Weapon progression
Weapons have their own progression paths.[3][4]
- Each type of weapon has its own skill tree that grants passive skills and proc effects and other status conditions.[5][6][7][8][9][10][11][12][3][13][14]
- The weapon combo system determines special effects that proc based on weapon progression.[3][14]
- Ancillary effects proc based on enchantment types.[14]
- Gear enhancements (power stones) can be applied to add elemental or energy types of damage.[14]
- Dual wielded weapons will have its own progression based on weapon type.[15]
- Weapon proficiency (based on length of use of a weapon) is not a planned feature.[13]
- Ashes of Creation is all about providing many progression paths... The reason why we don't like the term endgame is because with the amount of progression that's available with the amount of diversity and player agency that impacts the world... We want the weapon system [to] add an element of that as well... You can determine special effects that proc from currently the combo system; you can determine ancillary effects that proc based on enchantment types; you can power stone weapons to add different either elemental types of damage and/or energy that play rock-paper-scissor with player defenses ... and then you can skill tree out how those effects that are granted ... you can make them better you can branch them off into a different direction.[14] – Steven Sharif
Weapon skills
Weapon skills grant passive skills and proc effects and other status conditions, rather than usable skills on a player's action bar.[18] The more skill points that are allocated to the weapon tree, the greater a player's weapon familiarity. This influences things like the number of attacks, attack speed, and increased chances of proc effects from carrying out basic attacks with that weapon. These procs may offer synergy with the player's active skills.[19][20][21][18][5][6][7][8][9][10][11][12][3][13][14] This synergy also applies to active skills from other characters.[20][22]
- Weapon skill trees are skill trees that you can unlock and invest points into as you continue to develop your experience with certain weapon types, certain weapon groups, like a dagger; and when you're doing your basic combo attack with those weapons, which is universal for all classes- anybody can use any type of weapon because stats can be changed on these weapon types through crafting and through drops- there will be certain proc effects that live on the weapon skill tree as you advance in them; and those proc effect effects will be able to interact with your archetype skills because they will have promotion type effects that occur when they synergize with one another.[19] – Steven Sharif
- The weapon combo system determines special effects that proc based on weapon progression.[3][14]
- These procs may reduce or reset cooldowns on other skills on the player's hotbar.[23]
- Certain rotations can ensure the best chance of triggering a weapon proc, but there is no reliable way to ensure that proc activates.[24]
- Weapon progression such as set bonuses may change at what level any proc effects occur.[9]
- Our approach is not going to be providing skills through weapons. It's going to be providing skills through classes.[5] – Steven Sharif
- Players can spec into weapon skills on their weapon skill tree (also referred to as Combat skills[11], and Combat tree[12]) based on their preferred weapon types and the grade of the weapon.[6][7][8][10][12][11][3]
- Dual wielded weapons count as a single weapon type on the weapon skill tree.[24][25]
- Let's say a dagger has some slashing effects that bleed the target or that cripple the target... Every time you attack you have a chance to proc that effect. That effect then can synergize with what your active skills tree has available to it. So let's say your backstab deals 30 additional damage to a bleeding target. If you attack with your main weapon first and the target gets the bleed proc off and you do your backstab skill then you're synergizing your effects.[12] – Steven Sharif
- Let's say backstab that you can apply to deals damage to the target and it'll have a conditional modifier on that damage if you're behind the target, and it'll have a conditional modifier deal additional 50 damage if the target is under a bleed effect. So you want to synergize essentially your weapon proc conditions with your active skills so that you're timing your certain active skills appropriately with the status conditions that the target has taken.[11] – Steven Sharif
- Certain higher-end weapons (and Armor) have active abilities, but the intention is that these abilities will not radically redefine the way an archetype is played.[26]
Weapon skill trees
Weapon skill trees unlock passive skills, proc effects, and status conditions based on a player's experience with each weapon type.[19][20][21][18][5][6][7][8][9][10][11][12][3][13][14] These do not unlock skills that are usable on a player's action bar.[18]
