Combattimento
Il Combattimento in Ashes of Creation è incentrato su tattiche e strategie.[2]
Vogliamo che il combattimento sia stimolante, divertente... Abbiamo appena iniziato la corsa verso la distribuzione dell'Alpha-1 prima fase, quindi ci stiamo concentrando sul lato d'azione del combatimento ora; e stiamo creando dei sistemi appositi. E stiamo facendo questo perchè il tab-targeting è sempre stato una cosa fissa negli MMORPG, anche se ora c'è un grande interesse per l'azione negli MMORPG e ci sono stati alcuni titoli di successo con combattimento d'azione, come TERA e BDO. Vogliamo essere in grado di immergerci totalmente in questo sviluppo per comprendere meglio come unire tab ed azione insieme nello stesso gioco, poichè sono stili veramente differenti.[3] – Steven Sharif
Combat targeting
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][14][15]
- Targeted skills require either a soft or hard locked target.[5][17]
- Soft locking is when the reticle moves over a valid target while in action mode.[16] 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.[17]
- 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.[20][17]
- Templated skills allow "blind firing" without a target while in action mode. If an entity moves into the path of the attack they can be struck.[21][5][22][23][17]
- 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.[24] – Steven Sharif
Templated and targeted versions of skills will have different characteristics.[25][12][26][27][28]
- 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.[27] – 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.[29]
- Different ranks of the same skill can change the skill from tab to action or vice-versa.[30]
- Variables will change based on which version of a skill is chosen.[28]
- 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.[27]
- For the purposes of balance, certain skill types will be either tab or action oriented skills.[31]
- 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.[28] – Steven Sharif
Ashes of Creation Apocalypse combat targeting
Action combat in Ashes of Creation Apocalypse utilizes a targeting reticle.[34]
- A hot key can be used to toggle reticle mode on and off.[34]
- Left mouse click is used for basic weapon attacks.[35]
- Right mouse click is used as a "focus" button. It can also be used to activate root motion attacks for melee.[35]
- Combat targeting uses hitbox registration in three separate regions: Upper body, lower body and head.[36]
- Certain weapons and skills have ADS (Aim Down Sights) functionality.[37][38]
There will be aim down sights. You may have seen it that you can aim down sights on weapons; and there will be scopes on like crossbows and stuff that - arcane scopes - that you can use.[37] – Steven Sharif
Some spells do have ADS. There's a long-range meteor blast that can be used from one of the spell books; and that has an arcane zoom in. It lets you zoom into a target.[38] – Steven Sharif
Alpha-1 will test hybrid action/tab combat.[26][3]
Headshot mechanics
Headshot mechanics (where there is a specific hitbox for a player's head) are not planned for the Ashes of Creation MMORPG.[39][40][41]
- Headshots were a part of Ashes of Creation Apocalypse battle royale.[41]
- Previously it was stated that headshot mechanics may be implemented in the MMORPG along the lines of a higher critical chance[42][43] and that they would not be one hit kills.[42]
- Headshots in action combat are equivalent to a critical hit in tab targeted combat.[44]
- Players relying on tab skills will have a fixed critical hit chance every time they use an ability or weapon.[44]
- Players using action-based skills are going to rely on getting a head shot or hitting a critical spot on the opponent.[44]
- A Ranger skill called Headshot was introduced leading up to Alpha-2 testing.[45]
Time to kill
Time to kill (TTK) in Ashes of Creation will be a little bit faster than most MMOs.[47]
- Previously it was stated that the TTK was expected to be around 30 seconds to a minute.[48]
- The developers do not want one-shots in the final MMORPG.[49]
- Average non-elite mob time-to-kill for a solo player is intended to be around 6 seconds.[50]
- In the MMORPG we really don't want to see any one-shots. The time-to-kill needs to be strategic and tactical.[49] – Steven Sharif
Combat abilities
The aspiration for combat is for abilities to have corresponding counter-play abilities.[51]
- The goal is to have special animations for parrying, blocking and evading.[52]
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.[52] – Jeffrey Bard
Crowd control
Crowd control (CC/mezzing) abilities include root, snare, stun, sleep and slow.[53][51]
- 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.[54]
- Melee archetypes will offer various mobility and CC counters against ranged archetypes, such as the Ranger.[55][56]
- Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own health pool and other stats.[57]
- There's also going to be effects that just stun the mount or stun you on the mount.[57] – Steven Sharif
- Summoner's summons will be able to use crowd control.[58]
- All archetypes will have their own versions of CC breaks.[59]
Skill | Icon | Origin | Description |
---|---|---|---|
Air Strike | 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.[60] The root effect is nature based.[61] | |
Ancestral Bolas | 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.[62] | |
Chain Lightning | Mage | Release a powerful streak of lightning that hits your primary target and then chains outward to all nearby enemies from that target, dealing lightning damage and applying 3 stacks of Electrified to each target hit.[63][64][65] | |
Chains of Restraint | 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.[66][67] | |
Condemn | Cleric | Stun target enemy for 3 seconds.[68][69] | |
Crippling Blow | Fighter | Deal Physical damage and apply Snare to target enemy for 6 seconds.[70] | |
Fissure | Mage | Call forth a line of jagged earth spikes in front of the[sic] you, dealing earth damage and applying 10 stacks of Stagger to each enemy hit along its path while launching them upwards.[71] | |
Grapple | 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.[72][73] | |
Imbue Ammo: Weighted | 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.[74] | |
Knock Out | Fighter | Knock out target enemy, putting them to sleep for 10 seconds. Any damage breaks the effect.[75] | |
Leap Strike | Fighter | Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[76] | |
Quake | Mage | Held ability: Cast a powerful earthquake that deals more damage the longer it was charged and applies 10 stacks of Staggered to all enemies around the caster. If the spell was fully charged, this applies Tripped instead of Staggered.[77] | |
Slam | Tank | Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[78] | |
