 Livestream, March 29, 2024 (2:33:50).
- ↑ 476.0 476.1 476.2 476.3 Livestream, March 31, 2022 (1:10:43).
- ↑ 477.0 477.1 477.2 Livestream, July 28, 2017 (47:53).
- ↑ Livestream, April 29, 2022 (1:03:25).
- ↑
- ↑ 480.0 480.1 Livestream, February 24, 2023 (1:23:34).
- ↑ 481.0 481.1 Livestream, October 14, 2022 (58:46).
- ↑
- ↑ Livestream, June 28, 2019 (1:12:08).
- ↑ Livestream, May 27, 2022 (1:12:33).
- ↑ Livestream, December 2, 2022 (1:21:51).
- ↑ Interview, September 10, 2023 (34:51).
- ↑ 487.0 487.1 487.2 487.3 487.4 Livestream, February 24, 2023 (1:19:29).
- ↑ 488.0 488.1 Ashes of Creation Forums - No Damage Meter?
- ↑ 489.0 489.1 Livestream, May 10, 2017 (20:02).
- ↑ Interview, October 20, 2018 (6:29).
- ↑ Livestream, April 30, 2020 (1:28:19).
- ↑ Interview, May 11, 2018 (49:03).
- ↑ Livestream, May 10, 2017 (21:41).
- ↑ Ashes of Creation Forums - No Damage Meter?
- ↑ Ashes of Creation Forums - No participation trophy.
- ↑ 496.00 496.01 496.02 496.03 496.04 496.05 496.06 496.07 496.08 496.09 496.10 496.11 Video, June 30, 2022 (16:39).
- ↑ 497.0 497.1 Livestream, June 25, 2021 (29:09).
- ↑ 498.0 498.1 Livestream, May 31, 2023 (45:53).
- ↑ Livestream, May 26, 2017 (39:36).
- ↑ Livestream, 2018-04-8 (PM) (11:27).
- ↑ 501.0 501.1 501.2 501.3 501.4 Interview, July 18, 2020 (22:26).