Hybrid combat

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Ranger hybrid combat in Alpha-2.[1]

Part of what we're exploring with this approach of our hybrid combat is offering the player the functionality to utilize either tab targeting or a reticle-based action camera mode; and you know there are benefits to each; and both of them are providing the player what they feel most comfortable with playing. All of our attacks are going to be stat opposed unless they're a templated attack, in which case there will be certain bonuses and/or stronger applied chances for certain types of CC effects to be applied or potentially evasion and accuracy aspects of it. These are all things that we plan to to test throughout alpha two to see where the player base lives in those two options of the action or tab target based attack modes. The important part here is that this is still a work-in-progress. This is meant to give you a look at where our approach has now been living over the past several months when it comes to combat based off of what we learned in alpha one, what player feedback has been along the way and how we can create a compelling system of combat between these very different classes and weapon types.[2]Steven Sharif

Hybrid combat refers to the choice between tab and action combat in Ashes of Creation.[3][4][5][6] A toggle button (default Z, but can be re-bound to another key) allows the player to switch between action and tab combat modes.[7][8][9][10]

  • The action mode camera is tied to the to the player's reticle.[11][12]
    • There will likely be a hotkey that when held down will allow free camera movement in action mode.[12]
    • In future the user will have the ability to choose from different reticle appearances.[13]
  • Targeted skills require either a soft or hard locked target.[11]
    • 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.[11].
    • 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.[14][11]

Q: What the benefits are for tab versus action. I feel like a lot of people feel like tab is just easier so why would I use action?

A: If you're in a massive brawl, the ability to pick and choose targets that are far in the back line that might might be more advantageous towards tab target users because they're able to click, but the reaction time to acquire a target for a cursor versus acquiring a target for a reticle is much faster and less cumbersome because it doesn't require as many actions on behalf of the user.[17]Steven Sharif

Templated and targeted versions of skills will have different characteristics.[2][7][18][19][20]

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.[19]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.[21]
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.[19]
  • For the purposes of balance, certain skill types will be either tab or action oriented skills.[23]
    • Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[23][19]
    • Softer CC's would be housed in tab-targeted abilities.[23]
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.[20]Steven Sharif

Targeted skills

Targeted skills require either a soft or hard locked target.[21][11]

  • 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.[11].
  • 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.[14][11]
  • Targeted skills will be greyed out if the target is not within a valid range.[21]
Skill Icon Rank 1 Rank 2 Rank 3
Longbow basic attack Bow basic attack.png 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.[25][26][27]
Quick Shot Quick Shot.png Ranged attack that applies a debuff to the target. Each additional quickshot against the same target does increasing damage but consumes one of three charges that regenerate over time.[28]
Shortbow basic attack Bow basic attack.png A fast, low power, short range basic ranged attack. Holding down the basic attack button will repeatedly fire.[26][27]
Snipe Snipe.png A powerful charged attack.[29]

Templated skills

Templated skills allow "blind firing" without a target while in action mode. If a player moves into the path of the attack they can be struck.[15][16][11]

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.[16]Steven Sharif
  • Some templated skills may have template indicators, but in general will require the player to assess the correct range for the skill.[21]
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.[21]Steven Sharif
Skill Icon Rank 1 Rank 2 Rank 3
Airstrike Air Strike.png Leap forward in the direction the character is facing, raining down three projectiles that deal AoE damage and roots enemies in its path. The root effect is nature based.[30]
Grapple GrappleIcon.png Takes aim for a moment before hurling a hooked chain in a line, damaging the first target it contacts and immediately pulling them to the caster. The target suffers a tapering snare for 3 seconds.[31]
Inciting Strikes IncitingStrikesIcon.png Slashes twice in a forward cone while adding additional threat.[32]
Longbow basic attack Bow basic attack.png 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.[25][26][27]
Meteor Storm Meteor Storm Icon.jpg Summons forth a Meteor Storm, dropping 3 meteors in the target location.[33][34][35] Adds an extra meteor.[33][36] Adds an extra meteor.[33][36]
Prismatic Beam Prismatic Beam Icon.jpg Spawns a giant prismatic beam of energy that can be aimed around you. Deals large damage to enemy targets.[37][34][38] Increased damage.[37][39] Snares hit targets.[37][40][39]
Quick Shot Quick Shot.png Ranged attack that applies a debuff to the target. Each additional quickshot against the same target does increasing damage but consumes one of three charges that regenerate over time.[28]
Shield Assault ShieldAssaultIcon.png Bashes the target with your shield, dealing damage and applying the shaken condition. If the target is already suffering from the shaken condition, stun the target instead.[41]
Shortbow basic attack Bow basic attack.png A fast, low power, short range basic ranged attack. Holding down the basic attack button will repeatedly fire.[26][27]
Snipe Snipe.png A powerful charged attack.[29]
Thundershock Lightning Bolt Icon.jpg Shoots forward a beam of lightning that damages enemies in a line in front of you.[42][34][43] Increased damage.[42][44] Now knocks down hit targets.[42][44]
Tremoring Bellow TremoringBellowIcon.png Releases a thundering shout in a forward cone, applying the staggered condition on enemy targets. Also stomps the ground dealing damage around the caster and tripping enemies affected by the snared condition.[45]

