Difference between revisions of "Combat"

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Revision as of 16:41, 8 May 2021

PvP combat gameplay in Alpha-1 castle sieges.[1]

Combat is the most tactile system in the game. It's the thing you will experience most often; and outside of the systems and mechanics that are going to be present for the overarching core gameplay loop, combat needs to feel responsive. It needs to not feel floaty. It needs to feel mobile. It needs to be fluid. It needs to give a feeling of satisfaction. The audio components, the effects components, the animations themselves, the types of skills and those types of things: All of those are really our objective in fine-tuning the approach for our combat in Ashes of Creation.[2]Steven Sharif

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]

  • 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 targeting

Ranger hybrid combat in Alpha-2.[17]

Our desire has always and continues to be how we can create a mixture of tab target abilities and skill-shot oriented positional, directional-based ability usage and make something cohesive in that design. And I think that what we're achieving with that regard may not fully feel like an action-oriented game, but we've always intended to be more hybrid-oriented, leaning towards tab target. So you're going to see a mixture of abilities that require the targets and that don't; and then you're going to have an option as the player's perspective to utilize an action camera mode, which utilizes a soft target lock feature and our reticle.[18]Steven Sharif

Hard-locked friendly player target.[19]

Hybrid combat refers to the choice between tab and action combat in Ashes of Creation.[18][5][20][21][22][23] A toggle button (default Z, but can be re-bound to another key) allows the player to switch between action and tab combat modes.[18][24][25][26][27]

  • The action mode camera is tied to the to the player's reticle (crosshair).[28][18][29][30]
    • There will likely be a hotkey that when held down will allow free camera movement in action mode.[30]
    • In future the user will have the ability to choose from different reticle appearances.[28][31]
  • Targeted skills require either a soft or hard locked target.[18][29]
    • Soft locking is when the reticle moves over a valid target while in action mode.[28] 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.[29]
    • 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.[32][29]
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.[36]Steven Sharif

Templated and targeted versions of skills will have different characteristics.[37][24][38][39][40]

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.[39]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.[41]
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
  • It may not be possible to be able to fully spec into just action or tab targeted skills. There might be a 75% cap on choosing skills from any one type.[39]
  • For the purposes of balance, certain skill types will be either tab or action oriented skills.[43]
    • Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[43][39]
    • Softer CC's would be housed in tab-targeted abilities.[43]
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.[40]Steven Sharif

Hitboxes

The developers are testing different approaches to accommodate varying hitboxes between the races.[45]

  • There may be a single unified hitbox with some exceptions or some special collision rules as opposed to having different sized hitboxes.[45]

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.[45]Jeffrey Bard

There aren't separate types of hitbox categories in the Ashes of Creation MMORPG as there were in Ashes of Creation Apocalypse.[45]

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.[45]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.[46]

Cleaving

Weapon attack cone in Alpha-1.[26]

As I attack I am hitting multiple numbers of these opponents; and that's important because all weapons, regardless of whether you are in reticle mode or tab-targeting mode will be able to have a action-based type weapon attack. Not active skill, but weapon attack.[26]Steven Sharif

All weapons have a forward attack cone, regardless of being in tab or action mode.[26]

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.[26]Steven Sharif

This is described as a weapon attack not an active skill.[26]

Time to kill

Caravan PvP in Alpha-2.[48]

Generally when it comes to finger in the wind we're around where we want to be for TTK and that's probably on the bit faster side of TTK for MMOs that we're accustomed to, but we're a PvX game.[49]Steven Sharif

Time to kill (TTK) in Ashes of Creation will be a little bit faster than most MMOs.[49]

  • Previously it was stated that the TTK was expected to be around 30 seconds to a minute.[50]
  • The developers do not want one-shots in the final MMORPG.[51]
In the MMORPG we really don't want to see any one-shots. The time-to-kill needs to be strategic and tactical.[51]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.[45][52][53]

Gear inspection/ Threat assessment

You decide to gank the player, but find out that you have been ambushed![58]