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.[27][29][30][7][3][31][32]
- The combo system consists of a sequence of combat animations based on the weapon type, referred to as a combat animation montage.[9]
- Combos are triggered by performing basic weapon attacks (default Q or left-mouse-click).[23]
- 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.[9] – Steven Sharif
- The number of steps and passive effects that trigger during weapon combos can be customized in the weapon skill tree.[33][34]
- 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.[33] – Brian Ferguson
- Depending on class skill choice these effects will have synergy with the combat montage.[9]
- 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.[9] – Steven Sharif
- Weapon progression such as set bonuses may change at what level any proc effects occur and therefore enable different combo rotations.[9]
- 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.[9]
- 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.[9] – Steven Sharif
- Using a skill/ability other than a basic attack will in general reset the combo.[23]
- The developers are considering specific abilities that might be able to be used without resetting the combo system.[23]
- 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.[3] – 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.[36][10]
Class weapons and armor
Weapons and armor are not class locked, but certain classes are more efficient with certain types of weapons or armor.[37][38][39][40] Certain abilities require certain items to be equipped.[41]
- Weapons are intended to be somewhat agnostic in the sense that you can find a way for a weapon to be utilized by different classes. Not just the rogue is going to be able to use daggers. Because if you restrict equipment through that, it makes the economy more difficult to have sustainability across the market of items.[40] – Steven Sharif
- Q: We had stated that we were going to allow people to use any class combination, which would be both your archetypes together, being able to use any weapon. Do we see problems that could occur with that, for instance like a bow tank, or an orb tank or things like- will there be some strangeness there, or are there problems that you first are foreseeing in the future?
- A: We're giving a lot of flexibility to the crafters in our game. They get to help define the stat block that a particular item, weapon, or gear has; and that stat block can be relevant to any particular class or archetype combination. So in that sense the idea is, no not to see any strangeness there or not to see any elements that would dissuade a person from that customization perspective.[42] – Steven Sharif
Racial weapons and armor
Weapons and armor are not race locked, but armor will take on a racial appearance.[46][47][48]
- The customization of equipment per race is really focused on Armor sets not Weapon props. Weapon props will, from a model standpoint, will translate pretty one-to-one across the races.[49] – Steven Sharif
- Racial appearance of gear is focused on Armor. Weapons will not change in appearance but will scale in size based on race.[50][49]
- Let's say for example you have the Eagle set or something, right: The Eagle set has in art, it has a thematic design that's going to include certain attachments to the armor. It's going to include color palette and theme. It's going to have some aspects to it that define it as the Eagle set, right. When a Elf wears the Eagle set or when an Orc wears the Eagle set, you obviously have two different cultures there; and you don't want to stomp out that culture by assigning a de facto 'This is the Eagle set and this is how it looks on everybody.' What we want to have is cultural influences play a role in showing how that set looks.[49] – Steven Sharif
- Racial appearance of gear sets is tied to the character model of that race.[51]
- When you say, what if I'm an Orc but want to look like an Elf and I want my Eagle set to be the Elf representation? Well the issue becomes there that Orcs have a different organic model. You know, their body is different than that of the Elf. So, from a scope-creep standpoint, it's one thing to add different influences that represent the cultures that are donning the armor; it's another thing to adapt each influence as a matrix that can be worn pretty much by everything. From a scope perspective, that's a very difficult task for the character artists to tackle. So instead what we've done is, in order to facilitate a variety of cultural representation between the races but allow for the sharing of assets like different armor sets, we give different representations of those armor sets to each race.[51] – Steven Sharif
- Q: Since a single armor set will look different on each race, how will we have large varieties of in-game achievable gear for each race if we have to make nine different looks for each set?
