Combat

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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
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 revamp

Alpha-1 split-body melee weapon combat sneak peek.[17]

I can move while swinging on this guy. I can back up then continue to attack him. Just have complete control over my character while attacking.[17]Steven Sharif

A revamped combat system will be rolled out during and post Alpha-1 testing based on player feedback.[18][19][11][12]

I just want to give kudos to the combat team, because in my opinion having played this and watched this and seen the community's response to it, they've done a great job in moving away from what was our direction prior to Alpha-1 to now having developed for Alpha-2 a significantly revamped combat experience; and I think it feels good and it plays well and it's fun.[18]Steven Sharif
  • The goal is to give more agency to the player and achieve a more fluid flow of combat with greater mobility when using abilities.[20][21]
  • The current hybrid tab and action combat system will remain after the revamp.[20]
  • This revamp will not represent the final form of combat, but will set the general direction that combat will be taking.[22]
  • The revamp will be iterative and will be rolled out to testers in different phases.[21]
  • The developers will be testing whether or not to use global cooldowns GCDs on different types of abilities during Alpha-2.[15]
    • As of July 2023 global cooldowns are not currently in the game.[23]
    • Instant cast abilities are referred to as off-global-cooldown or OGCD abilities.[23]

The revamped combat system will feature split-body animations, where the character's upper body can be locked by weapon attack animations while the lower body is free to continue moving.[17][24][13]

You'll be able to move forward while swinging your weapon; and this will allow you complete control over your weapon attacks for melee.[17]Steven Sharif

Alpha-1 combat was focused on core functionality rather than combat balance.[13] Alpha-2 combat will include archetypes, significant ability support, augments, split-body combat, weapon attacks, and many additional items, among other things.[14]

Hybrid combat

Ranger hybrid combat in Alpha-2.[26]

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.[27]Steven Sharif

Hard-locked friendly player target.[28]

Hybrid combat refers to the choice between tab and action combat in Ashes of Creation.[27][5][29][30][31][32] A toggle button (default Z, but can be re-bound to another key) allows the player to switch between action and tab combat modes.[27][33][20][34][35]

  • The action mode camera is tied to the to the player's reticle (crosshair).[36][27][37][38]
    • There will likely be a hotkey that when held down will allow free camera movement in action mode.[38]
    • In future the user will have the ability to choose from different reticle appearances.[36][39]
  • Targeted skills require either a soft or hard locked target.[27][37]
    • Soft locking is when the reticle moves over a valid target while in action mode.[36] The targeting plate will appear slightly grayed out to indicate that this is a soft-lock target. If the reticle moves away from the target or the target moves away from the reticle, the target is lost.[37]
    • Hard locking is when the player uses right-mouse on a soft-locked target in action mode, or when the player selects a valid target in tab mode. The targeting plate will not be grayed-out to indicate that a hard-lock target is selected. Unlike soft locking, if the target moves out of the reticle, the target is not lost. Tab will still cycle between hard-locked targets in action mode based on proximity priority.[40][37]
Q: Is the development team moving away from action combat, or is action combat more prevalent with the melee classes, and the healing/range classes are more tab-target other than AoE spells?
A: We have not moved away from our hybrid approach to the development of Ashes of Creation's combat; and specifically to reiterate: that approach is incorporating elements of skill shots, fast and reactive gameplay that is situationally relevant, and incorporates the camera mode of both tab-targeting as well as action combat reticle. That's something that is still in progress. We haven't moved away from that however. To note, our approach of that hybridization is going to incorporate things like templated skill-shots, directionally relevant activated abilities, along with the ability to dodge to roll projectiles that can impact collision. Those are elements of action combat that are present.[44]Steven Sharif

Templated and targeted versions of skills will have different characteristics.[45][33][46][47][48]

Skill progressions, skill point allocation is determined by the player. The player will be able to choose either more tab-target oriented skills or more action-based skills and customize their playable experience to what accommodates their preference. From a balancing standpoint for us developers, we need to make sure that certain abilities house certain functions so that there's a balance between skill shots and tab-target abilities.[47]Steven Sharif
  • Targeted skills will be greyed out if the target is not within a valid range but templated skills will generally require the player to assess the correct range for the skill.[49]
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.[47]
  • For the purposes of balance, certain skill types will be either tab or action oriented skills.[51]
    • Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[51][47]
    • Softer CC's would be housed in tab-targeted abilities.[51]
As an example: Let's say you're playing a ranged class. You could have an action-oriented power shot in your skill tree or you could have a single target power shot that ramps up and does more damage.[48]Steven Sharif

Targeted skills

Targeted skills require either a soft or hard locked target.[49][37]

  • Soft locking is when the reticle moves over a valid target while in action mode. The targeting plate will appear slightly grayed out to indicate that this is a soft-lock target. If the reticle moves away from the target or the target moves away from the reticle, the target is lost.[37].
  • Hard locking is when the player uses right-mouse on a soft-locked target in action mode, or when the player selects a valid target in tab mode. The targeting plate will not be grayed-out to indicate that a hard-lock target is selected. Unlike soft locking, if the target moves out of the reticle, the target is not lost. Tab will still cycle between hard-locked targets in action mode based on proximity priority.[40][37]
  • Targeted skills will be greyed out if the target is not within a valid range.[49]
  • The developers will be testing additional targeting methods, such as target-of-target as well as separate friendly and enemy targets, most likely during Alpha-2.[53]
Skill Icon Origin Description
Arcane Volley Arcane Volley (Active).png Mage Fires a volley of 7 arcane missiles at your target, dealing (35%πŸ’†) arcane damage each.[54][55]
Barrage Barrage Icon.png Ranger Fires a continual barrage of arrows at your target for 1.5 seconds, dealing 12% physical damage per arrow.[56]
Barrier Barrier.png Cleric Sacrifice 25% of your maximum health and apply that much temporary health to target ally for 10 seconds. Does not stack.[57][58]
Bear Trap Bear Trap Icon.png Ranger Spawn a Trap at the target location, which arms after 1 second. When an enemy triggers the Trap, they take damage and become Rooted for 2 seconds.[59]
Bless Weapon Bless Weapon.png Cleric Imbues your target's weapon with radiant light, granting them Bless Weapon. Weapon attacks deal an additional (5%πŸ’†) Radiant damage and apply Bless Weapon: Mana Regen.[60][61]
Blitz Blitz.png Fighter Charge directly toward target enemy, dealing Physical damage to the target on arrival.[62]
Chain Lightning Chain Lightning Icon clean.png Mage Release a powerful streak of lightning that hits your primary target and then chains outward to up to 5 nearby enemies from that target, dealing (175%πŸ’†) lightning damage to each and applies 20 stacks of Shocked to targets with Volatile.[63][64][65]
Condemn Condemn.png Cleric Stun target enemy for 3 seconds.[66][67]
Crippling Blow Crippling Blow.png Fighter Deal Physical damage and apply Snare to target enemy for 6 seconds.[68]
Dash (Ranger) Ranger speed Icon.png Ranger Dash a short distance in your movement direction. Available for 1s after completing a projectile attack.[ citation needed ]
Defiant Light Defiant Light.png Cleric Heal target ally for 50% of their maximum health over 10 seconds. If that target would receive fatal damage while under this effect, this effect is consumed and prevents that target's death, healing them for 25% of their maximum health instead.[69][70]
Deliverance Deliverance.png Cleric Held ability: Charges up healing energy that heals a target ally upon release, scaling in power the longer it is charged and the more % missing health of the target.[71][72]
Expeditious Barrage Expeditious Barrage Skill Tree IconAlpha.png Ranger Reduce Barrage's movement penalty while channeled.[73]
Fireball Fireball (Active).png Mage Hurl a ball of fire toward your target, dealing (100%πŸ’†) fire damage and applying Burning for (75%πŸ’†) fire damage. 3 charges.[74]
Firebolt Fireball (Active).png Mage Hurl a bolt of fire toward your target, dealing (100%πŸ’†) fire damage and applying Burning for (75%πŸ’†) fire damage. 3 charges.[75]
Flash Cure Flash Cure.png Cleric Instantly heal target ally. This may be used during other ability activations.[76][77]
Frostbolt Frostbolt (Active).png Mage Launch a bolt of frost towards your target, dealing (225%πŸ’†) ice damage. Applies Frozen if the target is Chilled.[78][79]
Headshot Headshot.png Ranger Deals 175% physical damage to target enemy.[80]
Healing Touch Healing Touch.png Cleric Heal target ally in melee range for a large amount of health.[81][82]
Judgment Judgment Icon2.png Cleric Cast a heal on target ally for a large amount of health. If this is cast on an enemy, it instead deals radiant damage to the target and applies 2 stacks of Burning.[83][84]
Knock Out Knock Out.png Fighter Knock out target enemy, putting them to sleep for 10 seconds. Any damage breaks the effect.[85]
Lethal Blow Lethal Blow.png Fighter Perform a powerful descending strike upon target enemy, dealing additional physical damage based on the amount of % missing health, up to 300% base damage.[86]
Lightning Strike Lightning Strike (Active).png Mage Held ability: Charge up a bolt of lightning to unleash upon your target, dealing (275%πŸ’†) lightning damage based on how long it was charged. Also applies 20 stacks of Shocked to targets.[87][88]
Longbow basic attack Bow basic attack.png 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.[89][90][91]
Mend Mend.png Cleric Instantly launch a healing projectile toward target ally. Each charge of this ability consumed after the first has no mana cost, and restores an increasing amount of mana to the caster based on the number of missing charges. Consecutive uses of the ability will gain bonus healing.[92][93]
Overpower Overpower.png Fighter Deal direct damage and apply Shaken to target enemy. This ability shares a cooldown with Brutal Cleave, and hitting an enemy with a weapon combo finisher refreshes the cooldown of this ability. +10 Combat Momentum.[94]
Protect Protect (Active).png Tank Intercept attacks that strike your friendly nearby target, redirecting half of the damage taken to you. Must be within 10ys to Protect. If this range is exceeded for more than 5 seconds, the effect ends.[95]
Resplendent Beam Resplendent Beam.png Cleric Held ability: Fire a beam of healing energy toward a target ally. Charging this spell allows the beam to bounce to up to 5 additional friendly targets closest to the original target, based on how long it was charged. The amount of healing is reduced for each subsequent target.[96][97]
Resurrect ResurrectionIcon.jpg Cleric Resurrect target ally with 25% of their max health and mana.[98][99][100][101]
Rupture Rupture.png Fighter Deal physical damage and apply a debuff to the target. While the debuff is active, the target acquires 5 wound stacks per second that they are moving. After 5 seconds, the target takes heavy damage, plus additional damage for each stack of wound it has.[102]
Scatter Shot Scatter Shot Icon.png Ranger Fires a spread of projectiles, dealing Physical Damage to every enemy target within a 20m cone in front of the caster.[103]
Shortbow basic attack Copper Shortbow Icon.png Shortbow A fast, low power, short range basic ranged attack. Holding down the basic attack button will repeatedly fire.[90][91]
Slam Slam.png Tank Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[104]
Slumber Slumber (Active).png Mage Applies Incapacitated to targets in a small area around the primary target. Lasts 10 seconds. [105][106][107]
Smite Smite.png Cleric Smite your target, dealing instant damage and applying a stack of Burning to target enemy. Has no cast time and deals increased damage if activated within melee range of the target. This attack always critically hits on targets under the effect of Condemn.[66][108]
Snipe Snipe New.png Ranger Charge a powerful ranged attack, dealing large damage after charging for 3 seconds. Deals 300% physical damage.[109]
Soothing Glow Soothing Glow.png Cleric Apply a healing over time effect to target ally. Reapplying this effect extends its duration on the target by its base duration value.[110][111]
Stalk Icon.png Ranger Stalk your target. Every 3 seconds, another stack of Stalk is applied to the target. Stalk stacks increase the efficacy and duration of the next Mark applied to the target. While Stalking, the Ranger has 10% additional increased damage per stack, up to a maximum of 50%.[ citation needed ]
Taunt Icon.png Tank Taunt target enemy, generating threat equal to your maximum health and applying the Humiliated status effect.[ citation needed ]
Thundering Shot Thundering Shot Icon.png Ranger Fires a lightning-infused projectile at your target, dealing 200% of your physical power as Lightning damage.[112]
Wings of Salvation Wings of Salvation.png Cleric Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[113][114] An ally is defined as any non-combatant player or non-mob NPC.[115]