Time to kill

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

The Ashes of Creation MMORPG will have a time-to-kill (TTK) of around 30 seconds to a minute.[46]

In the MMORPG we really don't want to see any one-shots. The time-to-kill needs to be strategic and tactical.[48]Steven Sharif

Hitboxes

The developers are testing different approaches to accommodate varying hitboxes between the races.[49]

  • There may be a single unified hitbox with some exceptions or some special collision rules as opposed to having different sized hitboxes.[49]

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 kind of just making it smaller for one and not the other.[49]Jeffrey Bard

There aren't separate types of hitbox categories in the Ashes of Creation MMORPG as there were in Ashes of Creation Apocalypse.[49]

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.[49]Steven Sharif

Headshot mechanics

There are no headshot mechanics in the Ashes of Creation MMORPG.[49][50][51]

Weapon attack cone

Weapon attack cone in Alpha-1.[9]

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.[9]Steven Sharif

All weapons have a forward attack cone, regardless of being in tab or action mode.[9]

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.[9]Steven Sharif

This is described as a weapon attack not an active skill.[9]

Floating combat text

Alpha-2 Floating combat text work-in-progress UI.[56]

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.[56]Steven Sharif

Floating combat text shows damage taken, damage dealt, cumulative damage, crits, heals, XP gained, and other important combat indicators.[56]

  • Damage taken appears in red and floats to the left.[56]
  • Damage dealt appears in yellow and floats to the right.[56]
  • Crits appear larger and are slightly above the other numbers.[56]
  • XP appears in white and is slightly lower on the UI.[56]

Floating combat text is able to be customized by the player.[56][57]

Providing maximum flexibility and player customization options for these floating texts I think is super important.[56]Steven Sharif

Combat revamp

Alpha-1 split-body melee weapon combat sneak peek.[58]

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.[58]Steven Sharif

A revamped combat system will be rolled out during and post Alpha-1 testing based on player feedback.[59][60][61]

  • The goal is to give more agency to the player and achieve a more fluid flow of combat with greater mobility when using abilities.[8][62]
  • The current hybrid tab and action combat system will remain after the revamp.[8]
  • This revamp will not represent the final form of combat, but will set the general direction that combat will be taking.[63]
  • The revamp will be iterative and will be rolled out to testers in different phases.[62]
  • The developers will be testing whether or not to use global cooldowns GCDs on different types of abilities during Alpha-2.[64]

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.[58][65][66]

You'll be able to move forward while swinging your weapon; and this will allow you complete control over your weapon attacks for melee.[58]Steven Sharif

Alpha-1 combat was focused on core functionality rather than combat balance.[66] Alpha-2 combat will include archetypes, significant ability support, augments, split-body combat, weapon attacks, and many additional items, among other things.[67]

  • Changes that allow templated abilities to apply to 3D positions in the air or water will be prototyped and may be included in Alpha-2.[68]

Alpha-1 combat

Alpha-1 early hybrid combat demo.[9]