Slumber | Mage | Applies the sleeping condition to targets affected within a small area around the primary target, rendering them unable to move or take any action. Any damage dealt to a sleeping target will break the effect. Duration is reduced by 20% for each additional target hit, to a minimum of 40% of base duration.[79][80][81] | |
Tremoring Bellow | 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.[82] |
- There will be diminishing returns on stuns, sleep and slows so as to avoid stun locking.[51][83]
- Diminishing returns on CC effects have not yet been implemented in Alpha-1 testing.[84]
- 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.[51] – Steven Sharif
- Hard CC's are stuns, knock downs, sleeps, paralysis, some roots, some silences.[85]
- Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[31][27]
- Lockdowns won't likely be tab-targeted skills. This is to avoid imbalanced combos with skill shot (action targeted) abilities.[27]
- 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.[51] – Jeffrey Bard
- Soft CC's are in the tab-targeted abilities.[86]
Mobility
- The revamped combat system features 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.[89][90][91][92][93]
- 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.[89] – 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.[89][94]
- Movement speed can decrease significantly depending on the type of ability.[89]
- Weapon weight can also affect mobility.[90]
- Abilità with the greatest power may require the caster to remain stationary while channeling them. This is a risk vs. reward mechanic.[89][94][95][96]
- 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.[94] – Steven Sharif
- Ranged archetypes will have gap openers to counter gap closers from archetypes like the Fighter.[97]
- 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.[97] – Steven Sharif
- Unreal Engine 5 has enabled improved forms of locomotion, such as crouching, tilting and mantling.[98][99]
- 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.[103] – Steven Sharif
- Melee archetypes will offer various mobility and CC counters against ranged archetypes, such as the Ranger.[55][56]
- 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.[55] – 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.[56] – Steven Sharif
Skill | Icon | Origin | Description |
---|---|---|---|
Air Strike | 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.[60] The root effect is nature based.[61] | |
Blink | Mage | Instantly teleport a set distance in the direction you are moving.[104][105] | |
Blitz | Fighter | Charge directly toward target enemy, dealing Physical damage to the target on arrival.[106] | |
Call of the Wild | 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.[107] | |
Caravan Trail Speed Bonus | Carovana | Minor speed boost for travelling on a simple trail.[108] | |
Exert | 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.[109] | |
Form Of Celerity | 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.[110] | |
Form Of Fluidity | 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.[111] | |
Leap Strike | Fighter | Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[76] | |
Lunging Assault | 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.[112] | |
Recharging Lunging Assault | Fighter | Lunging Assault gains an additional charge and generates 5 additional Combat Momentum when dealing damage to one or more enemies.[113] | |
Shield Assault | 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.[114] | |
Speed Boost | Carovana | Gives the caravan a temporary speed boost.[115] | |
Unstoppable Exert | Fighter | Exert additionally breaks all hard control effects on the caster, and may be used any time while under a hard controlling effect.[116] | |
Whirlwind | 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.[117] | |
Wings of Salvation | Cleric | Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[118][119] An ally is defined as any non-combatant player or non-mob NPC.[120] |
Player movement
- Sprinting will consume a percentage of a character's mana pool. Sprinting will not be permitted while in combat.[122]
- 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.[122] – Steven Sharif
- There is a toggleable walk/run (autorun) capability.[124]
- There is not going to be any "go to waypoint" (auto-pathing) mechanics.[125]
- Double-jumping has been considered as an option for player mounts.[127]
- Unreal Engine 5 mantling was demonstrated by the developers.[98][128]
Collision
There are player and spell/projectile collision mechanics in Ashes of Creation.[129][130][131]
- 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.[132][131]
- Cavalcature and players cannot stop caravans and other vehicles from moving. Nothing can move or block ships.[133]
- Specific ranged skills will have a pushback effect but this is not inherent to all ranged abilities.[134]
- Player collision inherently limits the number of individuals that can be affected by AoE skills.[129]
- Not all projectiles can be body-blocked.[130]
- 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.[130] – Steven Sharif
Dodging
Evasion moves such as dodging and weaving will be present in Ashes of Creation combat.[136][137][138]
- Dodging is a universal skill that is able to be unlocked by all archetypes.[139][140]
- Dodging will not use I-frames (invincibility frames), but it may affect accuracy and mitigation stats when used.[136]
- Previously it was stated that hybrid combat will likely have true evasion skills relating to action-oriented combat and also have I-frames that apply to tab targeting.[138]
- 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.[137] – Steven Sharif
Active blocking
Active blocking is a universal skill that applies to all classes.[145][146][136][147][143][140]
- Active blocking is present in Alpha-2.[147][142][144] At present the developers are using a universal stamina-based energy system, but they will be testing the use of separate energy mechanics for universal skills in Alpha-2.[146][147][148][149][144]
- 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.[147] – Steven Sharif
- Different types of equipment are catered toward blocking different damage types.[145]
- Shields are better for active blocking physical damage, but any melee weapon can also be used to parry with a lesser amount of mitigation.[136][143]
- Sigils are better at actively blocking magical damage.[145]
- 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.[150] – Steven Sharif
- Some abilities may be able to overcome, surpass, or cancel active blocking.[146]
- 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.[146] – 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.[151][152]
- The Paladin's Might shield in Ashes of Creation Apocalypse had its own hit box and hit points (HP); that could actively block projectiles.[153]
Interrupts
Abilities with a cast bar can be interrupted during the cast.[96]
- There are abilities to counter interrupts.