- A: The approach for that is to create a modular piece set for armor creation; and the way we achieve that is by two steps: So, on the modeling side, each race has these geo sets basically where you're creating pieces of the armor for heavy plate armor, for medium, for robes; and you get to grab those modular pieces and mix and match as design makes a request for a particular set to the art teams. So, design comes along and they say, "hey we have a theme for a set that we want to create", so let's use Carphin in that example; and that theme from design's standpoint is going to include color, it's going to include materials, it's going to have an etymology for the set to give a background so that they can incorporate certain types of attachments- whatever they want to include on the art side. Then, the character team says, "okay let's take our base sets of geo and let's mix and match those pieces to create the Carphin set and then we're going to do a materials pass on it, and then we're going to do a color pass on it"; and that way we have a lot of essentially pieces of the puzzle to create these many different unique sets. Now we can also deform pieces across from race to race. So, even if we create unique geo on a per-race basis, we can grab the pauldron from the Human set and put it onto the Vek representation; and the end game there is that we have a particular set, for example Carphin, and that Carphin is communicating the theme; and when you don the armor for the Carphin set- you've acquired the Carphin set and you put it on- it is going to look Vek if you're a Vek. It is going to look Kaelar if you're a Kaelar, but it is still going to have the identity and the theme of the Carphin set.[52] – Steven Sharif
Gear enhancement
Gear enhancements are possible both during and after an item is crafted.[53][54]
- There is a combination of systems that take an item to its max potential. Players will need to contribute in a certain number of these systems to reach max. Some of the systems are an either/or situation.[53] – Kory Rice
- Crafting recipes can be enhanced by adding higher rarity or different crafting materials into their selectable crafting slots at crafting stations.[54][55][56][57]
- Enchantment scrolls and tempering allow gear to be enhanced post-crafting.[54][58]
- The bulk of a weapon's power comes from its crafting recipe and the materials used in its construction.[59]
- The contribution of materials to crafting an item results in advancing the rarity of that item. Now, that doesn't exclude players who don't have the legendary or the higher quality contributed resources from progressing their common item up the rarity tree through enchantments such as scroll enchanting or through tempering the gear. Both of those can affect the quality and the rarity of the gear that you produce, but by contributing the resources during the crafting process you are getting a head start with the higher quality item and now are less dependent on those other avenues to achieve that, which might be again a different vertical space of progression that you don't have as good of access to.[54] – Steven Sharif
- Runes/Power stones are a potential methods for enhancing weapons.[14][60]
- Enchantment stones are potential rewards for performance over six month PvP seasons. These grant temporary PvP-focused benefits to gear (via a socketing system).[61][62]
Enchanting
Enchanting is not an artisan profession in its own right. Scribes create scrolls that can be utilized by different professions to create enchantments relating to that profession.[63][64]
- Enchantment scrolls can be sold on the open market.[54][63][65]
- Enchanting does not increase an item's level requirement.[66]
- You don't really push a particular item's level requirement or the identity of that item. You can enhance it, you can add enchantments to it, but it's still the item it is.[66] – Steven Sharif
Enchantments
There are two types of enchantments for items: Vertical and horizontal.[58]
- Vertical enchantments are a power progression for a crafted item. More damage or mitigations, added effects or bonuses.[54] Vertical enchantments include risks.[58]
- There isn't RNG in crafting but there may be a small amount of RNG in enchanting.[68]
- Over-enchanting items comes with a potential risk that the item decays or is destroyed if a safety margin is exceeded. This system is subject to testing.[69][70][71]
- It's a progressive tier of risk. At lower levels you have opportunities to potentially lose out on the pluses instead of breaking the equipment. But when you reach a certain threshold, there is an opportunity to essentially destroy the equipment, where you get resources back. But that's a risk that the player takes.[69] – Steven Sharif
- Lower levels of over-enchanting carries the risk of losing bonuses on the item. Over-enchanting beyond a certain threshold carries the risk of destroying the item and gaining resources back.[69][70][71]
- There may be mechanisms for achieving safer over-enchantments, such as difficult to obtain enchantment scrolls, or very rare material acquisitions.[72][67][70]
