Basic attacks
Basic attacks are triggered for the equipped primary weapon by pressing Q or left-clicking the mouse (these buttons can be re-bound by the player).[2][3][4]
- Players can select which weapon they wish to use as their primary weapon for basic attacks.[5][2][3][6]
- Players may toggle back and forth between using their ranged weapon and melee weapon slot for basic attacks.[5]
- Weapons with projectile attacks are capable of blind firing without having a target.[9]
- If the player is in action camera mode and their reticle is over a target, they will be able to soft lock onto that target, causing projectiles to home to targets who are within the correct range/angle.[9]
- When you have your weapon and you utilize a basic attack, you can blind fire that weapon, if it has a projectile associated with it, without having to have a target. In addition, if your reticle in action camera mode is over a target, you will have a soft target lock and projectiles will home to that target if within the right angle of direction.[9] – Steven Sharif
- Sequences of basic attacks trigger the combat animation montage based on the weapon type.[4]
- Using a skill other than a basic attack will in general reset the weapon combo system.[10]
- The developers are considering per-use consumables/buffs that apply certain rider effects to basic weapon attacks.[11]
Basic attack | Icon | Weapon | Description |
---|---|---|---|
Greatsword basic attack | Greatsword | ||
Longbow basic attack | Longbow | A slower, powerful, longer range basic ranged attack. Tapping the basic attack button will shoot normally. Holding the basic attack button will charge the shot (and root the player) to cause added damage.[12][7][8] | |
Shortbow basic attack | Shortbow | A fast, low power, short range basic ranged attack. Holding down the basic attack button will repeatedly fire.[7][8] | |
Staff basic attack | Staff | ||
Wand basic attack | Wand |
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.[13][15][1][16][17][18][19]
- The combo system consists of a sequence of combat animations based on the weapon type, referred to as a combat animation montage.[4]
- Combos are triggered by performing basic weapon attacks (default Q or left-mouse-click).[10]
- 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.[4] – Steven Sharif
- The number of steps and passive effects that trigger during weapon combos can be customized in the weapon skill tree.[20][21]
- 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.[20] – Brian Ferguson
- Depending on class skill choice these effects will have synergy with the combat montage.[4]
- 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.[4] – Steven Sharif
- Weapon progression such as set bonuses may change at what level any proc effects occur and therefore enable different combo rotations.[4]
- 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.[4]
- 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.[4] – Steven Sharif
- Using a skill/ability other than a basic attack will in general reset the combo.[10]
- The developers are considering specific abilities that might be able to be used without resetting the combo system.[10]
- 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.[17] – Steven Sharif
- Certain weapon skills will be more synergistic with some archetypes than others.[22]
- Q: How will weapon combos work when the weapon doesn't necessarily fit the archetype? For instance, if I'm a Mage and I want to use a bow, how will that work?
- A: We're letting players make choices that may not mix as well as other choices; and that's okay. It presents some interesting horizontal options to the player, but at the same time there is going to be something for each archetype or class that's present within each of the weapon skill trees.[22] – Steven Sharif
Weapon skills
Weapon skills grant passive skills, proc effects, and status conditions, rather than usable skills on a player's action bar.[25] The more skill points that are allocated to the weapon tree, the greater a player's weapon familiarity with that specific weapon type.[26] 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.[27][28][29][25][30][31][16][32][4][33][34][35][17][36][37] This synergy also applies to active skills from other characters.[28][38]
- 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.[27] – Steven Sharif
- The weapon combo system determines special effects that proc based on weapon progression.[17][37]
- These procs may reduce or reset cooldowns on other skills on the player's hotbar.[10]
- Certain rotations can ensure the best chance of triggering a weapon proc, but there is no reliable way to ensure that proc activates.[39]
- Weapon progression such as set bonuses may change at what level any proc effects occur.[4]
- Our approach is not going to be providing skills through weapons. It's going to be providing skills through classes.[30] – Steven Sharif
- Players can spec into weapon skills on their weapon skill tree (also referred to as Combat skills[34], and Combat tree[35]) based on their preferred weapon types and the grade of the weapon.[26][31][16][32][33][35][34][17]
- Dual wielded weapons count as a single weapon type on the weapon skill tree.[39][40]
- Weapon skills will progress approximately 2-3 times faster than adventuring skills. This is subject to change and tuning during Alpha-2.[41]
- Q: With weapon leveling, does it mean you will level per weapon type or will it be per weapon; and if I get a better wand, for example, will I still have to level that up again?