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.[59][60][61]

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.[62]Steven Sharif
  • The border will indicate the level and quality of the tier set.[59][60][63]
    • This also indicates if the gear is enchanted, along with visual effects associated with enchanted items.[60][64][63]
  • The developers believe that inspecting gear to obtain an exact equipment list or gear score may lead to "unwelcome behavior".[65]
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.[61]Steven Sharif

Character nameplate

Nameplate in the Alpha-2 party UI.[66]

The icon in the corner next to Steven's nameplate: that little icon is actually his secondary archetype that he hasn't unlocked.[67]Margaret Krohn

Alpha-2 nameplates, targeting plates, and raid frame UI.[68]

There have been some updates to a little bit of the nameplates that Colby and the UI team have implemented, as well as some of the targeting plates as well.[68]Steven Sharif

Nameplates are displayed above the head.[69]

  • Player character nameplates will have first, and optionally last name (surname).[69]
    • The name of the character's guild is displayed next to their name.[70]
    • The character's nameplate will deteriorate to give an indication of how much damage they have taken.[71][72][73]
    • An icon will identify the character's class.[59]
    • Hovering over a player nameplate will show information such as level, class name, and archetype combo.[59]
    • A buff icon will indicate the character's gear and grade.[59][60][61]
  • The size and priority of nameplates will be relate to their distance (away from the camera).[74]
  • 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.[75][76]
  • UI settings will enable nameplates to be hidden, resized, and customized.[77]
  • Summoner summons' creature type appears in the nameplate above the summon. This cannot be changed by the player.[78]
  • Mob nameplates will have indicators that identify resistances, buffs, end elite status.[79]
    • A star format may be utilized to indicate hit point allocation.[79]

Nameplates in the party UI indicate the player's choice of secondary archetype.[67]

  • A padlock icon indicates that the secondary archetype is not yet unlocked.[67]

Mobility

Revamped Alpha-1 Mage Fireball ability.[80][12]

The general approach that we're taking based on a lot of feedback and just good combat design in general. You know philosophy is that we want to give more agency in the hands of the player and the antithesis of that is locking the player down for really long amounts of time. The sort of concept behind that is like you could make an animation effects as glorious looking as possible but if it's taking away control of the player, none of that really matters. Especially the 100th or thousandth time you're using the spell you're tired of that happening you don't feel powerful: You feel the opposite of powerful. So we're trying to like give a lot of control back to the player while they're using these abilities so they can still control their movements, they can react simultaneously while they're taking actions; and we just want to get overall more of a fluid flow, I guess, of combat. And that's the general design philosophy we're using to approach the overhaul.[80]Tradd Thompson

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.[81]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.[81][85]
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.[85]Steven Sharif
  • Unreal Engine 5 has enabled improved forms of locomotion, such as crouching, tilting and mantling.[88][89]
    • Crouching may or may not be in the game.[75][90]
  • The ability to prone is not be in the game.[75][90]
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.[92]Steven Sharif
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.[93]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.[94]Steven Sharif
info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Base skill
Air Strike Air Strike New.png 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.[95] The root effect is nature based.[96]
Blink Blink.png Instantly teleport a set distance in the direction you are moving.[97][98]
Call of the Wild Call of the Wild Icon.png Remove all movement impairing effects and increase movement speed by 20% for 8 seconds. Snares and Roots effects applied to the caster are ignored.[99]
Caravan Trail Speed Bonus Trail Speed Bonus.png Minor speed boost for travelling on a simple trail.[100]
Rush rush icon.png Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[101]
Speed Boost Speed Boost.png Gives the caravan a temporary speed boost.[102]
Wings of Salvation Wings of Salvation.png Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[103][104] An ally is defined as any non-combatant player or non-mob NPC.[105]

Player movement

  • Sprinting will consume a percentage of a character's mana pool. Sprinting will not be permitted while in combat.[107]
    • A sprinting/dash skill with a cooldown was confirmed to be part of a class kit.[108]
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.[107]Steven Sharif
  • There is a toggleable walk/run (autorun) capability.[109]
  • There is not going to be any "go to waypoint" (auto-pathing) mechanics.[110]