Templated skills

Templated skills allow blind firing (free aim) without a target while in action mode. If a player moves into the path of the attack they can be struck.[41][42][43][37]

One of the differences between tab and action combat mode is you can launch projectiles in action combat mode as a blind fire option, and if a target or if something moves in the way between the time of that projectile launching and impacting either its max distance, or a piece of terrain, or another target, it's possible that players might move into that projectile.[43]Steven Sharif
  • Some templated skills may have template indicators, but in general will require the player to assess the correct range for the skill.[49]
If it is a templated ability, which means it's skill-based to use, you'll need to get a feel for those distances; and that's some skill-based learning where you get an idea for what those distances are. Some of those will have template indicators but they'll be very in-world and immersive. We're not utilizing more UI-centric looking indicators, but generally the AoE templates are meant to be skill-based.[49]Steven Sharif
Q: Why did you move away from arrows being projectiles?
A: We are still using projectiles, but we are using a locking mechanism in tab-targeting for those projectiles to home to the target should you have a valid angle in that perspective. The action side of that is that you can blind-fire projectiles.[41]Steven Sharif
Skill Icon Origin Description
Air Strike Air Strike New.png Ranger Leap a great distance forward and into the air while firing three projectiles in a line along the path, each dealing area damage and rooting targets hit for 3 seconds. Rotation control is enabled during cast.[118] The root effect is nature based.[119]
Arcane Circle Arcane Circle Icon.png Mage Place a powerful rune of magic upon the ground beneath you, grants Arcane Might while standing within. Lasts 10 seconds.[120]
Ball Lightning Ball Lightning Icon.png Mage Create a large ball of charged electricity that travels slowly forward, rapidly dealing (50%πŸ’†) lightning damage and applying Volatile to enemies it overlaps with.[121][122][10]
Battle Roar Battle Roar Icon.png Dragon The mount rears up in a stance of dominance, emitting a thunderous roar whilst flapping its wings forward twice. The first wing flap applies a 25% mitigation buff on allies, and the second applies a 25% power buff on allies, each buff lasting for 15 seconds.[123]
Blizzard Blizzard.png Mage Channel a massive blizzard around you, raining a barrage of hail shards upon your enemies while channeling. Periodically pulses Chilled to targets within the area. Each shard impact deals (50%πŸ’†) ice damage in a small area around it and applies Frozen to targets with Chilled.[124][125][121]
Brutal Cleave Brutal Cleave.png Fighter Perform a wide sweeping attack, dealing damage to all enemies in front of you. This ability shares a cooldown with Overpower, and hitting an enemy with a weapon combo finisher reduces its cooldown by 8 seconds. +10-20 Combat Momentum (based on number of targets hit) [126]
Cataclysm Cataclysm.png Fighter Deal heavy damage and apply Shaken to all enemies in a large area in front you. Shaken enemies have a 5% chance to Trip when hit, and the effect is removed when triggered. This chance doubles when hit by Riled targets.[127]
Concentrated Scatter Shot Multi-Scatter Shot Skill Tree IconAlpha.png Ranger Scatter Shot becomes a held ability. After being fully charged, you instead fire a single projectile in a forward line that pierces through enemies and deals significantly increased damage. 30m range.[128]
Cone of Cold Cone of Ice.png Mage Blasts a vortex of freezing wind in a cone in front of you, dealing (125%πŸ’†) ice damage and applying Frozen to targets with Chilled.[121][129][130]
Consecrating Wave Consecrating Wave.png Cleric Send forth a cone of radiance that deals radiant damage to all enemies while healing the ten nearest allies.[131][132]
Divebomb Divebomb Icon.png Dragon Launch into the air and then dive toward target location, dealing (100%οΎ’) physical damage and applying Tripped to enemies around you upon landing.[133]
Divine Flare Divine Flare.png Cleric Place a targeted area heal on the ground that heals all targets within after several seconds. Total healing is split between all targets hit.[134][135]
Ensnaring Vine Field Ensnaring Vine Field Icon.png Ranger Enemies are Snared while within Vine Field's area of effect.[136]
Fissure Mage Spell 7.png Mage Call forth a line of jagged earthen spikes in a line in front of you, dealing (175%πŸ’†) pierce damage, applying Staggered, and launching each enemy hit.[137]
Grapple Grapple Icon.png Tank Takes aim for a moment before hurling a hooked chain in a line, damaging the first target it contacts and immediately pulling them to the caster. The target suffers a tapering snare for 3 seconds.[138][139]
Greatsword basic attack Greatsword Auto Attack Icon.png Greatsword
Hunt of the Bear Hunt of the Bear.png Ranger Call forth the spirit of the bear, imbuing yourself with increased physical mitigation.[140]
Hunt of the Raven Hunt of the Raven.png Ranger Call forth the spirit of the raven, imbuing yourself with increased physical penetration.[141]
Hunt of the Tiger Hunt of the Tiger.png Ranger Call forth the spirit of the tiger, imbuing yourself with 10% increased critical damage.[142]
Inciting Strikes IncitingStrikesIcon.png Tank Slashes twice in a forward cone while adding additional threat.[143]
Leap Strike Leap Strike.png Fighter Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[144]
Longbow basic attack Bow basic attack.png 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.[89][90][91]
Lunging Assault Lunging Assault.png Fighter Spend 15 Combat Momentum to lunge in a direction a short distance and perform an upward swing upon arrival, dealing damage to enemies in front of you. You are immune to hard crowd control effects while performing this ability.[145]
Magma Field (Lavastorm).png Mage Erupts the earth at target location, forming a boiling pool of lava that deals (30%πŸ’†) fire damage and applies Burning at (50%πŸ’†) fire damage power every 2 seconds to enemies within the area. Lasts 8.1 seconds.[146]
Maim Maim.png Fighter Perform a powerful melee strike in a short forward cone, dealing physical damage to all targets hit, plus 100% additional damage to recently tripped targets.[147]
Mark of the Bear Mark of the Bear.png Ranger Marks the target, reducing their mitigation by 25%.[148]
Mark of the Raven Mark of the Raven.png Ranger Marks the target, triggering bonus damage every time the target is hit. The lower the health on the target is, the higher the damage.[149]
Mark of the Tiger Mark of the Tiger Icon clean.png Ranger Marks the target, increasing critical chance versus the target by 50%.[150]
Meteor (Meteor Shower).png Mage Conjures a massive flaming rock before sending it hurling toward target location. Upon impact, it deals (300%πŸ’†) fire damage and applies Conflagrating to targets with Burning. [151]
Piercing Shot Piercing Shot.png Ranger Fire a projectile that travels in a straight line, piercing through and damaging all enemies in its path.[152]
Quake Quake.png Mage Held ability: Slam down, causing a powerful earthquake around your character that deals (200-500%πŸ’†) bludgeon damage depending on how long it was charged. Additionally this ability applies Staggered to all enemies around the caster, unless fully charged, in which case it applies Tripped.[153]
Raining Death Raining Death reskin.png Ranger Fires a dense rain of arrows 20 meters ahead, dealing high damage. Deals more damage to more distant targets.[154]
Refreshing Headshot Mortal Headshot Skill Tree IconAlpha.png Ranger Headshot refunds 4 seconds of its cooldown when it hits a Marked target.[155]
Scatter Shot Scatter Shot Icon.png Ranger Fires a spread of projectiles, dealing Physical Damage to every enemy target within a 20m cone in front of the caster.[103]
Shield Assault ShieldAssaultIcon.png Tank Bashes the target with your shield, dealing damage and applying the shaken condition. If the target is already suffering from the shaken condition, stun the target instead.[156]
Shortbow basic attack Copper Shortbow Icon.png Shortbow A fast, low power, short range basic ranged attack. Holding down the basic attack button will repeatedly fire.[90][91]
Snipe Snipe New.png Ranger Charge a powerful ranged attack, dealing large damage after charging for 3 seconds. Deals 300% physical damage.[109]
Tremoring Bellow TremoringBellowIcon.png Tank Releases a thundering shout in a forward cone, applying the staggered condition on enemy targets. Also stomps the ground dealing damage around the caster and tripping enemies affected by the snared condition.[157]
Vine Field Vine Field reskin.png Ranger Summons 3 fields of grabbing vines, one at the target location every .5s for 1.5s. Targets hit are damaged for 10% physical damage and snared for 3s, reducing their movement speed by 40%. Targets that have more than 10s of snare duration are rooted. This effect can only trigger once per target.[158]
Whirlwind Whirlwind.png Fighter Channeled Ability: Deal physical damage to all enemies around the caster with each spin while channeled, increasing the spin rate the longer it is channeled. The caster is immune to hard disabling effects while spinning. Activate the ability again to end channeling early.[159]

Hitboxes

The developers are testing different approaches to accommodate varying hitboxes between the races.[160]

  • There may be a single unified hitbox with some exceptions or some special collision rules as opposed to having different sized hitboxes.[160]

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.[160]Jeffrey Bard

There aren't separate types of hitbox categories in the Ashes of Creation MMORPG as there were in Ashes of Creation Apocalypse.[160]

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.[160]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.[161]

Cleaving

Weapon attack cone in Alpha-1.[34]

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.[34]Steven Sharif

All weapons have a forward attack cone, regardless of being in tab or action mode.[34]

Polearms for example will have a much wider arc and much further out. Daggers will have a more fine-tuned arc, so you have to be more precise in that regard.[34]Steven Sharif

This is described as a weapon attack not an active skill.[34]

Indirect fire skills

Alpha-2 Chain Lightning arcing around an environmental obstacle.[163]

Indirect fire skills are targeted skills where the projectiles may path around obstructions that are not in line-of-sight, so long as the maximum distance travelled for the skill is not exceeded.[164][163][165]

  • This is a prototype concept that is subject to testing and balancing.[165]
  • A limited number of these may exist throughout different class kits.[165]
Some abilities might have indirect fire. So, if you have let's say a Archer or Ranger who has the ability to select a Mage as their secondary class; and they might want to augment a Snipe ability in order to go around a corner like an Arcane Archer might have... Some abilities might not care about that line-of-sight. They might care the distance to the target around the corner, or the path that it's taking; and if it's outside that path is too long it might not be able to reach them of course.[164]Steven Sharif
Skill Icon Origin Description
Chain Lightning Chain Lightning Icon clean.png Mage Release a powerful streak of lightning that hits your primary target and then chains outward to up to 5 nearby enemies from that target, dealing (175%πŸ’†) lightning damage to each and applies 20 stacks of Shocked to targets with Volatile.[63][64][65]
Headshot Headshot.png Ranger Deals 175% physical damage to target enemy.[80]

Time to kill

Caravan PvP in Alpha-2.[166]