- Personally, I am fine with RNG in enchantment, so long as there are special ways to mitigate the RNG with investment, to a degree. For example, difficult to obtain enchantment scrolls that insure enchantment efforts, and including a buffer of safe enchantment in earlier pluses.[72] – Steven Sharif
- Horizontal enchantments are more situational. This doesn't make the item more powerful, but instead more applicable to different situations, and less so to others.[58]
Legendary items
There is a small RNG chance of looting rare and legendary items or crafting materials from mobs based on the level, status and type of mob. This also applies to harvesting resources with a gathering profession.[73]
- There is a much higher chance that materials and unique recipes are dropped that can be used to craft items of equitable value.[74][75][76]
- Legendary equipment is only dropped by Legendary world bosses.[77]
- Legendary equipment will have a roughly 6-12% improvement in base stats, subject to testing and balancing.[78]
At each stage from Gatherer to Processor to Crafter you are required to have certain prerequisites before those elite types of materials can be essentially gathered, processed, or crafted.[75] – Steven Sharif
- Gatherers must have high quality tools to gather rare resources.[75]
- Processors must have high tier processing buildings on their freehold to produce rare materials.[75]
- Crafters must also satisfy certain prerequisites to craft legendary equipment.[75]
The amount of effort needed and interdependencies across the different types of players – between raiders and PvPers and crafters and even role players and the taverns and businesses: the processors and gatherers – all of those systems will likely have a component that lends toward creating or crafting that legendary item... We want to stay away from the highly RNGd system, and instead take our multiple progression paths that we are offering the players and put the construction components for achieving these legendary items within them so it encourages communities to work together because it's going to be difficult for just one person by themselves to gather everything. Not to say that they couldn't in an economic sense, by buying those components, that's possible. But achieving them from a time investment standpoint we want it to be considerably less RNG focussed.[76] – Steven Sharif
Certain legendary items may be limited to one per server at any given time.[79][80]
- If the player character leaves the server then the item will become available for acquisition through whatever means it was acquired previously.[79]
There are absolutely legendary items and they're not items that are attained easily nor are they granted out in a volume. There might even be items that are single items that will exist on the server at any given time.[80]
A legendary weapon is easily distinguished by its visual appearance.[76]
It will be a very ornate and detailed weapon, more so than any other weapon or piece of equipment in the game. It will also include some awesome looking effects that won't too gaudy, they won't be too bright and shiny so that it doesn't look good, but they will be subtle and people will notice it and know wow that guy has this weapon.[76] – Steven Sharif
Legendary items are not intended to be temporary.[81]
- A notable exception to this is Royal mounts.[82]
The fact there is only one of them... or very very few of them depending on what it is. I think that in and of itself is a balance component right and you need to make sure that the players who are striving for those legendary things and who are devoting the time energy, resources in order to achieve them are accurately rewarded... We do not intend on having legendary items that are temporary.[81] – Steven Sharif
Discovery of legendary items will unlock further chapters of the Lore.[83]
See also
References
- ↑ Livestream, April 30, 2021 (53:08).
- ↑ Interview, October 20, 2018 (2:53:52).
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 Livestream, January 30, 2020 (1:28:40).
- ↑ Livestream, May 4, 2018 (45:37).
- ↑ 5.0 5.1 5.2 5.3 Livestream, June 30, 2022 (1:12:38).
- ↑ 6.0 6.1 6.2 6.3 Livestream, September 30, 2022 (53:15).
- ↑ 7.0 7.1 7.2 7.3 7.4 Livestream, September 30, 2022 (43:45).
- ↑ 8.0 8.1 8.2 8.3 Video, September 30, 2022 (24:49).
- ↑ 9.00 9.01 9.02 9.03 9.04 9.05 9.06 9.07 9.08 9.09 9.10 Podcast, September 29, 2021 (47:57).
- ↑ 10.0 10.1 10.2 10.3 10.4 Interview, February 7, 2021 (49:18).
- ↑ 11.0 11.1 11.2 11.3 11.4 11.5 Interview, July 19, 2020 (53:59).
- ↑ 12.0 12.1 12.2 12.3 12.4 12.5 Interview, July 18, 2020 (1:07:51).
- ↑ 13.0 13.1 13.2 13.3 February 8, 2019 - Questions and Answers.
- ↑ 14.0 14.1 14.2 14.3 14.4 14.5 14.6 14.7 14.8 Livestream, June 4, 2018 (1:11:19).
- ↑ Livestream, June 25, 2021 (1:29:39).
- ↑ Video, March 29, 2024 (47:43).
- ↑ Video, December 19, 2023 (7:26).
- ↑ 18.0 18.1 18.2 18.3 Livestream, October 14, 2022 (18:34).
- ↑ 19.0 19.1 19.2 Livestream, January 31, 2024 (5:00).