You'll notice as I go into action mode, I have my reticle and when my reticle hovers over an enemy target, it'll turn red, essentially showing like "hey we know you have a valid target hit" that you can see; and when you press Q you can lock on to that target. You can also hold Tab to alternate between targets. So like that's an important aspect of the combat that we're trying to incorporate, which is mixing and meshing between tab and action, so you still have that action component but also are available to use some of your tab targeted skills.[5]Steven Sharif

Hybrid combat was tested in Alpha-1.[5][18]

  • A toggle button (default Z, but can be re-bound to another key) allows the player to switch between action and tab targeted combat modes.[7][8][9][10]
  • The action mode utilizes a targeting reticle and is very close to a third-person action game.[5][9][10][69]
    • The player does not have to be in reticle mode to use an action combat ability.[70]
    If you use an action combat ability that's going to be directional focused, you do not have to be in reticle mode to use that. It will fire where that reticle would be. So if you play by feel and you're in tab target camera mode, you can still utilize your action-oriented skills and abilities.[70]Steven Sharif
    • The reticle will highlight/change color (to red) to indicate if the current target is able to be hit with the currently prepared skill.[5][9]
    • Action combat abilities will not have a lock-on feature but pressing Q while in action mode will lock on to the current target to enable the use of tab-oriented skills in action mode.[7][5]
    Action combat abilities will not have a lock-on feature so to speak. Some of those are going to be skill shot only. However because you can have a mix and match of tab abilities that require a target, you will be able to target lock in action mode as well. Right now that's delegated to the Q key as default, but you can obviously set that up you could put it on you know your left mouse button, or you could put it wherever you want; and when your reticle hovers over a target, it rapidly swaps your target ability and when you press your target lock it will then lock that target; and if you have tab-oriented skills, you can use your tab oriented skills and they will be used against that target.[7]Steven Sharif
    • Holding Tab while in action mode will alternate between targets.[5]
    • Pressing right-click while in action mode will switch to tab mode for the currently highlighted target.[9]
  • The tab mode (MMO mode) facilitates tab targeted combat.[9][10] A tab-targeted ability requires a target in order to utilize that skill.[7][69]
    • Pressing left-click in tab mode will attack the target (with the currently selected weapon).[9]
    • There will be a "target of target" capability on the user interface.[71]

Combat abilities

The aspiration for combat is for abilities to have corresponding counter-play abilities.[72]

  • The goal is to have special animations for parrying, blocking and evading.[73]

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 kind of stuff to show up.[73]Jeffrey Bard

Crowd control

Crowd control (CC/mezzing) abilities include root, snare, stun, sleep and slow.[74][72]

Diminishing returns in regards to crowd control and conditions like stun and sleep and slows and that kind of thing: Yes we will have absolutely diminishing returns. I think it's a necessary component to balance out classes that have high control ability.[72]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 kind of feel.[72]Jeffrey Bard

  • Soft CC's are in the tab-targeted abilities.[78]
  • 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.[79]
  • Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own health pool and other stats.[80]
    • In current Alpha-1 testing mounts are not separate from the player.[80]

There's also going to be effects that just stun the mount or stun you on the mount.[80]Steven Sharif

info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.

- None -

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.[82]

Mobility

Revamped Alpha-1 Mage Fireball ability.[62][61]

The general approach that we're kind of 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 kind of the general design philosophy we're using to approach the overhaul.[62]Tradd Thompson

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.[84]Steven Sharif
There's a balance in the game design between your movement speed on attack and the movement speed of your opponent. When you have a game that is both PvE centric as well as PvP centric, you have to make sure that combat is blended for both approaches; and we can always run into problems where, if you're significantly hampered in your movement speed, that has an effect on how we expect player versus player engagements to interact; and we don't want to restrict a player's ability to be mobile if they're the target of an attack. And as a result of that we need to make sure that we don't restrict the movement abilities of the player who is doing the attacking as well. So we want it to be relatively free for you to stay with each other. Your opponents move around the battlefield together and if we're hampering you on the attack action, we have to then implement some type of snare, or slow, or cc effect essentially on your opposing target; and that's not the approach we want to take for for PvP.[92]Steven Sharif
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.[93]Steven Sharif
info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Blink Blink Icon.jpg Blinks forward in the direction you are traveling.[94][34][95][96] Now deals damage to enemies surrounding your departure location.[97][96] Reduced cooldown.[94][97][96]
Rush rush icon.png Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[98] - -