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.[167]Steven Sharif

  • Time to kill (TTK) in 1v1 PvP is expected to be between 10 and 30 seconds for same level players with equivalent gear, but this can vary based on the archetypes in question.[168][167] Previously it was stated that the TTK was expected to be around 30 seconds to a minute.[169]
Q: What is the intended time-to-kill in both 1v1 or group PvP scenarios?
A: If I were to say average TTK between same level characters and average gear score, I would say that we're probably talking anywhere from 10 to 15 seconds upwards of 30 seconds, depending on the archetype. So, obviously the more restorative archetypes, like a Cleric or whatever, might be able to last longer, or a Tank might be able to last longer if they're facing another Tank or if they're facing another Cleric. Then it's going to be a 'whiffle bat fest' or something. And then, if you're talking about two DPS against each other, that's going to be real fast. So I would say that's generally the intent. Now what does that mean when talking about group play? That means that if you are really organized in the way that you have um targeting and target assists and that you call- raid calling, there is opportunities there to have multiple DPSs take out a target real quick. And because of that type of precision gameplay, it really raises the skill ceiling when talking about organization and how players play with each other, because now the room for error is smaller; and that is something that I think is important in any competitive style of game which a PvX game is relatively competitive. So that's why we tend to go on the smaller TTK side.[168]Steven Sharif
  • Average non-elite mob PvE time-to-kill for a solo player is intended to be around 6 seconds.[172]

Headshot mechanics

Headshot mechanics (where there is a specific hitbox for a player's head) are not planned for the Ashes of Creation MMORPG.[160][173][174]

Gear inspection/ Threat assessment

You decide to gank the player, but find out that you have been ambushed![178]

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.[179][180][181]

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.[182]Steven Sharif
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.[181]Steven Sharif

Character nameplate

Nameplate in the Alpha-2 party UI.[186]

The icon in the corner next to Steven's nameplate: that little icon is actually his secondary archetype that he hasn't unlocked.[187]Margaret Krohn

Alpha-2 nameplates, targeting plates, and raid frame UI.[188]

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.[188]Steven Sharif

Nameplates are displayed above the head.[189]

You can set nameplates to always appear. You can set it to only appear on targets. You can set it to only appear on targets that have taken damage. You can set it to only appear on targets that are aggroing you or your party members. You can set it for your allies, for yourself, for whatever: There's a lot of highly customizable options that are currently in the game.[200]Steven Sharif

Nameplates in the party UI indicate the player's choice of secondary archetype.[187]

  • A padlock icon indicates that the secondary archetype is not yet unlocked.[187]

Mobility

Revamped Alpha-1 Mage Fireball ability.[21][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.[21]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.[204]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.[204][206]
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.[206]Steven Sharif
That's the cat-and-mouse of these abilities. Like we've seen with the Ranger, they have a backflip, they have their Airdrop [sic] ability. The Mage has teleportation. There are going to be abilities that are tit-for-tat; and managing the resource of those abilities and the timing of when you use them to either correlate to your opponent's use of those things, or to save them for yourself when you want to get away, that's part of what makes the engagements dynamic and different each time.[209]Steven Sharif
  • The ability to prone is not be in the game.[198][212]
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.[214]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.[215]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.[216]Steven Sharif
Skill Icon Origin Description
Air Strike Air Strike New.png Ranger Leap a great distance forward and into the air while firing three projectiles in a line along the path, each dealing area damage and rooting targets hit for 3 seconds. Rotation control is enabled during cast.[118] The root effect is nature based.[119]
Blink Blink.png Mage Instantly teleport 20 meters in the direction you are moving.[217][218]
Blitz Blitz.png Fighter Charge directly toward target enemy, dealing Physical damage to the target on arrival.[62]
Call of the Wild Call of the Wild Icon.png Ranger Remove all movement impairing effects and increase movement speed by 20% for 8 seconds. Snares and Roots effects applied to the caster are ignored.[219]
Caravan Trail Speed Bonus Trail Speed Bonus.png Caravan Minor speed boost for travelling on a simple trail.[220]
Dash (Ranger) Ranger speed Icon.png Ranger Dash a short distance in your movement direction. Available for 1s after completing a projectile attack.[ citation needed ]
Exert Exert.png Fighter Consume your Combat Momentum rapidly, gaining 20% increased attack and movement speed and immunity to disabling effects while active. Must have at least 20 Combat Momentum to activate, and the effect ends when all Combat Momentum is fully depleted.[221]
Form Of Celerity Form of Celerity.png Fighter While in this form, the caster receives +2% Movement Speed per 10 Combat Momentum, up to a maximum of +20%. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.[222]
Form Of Fluidity Form of Fluidity.png Fighter While in this form, the caster receives +4% Disable Resistance Chance per 10 Combat Momentum, up to a maximum of +40%. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.[223]
Leap Strike Leap Strike.png Fighter Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[144]
Lunging Assault Lunging Assault.png Fighter Spend 15 Combat Momentum to lunge in a direction a short distance and perform an upward swing upon arrival, dealing damage to enemies in front of you. You are immune to hard crowd control effects while performing this ability.[145]
Recharging Lunging Assault Recharging Lunging Assault Skill Tree IconAlpha.png Fighter Lunging Assault gains an additional charge and generates 5 additional Combat Momentum when dealing damage to one or more enemies.[224]
Shield Assault ShieldAssaultIcon.png Tank Bashes the target with your shield, dealing damage and applying the shaken condition. If the target is already suffering from the shaken condition, stun the target instead.[156]
Speed Boost Speed Boost.png Caravan Gives the caravan a temporary speed boost.[225]
Unstoppable Exert Reinvigorating Exert Skill Tree IconAlpha.png Fighter Exert additionally breaks all hard control effects on the caster, and may be used any time while under a hard controlling effect.[226]
Whirlwind Whirlwind.png Fighter Channeled Ability: Deal physical damage to all enemies around the caster with each spin while channeled, increasing the spin rate the longer it is channeled. The caster is immune to hard disabling effects while spinning. Activate the ability again to end channeling early.[159]
Wings of Salvation Wings of Salvation.png Cleric Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[113][114] An ally is defined as any non-combatant player or non-mob NPC.[115]

Player movement

  • There is a toggleable walk/run (autorun) capability.[234]
  • There is not going to be any "go to waypoint" (auto-pathing) mechanics.[235]

Collision

There are player and spell/projectile collision mechanics in Ashes of Creation.[239][116][240]

  • 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.[241][240]
  • Specific ranged skills will have a pushback effect but this is not inherent to all ranged abilities.[243]
  • Player collision inherently limits the number of individuals that can be affected by AoE skills.[239]
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.[116]Steven Sharif

Weapon weights

Weapon weight refers to how the mass of a weapon affects its performance during combat.[205]

There is a balance between player motion and agency as we call it and weapon weightedness- that almost locked-in-place rooted position- the heavier the weapon is, the more restrictions you want to place on that player agency to showcase the rooted effect: That weight- that heavyweight aspect; and so what we've done by presenting you guys with both the dual daggers and the two-handed weapon is we've shown the range between that complete player agency: a player agency in the light weapon attacks that's the dual daggers, and the maximum range of of rootedness or weightedness that's present on the two-handed weapon; and that's the spectrum in which our basic melee combat will exist within. So if there are medium weapon groups that exist in-between there, it's going to be somewhere in between that spectrum.[245]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

Active dodging is a universal skill that is able to be unlocked by all archetypes.[228][229][232]

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.[231]Steven Sharif

Active blocking

Tank active blocking with a Shield in Alpha-2.[252]

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.[253]Tradd Thompson

Active blocking is a universal skill that is able to be unlocked by all archetypes.[228][254][246][230][247][253][232]

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.[255]Steven Sharif
  • Some abilities may be able to overcome, surpass, or cancel active blocking.[246]
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.[246]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.[256][257]

Combat abilities

The aspiration for combat is for abilities to have corresponding counter-play abilities.[259]

  • The goal is to have special animations for parrying, blocking and evading.[260]

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.[260]Jeffrey Bard

Basic attacks

Alpha-2 Mage demonstrating a Frostbolt, Lightning Strike, and Wand weapon attack combo.[79]

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.[79]Keenan Reimer

Basic attacks are triggered for the equipped primary weapon by pressing Q or left-clicking the mouse (these buttons can be re-bound by the player).[40][261][262]

  • Different weapon types have different basic attacks.[90][91]
  • Weapons with projectile attacks are capable of blind firing without having a target.[117]
    • 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.[117]
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.[117]Steven Sharif
Basic attack Icon Weapon Description
Greatsword basic attack Greatsword Auto Attack Icon.png Greatsword
Longbow basic attack Bow basic attack.png 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.[89][90][91]
Shortbow basic attack Copper Shortbow Icon.png Shortbow A fast, low power, short range basic ranged attack. Holding down the basic attack button will repeatedly fire.[90][91]
Staff basic attack StaffBasicAttackIcon.png Staff
Wand basic attack WandBasicAttackIcon.png Wand

Crowd control

Crowd control (CC/mezzing) abilities include root, snare, stun, sleep and slow.[267][259]

  • 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.[268]
  • Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own health pool and other stats.[269]
    • In Alpha-1 testing mounts were not separate from the player.[269]
There's also going to be effects that just stun the mount or stun you on the mount.[269]Steven Sharif
Skill Icon Origin Description
Air Strike Air Strike New.png Ranger Leap a great distance forward and into the air while firing three projectiles in a line along the path, each dealing area damage and rooting targets hit for 3 seconds. Rotation control is enabled during cast.[118] The root effect is nature based.[119]
Ancestral Bolas Ancestral Bolas.png Tank Throws a magical web of bolas at the target location. All enemies within are snared and build additional hate towards the tank every second. Enemies entering or exiting the radius will be tripped.[272]
Chain Lightning Chain Lightning Icon clean.png Mage Release a powerful streak of lightning that hits your primary target and then chains outward to up to 5 nearby enemies from that target, dealing (175%πŸ’†) lightning damage to each and applies 20 stacks of Shocked to targets with Volatile.[63][64][65]
Chains of Restraint Chains of Restraint Icon2.png Cleric Call forth spectral chains in a target area that stagger enemies within or stun enemies already under the staggered effect, then leave behind an area that deals radiant damage each second over 8 seconds.[273][274]
Charge (Tank) Tank 5 Icon.png Tank Channeled Ability: Charge forward in the direction you are facing. Enemies you collide with take damage and become Staggered. Charge will be canceled if another ability is activated or if the Charge key is pressed again.[ citation needed ]
Condemn Condemn.png Cleric Stun target enemy for 3 seconds.[66][67]
Crippling Blow Crippling Blow.png Fighter Deal Physical damage and apply Snare to target enemy for 6 seconds.[68]
Fissure Mage Spell 7.png Mage Call forth a line of jagged earthen spikes in a line in front of you, dealing (175%πŸ’†) pierce damage, applying Staggered, and launching each enemy hit.[137]
Grapple Grapple Icon.png Tank Takes aim for a moment before hurling a hooked chain in a line, damaging the first target it contacts and immediately pulling them to the caster. The target suffers a tapering snare for 3 seconds.[138][139]
Imbue Ammo: Weighted Imbue Ammo-Weighted.png Ranger Imbues your ammunition with weight. Enemies hit by your bow attacks suffer the Snared status effect, reducing their movement speed by 50%. Each application applies 3 seconds of duration to the target, up to a maximum of 12 seconds. 10 charges.[275]
Knock Out Knock Out.png Fighter Knock out target enemy, putting them to sleep for 10 seconds. Any damage breaks the effect.[85]
Leap Strike Leap Strike.png Fighter Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[144]
Quake Quake.png Mage Held ability: Slam down, causing a powerful earthquake around your character that deals (200-500%πŸ’†) bludgeon damage depending on how long it was charged. Additionally this ability applies Staggered to all enemies around the caster, unless fully charged, in which case it applies Tripped.[153]
Slam Slam.png Tank Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[104]
Slumber Slumber (Active).png Mage Applies Incapacitated to targets in a small area around the primary target. Lasts 10 seconds. [105][106][107]
Tremoring Bellow TremoringBellowIcon.png Tank Releases a thundering shout in a forward cone, applying the staggered condition on enemy targets. Also stomps the ground dealing damage around the caster and tripping enemies affected by the snared condition.[157]
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.[259]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.[259]Jeffrey Bard
  • Soft CC's are in the tab-targeted abilities.[279]