- ↑ 20.0 20.1 20.2 Interview, July 9, 2023 (1:14:09).
- ↑ 21.0 21.1 Livestream, December 2, 2022 (56:09).
- ↑ Interview, July 29, 2020 (55:44).
- ↑ 23.0 23.1 23.2 23.3 Livestream, February 28, 2020 (1:10:21).
- ↑ 24.0 24.1 Livestream, May 31, 2023 (1:12:58).
- ↑ Livestream, September 30, 2022 (1:13:23).
- ↑ Livestream, September 29, 2023 (1:15:47).
- ↑ 27.0 27.1 Video, March 29, 2024 (50:16).
- ↑ Video, March 29, 2024 (57:52).
- ↑ Video, December 19, 2023 (10:08).
- ↑ Video, April 28, 2023 (15:35).
- ↑ Livestream, January 18, 2018 (22:46).
- ↑
- ↑ 33.0 33.1 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).
- ↑ Interview, July 9, 2023 (1:38:34).
- ↑
- ↑
- ↑ 40.0 40.1 Livestream, May 4, 2018 (45:37).
- ↑ 41.0 41.1 41.2 41.3 Livestream, February 9, 2018 (47:05).
- ↑ Livestream, June 30, 2022 (55:31).
- ↑ Video, September 30, 2020 (2:44).
- ↑ Livestream, September 30, 2020 (47:47).
- ↑ Livestream, July 26, 2019 (54:06).
- ↑ 46.0 46.1 Livestream, March 31, 2022 (4:57).
- ↑ Livestream, May 26, 2017 (44:11).
- ↑ Livestream, May 26, 2017 (20:46).
- ↑ 49.0 49.1 49.2 Podcast, August 4, 2018 (53:43).
- ↑ Livestream, October 28, 2022 (1:41:06).
- ↑ 51.0 51.1 Podcast, August 4, 2018 (55:17).
- ↑ Livestream, February 29, 2024 (1:15:51).
- ↑ 53.0 53.1 Podcast, December 3, 2023 (17:10).
- ↑ 54.0 54.1 54.2 54.3 54.4 54.5 Livestream, November 30, 2023 (1:38:47).
- ↑ Video, November 30, 2023 (1:01:04).
- ↑ Video, November 30, 2023 (59:21).
- ↑ Livestream, May 26, 2017 (5:25).
- ↑ 58.0 58.1 58.2 58.3 58.4 58.5
- ↑ Livestream, November 30, 2023 (1:54:37).
- ↑ Livestream, June 4, 2018 (21:37).
- ↑ Interview, July 18, 2020 (16:34).
- ↑ Interview, July 18, 2020 (14:22).
- ↑ 63.0 63.1 63.2 Livestream, May 27, 2022 (1:20:00).
- ↑ Livestream, May 26, 2017 (51:37).
- ↑ Livestream, May 17, 2017 (58:55).
- ↑ 66.0 66.1 Livestream, March 26, 2021 (1:15:57).
- ↑ 67.0 67.1
- ↑
- ↑ 69.0 69.1 69.2 Interview, July 9, 2023 (1:50:10).
- ↑ 70.0 70.1 70.2 Interview, July 29, 2020 (15:04).
- ↑ 71.0 71.1 Livestream, May 5, 2017 (20:41).
- ↑ 72.0 72.1
- ↑ Interview, July 18, 2020 (1:00:15).
- ↑ Interview, July 19, 2020 (8:43).
- ↑ 75.0 75.1 75.2 75.3 75.4 Interview, July 20, 2020 (21:57).
- ↑ 76.0 76.1 76.2 76.3 Livestream, 2018-04-8 (PM) (55:49).
- ↑ Livestream, July 25, 2020 (46:08).
- ↑ Livestream, March 26, 2021 (1:02:06).
- ↑ 79.0 79.1 Livestream, March 31, 2022 (1:15:02).
- ↑ 80.0 80.1 Livestream, May 15, 2017 (38:08).
- ↑ 81.0 81.1 Livestream, July 9, 2018 (25:34).
- ↑ Livestream, 2018-04-8 (PM) (51:49).
- ↑ Livestream, May 19, 2017 (44:18).