Player movement

  • Sprinting will consume a percentage of a character's mana pool. Sprinting will not be permitted while in combat.[100]
    • A sprinting/dash skill with a cooldown was confirmed to be part of a class kit.[101]
I've instructed design to incorporate a mana consumption that's percentage based for sprinting. So it'll be a similar amount of time that each class, regardless of their mana values, will have in order to sprint and it will not be accessible while in a combat.[100]Steven Sharif
  • There is a toggleable walk/run (autorun) capability.[102]
  • There is not going to be any "go to waypoint" (auto-pathing) mechanics.[103]

Collision

There are player and spell collision mechanics in Ashes of Creation.[106]

  • 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.[107][106]

Dodging

Dodging in Alpha-1 early combat.[108]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[108]Steven Sharif

Evasion moves such as dodging and weaving will be present in Ashes of Creation combat.[109][110][111]

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.[110]Steven Sharif

Active blocking

Tank active blocking with a Shield in Alpha-2.[115]

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.[116]Tradd Thompson

Active blocking is a universal skill that applies to all classes.[109][118][116][112]

Active blocking might be an ability that- it's universal, of course it's universal- but it might be consuming mana; and you'll be able to adjust that mana consumption based off of your passive spec into your skill trees. In addition, it might also consume stamina, where that's something we're going to be testing as part of Alpha-2.[118]
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.[120]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.[121][122]

Interrupts

Abilities with a cast bar can be interrupted during the cast.[86]

  • There are abilities to counter interrupts.
  • Some interrupts are better than others.
info-orange.pngThis section contains information from Alpha-1 testing. It will be updated when new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Bulwark Bulwark Icon.jpg Bash enemies in front of you twice. The second attack temporarily increases block chance. You must have a shield equipped to block.[124][34][125][126] Additional increased block chance.[124][126] The second attack knocks down enemies.[124][126]
Rush rush icon.png Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[98] - -
Thundershock Lightning Bolt Icon.jpg Shoots forward a beam of lightning that damages enemies in a line in front of you.[42][34][43] Increased damage.[42][44] Now knocks down hit targets.[42][44]

Animation cancelling

Animation cancelling will not be a combat mechanic.[127][128]

Combat stances

The use of weapon stances in game is likely.[129]

RNG

RNG elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[130]

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 you know 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.[131]Jeffrey Bard