- Some interrupts are better than others.
Skill | Icon | Origin | Description |
---|---|---|---|
Bulwark | Tank | Bash enemies in front of you twice. The second attack temporarily increases block chance. You must have a shield equipped to block.[154][155][156][157] |
Animation cancelling
Animation cancelling will not be a combat mechanic in Ashes of Creation.[158][159]
- Players will be able to cancel channeled abilities.[158]
Cleaving
All weapons have a forward attack cone, regardless of being in tab or action mode.[14]
- The cone's arc and distance will vary based on weapon type.[14]
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.[14] – Steven Sharif
This is described as a weapon attack not an active skill.[14]
Combat stances
The use of weapon stances in game is likely.[161]
RNG
RNG elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[162]
- RNG plays a role in both Pvp or PvE.[163]
- Action combat is far less dependent on RNG.[163]
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.[163] – Jeffrey Bard
Primary skills
Primary skills (class abilities) are based on a player's archetype.[166][167]
- A player may choose a secondary archetype when they reach level 25.[168][169] The player can then augment their primary skills with effects from their secondary archetype.[166][168][169][167][170]
- Outside of class-specific skills there may be a subset of universal skills, such as active block and dodge.[140]
- Class skills are not affected by the type of weapon that is equipped.[17]
- Primary skills in Alpha-2 are expected to be very different to those in Alpha-1.[171]
Active skills
Players can build their characters with the active skills they want on their action bar (hotbar).[173][174][175]
- The maximum number of skills a player can have on their action bar will be around 15-20.[176][2]
- There will be an option to include multiple action bars (hotbars) on a player's UI.[178][173][175] For example: One Fighter will be different from another based on what active skills they have chosen.[2]
- Some people like to have a very minimalistic number of hot bars. They don't need necessarily to have three, four, five hot bars that are available; but some people do like that: They want to have all their items listed on their hotbar as well as their abilities, as well as as their mounts, as well as anything that they can essentially interact with as an icon.[178] – Steven Sharif
- Players are not given skills as they level up, they must choose what skills they take.[179]
- There is no spellbook requiring memorization.[180]
There will be multiple hot-bars that you obviously have available, because you're going to have consumables, you're going to have active skills and whatnot. But the number of active skills are not going to overwhelm necessarily the character and be irrelevant especially at certain stages.[173] – Steven Sharif
Ultimate skill
Ultimate skills are very powerful skills that can be used when enough focus has been accumulated from using the Weapon combo system.[181]
Elemental skills
- The idea behind magic is you're manipulating the elements. They don't just have to be fire, ice, water and air. They can be darkness, they can be light, they can be planar; a lot of different types of "elemental influences".[182] – Steven Sharif
Skill | Icon | Origin | Description |
---|---|---|---|
Ball Lightning | Mage | Creates a large ball of highly charged electricity that travels slowly forward, dealing rapid periodic lightning damage to enemies it overlaps with and applying 1 Electrified stack to targets with each hit.[183][184][185] | |
Blizzard | Mage | Channel a massive blizzard around you, raining a barrage of hail shards upon your enemies while channeling. Each shard impact deals ice damage in a small area around it. All enemies in the blizzard also acquire 1 stack of Chilled periodically. Activate the ability again to end the channel early.[186][187][183] | |
Chain Lightning | Mage | Release a powerful streak of lightning that hits your primary target and then chains outward to all nearby enemies from that target, dealing lightning damage and applying 3 stacks of Electrified to each target hit.[63][64][65] | |
Cone of Cold | Mage | Blasts a cone of cold in front of the caster, dealing ice damage and applying 1 stack of Chilled to each enemy hit.[183][188][189] | |
Elemental Empowerment | Mage | Whenever you cast an elemental spell, your weapon attacks deal additional damage of that spell's element and apply a stack of the corresponding elemental status effects to targets hit. Casting a spell of a different element switches this effect to the new element.[190][191] | |
Fireball | Mage | Instantly hurl a ball of fire toward your target, dealing fire damage and applying 1 stack of Burning to target on impact. Burning deals periodic fire damage over time for each stack applied. When the target reaches 5 stacks, they become Conflagrated, dealing extreme fire damage over time.[192] Hitting a conflagrating enemy with a lightning spell causes Fusion, dealing significant damage and removing the Conflagrated effect.[193] | |
Fissure | Mage | Call forth a line of jagged earth spikes in front of the[sic] you, dealing earth damage and applying 10 stacks of Stagger to each enemy hit along its path while launching them upwards.[71] | |
Frostbolt | Mage | Launch a bolt of frost towards your target, dealing ice damage and applying 2 Chilled stacks to the target on impact. Chilled reduces movement speed of the target for each stack applied. When the target reaches 5 stacks, they become Frozen, rooting them in place for the duration. Hitting a frozen enemy with a lightning spell causes them to Shatter, dealing significant damage and removing the Frozen effect.[194][195] | |