Collision

There are player and spell/projectile collision mechanics in Ashes of Creation.[114][115][116]

  • 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.[117][116]
  • Specific ranged skills will have a pushback effect but this is not inherent to all ranged abilities.[119]
  • Player collision inherently limits the number of individuals that can be affected by AoE skills.[114]
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.[115]Steven Sharif

Dodging

Dodging in Alpha-1 early combat.[2]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[2]Steven Sharif

Evasion moves such as dodging and weaving will be present in Ashes of Creation combat.[120][121][122]

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.[121]Steven Sharif

Active blocking

Tank active blocking with a Shield in Alpha-2.[126]

The shield version would probably be better but you'd still be able to parry or whatnot with a two-handed weapon, or even maybe a dual wield.[127]Tradd Thompson

Active blocking is a universal skill that applies to all classes.[129][120][130][127][123]

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.[130]Steven Sharif
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.[132]Steven Sharif
  • Some abilities may be able to overcome, surpass, or cancel active blocking.[129]
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.[129]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.[133][134]

Animations

Alpha-2 work-in-progress combat animations and decals.[136]

The intensity of those weapon trailings; how they scale based on the type of weapon, the level of weapon, that you have; but not just the trailing on the weapon per-se but also the ground decals. Like for this heavy weapon, that first strike you see that decal in the ground is- I love that look- and even on the backswing when I hit the ground behind me, it's causing that decal.[136]Steven Sharif

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.[137]Steven Sharif

Combat abilities

The aspiration for combat is for abilities to have corresponding counter-play abilities.[139]

  • The goal is to have special animations for parrying, blocking and evading.[140]

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.[140]Jeffrey Bard

Crowd control

Crowd control (CC/mezzing) abilities include root, snare, stun, sleep and slow.[141][139]

  • 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.[143]
  • Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own health pool and other stats.[144]
    • In current Alpha-1 testing mounts are not separate from the player.[144]
There's also going to be effects that just stun the mount or stun you on the mount.[144]Steven Sharif
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
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.[139]Steven Sharif
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.[139]Jeffrey Bard
  • Soft CC's are in the tab-targeted abilities.[149]
info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Base skill
Air Strike Air Strike New.png 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.[95] The root effect is nature based.[96]
Ancestral Bolas Ancestral Bolas.png 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.[150]
Chain Lightning Chain Lightning Icon clean.png 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.[151][152][153]
Chains of Restraint Chains of Restraint Icon2.png 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.[154][155]
Condemn Condemn.png Stun target enemy for 3 seconds.[156][157]
Fissure Mage Spell 7.png 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.[158]
Grapple Grapple Icon.png 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.[159][160]
Imbue Ammo: Weighted Imbue Ammo-Weighted.png 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.[161]
Quake Quake.png 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.[162]
Slam Slam.png Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[163]
Slumber Slumber (Active).png 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.[164][165][166]
Tremoring Bellow TremoringBellowIcon.png 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.[87]

  • There are abilities to counter interrupts.
  • Some interrupts are better than others.
info-orange.pngThis section contains information from Alpha-1 testing. It will be updated when new information is made available.
Skill Icon Base skill
Bulwark Bulwark Icon.jpg Bash enemies in front of you twice. The second attack temporarily increases block chance. You must have a shield equipped to block.[168][169][170][171]
Rush rush icon.png Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[101]

Aggro abilities

Threat (Aggro/Hate) is generated based on damage done, healing done, and modifiers on certain abilities.[172][173]

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.[174]Steven Sharif
  • Detargeting is the act of removing hate/threat/aggro from an enemy.[174]
  • There will be a taunt skill available at higher levels than what has been previewed so far for Alpha-2.[175]
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.[172]Steven Sharif
Skill Icon Base skill
Ancestral Bolas Ancestral Bolas.png 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.[150]
Grapple Grapple Icon.png 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.[159][160]
Hatred V Tank Ability Active.png Single target that adds hate.[176]
Inciting Strikes IncitingStrikesIcon.png Slashes twice in a forward cone while adding additional threat.[177]
Shield Assault ShieldAssaultIcon.png 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.[178]
Slam Slam.png Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[163]