- A: It's weapon type. So if you start advancing within the wand class of weapons, you will persist that progression across all wands that you acquire.[26]
- 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.[42]
- 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.[35] – Steven Sharif
Weapon skill trees
Weapon skill trees unlock passive skills, proc effects, and status conditions based on a player's experience with each weapon type.[27][28][29][25][30][31][16][32][4][33][34][35][17][36][37] These do not unlock skills that are usable on a player's action bar.[25]
- Maces, shortbows, longbows, one and two handed swords, wands, and spellbooks are all expected to have weapon skill trees with ~30+ nodes per nodes per tree starting in Alpha-2 phase 1.[43][44][45] Additional weapon skill trees will be available in Alpha-2 phase 2 and beyond.[43][46][43]
- Weapon skills will progress approximately 2-3 times faster than adventuring skills. This is subject to change and tuning during Alpha-2.[41]
- List of weapon skill trees
Hybrid combat
Hybrid combat refers to the choice between tab and action combat in Ashes of Creation.[48][50][51][52][53][54] A toggle button (default Z, but can be re-bound to another key) allows the player to switch between action and tab combat modes.[48][55][56][57][58]
- Targeted skills require either a soft or hard locked target.[48][60]
- Soft locking is when the reticle moves over a valid target while in action mode.[59] 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.[60]
- 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.[2][60]
- Templated skills allow "blind firing" without a target while in action mode. If an entity moves into the path of the attack they can be struck.[63][48][64][65][60]
- 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.[66] – Steven Sharif
Templated and targeted versions of skills will have different characteristics.[67][55][68][69][70]
- 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.[69] – 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.[71]
- Different ranks of the same skill can change the skill from tab to action or vice-versa.[72]
- Variables will change based on which version of a skill is chosen.[70]
- 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.[69]
See also
References
- ↑ 1.0 1.1 1.2 Video, April 28, 2023 (15:35).
- ↑ 2.0 2.1 2.2 Livestream, September 30, 2022 (49:16).
- ↑ 3.0 3.1 Podcast, September 29, 2021 (40:50).
- ↑ 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 Podcast, September 29, 2021 (47:57).
- ↑ 5.0 5.1 Livestream, March 29, 2024 (1:55:14).
- ↑ Interview, May 11, 2018 (16:32).
- ↑ 7.0 7.1 7.2 Video, September 30, 2022 (19:32).
- ↑ 8.0 8.1 8.2 Video, September 30, 2022 (10:44).
- ↑ 9.0 9.1 9.2 Livestream, April 28, 2023 (55:55).
- ↑ 10.0 10.1 10.2 10.3 10.4 Livestream, February 28, 2020 (1:10:21).
- ↑ Livestream, September 30, 2022 (46:17).
- ↑ Livestream, September 30, 2022 (26:42).
- ↑ 13.0 13.1 Video, March 29, 2024 (50:16).
- ↑ Video, March 29, 2024 (57:52).
- ↑ Video, December 19, 2023 (10:08).
- ↑ 16.0 16.1 16.2 16.3 Livestream, September 30, 2022 (43:45).
- ↑ 17.0 17.1 17.2 17.3 17.4 17.5 Livestream, January 30, 2020 (1:28:40).
- ↑ Livestream, January 18, 2018 (22:46).
- ↑
- ↑ 20.0 20.1 Video, December 19, 2023 (8:37).
- ↑ Livestream, September 24, 2021 (1:19:17).