Lightning Strike | Mage | Held ability: Charge up a bolt of lightning to unleash upon your target, dealing lightning damage and applying 2 stacks of Electrified to the target. This deals additional damage based on how long it was charged. Electrified reduces the target's magical mitigation for each stack applied. When the target reaches 10 stacks, all Electrified stacks are consumed and they become temporarily Shocked. Whenever a Shocked enemy takes damage, they take additional damage and 1 stack of Shocked is consumed. Shocked is initially applied with 20 stacks.[196][197] | |
Magma Field | Mage | Erupts the earth at target location, forming a boiling pool of lava that deals fire damage to enemies per tick while periodically applying a stack of Burning to enemies within the area.[198] | |
Meteor | Mage | Conjures a massive flaming rock before sending it hurling toward target location. Upon impact, it deals major fire damage while knocking foes flying, and then continues to roll forward for its remaining distance, dealing additional fire damage while applying stacks of Burning to enemies along its path.[199] | |
Quake | Mage | Held ability: Cast a powerful earthquake that deals more damage the longer it was charged and applies 10 stacks of Staggered to all enemies around the caster. If the spell was fully charged, this applies Tripped instead of Staggered.[77] | |
Thundering Shot | Ranger | Fires a lightning-infused projectile at your target, dealing 200% of your physical power as Lightning damage.[200] |
Balancing
- Balancing in Ashes of Creation is group focused not based on 1v1 combat.[201][202][203]
- 1v1 matchups will have a rock-paper-scissors dynamic, where one class will be superior to another.[201][203]
- 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.[203] – 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.[204] – Steven Sharif
- Alpha-1 testing was focused on core functionality rather than combat balance.[93]
- Alpha-2 testing will begin to focus on balancing once populations and encounters have been put in place and are deep in testing.[201][205]
- 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.[201] – Steven Sharif
- The sixty four (64) classes are partitioned into eight primary archetypes. Balancing of active skills only relates to these eight primary archetypes.[202][206]
- Certain secondary archetypes are capable of "bridging the gap" between their counterpart.[210]
- 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.[202] – 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.[210] – Steven Sharif
Ruoli
Ashes of Creation has the traditional trinity of Tank, DPS (damage dealers) and Support (healer or non-healer) roles.[211][212][213]
- 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.[214] – Steven Sharif
- Although traditional roles are present, players should not feel branded by their primary archetype.[212][213]
- Skill augments available through the class system allow characters to be personalized outside of their primary role.[212][213][214]
- Players can also double down on their archetype choice to strengthen their primary role.[212][213]
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.[215]
Weapon skills
Armi and Armatura are tied to skills in Ashes of Creation Apocalypse.[216]
- Swapping between weapons will allow players to access the different skills on their hotbar.[216]
- Certain armor pieces have utility and defensive skills, such as like Camouflage, Polymorph and Battlefield wall.[216]
- Weapons are tied to one specific skill in early testing, but this may change.[217]
Weapons will have skills associated with them and they'll will rest on a hot bar and you can swap between the weapons on the hot bar and that'll allow you to access the different skills. Additionally the breastplate, the leggings: Those also have skills associated with them those are more utility and defensive abilities, such as like camouflage, polymorph, battlefield wall; that stuff. Those are on the armor pieces and then they are associated with right now the VC hotkeys for their abilities.[216] – Steven Sharif
Right now weapons are tied to one specific skill; and that's just again because we're so early in alpha 1; but well probably be changing that as we continue to iterate and test.[216] – Steven Sharif
Weapon use combo system
A weapon combo system (also referred to as Weapon use combo, Weapon attack combo, Weapon combo, and Weapon use ability) is utilized instead of a traditional auto-attack ability in Ashes of Creation.[218][220][195][221][222][223][224]
- The combo system consists of a sequence of combat animations based on the weapon type, referred to as a combat animation montage.[225]
- Combos are triggered by performing basic weapon attacks (default Q or left-mouse-click).[226]
- 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.[225] – Steven Sharif
- The number of steps and passive effects that trigger during weapon combos can be customized in the weapon skill tree.[227][228]
- 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.[227] – Brian Ferguson
- Depending on class skill choice these effects will have synergy with the combat montage.[225]
- 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.[225] – Steven Sharif
- Weapon progression such as set bonuses may change at what level any proc effects occur and therefore enable different combo rotations.[225]
- 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.[225]
- 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.[225] – Steven Sharif
- Using a skill/ability other than a basic attack will in general reset the combo.[226]
- The developers are considering specific abilities that might be able to be used without resetting the combo system.[226]
- 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.[222] – Steven Sharif
Weapon use combo system status
The weapon combo system plays heavily into the weapon skill trees, which are planned for Alpha-2 and beyond.[228]
- The weapon use ability that was originally shown at PAX West 2017 was reduced to a basic form in Alpha-0.[223] The new combo system will not have the quicktime event that was seen in PAX West 2017.[222]
- A revised weapon combo system was present in Alpha-1.[222][229] This was referred to as Combo system[222], Combat skills[230], and Combat tree[231].