Animation cancelling

Animation cancelling will not be a combat mechanic in Ashes of Creation.[179][180]

Combat stances

The use of weapon stances in game is likely.[181]

RNG

RNG elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[182]

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.[183]Jeffrey Bard

Primary skills

Alpha-1 preview primary skills.[169]

If from the eight archetypes whatever you choose as your secondary, you're going to receive a choice of augments that relate to some core ideal of that class. You know like a tank is about controlling the battlefield, is about surviving. The mage is about dealing damage and elements and ability in AoEs. The rogue is going to be about stealth and critical damage. So those augments are going to to play towards those identities.[184]Steven Sharif

The idea behind the system is that you're skirting the line through these augmentations of your role, right. We have the traditional holy trinity that's present in class designs for MMOs and it's often that those either are not deviated at all or completely deviated from entirely. The augment is to offer a balance between that where you still maintain the semblance of that trinity system while offering the opportunity to customize your play experience towards one of the other angles in the triangle.[185]Steven Sharif

Primary skills (class abilities) are based on a player's archetype.[186][101]

Skill points

Alpha-2 Ranger skill tree user interface.[191]

What you're seeing at a high level here is just what you'd pretty much expect of a traditional skill. We're doing something a little more advanced than just like a bottom up structure, because we're being a little bit more free-form in this iteration. This will obviously see more UI iterations in the future, but you'll see a mix of active and passive abilities here. Actives are indicated by their square shape, while the circular ones are representing passives; and one thing to note as well is that these passives are aiming to be a little more interesting than just like, this ability does more damage now, or it has a lower cooldown. We do have some of those too, but the goal with a lot of these passives in addition to that is to allow people to lean into unique play styles. So you'll notice that some of them are are changing your gameplay in meaningful ways; and that's the direction we want to take um player and character customization as a whole.[191]Tradd Thompson

Players receive skill points at specific points as they level.[192] These can be used to level up skills (increase their rank) within their active, passive or combat/weapon skill trees.[193][194][195][196]

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.[192]
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.[192]Steven Sharif
  • Skill points can be used to unlock universal skills at the expense of unlocking class-specific skills.[197]
  • Respeccing (resetting and reallocating) adventuring skills may require travelling to a specific location rather than being able to be done on-the-fly.[198][199]
  • Augments do not cost skill points.[200] It was previously stated that certain augments will have more expense required on the skill point side.[201]
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
  • It will not be possible to max all skills in a skill tree.[196]
  • 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.[202]

Active skills

Players can build their characters with the active skills they want on their action bar (hotbar).[204][205][206]

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.[209]Steven Sharif
  • Players are not given skills as they level up, they must choose what skills they take.[202]
  • There is no spellbook requiring memorization.[210]

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.[204]Steven Sharif

Ultimate skill

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Ultimate skills are very powerful skills that can be used when enough focus has been accumulated from using the Weapon use combo system.[211]

- 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".[212]Steven Sharif

info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Base skill
Ball Lightning Ball Lightning Icon.png 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.[213][214][10]
Blizzard Blizzard.png 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.[215][216][213]
Cone of Cold Cone of Ice.png Blasts a cone of cold in front of the caster, dealing ice damage and applying 1 stack of Chilled to each enemy hit.[213][217][218]
Elemental Empowerment Elemental Empowerment (active).png 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.[219][220]
Fireball Fireball (Active).png 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.[221] Hitting a conflagrating enemy with a lightning spell causes Fusion, dealing significant damage and removing the Conflagrated effect.[222]
Frostbolt Frostbolt (Active).png 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.[223][224]
Lightning Strike Lightning Strike (Active).png 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.[225][226]
Magma Field (Lavastorm).png 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.[227]
Meteor (Meteor Shower).png 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.[228]
Thundering Shot Thundering Shot Icon.png Fires a lightning-infused projectile at your target, dealing 200% of your physical power as Lightning damage.[229]

