Directional attacks

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There will be directional attacks (back attacks, flanking attacks, frontal attacks) that deal additional damage depending on the positional context of the attack.[1]


Weapon attack cone in Alpha-1.[2]

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.[2]Steven Sharif

All weapons have a forward attack cone, regardless of being in tab or action mode.[2]

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.[2]Steven Sharif

This is described as a weapon attack not an active skill.[2]

Combat targeting

Ranger hybrid combat in Alpha-2.[4]

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.[5]Steven Sharif

Hard-locked friendly player target.[6]

Hybrid combat refers to the choice between tab and action combat in Ashes of Creation.[5][7][8][9][10][11] A toggle button (default Z, but can be re-bound to another key) allows the player to switch between action and tab combat modes.[5][12][13][2][14]

  • The action mode camera is tied to the to the player's reticle (crosshair).[5][15][16]
    • There will likely be a hotkey that when held down will allow free camera movement in action mode.[16]
    • In future the user will have the ability to choose from different reticle appearances.[17]
  • Targeted skills require either a soft or hard locked target.[5][15]
    • 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.[15]
    • 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.[18][15]
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.[21]Steven Sharif

Templated and targeted versions of skills will have different characteristics.[22][12][23][24][25]

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.[24]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.[26]
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.[24]
  • For the purposes of balance, certain skill types will be either tab or action oriented skills.[28]
    • Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[28][24]
    • Softer CC's would be housed in tab-targeted abilities.[28]
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.[25]Steven Sharif


There are player and spell collision mechanics in Ashes of Creation.[30]

  • 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.[31][30]


The developers are testing different approaches to accommodate varying hitboxes between the races.[32]

  • There may be a single unified hitbox with some exceptions or some special collision rules as opposed to having different sized hitboxes.[32]

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.[32]Jeffrey Bard

There aren't separate types of hitbox categories in the Ashes of Creation MMORPG as there were in Ashes of Creation Apocalypse.[32]

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.[32]Steven Sharif


Alpha-2 work-in-progress combat animations and decals.[33]

The intensity of those weapon trailings; how they scale based on the type of weapon, the level of weapon, that you have; but not just the trailing on the weapon per-se but also the ground decals. Like for this heavy weapon, that first strike you see that decal in the ground is- I love that look- and even on the backswing when I hit the ground behind me, it's causing that decal.[33]Steven Sharif

We really wanted to build the combat system to- like i said earlier- be as physical as possible. So we have it very animation driven. Everything is handled based on a reference of animation as opposed to nebulous timings, which allows it to feel very impactful and very responsive.[34]Keenan Reimer
  • Races will not have unique combat animations, but will have unique non-combat animations.[35][36]
We're not going to be having I think unique combat animations. However we will have unique non-combat animations, such as your idle, your walk, your run cycle: things that the combat attacks do not have to blend back into.[35]Steven Sharif

Animation cancelling

Animation cancelling will not be a combat mechanic in Ashes of Creation.[37][38]

Combat stances

The use of weapon stances in game is likely.[39]


In specific circumstances there will be telegraphs (tells) to communicate something that's happening.[40]

  • Animation tells.
  • Templates.

See also


  1. 1.0 1.1 Livestream, March 26, 2021 (1:11:25).
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 Livestream, August 28, 2020 (1:15:39).
  3. class cleaving.png
  4. Video, September 30, 2022 (17:03).
  5. 5.0 5.1 5.2 5.3 5.4 5.5 Livestream, April 28, 2023 (53:58).
  6. Video, May 31, 2023 (11:20).
  7. Livestream, April 7, 2023 (49:45).
  8. steven-hybrid.png
  9. Livestream, August 27, 2021 (1:16:04).
  10. Livestream, June 25, 2021 (22:34).
  11. Livestream, November 16, 2017 (30:45).
  12. 12.0 12.1 Livestream, June 25, 2021 (27:43).
  13. steven-combat-revamp-update-2.png
  14. Livestream, April 30, 2020 (1:09:51).
  15. 15.0 15.1 15.2 15.3 15.4 Video, September 30, 2022 (17:00).
  16. 16.0 16.1 Livestream, March 26, 2021 (59:21).
  17. Livestream, June 25, 2021 (26:11).
  18. Livestream, September 30, 2022 (49:16).
  19. Livestream, September 30, 2022 (52:33).
  20. Livestream, September 30, 2022 (48:10).
  21. Livestream, August 31, 2023 (2:22:01).
  22. 22.0 22.1 22.2 22.3 Livestream, September 30, 2022 (41:06).
  23. Newsletter, 2018-08-7
  24. 24.0 24.1 24.2 24.3 Livestream, 2018-04-8 (PM) (37:57).
  25. 25.0 25.1 25.2 25.3 25.4 25.5 Podcast, August 4, 2018 (1:07:59).
  26. Livestream, January 27, 2023 (1:11:07).
  27. Livestream, August 28, 2020 (1:12:50).
  28. 28.0 28.1 28.2 28.3 28.4 28.5 Podcast, August 4, 2018 (1:11:05).
  29. steven-action-tab-attack-range.png
  30. 30.0 30.1 collision.jpg
  31. Interview, March 27, 2020 (15:20).
  32. 32.0 32.1 32.2 32.3 32.4 Livestream, October 30, 2020 (1:15:59).
  33. 33.0 33.1 Video, June 30, 2022 (20:29).
  34. 34.0 34.1 Video, June 30, 2022 (21:19).
  35. 35.0 35.1 Livestream, June 30, 2022 (53:33).
  36. Livestream, December 22, 2020 (1:12:56).
  37. 37.0 37.1 Livestream, November 22, 2019 (1:09:37).
  38. Livestream, May 17, 2017 (1:05:11).
  39. Livestream, June 28, 2019 (1:19:00).
  40. Livestream, May 22, 2017 (49:38).