Weapon swapping
- It is possible to store and swap gear loadouts with a single hotkey button press when out of combat.[233][234][235]
- 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.[233] – Steven Sharif
- Artisan gear and adventuring gear do not need to be swapped for either to be effective when they are equipped on a character.[236][237][238]
- Switching weapons is possible while in combat but armor cannot be swapped while in combat.[239][240][241][20][242][243][244]
- 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.[240] – Steven Sharif
Raid mechanics
Boss fights will have fairly intricate mechanics.[248]
- 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.[248] – Steven Sharif
- Multiple phase fights.[248]
- Adds.[248]
- Random skill usage.[248]
- Fights will require location, mobility and strategy.[248]
- Boss mechanics may be affected by changes in climate or time of day.[249]
- Telegraphed animations, but no obvious telegraphed templates on the ground.[250][248]
- Players can utilize boss mechanics against other players.[250]
- 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.[250] – Steven Sharif
Telegraphs
In specific circumstances there will be telegraphs (tells) to communicate something that's happening.[251]
- Animation tells.
- Templates.
Utility skill
A utility skill is a typically non-combat skill that interacts with the environment and offers counters and horizontal progression against other archetype abilities.[254][255][256][257] Utility skills lend themselves toward how classes navigate and deal with hazards in the world.[258]
- When we think about utilities, some of the examples of those utilities might be a Rogue has invisibility. How do you address invisibility? Well, a Ranger might have a utility ability that spawns a Hound that trails invisible targets within an AoE radius of the Ranger and you get that location. Whereas, a Mage might have an Arcane Eye that actually reveals them to the party of the raid. Those are the types of utility skills that we want to create. They offer counters and horizontal progression against the other archetype abilities.[254] – Steven Sharif
- Classi will have different utility abilities, such as detecting traps and other hazards.[255][256][258] For example: The Mage's detection spell casts light and reveals magical explosive hazards.[259]
- Q: What kind and how many special or unique activities can we expect classes to perform outside of combat, such as rogue's opening locks, tracking enemies as a ranger, or removing corruption from the ground as a cleric?
- A: Just thirty minutes ago I was talking about those utility abilities like finding tracks, or cleansing poisons, arcane eye to reveal secret passages. The idea is how do we blend the traditional tabletop RPG role of utility and/or skill checks into the setting of a graphical MMORPG; and I think that it's both a complement of the skill kit that's available and how it interacts with the world for those curated or special designs within these locations. So to answer that question: that is intended- we've shown a little bit of that in the past and it is something that we want to make feel compelling and rewarding and viable as a use-case scenario in many different settings that you might find yourself in within the world.[255] – Steven Sharif
- All classes will have maneuverability/traversal utility abilities.[265]
- Utility skills exist that can help players discover hidden paths and entrances and may lead to discovering hidden quests while exploring.[256]
- Certain objects exist in the world (such as ladders and slides) that aid player mobility.[266]
- We don't just have the approach of your class being reflected in your combat abilities but also there are utility abilities that certain classes have that other classes don't have.[267] – Steven Sharif
- There will be a grappling hook utility skill or item.[268]
- Rogues may also have a spyglass utility skill.[258]
Player death
When a player dies they disintegrate into ash. The ashes contain any items lost by the player due to applicable death penalties.[270][271][272][273][274]
- Attivazione PvP del Giocatore is not triggered by looting.[275]
- 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.[278] – 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.[279]
- If the mule dies its corpse will contain the same percentage of lootable items according to the player's death penalties.[279][280]
- Players do not lose gold upon death, no matter their corruption level.[281]
- Glint looted from a dead character by any other player, regardless of affiliation, becomes stolen glint. Character's who loot their own bodies will recover their glint in its non-stolen state.[282][283][271]
Mounted combat
Certain mounts will have combat abilities.[287][288][289]
- Mounts will have a variety of effective pvp abilities, some viable in larger scale encounters when organized correctly.[290] – Steven Sharif
- Mounts will have combat skills based on the breed and rarity. There will also be some RNG to the mount skills.[291]