Balancing

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.[232]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.[233]Steven Sharif
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.[230]Steven Sharif
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
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.[231]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.[239]Steven Sharif

Roles

Ashes of Creation has the traditional trinity of Tank, DPS (damage dealers) and Support (healer or non-healer) roles.[240][241][242]

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.[243]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.[244]

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.[244]Steven Sharif
  • Increasing difficulty ratings inspire more of a traditional vertical power progression that is common in other MMOs.[246][245]
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.[245]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.[247]
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.[247]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.[248]

Weapon use combo system

Work-in-progress Alpha-2 weapon attack combo customization.[249]

In addition to the later hits in the combo doing additional damage, you also unlock proc effects. So, on your fifth hit you unlock the special fifth hit, which gives you 10% bonus critical strike chance, which you just proc there; and then the sixth hit you unlock the special six hit which gives you arrow storm which causes your next I believe, 10 attacks to fire an additional arrow at the target.[250]Brian Ferguson

Alpha-2 Mage demonstrating a Frostbolt, Lightning Strike, and Wand weapon attack combo.[224]

This is a single Target projectile attack that applies two stacks of Chilled to the enemy; and then after that hit him with a few wand attacks. Now you'll see that you've gotten a Frozen status effect on him and then he timed that really well there... in that very last frame you'll see that he hit him with a lightning effect... So that's a good way to get your burst damage if you're rotating your spells and your elements the correct way.[224]Keenan Reimer

A weapon use combo system (also referred to as Weapon attack combo, Weapon combo, Combo system[251], and Weapon use ability[252]) is utilized instead of a traditional auto-attack ability in Ashes of Creation.[253][251][254]

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.[255]Steven Sharif
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.[249]Brian Ferguson
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.[255]Steven Sharif
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.[255]
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.[255]Steven Sharif
  • Using a skill/ability other than a basic attack will in general reset the combo.[256]
    • The developers are considering specific abilities that might be able to be used without resetting the combo system.[256]
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.[251]Steven Sharif

Classes of weapons

Weapons 3D renders. These are depicted in the Threads of Fate cosmetic costume but are not part of that set. Models by Eli Hurst.[258]

Weapon classes (also referred to as weapon types and weapon groups) in Ashes of Creation may deal different types of physical damage.[259][260]

Weapon swapping

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.[262]Steven Sharif
  • Switching gear is possible while in combat but armor cannot be swapped while in combat.[268][269][32][270][271][272]
    • Previously it was stated that swapping weapons (from inventory) into a hand or range slot is not possible in combat.[269] Prior to this, weapon swapping was said to be subject to a cooldown period (in the range of a few seconds) following any damage taken or done by the player.[273][274]
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.[268]Steven Sharif

Raid mechanics

Boss fights will have fairly intricate mechanics.[276]

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.[276]Steven Sharif
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.[278]Steven Sharif

Telegraphs

In specific circumstances there will be telegraphs (tells) to communicate something that's happening.[279]

  • Animation tells.
  • Templates.

List of raid bosses

info-orange.pngThis section contains information from Alpha-1 testing. It will be updated when new information is made available.

Utility skill

Alpha-2 Ranger Camouflage skill.[280]

We have what are called utility skills and a lot of MMORPGS really only focus on active combat skills, but some of the favorite things that I've had as a gamer is tabletop RPGs like Pathfinder or Dungeons and Dragons, and there are skills in those games that are relevant to either your environment or the quest line; and they're a little bit sometimes "story mode".[281]Steven Sharif

A utility skill is a typically non-combat skill that interacts with the environment and offers counters and horizontal progression against other archetype abilities.[282][283][284][285] Utility skills lend themselves toward how classes navigate and deal with hazards in the world.[286]