- ↑ 22.0 22.1 Livestream, April 30, 2024 (45:31).
- ↑ Video, March 29, 2024 (47:43).
- ↑ Video, December 19, 2023 (7:26).
- ↑ 25.0 25.1 25.2 25.3 Livestream, October 14, 2022 (18:34).
- ↑ 26.0 26.1 26.2 Livestream, April 30, 2024 (50:27).
- ↑ 27.0 27.1 27.2 Livestream, January 31, 2024 (5:00).
- ↑ 28.0 28.1 28.2 Interview, July 9, 2023 (1:14:09).
- ↑ 29.0 29.1 Livestream, December 2, 2022 (56:09).
- ↑ 30.0 30.1 30.2 Livestream, June 30, 2022 (1:12:38).
- ↑ 31.0 31.1 31.2 Livestream, September 30, 2022 (53:15).
- ↑ 32.0 32.1 32.2 Video, September 30, 2022 (24:49).
- ↑ 33.0 33.1 33.2 Interview, February 7, 2021 (49:18).
- ↑ 34.0 34.1 34.2 34.3 Interview, July 19, 2020 (53:59).
- ↑ 35.0 35.1 35.2 35.3 35.4 Interview, July 18, 2020 (1:07:51).
- ↑ 36.0 36.1 February 8, 2019 - Questions and Answers.
- ↑ 37.0 37.1 37.2 Livestream, June 4, 2018 (1:11:19).
- ↑ Interview, July 29, 2020 (55:44).
- ↑ 39.0 39.1 Livestream, May 31, 2023 (1:12:58).
- ↑ Livestream, September 30, 2022 (1:13:23).
- ↑ 41.0 41.1 Livestream, April 30, 2024 (49:43).
- ↑ Livestream, September 29, 2023 (1:15:47).
- ↑ 43.0 43.1 43.2 43.3 Livestream, September 27, 2024 (1:01:12).
- ↑ 44.0 44.1 Blog - Guide to Alpha Two.
- ↑ 45.0 45.1 Livestream, August 16, 2024 (54:14).
- ↑ Livestream, August 16, 2024 (1:04:05).
- ↑ Video, September 30, 2022 (17:03).
- ↑ 48.0 48.1 48.2 48.3 48.4 48.5 Livestream, April 28, 2023 (53:58).
- ↑ Video, May 31, 2023 (11:20).
- ↑ Livestream, April 7, 2023 (49:45).
- ↑
- ↑ Livestream, August 27, 2021 (1:16:04).
- ↑ Livestream, June 25, 2021 (22:34).
- ↑ Livestream, November 16, 2017 (30:45).
- ↑ 55.0 55.1 Livestream, June 25, 2021 (27:43).
- ↑
- ↑ Livestream, August 28, 2020 (1:15:39).
- ↑ Livestream, April 30, 2020 (1:09:51).
- ↑ 59.0 59.1 59.2 Livestream, December 19, 2023 (1:15:00).
- ↑ 60.0 60.1 60.2 60.3 60.4 Video, September 30, 2022 (17:00).
- ↑ 61.0 61.1 Livestream, March 26, 2021 (59:21).
- ↑ Livestream, June 25, 2021 (26:11).
- ↑ Livestream, December 19, 2023 (1:18:49).
- ↑ Livestream, September 30, 2022 (52:33).
- ↑ Livestream, September 30, 2022 (48:10).
- ↑ Livestream, August 31, 2023 (2:22:01).
- ↑ 67.0 67.1 67.2 67.3 Livestream, September 30, 2022 (41:06).
- ↑ 69.0 69.1 69.2 Livestream, 2018-04-8 (PM) (37:57).
- ↑ 70.0 70.1 70.2 70.3 70.4 Podcast, August 4, 2018 (1:07:59).
- ↑ Livestream, January 27, 2023 (1:11:07).
- ↑ Livestream, August 28, 2020 (1:12:50).
- ↑ 73.0 73.1 73.2 Podcast, August 4, 2018 (1:11:05).
- ↑