- Charging through opponents (to knock them down).[291]
- Abilities to create a lance while mounted have been discussed as a potential design idea.[291]
- Specific weapons systems may exist on different riding points on group mounts.[292]
- Some crowd-control abilities can dismount a mounted player.[293] In that case the mount would persist with its own health pool and other stats.[57]
- 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.[293] – 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.[294]
- 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.[294] – Steven Sharif
Mounts can be killed by players, but can be resurrected after a certain cooldown period.[295][296][297]
- Potions obtained from the Alchemy profession can be used to reduce the cooldown.[295][298][296]
- 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.[298]
- 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.[284]
Mounts can be targeted separately from the player while mounted.[296]
- 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.[279]
- If a player's mule dies its corpse will contain the same percentage of lootable items as the player.[279][280]
Dragon abilities
Draghi are flying mounts with strong battle abilities, such as AoE breath attacks, swooping flyby attacks, and others.[299][300]
- Dragons have Pvp capabilities relating to Assedi del castello and Assedi al nodo.[300]
- The dragon will have a lot of capability in PvP. It's primarily its purpose, because as it relates to Castles and the sieges they're in, or Nodes and the sieges they're in. We want dragons to have large scale ramifications against player raids.[300] – Steven Sharif
Combat pets
Combat pets (also referred to as Item pets or Universal combat pets) may be acquired by any archetype.[301]
- Combat pets generally have a horizontal progression, not a vertical one. Unlike Summoner summons, combat pets do not increase a player's power, but instead require a sacrifice from the player.[302][303][301][304][305]
- It’s important to note, combat pets are primarily horizontal in nature. Where as class pets (like summoner) are a very vertical mechanic.[303] – Steven Sharif
- Combat pets may be tamed from certain creatures in the world.[306]
- Combat pets are categorized by class and will adhere to a simple trinity structure (Tank/DPS/Support).[304]
- Combat pets will also be categorized into different rarities.[304]
- Combat pets may not be able to be summoned in certain dungeons, instances or other spaces.[308]
- 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.[305] – Jeffrey Bard
Combattimento navale involves different types of Navi 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.[309][310]
- PvP Navale is between ships.[310]
- Navale PvE includes open sea raids and sea-based bosses.[309][310]
- Certain ship classes and components may support ramming of other vessels or raid bosses.[311]
- Ship weapons can damage both players and structures.[312]
- Damage done by ship weapons such as potion launchers will generate threat.[313]
- Characters can also use ranged skills during naval combat. Taunts and other threat generation skills can be utilised for tanking at sea.[313]
- Coastal points of interest, such as harbors, offer objective-based naval gameplay during node sieges.[314]
- There is a castle located on an island that is only able to be affected by naval combat.[314][315]
- Battles at sea will be epic. They will have some supreme rewards and/or losses if the battle succeeds or fails.[316] – Steven Sharif
- Naval combat allows ships to be hijacked, destroyed and looted, but it doesn't allow the attackers to permanently keep the ships.[317]
- 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.[318] – Steven Sharif
Navi are vehicles in Ashes of Creation. Ships are owned by the player who has the ship item in their inventory. Only that player can summon the ship.[133][321]
- Ship creation is generally delegated to players. There won't be many non-player-owned ships.[322]
- For the most part all ship creation will be delegated to the player. You have to build up a ship or find somebody who has one if you want to get across the seas.[322] – Steven Sharif
- Ship owners are able to grant permissions to allow other players to navigate their ships and access certain ship functions.[324][321]
- Ship navigators receive a significant defensive buff while they are navigating the ship. This reduces CC effects and increases damage mitigation significantly.[324]
- If the ship navigator is killed or otherwise removed from the ship then any player will be able to navigate the ship for a period of 15 to 20 minutes before the ship despawns and becomes a wreckage.[324]
- Other ship permissions may include operating weapons, anchors, and utility items.[321]
- Players will have quests that lead set them on a path toward creating a personal vessel at around level 10-15.[325]
- Player merchants will not be able to be placed on ships.[326]
- Nothing can move or or block ships, apart from other ships. Ships collisions come with the risk of significant damage to the vessels involved.[327][133]