When we think about utilities, some of the examples of those utilities might be a Rogue has invisibility. How do you address invisibility? Well, a Ranger might have a utility ability that spawns a Hound that trails invisible targets within an AoE radius of the Ranger and you get that location. Whereas, a Mage might have an Arcane Eye that actually reveals them to the party of the raid. Those are the types of utility skills that we want to create. They offer counters and horizontal progression against the other archetype abilities.[282]Steven Sharif
  • Classes will have different utility abilities, such as detecting traps and other hazards.[283][284][286] For example: The Mage's detection spell casts light and reveals magical explosive hazards.[287]
    • Certain classes are able to climb/parkour in certain areas.[288][289] This is not a free-form ability. It will likely be restricted to certain quests, locations or objects.[290][291]
    • Certain classes (such as Rogues) will have stealth abilities.[292]
Q: What kind and how many special or unique activities can we expect classes to perform outside of combat, such as rogue's opening locks, tracking enemies as a ranger, or removing corruption from the ground as a cleric?
A: Just thirty minutes ago I was talking about those utility abilities like finding tracks, or cleansing poisons, arcane eye to reveal secret passages. The idea is how do we blend the traditional tabletop RPG role of utility and/or skill checks into the setting of a graphical MMORPG; and I think that it's both a complement of the skill kit that's available and how it interacts with the world for those curated or special designs within these locations. So to answer that question: that is intended- we've shown a little bit of that in the past and it is something that we want to make feel compelling and rewarding and viable as a use-case scenario in many different settings that you might find yourself in within the world.[283]Steven Sharif
  • All classes will have maneuverability/traversal utility abilities.[293]
  • Utility skills exist that can help players discover hidden paths and entrances and may lead to discovering hidden quests while exploring.[284]
  • Certain objects exist in the world (such as ladders and slides) that aid player mobility.[294]
We don't just have the approach of your class being reflected in your combat abilities but also there are utility abilities that certain classes have that other classes don't have.[295]Steven Sharif
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
  • There will be a grappling hook utility skill or item.[296]
  • Rogues may also have a spyglass utility skill.[286]

Player death

When a player dies they disintegrate into ash. The ashes contain any items lost by the player due to applicable death penalties.[298][299][300][301][302]

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.[306]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.[307]
    • If the mule dies its corpse will contain the same percentage of lootable items according to the player's death penalties.[307][308]
  • Death by falling is possible.[312]
    • 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.[312]
  • Death by drowning is possible.[313][314]
    • Players that drown will respawn on shore.[313]

Mounted combat

Certain mounts will have combat abilities.[315][316][317]

Mounts will have a variety of effective pvp abilities, some viable in larger scale encounters when organized correctly.[318]Steven Sharif
  • Mounts will have combat skills based on the breed and rarity. There will also be some RNG to the mount skills.[319]
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.[321]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.[322]
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.[322]Steven Sharif

Mounts can be killed by players, but can be resurrected after a certain cooldown period.[323][324][325]

  • Potions obtained from the Alchemy profession can be used to reduce the cooldown.[323][326][324]
  • 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.[326]
  • 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.[312]

Mounts can be targeted separately from the player while mounted.[324]

  • 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.[307]
  • If a player's mule dies its corpse will contain the same percentage of lootable items as the player.[307][308]

Mount abilities and stats

Noble Warhorn Sprint mount ability.[327]

All mounts will have certain types of abilities: Whether those abilities are utility, or sprint, or some type of combat charge through that knocks down players or something. It just depends on the type of mount and the skills associated with that mount. That's also one component of the animal husbandry system is in creating these mounts you can have unique skill sets associated with them that obviously creates an economy for mount types and and puts some relevancy on the profession of animal husbandry to present unique mounts.[144]Steven Sharif

Mounts have different core abilities, utility skills and stats that are based on the rarity of the mount and the mount's tier.[323][328][144][329]