Crowd control breaks

All archetypes will have their own versions of crowd control breaks.[271]

Skill Icon Origin Description
Exert Exert.png Fighter Consume your Combat Momentum rapidly, gaining 20% increased attack and movement speed and immunity to disabling effects while active. Must have at least 20 Combat Momentum to activate, and the effect ends when all Combat Momentum is fully depleted.[221]
Lunging Assault Lunging Assault.png Fighter Spend 15 Combat Momentum to lunge in a direction a short distance and perform an upward swing upon arrival, dealing damage to enemies in front of you. You are immune to hard crowd control effects while performing this ability.[145]
Unstoppable Exert Reinvigorating Exert Skill Tree IconAlpha.png Fighter Exert additionally breaks all hard control effects on the caster, and may be used any time while under a hard controlling effect.[226]
Whirlwind Whirlwind.png Fighter Channeled Ability: Deal physical damage to all enemies around the caster with each spin while channeled, increasing the spin rate the longer it is channeled. The caster is immune to hard disabling effects while spinning. Activate the ability again to end channeling early.[159]

Aggro abilities

Threat (Aggro/Hate) is generated based on damage done, healing done, and modifiers on certain abilities.[280][281]

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.[282]Steven Sharif
  • Detargeting is the act of removing hate/threat/aggro from an enemy.[282]
  • There will be a Taunt skill available at higher levels than what has been previewed so far for Alpha-2.[283]
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.[280]Steven Sharif
Skill Icon Origin Description
Ancestral Bolas Ancestral Bolas.png Tank Throws a magical web of bolas at the target location. All enemies within are snared and build additional hate towards the tank every second. Enemies entering or exiting the radius will be tripped.[272]
Grapple Grapple Icon.png Tank Takes aim for a moment before hurling a hooked chain in a line, damaging the first target it contacts and immediately pulling them to the caster. The target suffers a tapering snare for 3 seconds.[138][139]
Inciting Strikes IncitingStrikesIcon.png Tank Slashes twice in a forward cone while adding additional threat.[143]
Reflect Tank Shift 4 Icon.png Tank You brace for the next hit, doubling your block mitigation rating. The first incoming attack within the next 3 seconds is reflected back to the attacker, dealing damage plus additional damage based on the amount of damage taken by the deflected attack, up to a maximum total. Generates 200% additional threat.[ citation needed ]
Shield Assault ShieldAssaultIcon.png Tank Bashes the target with your shield, dealing damage and applying the shaken condition. If the target is already suffering from the shaken condition, stun the target instead.[156]
Slam Slam.png Tank Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[104]
Taunt Icon.png Tank Taunt target enemy, generating threat equal to your maximum health and applying the Humiliated status effect.[ citation needed ]

AoE skills

AoE skills will have some form of diminishing returns that will be tuned based on testing and player feedback during Alpha-2.[239][285]

If you have that check-box for flagging with your AOEs and heals available then you will flag. If you do not have that box checked then on completion of the skill it will not flag you because the check was made at the start that there was a flagged party member; and then he will not he or she will not receive the beneficial effect as a result or the damage, if it's an offensive spell.[289]Steven Sharif
We have a few ideas on how we want to approach AoEs. There's a vein of thought that is regarding diminishing returns [on] maximum number of targets. I'm not a huge fan of that. There is a diminishing return as it applies to damage conveyed. There is just the fact that we're a collision-based game and there's a limited number of bodies that can be located in a particular choke point, or in proximity. There's still things that we're testing especially as part of Alpha 2 that we'll likely be testing and want to get player feedback on as it relates to curbing the AoE approach of most raid comps; and a lot of different games have done a lot of different things to achieve that. We're going to be testing a lot of these different directions and finding which works best for Ashes.[285]Steven Sharif
Skill Icon Origin Description
Aegis Aegis New Icon.png Tank Instantly dispels all negative effects on the caster, then creates a protective dome behind the tank for 15 seconds, transferring 50% of all damage received by targets within the area to the tank instead. All targets within the cone also receive increased status effect resistance for the duration.[290]
Air Strike Air Strike New.png Ranger Leap a great distance forward and into the air while firing three projectiles in a line along the path, each dealing area damage and rooting targets hit for 3 seconds. Rotation control is enabled during cast.[118] The root effect is nature based.[119]
Ancestral Bolas Ancestral Bolas.png Tank Throws a magical web of bolas at the target location. All enemies within are snared and build additional hate towards the tank every second. Enemies entering or exiting the radius will be tripped.[272]
Blizzard Blizzard.png Mage Channel a massive blizzard around you, raining a barrage of hail shards upon your enemies while channeling. Periodically pulses Chilled to targets within the area. Each shard impact deals (50%πŸ’†) ice damage in a small area around it and applies Frozen to targets with Chilled.[124][125][121]
Brutal Cleave Brutal Cleave.png Fighter Perform a wide sweeping attack, dealing damage to all enemies in front of you. This ability shares a cooldown with Overpower, and hitting an enemy with a weapon combo finisher reduces its cooldown by 8 seconds. +10-20 Combat Momentum (based on number of targets hit) [126]
Cataclysm Cataclysm.png Fighter Deal heavy damage and apply Shaken to all enemies in a large area in front you. Shaken enemies have a 5% chance to Trip when hit, and the effect is removed when triggered. This chance doubles when hit by Riled targets.[127]
Chain Lightning Chain Lightning Icon clean.png Mage Release a powerful streak of lightning that hits your primary target and then chains outward to up to 5 nearby enemies from that target, dealing (175%πŸ’†) lightning damage to each and applies 20 stacks of Shocked to targets with Volatile.[63][64][65]
Collect Cargo Collect Cargo Icon.png Caravan Pick up cargo nearest the mouse location and add them to your caravan's storage if there's enough room.[291]
Communal Restoration Communal Restoration Icon2.png Cleric Restore health equal to (150%πŸ’†) (healing) to all party members in range and apply Communal Restoration.[292]
Cone of Cold Cone of Ice.png Mage Blasts a vortex of freezing wind in a cone in front of you, dealing (125%πŸ’†) ice damage and applying Frozen to targets with Chilled.[121][129][130]
Consecrating Wave Consecrating Wave.png Cleric Send forth a cone of radiance that deals radiant damage to all enemies while healing the ten nearest allies.[131][132]
Divine Flare Divine Flare.png Cleric Place a targeted area heal on the ground that heals all targets within after several seconds. Total healing is split between all targets hit.[134][135]
Ensnaring Vine Field Ensnaring Vine Field Icon.png Ranger Enemies are Snared while within Vine Field's area of effect.[136]
Fissure Mage Spell 7.png Mage Call forth a line of jagged earthen spikes in a line in front of you, dealing (175%πŸ’†) pierce damage, applying Staggered, and launching each enemy hit.[137]
Inciting Strikes IncitingStrikesIcon.png Tank Slashes twice in a forward cone while adding additional threat.[143]
Leap Strike Leap Strike.png Fighter Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[144]
Magma Field (Lavastorm).png Mage Erupts the earth at target location, forming a boiling pool of lava that deals (30%πŸ’†) fire damage and applies Burning at (50%πŸ’†) fire damage power every 2 seconds to enemies within the area. Lasts 8.1 seconds.[146]
Maim Maim.png Fighter Perform a powerful melee strike in a short forward cone, dealing physical damage to all targets hit, plus 100% additional damage to recently tripped targets.[147]
Meteor (Meteor Shower).png Mage Conjures a massive flaming rock before sending it hurling toward target location. Upon impact, it deals (300%πŸ’†) fire damage and applies Conflagrating to targets with Burning. [151]
Quake Quake.png Mage Held ability: Slam down, causing a powerful earthquake around your character that deals (200-500%πŸ’†) bludgeon damage depending on how long it was charged. Additionally this ability applies Staggered to all enemies around the caster, unless fully charged, in which case it applies Tripped.[153]
Raining Death Raining Death reskin.png Ranger Fires a dense rain of arrows 20 meters ahead, dealing high damage. Deals more damage to more distant targets.[154]
Scatter Shot Scatter Shot Icon.png Ranger Fires a spread of projectiles, dealing Physical Damage to every enemy target within a 20m cone in front of the caster.[103]
Slumber Slumber (Active).png Mage Applies Incapacitated to targets in a small area around the primary target. Lasts 10 seconds. [105][106][107]
Thundering Shot Thundering Shot Icon.png Ranger Fires a lightning-infused projectile at your target, dealing 200% of your physical power as Lightning damage.[112]
Tremoring Bellow TremoringBellowIcon.png Tank Releases a thundering shout in a forward cone, applying the staggered condition on enemy targets. Also stomps the ground dealing damage around the caster and tripping enemies affected by the snared condition.[157]
Vine Field Vine Field reskin.png Ranger Summons 3 fields of grabbing vines, one at the target location every .5s for 1.5s. Targets hit are damaged for 10% physical damage and snared for 3s, reducing their movement speed by 40%. Targets that have more than 10s of snare duration are rooted. This effect can only trigger once per target.[158]
Whirlwind Whirlwind.png Fighter Channeled Ability: Deal physical damage to all enemies around the caster with each spin while channeled, increasing the spin rate the longer it is channeled. The caster is immune to hard disabling effects while spinning. Activate the ability again to end channeling early.[159]

Animation cancelling

Animation cancelling will not be a combat mechanic in Ashes of Creation.[293][294]

Combat stances

The use of weapon stances in game is likely.[295]

Combat RNG

RNG elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[296]

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.[297]Jeffrey Bard

Balancing

Game balance in Ashes of Creation is group focused not based on 1v1 combat.[298][299][300][301]

Q: As we start to see more talent trees and abilities I wonder how Ashes of Creation will handle unique playstyles and (maybe) "different" builds. For example, will we see (unique) Items and/or enchants which support a "Health instead of mana as resource" build? With class skill trees, augments, and weapon talent trees, won't there be too many playstyles to balance?
A: Will there be a variety? Yes, there will be many varieties. The the approach with regards to a player being able to customize how their archetype and how their weapon and choices and gear choices interact with the broader ecosystem of other players and the encounter designs is to provide maximum flexibility for the types of decisions you can make as a player. Those are the types of scenarios I find most intriguing from a balance perspective, where historically what we've talked about is we're not trying to balance everything. That is not the goal. This is definitely not a goal for it to be balanced in a 1v1 scenario. Our balance is definitely more focused around group composition. And when we say 'group composition', what we mean is having present a number of the archetypes; and those archetypes aren't going to stand on equal footing with each other. There is going to be a rock-paper-scissors design when it comes to innate advantages that certain archetypes have over each other; and giving or affording the customization options lets you flirt a bit with where your rock-paper-scissor lines live. Perhaps you are a little bit better against the rock, as a scissor would normally be; and that's because you've made certain selections in either your archetype skill tree, your passives, your weapon selection, your gear choices: Those are all pieces of a puzzle that interact with the overarching balance choices between these different rock-paper-scissor designs. So, I think modern MMO gameplay has has moved away from that. They want everyone to harness the same power from a 1v1 perspective and I don't find that interesting.[298]Steven Sharif
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.[301]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.[302]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.[299]Steven Sharif
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.[300]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.[311]Steven Sharif

Roles

Ashes of Creation has the traditional trinity of Tank, DPS (damage dealers) and Support (healer or non-healer) roles.[312][313][314]