See also

References

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  3. steven-hybrid.png
  4. Livestream, August 27, 2021 (1:16:04).
  5. 5.0 5.1 5.2 5.3 5.4 5.5 5.6 Livestream, June 25, 2021 (22:34).
  6. Livestream, November 16, 2017 (30:45).
  7. 7.0 7.1 7.2 7.3 7.4 7.5 Livestream, June 25, 2021 (27:43).
  8. 8.0 8.1 8.2 8.3 steven-combat-revamp-update-2.png
  9. 9.00 9.01 9.02 9.03 9.04 9.05 9.06 9.07 9.08 9.09 9.10 9.11 9.12 9.13 Livestream, August 28, 2020 (1:15:39).
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  22. Livestream, August 28, 2020 (1:12:50).
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  24. steven-action-tab-attack-range.png
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  31. Video, January 27, 2023 (10:27).
  32. Video, January 27, 2023 (6:41).
  33. 33.0 33.1 33.2 Alpha-1 screenshot.
  34. 34.0 34.1 34.2 34.3 34.4 34.5 toast-keybinds-skills.png
  35. Video, December 23, 2020 (1:46).
  36. 36.0 36.1 Blog: Blazing the way - Mage Alpha One Preview.
  37. 37.0 37.1 37.2 Alpha-1 screenshot.
  38. Video, December 23, 2020 (1:53).
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  40. Livestream, July 31, 2020 (1:02:59).
  41. Video, January 27, 2023 (5:07).
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  48. 48.0 48.1 Interview, October 20, 2018 (9:10).
  49. 49.0 49.1 49.2 49.3 49.4 49.5 Livestream, October 30, 2020 (1:15:59).
  50. steven-headshots-1.png
  51. 51.0 51.1 steven-headshots-2.png
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  55. class cleaving.png
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  57. 57.0 57.1 Livestream, June 25, 2021 (29:09).
  58. 58.0 58.1 58.2 58.3 58.4 Livestream, July 30, 2021 (31:22).
  59. Livestream, May 28, 2021 (1:14:50).
  60. steven-combat-revamp-update.png
  61. 61.0 61.1 Video, February 26, 2021 (6:17).
  62. 62.0 62.1 62.2 62.3 Livestream, February 26, 2021 (27:41).
  63. Interview, February 7, 2021 (49:18).
  64. Livestream, July 29, 2022 (1:05:20).
  65. 65.0 65.1 Interview, June 13, 2021 (4:12).
  66. 66.0 66.1 66.2 Livestream, May 28, 2021 (1:13:05).
  67. Livestream, May 27, 2022 (1:11:41).
  68. Livestream, May 27, 2022 (1:16:17).
  69. 69.0 69.1 Interview, April 15, 2019 (38:03).
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  71. Livestream, April 30, 2020 (40:19).
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  73. 73.0 73.1 Livestream, June 26, 2020 (1:50:01).
  74. Livestream, October 16, 2017 (25:56).
  75. Livestream, February 9, 2018 (28:17).
  76. Livestream, November 22, 2019 (1:06:25).
  77. steven-hard-ccs.png
  78. Podcast, August 4, 2018 (1:11:52).
  79. CC effects do notapply to non-combatants.png
  80. 80.0 80.1 80.2 Livestream, April 30, 2021 (1:08:10).
  81. summons-ccs.png
  82. 82.0 82.1 Livestream, March 26, 2021 (1:11:25).
  83. 83.0 83.1 Livestream, June 30, 2022 (46:30).
  84. 84.0 84.1 84.2 Livestream, December 2, 2022 (59:47).
  85. Livestream, April 30, 2020 (1:17:13).
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  88. Video, December 23, 2021 (23:53).
  89. 89.0 89.1 Livestream, October 14, 2022 (48:45).
  90. 90.0 90.1 stevenclarification.png
  91. Livestream, June 26, 2020 (1:30:40).
  92. 92.0 92.1 Livestream, June 30, 2022 (49:42).
  93. Livestream, September 30, 2022 (51:28).
  94. Video, December 23, 2020 (1:17).
  95. 96.0 96.1 96.2 Livestream, July 31, 2020 (57:33).
  96. 97.0 97.1 Video, December 22, 2020 (7:35).
  97. 98.0 98.1 progression.png
  98. Video, May 25, 2017 (0:02).
  99. 100.0 100.1 Livestream, July 30, 2021 (1:11:29).
  100. Reddit - Developer response to unique ability visuals.
  101. autorun.jpg
  102. Livestream, May 4, 2018 (51:57).
  103. Livestream, December 15, 2017 (1:35:38).
  104. Video, December 23, 2021 (7:05).
  105. 106.0 106.1 collision.jpg
  106. Interview, March 27, 2020 (15:20).
  107. 108.0 108.1 108.2 Livestream, August 28, 2020 (1:19:24).
  108. 109.0 109.1 109.2 109.3 Livestream, January 27, 2023 (1:06:02).
  109. 110.0 110.1 Livestream, June 30, 2022 (51:17).
  110. 111.0 111.1 Livestream, January 30, 2020 (1:34:12).
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  112. Livestream, June 26, 2020 (1:24:06).
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  118. Livestream, January 27, 2023 (15:22).
  119. Livestream, January 27, 2023 (1:13:29).
  120. Livestream, September 24, 2021 (1:22:46).
  121. Livestream, June 26, 2020 (1:19:50).
  122. shieldactiveblockA1.png
  123. 124.0 124.1 124.2 Alpha-1 screenshot.
  124. Video, February 9, 2021 (0:37).
  125. 126.0 126.1 126.2 Livestream, July 31, 2020 (1:14:26).
  126. 127.0 127.1 Livestream, November 22, 2019 (1:09:37).
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