  • Mount abilities may provide either horizontal or vertical power gains.[323]
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.[323]Steven Sharif
  • Based on skill choice, mounts can be used as initiation vehicles, escape vehicles, utility vehicles, and traversal vehicles.[332][333]
    • Jump abilities.[332]
      • Double-jumping may be possible for certain mounts.[112]
    • Terrain-specific capabilities.[332]
    • Gliding abilities.[332]
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.[333]Steven Sharif
  • Mounts will have varied speeds.[334]
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.[333]Steven Sharif
  • A player can dismount and have their mount follow them.[144][324]

Dragon abilities

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Dragons are flying mounts with strong battle abilities, such as AoE breath attacks, swooping flyby attacks, and others.[335][336]

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.[336]Steven Sharif

Combat pets

Combat pets (also referred to as Item pets or Universal combat pets) may be acquired by any archetype.[337]

It’s important to note, combat pets are primarily horizontal in nature. Where as class pets (like summoner) are a very vertical mechanic.[339]Steven Sharif
  • Combat pets may be tamed from certain creatures in the world.[342]
  • Combat pets are categorized by class and will adhere to a simple trinity structure (Tank/DPS/Support).[340]
    • Tank pets will maintain threat against enemies independent of the pet owner.[343]
  • Combat pets will also be categorized into different rarities.[340]
  • Combat pets may not be able to be summoned in certain dungeons, instances or other spaces.[333]
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.[341]Jeffrey Bard

Naval combat

Tea transport PAX East 2018 exclusive cosmetic ship skin.[344]

Sailing will be pretty in-depth and it's going to be based on the size of the ship that you're using. So there will be components for seamanship that other players you will need to have on board if you want to operate a vessel to the best of it's skills: Let's say in combat or traversing just the world.[345]Steven Sharif

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.[118][346]

  • Ship creation is generally delegated to players. There won't be many non-player-owned ships.[347]
    • Quest lines may have NPC driven ships.[347]
    • NPC ships will be present on the ocean that are adversaries or monsters that will be targets for players to try to raid or hunt for treasure.[347]
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.[347]Steven Sharif
  • There won't be mechanics for players to hire NPCs to carry out tasks on ships.[348]
  • Ship owners are able to grant permissions to allow other players to navigate their ships and access certain ship functions.[349][346]
    • Ship navigators receive a significant defensive buff while they are navigating the ship. This reduces CC effects and increases damage mitigation significantly.[349]
    • 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.[349]
    • Other ship permissions may include operating weapons, anchors, and utility items.[346]
  • Nothing can move or or block ships. Ships have the ultimate priority.[118]
Alpha-2 Negalith naval raid boss.[352]

This is one of the Alpha-2 raid bosses that are going to be in the ocean. That'll be interesting when you come across that, what might happen. Good luck. We should have added a scale there because yeah, it's a big boy. The number of ships needed for that one's going to be a lot.[352]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.[352][353]

Battles at sea will be epic. They will have some supreme rewards and/or losses if the battle succeeds or fails.[359]Steven Sharif
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.[361]Steven Sharif

Addons/ DPS meters

Addons, DPS meters, and threat meters will not be supported.[362][363][364][365]

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.[364]Steven Sharif
  • The developers do not want addons/mods to be necessary to experience the game.[366]
  • The developers believe that DPS meters (parsers) can cause toxicity and other negative behaviors.[363][367][365]
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.[363]Steven Sharif
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.[363]Steven Sharif
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
  • 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.[368]
  • The design of the game API is still under consideration.[369]

Combat logs

There are combat logs in Ashes of Creation.[370]

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.[371]Steven Sharif

Factions

There are no predefined factions in Ashes of Creation.[372][373]

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.[372]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.[374]Steven Sharif
We present the player with these soft friction events and then that determines who your friends and your foes are.[375]Steven Sharif