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.[315]Steven Sharif

Synergies

Synergies exist between class skills, weapon skills, passive skills, proc effects, and status conditions.[316][317][318][319][320][321][322][262][22][323][324][325][326][327] These synergies also apply to active skills from other characters.[316][316][317][328]

Different abilities put status effects on creatures and then you can exploit those. Not only you can exploit that, anybody who's fighting with you can exploit them.[316]Margaret Krohn
Q: How much do you intend for those sort of synergy things to be done within one class, one character's kit, versus how much do you intend for them to be working with the other characters, the other archetypes and specializations to promote their things, or to also make sure you don't step on their feet and accidentally promote something they're trying to maximize?
A: When we talk about status conditions or keyword conditions and the promotion of those effects, there is going to be the bread and butter that each class kid has access to; and when they're creating the type of rotation with their ability system, they're going to want to emphasize those interactions that amplify or promote a particular type of status condition. So they'll have within the kit to their own interactions that they'll be able to leverage. But then in addition to that, they're going to have keyword status effects that help to either promote other classes' keyword status effects, or are the executed promotions of other classes initial status conditions. And when you think about the intent of the design: the intent of the design is that players are servicing themselves from a solo perspective when they want to go out and solo grind and solo experience and fulfill the quests. But when they come together to form a party to encounter group content, or a raid to encounter raid content: that the interconnectivity between those classes synergizes with these keyword promotions and/or effects; and there's a way to execute on that, that is successful and is effective, or a way that's not. And that's the skill ceiling/skill cap that requires interaction and cooperation and synchronization between, because there are limited time windows in which those keywords can get emphasized or executed upon when utilizing the ability.[317]Steven Sharif
When you think about it, it's very much a musical endeavor. When you think about a symphony or a concert, those instruments working with eachother to formulate this highly effective and very visceral experience of this music chain. When you accomplish that in combat, it's going to be noticeable; and that's the desire, is let's reward- let's dopamine hit when players are effective in their skill when executing on these ideas.[329]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.[330]

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.[330]Steven Sharif
  • Increasing difficulty ratings inspire more of a traditional vertical power progression that is common in other MMOs.[332][331]
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.[331]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.[333]
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.[333]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.[334]

Weapon combo system

Alpha-2 greatsword weapon combo animation.[335]

Whenever you get stab hits on the third and the fourth hit, those are actually procs. So, if you connect with the second hit of that proc hit you'll receive the additional effects, but you actually have to connect with a monster or player to receive the effect; and I think the proc rate is at a static 25 percent right now. We're looking at other ways to scale that. Maybe it scales with a stat, or maybe it scales with additional nodes, but right now it's kind of low.[336]Brian Ferguson

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.[335][337][79][321][325][338][339]

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.[262]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.[340]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.[262]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.[262]
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.[262]Steven Sharif
  • Using a skill/ability other than a basic attack will in general reset the combo.[265]
    • The developers are considering specific abilities that might be able to be used without resetting the combo system.[265]
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.[325]Steven Sharif
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.[342]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.[343][317][318][344][319][320][321][322][262][22][323][324][325][326][327] These do not unlock skills that are usable on a player's action bar.[344]

List of weapon skill trees

Switching gear

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.[347]Steven Sharif
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.[353]Steven Sharif

Raid mechanics

Boss fights will have fairly intricate mechanics.[359]

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.[359]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.[361]Steven Sharif

Telegraphs

In specific circumstances there will be telegraphs (tells) to communicate something that's happening.[362]

  • Animation tells.
  • Templates.

Player death

When a player dies they disintegrate into ash. The ashes contain any items lost by the player due to applicable death penalties.[365][366][367][368][369]

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.[373]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.[374]
    • If the mule dies its corpse will contain the same percentage of lootable items according to the player's death penalties.[374][375]
  • Death by falling is possible.[379]
    • 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.[379]
  • Death by drowning is possible.[380][381]
    • Players that drown will respawn on shore.[380]

Death penalties

Player death in an open world dungeon in Alpha-1.[382]

We don't have deleveling, instead what we have is experience debt. Now the more experience debt you accrue, the greater the detriment to your character; not to the point where you can not get out of the debt. There will always be a way forward to remove your debt.[383]Steven Sharif

Death penalties (mostly) do not apply to objective-based PvP (also called sanctioned events).[402][403][404][405][406]

There will not be death penalties applied to event-based deaths. The penalties are in the outcome of the event. So your number of deaths is likely going to impact your ability to win that particular event and that's going to be the penalty. This is it to encourage players to opt in to the events right because the more participation we have the more fun it can be; and we understand that the community at large- there's already a risk versus reward component to these events. We don't need to stack on additional risk versus reward to inhibit kind of- to increase the barrier to entry for players who may not be as interested.[406]Steven Sharif

Non-corrupt players suffer reduced death penalties in naval PvP (open seas) zones.[401]

  • These penalties will be less than those for a green player.[408]
Q: We know that the normal death penalty incurs a myriad of penalties for the player, but we don't know the numbers behind this penalty. For instance, what percentage of materials do players drop? What percentage of glint is dropped? How severe is the skill and stat dampening? What is the average time it will take a player to work off XP debt from one death?
A: You're asking about percentile values. You're asking about time that it takes to recoup the percentage and whatnot. Any time that we're at a stage we're in now, and that in Alpha-2 we're going to be testing this, those values are the most subject to change. So to be clear, we're going to do [a] best-guess balance pass for Alpha-2 with the full expectation and understanding that the purpose is- and take into consideration player interaction with those numbers, and what feels best. So just off the bat, those values are not what we should be focusing on at this stage; but, to give you an idea where we are: First of all, when we're talking about dropping items that are in your material inventory, whether that be glint or that be other material types, we're talking roughly between anywhere from 20 to 30% of a stack is going to be lootable on a per-death basis. Now, that is a value that can change based off of the types of bags that you are using to carry those materials. In addition, there's other progression that can allow you, and some stats I believe, that can allow you to mitigate that value also. When we are talking about the percentage that's lost, or excuse me, not lost, the percentage of your level that is accrued as experience debt from death, generally you can expect that that's going to live around three to four percent of the level in accrued experience debt per death. However, additionally, there is a way to mitigate that percentage debt; and that is through the resurrection ability that's provided to Clerics. So, Clerics have the ability to resurrect their allies, and that resurrection will return a percentage that would have been accrued as experience debt. And that return percentage is predicated on the investment into the resability [sic], as well as the stat of the Cleric that is tied to the resurrection effect as well. So those can return percentages, so you can mitigate that to a degree. How long will it take you to recover that, and what stat dampening occurs? Anywhere within a level, if you acquire 100% experience debt for that level, you max out the experience debt, essentially, you don't ever buy that down, you're probably looking around a 20% stat efficacy dampener. So on average, if you're at 100% debt for a level, and you got to work all that off before you can start progressing at the level again, you're at around 20% overall stat dampening. Time it takes you to regain that debt is predicated on the level you're at and how you exp. So, that's a highly variable value.[384]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.

Mounted combat

Certain mounts will have combat abilities.[409][410][411]

Mounts will have a variety of effective pvp abilities, some viable in larger scale encounters when organized correctly.[412]Steven Sharif
  • Mounts will have combat skills based on the breed and rarity. There will also be some RNG to the mount skills.[413]
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.[415]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.[416]
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.[416]Steven Sharif

Mounts can be killed by players, but can be resurrected after a certain cooldown period.[417][418][419][420]

  • Potions obtained from the Alchemy profession can be used to reduce the cooldown.[418][421][419]
  • 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.[421]
  • 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.[379]
  • Royal mounts that are killed during an event, such as a siege or war, will incur an additional cost to use the mount when the cooldown period has expired.[422]

Mounts can be targeted separately from the player while mounted.[419]

  • 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.[374]
  • If a player's mule dies its corpse will contain the same percentage of lootable items as the player.[374][375]

Combat pets

Combat pets (also referred to as Item pets or Universal combat pets) may be acquired by any archetype.[423]

It’s important to note, combat pets are primarily horizontal in nature. Where as class pets (like summoner) are a very vertical mechanic.[425]Steven Sharif
  • Combat pets may be tamed from certain creatures in the world.[428]
  • Combat pets are categorized by class and will adhere to a simple trinity structure (Tank/DPS/Support).[426]
    • Tank pets will maintain threat against enemies independent of the pet owner.[429]
  • Combat pets will also be categorized into different rarities.[426]
  • Combat pets may not be able to be summoned in certain dungeons, instances or other spaces.[430]
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.[427]Jeffrey Bard

Naval combat

Alpha-2 Negalith naval raid boss.[431]

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.[431]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.[431][432]

Battles at sea will be epic. They will have some supreme rewards and/or losses if the battle succeeds or fails.[438]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.[440]Steven Sharif

Naval PvP

Ships moving into an open sea naval PvP zone (open waters/deep ocean areas) will automatically flag players as Combatants (purple).[387][441][442] Corrupted (red) players will remain red while in the open sea.[401][443][444]

Another important change that has occurred is the open seas is now an automatic flagged location. So when you move off of land we have a flagging system that protects and the open seas are international waters where you need to be careful; and there is a lot of opportunity at Sea; and because there's a lot of opportunity that's unique to that content- that's unique to that sea: that's treasure finding; that's NPCs; that's a lot of different stuff there needs to be risk associated with opportunity.[441]Steven Sharif
If you are not corrupt and you enter the open seas you will be taking a mitigated form of the death penalties, which means you will have a debuff applied upon death and in addition you will still suffer the gear degradation or gear decay upon death as well. But you will essentially be either significantly reduced in the experience debt accrued through death in the open seas if you're not corrupt, or there won't be experience debt accrued in the open sees if you are not corrupt.[401]Steven Sharif
  • Open sea zones have better resources in more abundance to compensate for the added level of risk.[446]
We have a very intuitive UI that as you approach the border between open sea and coastal area you are notified of that. You are warned ahead of time. There's a countdown when approaching. We interpolate the distance travel and speed you're moving and you get to see "I'm entering open waters"; and when you do you have this big trophy call out on screen that says "You have entered the open sea. Territory fraught."[445]Steven Sharif

Operators of a ship's weapons platform can initiate naval PvP against another ship in the following cases.[442]

Addons/ DPS meters

Addons, DPS meters, and threat meters will not be supported.[447][448][449][450]

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.[449]Steven Sharif
  • The developers do not want addons/mods to be necessary to experience the game.[451]
  • The developers believe that DPS meters (parsers) can cause toxicity and other negative behaviors.[448][452][450]
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.[448]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.[448]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.[453]
  • The design of the game API is still under consideration.[454]

Combat logs

There are combat logs in Ashes of Creation.[455]

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.[456]Steven Sharif

Floating combat text

Alpha-2 Floating combat text work-in-progress UI.[457]

Damage you take, which is indicated in this red number, floats towards your left-hand side; and when you do damage to a target they float to your right-hand side. Now one of the very important aspects of these floating texts is providing the player with customization options that they can adjust the size of the floating text. They can adjust the color composition on how these texts are represented. They can also include damage icons to indicate the ability that's used for those floating texts; and importantly we also call out the crits that you do in a separate way: how they pop in they're slightly above the other number; and then more so, we also have additional functionality for cumulative damage.[457]Steven Sharif

Floating combat text shows damage taken, damage dealt, cumulative damage, crits, heals, XP gained, and other important combat indicators.[457]

  • Damage taken appears in red and floats to the left.[457]
  • Damage dealt appears in yellow and floats to the right.[457]
  • Crits appear larger and are slightly above the other numbers.[457]
  • XP appears in white and is slightly lower on the UI.[457]

Floating combat text is able to be customized by the player.[457][458]

Providing maximum flexibility and player customization options for these floating texts I think is super important.[457]Steven Sharif