- We adhere to some semblance of real physics feelings with regards to these vehicles; and so ships do have the potential to be pushed in different directions and out of the way for each other. That is an intended collision experience that we want ships to have. But it should come with significant risk and potential damage to the vessels themselves.[327] – Steven Sharif
Fazioni
Non ci sono fazioni predefinite in Ashes of Creation.[328]
Siccome il gioco è privo di fazioni, vogliamo dare agli utenti la possibilità di fare cose "malvagie" o "buone", quindi ci deve essere una pletora di scelte per la parte malvagia che loro possano prendere.[329] – Steven Sharif
Ashes of Creation Apocalypse class kits
Sei classi sono presenti in Ashes of Creation Apocalypse castle sieges e Ashes of Creation Apocalypse horde mode.[330]
- Classi dei guerrieri
- Classi di DPS
- Classi di supporto
Queste classi si riferiscono alla trinità delle classi: Tank, DPS e Support.[330][331]
- Weapon skills sono applicate per aumentare le abilità di base di una classe.[332]
- Le abilità della classe base possono essere selezionate da una serie di abilità disponibili per quella classe in base alla progressione di un giocatore durante quella stagione.[332][333]
Abbiamo avuto un po' di idee che esploreremo per quanto riguarda ciascuna delle classi che hanno una vasta scelta di abilità che i giocatori possono personalizzare il loro kit di abilità in base alla loro progressione entro una stagione, diciamo; quella progressione può essere ottenuta da una qualsiasi modalità e ti darebbe la possibilità di personalizzare quel kit di abilità per la modalità prima dell'assedio o la modalità orda. Ma è qualcosa che potrebbe venire in un secondo momento.[333] – Steven Sharif
Ashes of Creation Apocalypse classes sono applicate solo a Ashes of Creation Apocalypse castle sieges e Ashes of Creation Apocalypse horde mode.[334]
Ashes of Creation Apocalypse healing
Healing in Ashes of Creation Apocalypse will be reticle based (action targeted).[335]
- Healing skills are proximity based: Centered on self or centered on projectile impact.[336][337]
- There will be healing potion bursts (healing grenades) that will grant life to allies.[337]
- Healing is part of Class kits that come into play during the testing of Ashes of Creation Apocalypse castle sieges.[336][332]
We have a few design theories on action combat and healing to began with phase one. Part of that will be the implementation of a class system into the castle siege and horde mode of phase one. Those will be kits that play out as skills available from an action perspective. You'll be able to target in proximity, basically so positioning is going to matter. Importantly, for healers being close to the individual party members you wish to heal. Additionally, you'll have reticle based healing methods. This would be a template that could be launched in that direction as a pulse of heels or augments. So there's a lot of different systems are playing with that you'll see more of when we get to those when we get to the castle siege system and the Ashes of Creation Apocalypse horde mode.[335] – Steven Sharif
Video
- 2018-04-04 Video - PAX East Pre-Alpha Gameplay
- 2018-08-17 Video - Ashes of Creation Apocalypse - First Look at Action Combat
- 2018-09-01 Video - Ashes of Creation Apocalypse Alpha Gameplay
- 2019-03-08 Video - Ashes of Creation Apocalypse Castle Siege Gameplay
- 2022-06-30 Video - Ashes of Creation Alpha Two Basic Melee Weapon Attack Update
- 2022-09-30 Video - Ashes of Creation Alpha Two Basic Ranged Weapon Attack Update
- 2022-12-02 Video - Ashes of Creation Alpha Two Night and Day and Other Heavenly Things
- 2023-01-27 Video - Alpha Two Tank Preview
- 2023-03-31 Video - Alpha Two Story Arc Systems Preview and the Lore of Carphin
Community guides
See also
Riferimenti
- ↑ Trasmissione in diretta, 2018-02-09 (20:40).
- ↑ 2.0 2.1 2.2 Trasmissione in diretta, 2017-05-03 (17:59).
- ↑ 3.0 3.1 Trasmissione in diretta, 2018-04-8 (PM) (41:44).
- ↑ Video, 2022-09-30 (17:03).
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 Trasmissione in diretta, 2023-04-28 (53:58).
- ↑ Video, 2023-05-31 (11:20).
- ↑ Trasmissione in diretta, 2023-04-07 (49:45).
- ↑
- ↑ Trasmissione in diretta, 2021-08-27 (1:16:04).
- ↑ Trasmissione in diretta, 2021-06-25 (22:34).
- ↑ Trasmissione in diretta, 2017-11-16 (30:45).
- ↑ 12.0 12.1 Trasmissione in diretta, 2021-06-25 (27:43).
- ↑
- ↑ 14.0 14.1 14.2 14.3 14.4 14.5 14.6 Trasmissione in diretta, 2020-08-28 (1:15:39).
- ↑ Trasmissione in diretta, 2020-04-30 (1:09:51).
- ↑ 16.0 16.1 16.2 Trasmissione in diretta, 2023-12-19 (1:15:00).
- ↑ 17.0 17.1 17.2 17.3 17.4 17.5 Video, 2022-09-30 (17:00).
- ↑ 18.0 18.1 Trasmissione in diretta, 2021-03-26 (59:21).
- ↑ Trasmissione in diretta, 2021-06-25 (26:11).
- ↑ 20.0 20.1 Trasmissione in diretta, 2022-09-30 (49:16).
- ↑ Trasmissione in diretta, 2023-12-19 (1:18:49).
- ↑ Trasmissione in diretta, 2022-09-30 (52:33).
- ↑ Trasmissione in diretta, 2022-09-30 (48:10).