Videos

Community guides

See also

References

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  313. Livestream, July 28, 2017 (50:22).
  314. Livestream, January 28, 2022 (1:16:02).
  315. 316.0 316.1 Livestream, May 5, 2017 (22:44).
  316. Livestream, 2018-04-8 (AM) (12:34).
  317. steven-mount-pvp.png
  318. 319.0 319.1 319.2 Livestream, January 28, 2022 (1:15:30).
  319. Livestream, January 28, 2022 (1:11:40).
  320. 321.0 321.1 Livestream, July 29, 2022 (1:01:02).
  321. 322.0 322.1 Livestream, August 31, 2023 (2:21:08).
  322. 323.0 323.1 323.2 323.3 323.4 Livestream, April 29, 2022 (1:11:24).
  323. 324.0 324.1 324.2 324.3 Interview, July 19, 2020 (1:05:41).
  324. Livestream, May 10, 2017 (38:27).
  325. 326.0 326.1 Podcast, September 29, 2021 (32:35).
  326. Video, February 26, 2021 (20:25).
  327. Livestream, October 29, 2021 (51:48:).
  328. mount stats.png
  329. 330.0 330.1 Livestream, April 28, 2023 (1:25:36).
  330. 331.0 331.1 mount abilities.png
  331. 332.0 332.1 332.2 332.3 Livestream, February 25, 2022 (1:14:21).
  332. 333.0 333.1 333.2 333.3 333.4 Livestream, April 30, 2021 (1:10:04).
  333. mount speeds.png
  334. dragon abilities.png
  335. 336.0 336.1 336.2 Livestream, 2018-04-8 (PM) (51:49).
  336. 337.0 337.1 Interview, January 14, 2022 (42:18).
  337. Interview, September 10, 2023 (1:05:52).
  338. 339.0 339.1 steven-combat-pets.png
  339. 340.0 340.1 340.2 Livestream, October 30, 2020 (1:21:14).
  340. 341.0 341.1 Livestream, June 28, 2019 (1:24:27).
  341. Livestream, January 18, 2018 (33:09).
  342. Livestream, February 24, 2023 (1:27:22).
  343. Ashes of Creation Store: Tea transport.
  344. Livestream, October 31, 2018 (54:21).
  345. 346.0 346.1 346.2 Livestream, May 28, 2021 (1:52:15).
  346. 347.0 347.1 347.2 347.3 Livestream, September 24, 2021 (1:26:46).
  347. Livestream, January 27, 2023 (1:32:00).
  348. 349.0 349.1 349.2 Livestream, October 31, 2023 (1:27:50).
  349. Livestream, July 30, 2021 (1:14:04).
  350. steven-shops-on-ships.png
  351. 352.0 352.1 352.2 352.3 Livestream, March 31, 2022 (1:10:43).
  352. 353.0 353.1 353.2 Livestream, July 28, 2017 (47:53).
  353. Livestream, April 29, 2022 (1:03:25).
  354. steven-ship-weapons.png
  355. 356.0 356.1 Livestream, February 24, 2023 (1:23:34).
  356. 357.0 357.1 Livestream, October 14, 2022 (58:46).
  357. steven-island-castle.png
  358. Livestream, June 28, 2019 (1:12:08).
  359. Livestream, May 27, 2022 (1:12:33).
  360. Livestream, December 2, 2022 (1:21:51).
  361. Interview, September 10, 2023 (34:51).
  362. 363.0 363.1 363.2 363.3 363.4 Livestream, February 24, 2023 (1:19:29).
  363. 364.0 364.1 Ashes of Creation Forums - No Damage Meter?
  364. 365.0 365.1 Livestream, May 10, 2017 (20:02).
  365. Interview, October 20, 2018 (6:29).
  366. Livestream, April 30, 2020 (1:28:19).
  367. Interview, May 11, 2018 (49:03).
  368. Livestream, May 10, 2017 (21:41).
  369. Ashes of Creation Forums - No Damage Meter?
  370. Ashes of Creation Forums - No participation trophy.
  371. 372.0 372.1 Livestream, May 31, 2023 (45:53).
  372. Livestream, May 26, 2017 (39:36).
  373. Livestream, 2018-04-8 (PM) (11:27).
  374. 375.0 375.1 375.2 375.3 375.4 Interview, July 18, 2020 (22:26).