Videos

Visuals

Community guides

See also

References

  1. ↑ Video, May 28, 2021 (25:44).
  2. ↑ 2.0 2.1 2.2 2.3 2.4 Livestream, August 28, 2020 (1:19:24).
  3. ↑ Video, September 30, 2022 (23:13).
  4. ↑ Livestream, May 3, 2017 (17:59).
  5. ↑ 5.0 5.1 Livestream, April 7, 2023 (49:45).
  6. ↑ Video, June 30, 2022 (21:19).
  7. ↑ Livestream, December 2, 2022 (1:06:54).
  8. ↑ 8.0 8.1 Video, June 30, 2022 (23:00).
  9. ↑ Video, June 30, 2022 (24:18).
  10. ↑ 10.0 10.1 Video, April 28, 2023 (7:15).
  11. ↑ 11.0 11.1 steven-combat-revamp-update.png
  12. ↑ 12.0 12.1 12.2 Video, February 26, 2021 (6:17).
  13. ↑ 13.0 13.1 13.2 13.3 13.4 Livestream, May 28, 2021 (1:13:05).
  14. ↑ 14.0 14.1 Livestream, May 27, 2022 (1:11:41).
  15. ↑ 15.0 15.1 Livestream, July 29, 2022 (1:05:20).
  16. ↑ 16.0 16.1 Livestream, March 31, 2023 (1:33:05).
  17. ↑ 17.0 17.1 17.2 17.3 17.4 Livestream, July 30, 2021 (31:22).
  18. ↑ 18.0 18.1 Livestream, December 19, 2023 (1:30:29).
  19. ↑ Livestream, May 28, 2021 (1:14:50).
  20. ↑ 20.0 20.1 20.2 steven-combat-revamp-update-2.png
  21. ↑ 21.0 21.1 21.2 21.3 Livestream, February 26, 2021 (27:41).
  22. ↑ 22.0 22.1 22.2 Interview, February 7, 2021 (49:18).
  23. ↑ 23.0 23.1 Video, July 28, 2023 (10:18).
  24. ↑ 24.0 24.1 Interview, June 13, 2021 (4:12).
  25. ↑ Livestream, May 27, 2022 (1:16:17).
  26. ↑ Video, September 30, 2022 (17:03).
  27. ↑ 27.0 27.1 27.2 27.3 27.4 27.5 Livestream, April 28, 2023 (53:58).
  28. ↑ Video, May 31, 2023 (11:20).
  29. ↑ steven-hybrid.png
  30. ↑ Livestream, August 27, 2021 (1:16:04).
  31. ↑ Livestream, June 25, 2021 (22:34).
  32. ↑ Livestream, November 16, 2017 (30:45).
  33. ↑ 33.0 33.1 Livestream, June 25, 2021 (27:43).
  34. ↑ 34.0 34.1 34.2 34.3 34.4 34.5 34.6 Livestream, August 28, 2020 (1:15:39).
  35. ↑ Livestream, April 30, 2020 (1:09:51).
  36. ↑ 36.0 36.1 36.2 Livestream, December 19, 2023 (1:15:00).
  37. ↑ 37.0 37.1 37.2 37.3 37.4 37.5 37.6 37.7 37.8 Video, September 30, 2022 (17:00).
  38. ↑ 38.0 38.1 Livestream, March 26, 2021 (59:21).
  39. ↑ Livestream, June 25, 2021 (26:11).
  40. ↑ 40.0 40.1 40.2 40.3 40.4 Livestream, September 30, 2022 (49:16).
  41. ↑ 41.0 41.1 41.2 Livestream, December 19, 2023 (1:18:49).
  42. ↑ 42.0 42.1 Livestream, September 30, 2022 (52:33).
  43. ↑ 43.0 43.1 43.2 Livestream, September 30, 2022 (48:10).
  44. ↑ Livestream, August 31, 2023 (2:22:01).
  45. ↑ 45.0 45.1 45.2 45.3 Livestream, September 30, 2022 (41:06).
  46. ↑ Newsletter, 2018-08-7
  47. ↑ 47.0 47.1 47.2 47.3 47.4 47.5 Livestream, 2018-04-8 (PM) (37:57).
  48. ↑ 48.0 48.1 48.2 48.3 48.4 48.5 Podcast, August 4, 2018 (1:07:59).
  49. ↑ 49.0 49.1 49.2 49.3 49.4 Livestream, January 27, 2023 (1:11:07).
  50. ↑ Livestream, August 28, 2020 (1:12:50).
  51. ↑ 51.0 51.1 51.2 51.3 51.4 51.5 51.6 Podcast, August 4, 2018 (1:11:05).
  52. ↑ steven-action-tab-attack-range.png
  53. ↑ Livestream, July 28, 2023 (59:56TpBSGYWxd38).
  54. ↑ Arcane Volley Description04302024.png
  55. ↑ Video, April 28, 2023 (22:13).
  56. ↑ Barrage New Description.png
  57. ↑ Video, July 28, 2023 (19:50).
  58. ↑ Barrier Description05312024.png
  59. ↑ Bear Trap Description.png
  60. ↑ Video, July 28, 2023 (14:03).
  61. ↑ Bless Weapon Description05312024.png
  62. ↑ 62.0 62.1 Blitz Description.png
  63. ↑ 63.0 63.1 63.2 63.3 Chain Lightning Description05312024.png
  64. ↑ 64.0 64.1 64.2 64.3 Video, May 31, 2023 (12:12).
  65. ↑ 65.0 65.1 65.2 65.3 Video, April 28, 2023 (17:50).
  66. ↑ 66.0 66.1 66.2 Video, July 28, 2023 (29:23).
  67. ↑ 67.0 67.1 Condemn Info Panel.png
  68. ↑ 68.0 68.1 Crippling Blow Description.png
  69. ↑ Video, July 28, 2023 (22:12).
  70. ↑ Defiant Light Info Panel.png
  71. ↑ Video, July 28, 2023 (7:34).
  72. ↑ Deliverance Info Panel.png
  73. ↑ Expeditious Barrage Skill Tree Description.png
  74. ↑ Fireball Description04302024.png
  75. ↑ Firebolt Description05312024.png
  76. ↑ Video, July 28, 2023 (10:03).
  77. ↑ Flash Cure Info Panel.png
  78. ↑ Frostbolt Description04302024.png
  79. ↑ 79.0 79.1 79.2 79.3 Video, April 28, 2023 (15:35).
  80. ↑ 80.0 80.1 80.2 Headshot Description Ranger2.png
  81. ↑ Video, July 28, 2023 (23:28).
  82. ↑ Healing Touch Info Panel.png
  83. ↑ Video, July 28, 2023 (15:15).
  84. ↑ Judgment Info Panel.png
  85. ↑ 85.0 85.1 Knock Out Skill Tree Description.png
  86. ↑ Lethal Blow Description.png
  87. ↑ Lightning Strike Description04302024.png
  88. ↑ Video, April 28, 2023 (13:40).
  89. ↑ 89.0 89.1 89.2 Livestream, September 30, 2022 (26:42).
  90. ↑ 90.0 90.1 90.2 90.3 90.4 90.5 90.6 Video, September 30, 2022 (19:32).
  91. ↑ 91.0 91.1 91.2 91.3 91.4 91.5 91.6 Video, September 30, 2022 (10:44).
  92. ↑ Video, July 28, 2023 (5:16).
  93. ↑ Mend Info Panel.png
  94. ↑ Overpower Description.png
  95. ↑ Protect Description.png
  96. ↑ Video, July 28, 2023 (12:04).
  97. ↑ Resplendent Beam Info Panel.png
  98. ↑ a1resurrection.png
  99. ↑ toast-keybinds-skills.png
  100. ↑ Video, November 1, 2020 (0:55).
  101. ↑ alpha-1-cleric-spells.png
  102. ↑ Rupture Description.png
  103. ↑ 103.0 103.1 103.2 Scatter Shot Description.png
  104. ↑ 104.0 104.1 104.2 Slam Description.png
  105. ↑ 105.0 105.1 105.2 Video, April 28, 2023 (17:22).
  106. ↑ 106.0 106.1 106.2 Slumber Description05312024.png
  107. ↑ 107.0 107.1 107.2 Video, September 29, 2023 (11:23).
  108. ↑ Smite Info Panel.png
  109. ↑ 109.0 109.1 Snipe Description New.png
  110. ↑ Video, July 28, 2023 (9:22).
  111. ↑ Soothing Glow Info Panel.png
  112. ↑ 112.0 112.1 Thundering Shot Description.png
  113. ↑ 113.0 113.1 Video, July 28, 2023 (24:03).
  114. ↑ 114.0 114.1 Wings of Salvation Info Panel.png
  115. ↑ 115.0 115.1 Video, July 28, 2023 (24:16).
  116. ↑ 116.0 116.1 116.2 116.3 Livestream, December 19, 2023 (1:20:09).
  117. ↑ 117.0 117.1 117.2 117.3 Livestream, April 28, 2023 (55:55).
  118. ↑ 118.0 118.1 118.2 118.3 Air Strike New Description.png
  119. ↑ 119.0 119.1 119.2 119.3 Video, September 30, 2022 (15:28).
  120. ↑ Arcane Circle Description05312024.png
  121. ↑ 121.0 121.1 121.2 121.3 121.4 Video, September 29, 2023 (11:29).
  122. ↑ Ball Lightning Description05312024.png
  123. ↑ Battle Roar Description.png
  124. ↑ 124.0 124.1 Video, April 28, 2023 (9:22).
  125. ↑ 125.0 125.1 Blizzard Description04302024.png
  126. ↑ 126.0 126.1 Brutal Cleave Description.png
  127. ↑ 127.0 127.1 Cataclysm Description.png
  128. ↑ Concentrated Scatter Shot Skill Tree Description.png
  129. ↑ 129.0 129.1 Cone of Cold Description05312024.png
  130. ↑ 130.0 130.1 Video, April 28, 2023 (11:22).
  131. ↑ 131.0 131.1 Video, July 28, 2023 (17:32).
  132. ↑ 132.0 132.1 Consecrating Wave Info Panel.png
  133. ↑ Divebomb Description.png
  134. ↑ 134.0 134.1 Video, July 28, 2023 (18:26).
  135. ↑ 135.0 135.1 Divine Flare Info Panel.png
  136. ↑ 136.0 136.1 Ensnaring Vine Field Skill Tree Description.png
  137. ↑ 137.0 137.1 137.2 Fissure Description04302024.png
  138. ↑ 138.0 138.1 138.2 Video, March 31, 2023 (9:55).
  139. ↑ 139.0 139.1 139.2 Video, January 27, 2023 (10:27).
  140. ↑ Hunt of the Bear Description.png
  141. ↑ Hunt of the Raven Description.png
  142. ↑ Hunt of the Tiger Description.png
  143. ↑ 143.0 143.1 143.2 Video, January 27, 2023 (6:41).
  144. ↑ 144.0 144.1 144.2 144.3 Leap Strike Description.png
  145. ↑ 145.0 145.1 145.2 Lunging Assault Description.png
  146. ↑ 146.0 146.1 Magma Field Description05312024.png
  147. ↑ 147.0 147.1 Maim Description.png
  148. ↑ Mark of the Bear Description New.png
  149. ↑ Mark of the Raven Description.png
  150. ↑ Mark of the Tiger Description.png
  151. ↑ 151.0 151.1 Meteor Description05312024.png
  152. ↑ Piercing Shot Description.png
  153. ↑ 153.0 153.1 153.2 Quake Description04302024.png
  154. ↑ 154.0 154.1 Raining Death Description.png
  155. ↑ Refreshing Headshot Skill Tree Description.png
  156. ↑ 156.0 156.1 156.2 Video, January 27, 2023 (5:07).
  157. ↑ 157.0 157.1 157.2 Video, January 27, 2023 (7:28).
  158. ↑ 158.0 158.1 Vine Field Description.png
  159. ↑ 159.0 159.1 159.2 159.3 Whirlwind Description.png
  160. ↑ 160.0 160.1 160.2 160.3 160.4 160.5 Livestream, October 30, 2020 (1:15:59).
  161. ↑ 161.0 161.1 Livestream, March 26, 2021 (1:11:25).
  162. ↑ class cleaving.png
  163. ↑ 163.0 163.1 Video, April 28, 2023 (20:57).
  164. ↑ 164.0 164.1 Livestream, April 28, 2023 (59:52).
  165. ↑ 165.0 165.1 165.2 steven-indirect-fire.png
  166. ↑ Video, January 31, 2024 (5:22).
  167. ↑ 167.0 167.1 167.2 167.3 Livestream, January 31, 2024 (59:45).
  168. ↑ 168.0 168.1 Podcast, May 10, 2024 (38:08).
  169. ↑ Interview, October 20, 2018 (3:25:46).
  170. ↑ Interview, October 20, 2018 (9:10).
  171. ↑ Podcast, May 10, 2024 (40:31).
  172. ↑ steven-mob-ttk.png
  173. ↑ steven-headshots-1.png
  174. ↑ 174.0 174.1 steven-headshots-2.png
  175. ↑ 175.0 175.1 Interview, October 21, 2018 (9:10).
  176. ↑ Interview, October 20, 2018 (3:25:31).
  177. ↑ 177.0 177.1 177.2 Livestream, September 27, 2018 (34:49).
  178. ↑ Twitter - Better luck next time.
  179. ↑ 179.0 179.1 179.2 179.3 179.4 Livestream, August 28, 2020 (2:07:26).
  180. ↑ 180.0 180.1 180.2 180.3 180.4 Livestream, July 25, 2020 (53:08).
  181. ↑ 181.0 181.1 181.2 Livestream, June 26, 2020 (1:28:10).
  182. ↑ 182.0 182.1 Podcast, September 29, 2021 (52:58).
  183. ↑ 183.0 183.1 Livestream, July 28, 2017 (1:34:55).
  184. ↑ Official Livestream - May 4th @ 3 PM PST - Q&A
  185. ↑ Livestream, July 28, 2017 (23:20).
  186. ↑ Video, March 31, 2023 (10:09).
  187. ↑ 187.0 187.1 187.2 Livestream, March 31, 2023 (56:44).
  188. ↑ 188.0 188.1 Video, May 31, 2023 (11:13).
  189. ↑ 189.0 189.1 Interview, May 11, 2018 (2:45).
  190. ↑ Livestream, May 22, 2017 (51:00).
  191. ↑ 191.0 191.1 Livestream, July 25, 2020 (1:33:37).
  192. ↑ 192.0 192.1 Livestream, January 30, 2020 (1:40:48).
  193. ↑ steven-health-nameplate.png
  194. ↑ 194.0 194.1 Livestream, May 31, 2024 (1:59:02).
  195. ↑ [X.com - Hidden HP Values. X.com - Hidden HP Values.]
  196. ↑ Livestream, July 30, 2021 (1:10:34).
  197. ↑ Livestream, January 27, 2023 (1:08:45).
  198. ↑ 198.0 198.1 198.2 Livestream, October 14, 2022 (48:45).
  199. ↑ Livestream, September 30, 2022 (1:23:28).
  200. ↑ 200.0 200.1 Livestream, March 29, 2024 (2:06:06).
  201. ↑ Livestream, December 2, 2022 (1:03:28).
  202. ↑ Livestream, January 29, 2021 (1:21:01).
  203. ↑ 203.0 203.1 Livestream, January 27, 2023 (1:09:36).
  204. ↑ 204.0 204.1 204.2 204.3 204.4 Livestream, July 28, 2023 (1:02:23).
  205. ↑ 205.0 205.1 205.2 Livestream, June 30, 2022 (46:30).
  206. ↑ 206.0 206.1 206.2 Livestream, December 2, 2022 (59:47).
  207. ↑ Livestream, April 30, 2020 (1:17:13).
  208. ↑ Livestream, May 8, 2017 (43:30).
  209. ↑ 209.0 209.1 Livestream, March 29, 2024 (2:01:57).
  210. ↑ 210.0 210.1 Livestream, December 23, 2021 (55:32).
  211. ↑ Video, December 23, 2021 (23:53).
  212. ↑ 212.0 212.1 stevenclarification.png
  213. ↑ Livestream, June 26, 2020 (1:30:40).
  214. ↑ 214.0 214.1 Livestream, June 30, 2022 (49:42).
  215. ↑ 215.0 215.1 215.2 Livestream, December 19, 2023 (1:16:19).
  216. ↑ 216.0 216.1 216.2 Livestream, September 30, 2022 (51:28).
  217. ↑ Video, April 28, 2023 (4:40).
  218. ↑ Call of the Wild Description.png
  219. ↑ Trail Speed Bonus Description.png
  220. ↑ 221.0 221.1 Exert Description.png
  221. ↑ Form of Celerity Description.png
  222. ↑ Form of Fluidity Skill Tree Description.png
  223. ↑ Recharging Lunging Assault Description.png
  224. ↑ Speed Boost Description New.png
  225. ↑ 226.0 226.1 Unstoppable Exert Skill Tree Description.png
  226. ↑ Video, May 25, 2017 (0:02).
  227. ↑ 228.0 228.1 228.2 228.3 228.4 Podcast, May 10, 2024 (26:25).
  228. ↑ 229.0 229.1 Livestream, December 19, 2023 (1:49:56).
  229. ↑ 230.0 230.1 230.2 230.3 Livestream, January 27, 2023 (1:06:02).
  230. ↑ 231.0 231.1 Livestream, June 30, 2022 (51:17).
  231. ↑ 232.0 232.1 232.2 Livestream, November 19, 2021 (50:38).
  232. ↑ 233.0 233.1 Livestream, January 30, 2020 (1:34:12).
  233. ↑ autorun.jpg
  234. ↑ Livestream, May 4, 2018 (51:57).
  235. ↑ Livestream, December 15, 2017 (1:35:38).
  236. ↑ Livestream, May 31, 2023 (1:10:08).
  237. ↑ Video, December 23, 2021 (7:05).
  238. ↑ 239.0 239.1 239.2 239.3 Livestream, December 19, 2023 (1:52:02).
  239. ↑ 240.0 240.1 collision.jpg
  240. ↑ Interview, March 27, 2020 (15:20).
  241. ↑ Livestream, October 31, 2023 (1:30:52).
  242. ↑ Livestream, December 19, 2023 (1:17:45).
  243. ↑ Livestream, October 28, 2022 (1:29:48).
  244. ↑ 245.0 245.1 245.2 245.3 Livestream, June 30, 2022 (42:29).
  245. ↑ 246.0 246.1 246.2 246.3 246.4 Livestream, September 29, 2023 (1:12:16).
  246. ↑ 247.0 247.1 247.2 Video, January 27, 2023 (40:24).
  247. ↑ 248.0 248.1 Livestream, January 27, 2023 (15:22).
  248. ↑ 249.0 249.1 Livestream, December 2, 2022 (1:05:08).
  249. ↑ 250.0 250.1 250.2 Video, December 2, 2022 (16:55).
  250. ↑ Livestream, June 26, 2020 (1:24:06).
  251. ↑ Video, January 27, 2023 (35:51).
  252. ↑ 253.0 253.1 253.2 Video, December 2, 2022 (34:41).
  253. ↑ 254.0 254.1 254.2 Livestream, March 29, 2024 (2:38:15).
  254. ↑ Livestream, January 27, 2023 (1:13:29).
  255. ↑ Livestream, September 24, 2021 (1:22:46).
  256. ↑ Livestream, June 26, 2020 (1:19:50).
  257. ↑ shieldactiveblockA1.png
  258. ↑ 259.0 259.1 259.2 259.3 259.4 Livestream, May 24, 2017 (45:12).
  259. ↑ 260.0 260.1 Livestream, June 26, 2020 (1:50:01).
  260. ↑ 261.0 261.1 261.2 Podcast, September 29, 2021 (40:50).
  261. ↑ 262.00 262.01 262.02 262.03 262.04 262.05 262.06 262.07 262.08 262.09 262.10 Podcast, September 29, 2021 (47:57).
  262. ↑ 263.0 263.1 263.2 Livestream, March 29, 2024 (1:55:14).
  263. ↑ 264.0 264.1 Interview, May 11, 2018 (16:32).
  264. ↑ 265.0 265.1 265.2 265.3 Livestream, February 28, 2020 (1:10:21).
  265. ↑ Livestream, September 30, 2022 (46:17).
  266. ↑ Livestream, October 16, 2017 (25:56).
  267. ↑ 268.0 268.1 CC effects do notapply to non-combatants.png
  268. ↑ 269.0 269.1 269.2 269.3 Livestream, April 30, 2021 (1:08:10).
  269. ↑ summons-ccs.png
  270. ↑ 271.0 271.1 Video, December 19, 2023 (27:14).
  271. ↑ 272.0 272.1 272.2 Ancestral Bolas Description.png
  272. ↑ Video, July 28, 2023 (20:50).
  273. ↑ Chains of Restraint Info Panel.png
  274. ↑ Imbue Ammo Weighted Skill Tree Description.png
  275. ↑ Livestream, February 9, 2018 (28:17).
  276. ↑ Livestream, November 22, 2019 (1:06:25).
  277. ↑ steven-hard-ccs.png
  278. ↑ Podcast, August 4, 2018 (1:11:52).
  279. ↑ 280.0 280.1 Livestream, January 27, 2023 (1:04:34).
  280. ↑ 281.0 281.1 steven-aggro.png
  281. ↑ 282.0 282.1 282.2 Livestream, February 24, 2023 (1:25:11).
  282. ↑ steven-taunt.png
  283. ↑ Livestream, October 16, 2017 (21:48).
  284. ↑ 285.0 285.1 Livestream, May 31, 2023 (1:11:41).
  285. ↑ Livestream, October 28, 2022 (1:34:52).
  286. ↑ PvP.jpg
  287. ↑ Livestream, December 2, 2022 (2:41).
  288. ↑ 289.0 289.1 Interview, July 8, 2020 (1:05:27).
  289. ↑ Video, January 27, 2023 (9:54).
  290. ↑ Collect Cargo Description.png
  291. ↑ Communal Restoration Description05312024.png
  292. ↑ 293.0 293.1 Livestream, November 22, 2019 (1:09:37).
  293. ↑ Livestream, May 17, 2017 (1:05:11).
  294. ↑ Livestream, June 28, 2019 (1:19:00).
  295. ↑ Livestream, May 30, 2017 (16:25).
  296. ↑ 297.0 297.1 297.2 Livestream, December 6, 2018 (48:52).
  297. ↑ 298.0 298.1 298.2 Livestream, May 31, 2024 (2:08).
  298. ↑ 299.0 299.1 299.2 299.3 Livestream, December 19, 2023 (1:25:16).
  299. ↑ 300.0 300.1 300.2 Livestream, October 30, 2020 (33:26).
  300. ↑ 301.0 301.1 301.2 Podcast, April 23, 2018 (59:28).
  301. ↑ 302.0 302.1 Livestream, December 19, 2023 (1:23:00).
  302. ↑ Livestream, December 2, 2022 (1:05:51).
  303. ↑ 304.0 304.1 Interview, October 20, 2018 (2:40:17).
  304. ↑ Podcast, September 29, 2021 (30:04).
  305. ↑ Livestream, June 25, 2021 (1:05:01).
  306. ↑ Interview, July 18, 2020 (1:05:04).
  307. ↑ Livestream, February 9, 2018 (41:56).
  308. ↑ Podcast, May 10, 2024 (16:09).
  309. ↑ Podcast, May 11, 2018 (25:58).
  310. ↑ 311.0 311.1 Podcast, April 23, 2018 (1:01:01).
  311. ↑ Podcast, April 11, 2021 (13:30).
  312. ↑ 313.0 313.1 313.2 313.3 Group dynamics blog.
  313. ↑ 314.0 314.1 314.2 314.3 Livestream, May 22, 2017 (46:04).
  314. ↑ 315.0 315.1 Interview, October 20, 2018 (2:40:16).
  315. ↑ 316.0 316.1 316.2 316.3 Livestream, April 30, 2024 (48:51).
  316. ↑ 317.0 317.1 317.2 317.3 Interview, July 9, 2023 (1:14:09).
  317. ↑ 318.0 318.1 Livestream, December 2, 2022 (56:09).
  318. ↑ 319.0 319.1 Livestream, June 30, 2022 (1:12:38).
  319. ↑ 320.0 320.1 Livestream, September 30, 2022 (53:15).
  320. ↑ 321.0 321.1 321.2 Livestream, September 30, 2022 (43:45).
  321. ↑ 322.0 322.1 Video, September 30, 2022 (24:49).
  322. ↑ 323.0 323.1 Interview, July 19, 2020 (53:59).
  323. ↑ 324.0 324.1 Interview, July 18, 2020 (1:07:51).
  324. ↑ 325.0 325.1 325.2 325.3 Livestream, January 30, 2020 (1:28:40).
  325. ↑ 326.0 326.1 February 8, 2019 - Questions and Answers.
  326. ↑ 327.0 327.1 Livestream, June 4, 2018 (1:11:19).
  327. ↑ Interview, July 29, 2020 (55:44).
  328. ↑ Interview, July 9, 2023 (1:16:45).
  329. ↑ 330.0 330.1 330.2 Interview, July 9, 2023 (1:43:38).
  330. ↑ 331.0 331.1 331.2 331.3 Podcast, April 11, 2021 (54:35).
  331. ↑ Interview, July 9, 2023 (1:40:41).
  332. ↑ 333.0 333.1 Livestream, April 7, 2023 (1:15:02).
  333. ↑ Interview, October 20, 2018 (2:53:52).
  334. ↑ 335.0 335.1 Video, March 29, 2024 (50:16).
  335. ↑ Video, March 29, 2024 (57:52).
  336. ↑ Video, December 19, 2023 (10:08).
  337. ↑ Livestream, January 18, 2018 (22:46).
  338. ↑ steven-auto-attack-definition.png
  339. ↑ 340.0 340.1 Video, December 19, 2023 (8:37).
  340. ↑ Livestream, September 24, 2021 (1:19:17).
  341. ↑ 342.0 342.1 Livestream, April 30, 2024 (45:31).
  342. ↑ Livestream, January 31, 2024 (5:00).
  343. ↑ 344.0 344.1 Livestream, October 14, 2022 (18:34).
  344. ↑ Livestream, April 30, 2024 (49:43).
  345. ↑ Livestream, April 28, 2023 (39:06).
  346. ↑ 347.0 347.1 Interview, September 10, 2023 (47:13).
  347. ↑ Livestream, February 24, 2023 (46:15).
  348. ↑ Livestream, November 19, 2021 (40:53).
  349. ↑ Livestream, November 30, 2023 (1:37:49).
  350. ↑ Video, November 30, 2023 (19:06).
  351. ↑ Livestream, June 30, 2022 (1:17:34).
  352. ↑ 353.0 353.1 Livestream, April 28, 2023 (51:16).
  353. ↑ 354.0 354.1 Livestream, September 30, 2022 (51:09).
  354. ↑ Livestream, July 28, 2017 (34:32).
  355. ↑ Interview, July 18, 2020 (1:03:45).
  356. ↑ Livestream, May 30, 2019 (1:15:58).
  357. ↑ Forums - Dev Discussion #52 - Boss Mechanics
  358. ↑ 359.0 359.1 359.2 359.3 359.4 359.5 359.6 Livestream, 2018-04-8 (PM) (1:14:01).
  359. ↑ Livestream, May 27, 2022 (1:14:46).
  360. ↑ 361.0 361.1 361.2 Interview, September 10, 2023 (32:16).
  361. ↑ Livestream, May 22, 2017 (49:38).
  362. ↑ Video, February 29, 2024 (19:35).
  363. ↑ Video, May 31, 2024 (1:02:35).
  364. ↑ Livestream, September 24, 2021 (51:20).
  365. ↑ 366.0 366.1 366.2 Livestream, March 26, 2021 (1:07:33).
  366. ↑ 367.0 367.1 a419c5398b542a713545e4f393d67215.png
  367. ↑ 368.0 368.1 368.2 368.3 368.4 368.5 368.6 Podcast, May 5, 2017 (43:05).
  368. ↑ 369.0 369.1 Interview, July 18, 2020 (27:11).
  369. ↑ Podcast, April 11, 2021 (34:41).
  370. ↑ Podcast, July 15, 2023 (26:31).
  371. ↑ Livestream, April 28, 2023 (1:18:48).
  372. ↑ Podcast, July 15, 2023 (28:28).
  373. ↑ 374.0 374.1 374.2 374.3 Livestream, January 29, 2021 (1:24:27).
  374. ↑ 375.0 375.1 Livestream, September 27, 2018 (47:46).
  375. ↑ vaknar-gold.png
  376. ↑ Livestream, November 30, 2023 (1:52:37).
  377. ↑ 378.0 378.1 378.2 Interview, September 10, 2023 (53:47).
  378. ↑ 379.0 379.1 379.2 Livestream, February 25, 2022 (1:06:45).
  379. ↑ 380.0 380.1 Livestream, April 29, 2022 (1:08:27).
  380. ↑ Livestream, July 28, 2017 (50:22).
  381. ↑ Livestream, March 28, 2020 (1:58:24).
  382. ↑ Podcast, April 23, 2018 (49:21).
  383. ↑ 384.0 384.1 384.2 384.3 Livestream, March 29, 2024 (3:21).
  384. ↑ Livestream, May 19, 2017 (13:37).
  385. ↑ Livestream, October 28, 2022 (26:48).
  386. ↑ 387.0 387.1 387.2 387.3 Livestream, October 28, 2022 (24:28).
  387. ↑ Podcast, April 23, 2018 (51:31).
  388. ↑ Livestream, May 22, 2017 (42:33).
  389. ↑ Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
  390. ↑ 391.0 391.1 Interview, February 7, 2021 (13:14).
  391. ↑ Interview, July 29, 2020 (16:46).
  392. ↑ 393.0 393.1 Livestream, December 2, 2022 (1:26:02).
  393. ↑ 394.0 394.1 394.2 Interview, July 18, 2020 (41:54).
  394. ↑ Livestream, November 17, 2017 (35:20).
  395. ↑ Interview, May 11, 2018 (15:41).
  396. ↑ steven-corruption-gear-drop.png
  397. ↑ Interview, April 27, 2017 (9:28).
  398. ↑ Livestream, June 25, 2021 (1:15:37).
  399. ↑ corruption.jpg
  400. ↑ 401.0 401.1 401.2 401.3 401.4 401.5 Interview, July 9, 2023 (36:56).
  401. ↑ 402.0 402.1 Video, May 31, 2024 (1:02:06).
  402. ↑ Livestream, February 24, 2023 (1:29:45).
  403. ↑ 404.0 404.1 Livestream, June 30, 2022 (1:14:52).
  404. ↑ 405.0 405.1 Livestream, August 27, 2021 (1:22:56).
  405. ↑ 406.0 406.1 Livestream, December 22, 2020 (1:13:51).
  406. ↑ Livestream, May 15, 2017 (36:23).
  407. ↑ Interview, July 9, 2023 (38:03).
  408. ↑ Livestream, January 28, 2022 (1:16:02).
  409. ↑ 410.0 410.1 Livestream, May 5, 2017 (22:44).
  410. ↑ Livestream, 2018-04-8 (AM) (12:34).
  411. ↑ steven-mount-pvp.png
  412. ↑ 413.0 413.1 413.2 Livestream, January 28, 2022 (1:15:30).
  413. ↑ Livestream, January 28, 2022 (1:11:40).
  414. ↑ 415.0 415.1 Livestream, July 29, 2022 (1:01:02).
  415. ↑ 416.0 416.1 Livestream, August 31, 2023 (2:21:08).
  416. ↑ Livestream, April 30, 2024 (1:13:50).
  417. ↑ 418.0 418.1 Livestream, April 29, 2022 (1:11:24).
  418. ↑ 419.0 419.1 419.2 Interview, July 19, 2020 (1:05:41).
  419. ↑ Livestream, May 10, 2017 (38:27).
  420. ↑ 421.0 421.1 Podcast, September 29, 2021 (32:35).
  421. ↑ Livestream, May 31, 2024 (1:54:00).
  422. ↑ 423.0 423.1 Interview, January 14, 2022 (42:18).
  423. ↑ Interview, September 10, 2023 (1:05:52).
  424. ↑ 425.0 425.1 steven-combat-pets.png
  425. ↑ 426.0 426.1 426.2 Livestream, October 30, 2020 (1:21:14).
  426. ↑ 427.0 427.1 Livestream, June 28, 2019 (1:24:27).
  427. ↑ Livestream, January 18, 2018 (33:09).
  428. ↑ Livestream, February 24, 2023 (1:27:22).
  429. ↑ Livestream, April 30, 2021 (1:10:04).
  430. ↑ 431.0 431.1 431.2 431.3 Livestream, March 31, 2022 (1:10:43).
  431. ↑ 432.0 432.1 432.2 Livestream, July 28, 2017 (47:53).
  432. ↑ Livestream, April 29, 2022 (1:03:25).
  433. ↑ steven-ship-weapons.png
  434. ↑ 435.0 435.1 Livestream, February 24, 2023 (1:23:34).
  435. ↑ 436.0 436.1 Livestream, October 14, 2022 (58:46).
  436. ↑ steven-island-castle.png
  437. ↑ Livestream, June 28, 2019 (1:12:08).
  438. ↑ Livestream, May 27, 2022 (1:12:33).
  439. ↑ Livestream, December 2, 2022 (1:21:51).
  440. ↑ 441.0 441.1 Livestream, August 26, 2022 (1:00:14).
  441. ↑ 442.0 442.1 442.2 442.3 Livestream, April 30, 2021 (1:06:41).
  442. ↑ jindrack-naval-pvp.png
  443. ↑ jindrack-pvp-events.png
  444. ↑ 445.0 445.1 Livestream, August 26, 2022 (1:03:43).
  445. ↑ Livestream, October 28, 2022 (1:41:55).
  446. ↑ Interview, September 10, 2023 (34:51).
  447. ↑ 448.0 448.1 448.2 448.3 448.4 Livestream, February 24, 2023 (1:19:29).
  448. ↑ 449.0 449.1 Ashes of Creation Forums - No Damage Meter?
  449. ↑ 450.0 450.1 Livestream, May 10, 2017 (20:02).
  450. ↑ Interview, October 20, 2018 (6:29).
  451. ↑ Livestream, April 30, 2020 (1:28:19).
  452. ↑ Interview, May 11, 2018 (49:03).
  453. ↑ Livestream, May 10, 2017 (21:41).
  454. ↑ Ashes of Creation Forums - No Damage Meter?
  455. ↑ Ashes of Creation Forums - No participation trophy.
  456. ↑ 457.00 457.01 457.02 457.03 457.04 457.05 457.06 457.07 457.08 457.09 457.10 457.11 Video, June 30, 2022 (16:39).
  457. ↑ 458.0 458.1 Livestream, June 25, 2021 (29:09).