- ↑ Trasmissione in diretta, 2023-08-31 (2:22:01).
- ↑ 25.0 25.1 25.2 25.3 Trasmissione in diretta, 2022-09-30 (41:06).
- ↑ 27.0 27.1 27.2 27.3 27.4 27.5 Trasmissione in diretta, 2018-04-8 (PM) (37:57).
- ↑ 28.0 28.1 28.2 28.3 28.4 28.5 Podcast, 2018-08-04 (1:07:59).
- ↑ Trasmissione in diretta, 2023-01-27 (1:11:07).
- ↑ Trasmissione in diretta, 2020-08-28 (1:12:50).
- ↑ 31.0 31.1 31.2 31.3 31.4 31.5 31.6 Podcast, 2018-08-04 (1:11:05).
- ↑
- ↑ Trasmissione in diretta, 2018-09-27 (17:52).
- ↑ 34.0 34.1 Trasmissione in diretta, 2018-07-09 (58:26).
- ↑ 35.0 35.1 Colloquio, 2018-08-08 (27:04).
- ↑ Colloquio, 2018-08-17 (3:58).
- ↑ 37.0 37.1 Colloquio, 2018-08-17 (4:31).
- ↑ 38.0 38.1 Colloquio, 2018-08-17 (6:03).
- ↑ Trasmissione in diretta, 2020-10-30 (1:15:59).
- ↑
- ↑ 41.0 41.1
- ↑ 42.0 42.1 Colloquio, 2018-10-21 (9:10).
- ↑ Colloquio, 2018-10-20 (3:25:31).
- ↑ 44.0 44.1 44.2 Trasmissione in diretta, 2018-09-27 (34:49).
- ↑
- ↑ Video, 2024-01-31 (5:22).
- ↑ 47.0 47.1 Trasmissione in diretta, 2024-01-31 (59:45).
- ↑ Colloquio, 2018-10-20 (3:25:46).
- ↑ 49.0 49.1 Colloquio, 2018-10-20 (9:10).
- ↑
- ↑ 51.0 51.1 51.2 51.3 51.4 Trasmissione in diretta, 2017-05-24 (45:12).
- ↑ 52.0 52.1 Trasmissione in diretta, 2020-06-26 (1:50:01).
- ↑ Trasmissione in diretta, 2017-10-16 (25:56).
- ↑
- ↑ 55.0 55.1 55.2 Trasmissione in diretta, 2023-12-19 (1:16:19).
- ↑ 56.0 56.1 56.2 Trasmissione in diretta, 2022-09-30 (51:28).
- ↑ 57.0 57.1 57.2 57.3 Trasmissione in diretta, 2021-04-30 (1:08:10).
- ↑
- ↑ Video, 2023-12-19 (27:14).
- ↑ 60.0 60.1
- ↑ 61.0 61.1 Video, 2022-09-30 (15:28).
- ↑
- ↑ 63.0 63.1
- ↑ 64.0 64.1 Video, 2023-05-31 (12:12).
- ↑ 65.0 65.1 Video, 2023-04-28 (17:50).
- ↑ Video, 2023-07-28 (20:50).
- ↑
- ↑ Video, 2023-07-28 (29:23).
- ↑
- ↑
- ↑ 71.0 71.1
- ↑ Video, 2023-03-31 (9:55).
- ↑ Video, 2023-01-27 (10:27).
- ↑
- ↑
- ↑ 76.0 76.1
- ↑ 77.0 77.1
- ↑
- ↑ Video, 2023-04-28 (17:22).
- ↑
- ↑ Video, 2023-09-29 (11:23).
- ↑ Video, 2023-01-27 (7:28).
- ↑ Trasmissione in diretta, 2018-02-09 (28:17).
- ↑ Trasmissione in diretta, 2019-11-22 (1:06:25).
- ↑
- ↑ Podcast, 2018-08-04 (1:11:52).
- ↑ 87.0 87.1 Trasmissione in diretta, 2021-02-26 (27:41).
- ↑ Video, 2021-02-26 (6:17).
- ↑ 89.0 89.1 89.2 89.3 89.4 Trasmissione in diretta, 2023-07-28 (1:02:23).
- ↑ 90.0 90.1 Trasmissione in diretta, 2022-06-30 (46:30).
- ↑ Trasmissione in diretta, 2021-07-30 (31:22).
- ↑ Colloquio, 2021-06-13 (4:12).
- ↑ 93.0 93.1 Trasmissione in diretta, 2021-05-28 (1:13:05).
- ↑ 94.0 94.1 94.2 Trasmissione in diretta, 2022-12-02 (59:47).
- ↑ Trasmissione in diretta, 2020-04-30 (1:17:13).
- ↑ 96.0 96.1 Trasmissione in diretta, 2017-05-08 (43:30).
- ↑ 97.0 97.1 Trasmissione in diretta, 2024-03-29 (2:01:57).
- ↑ 98.0 98.1 Trasmissione in diretta, 2021-12-23 (55:32).
- ↑ Video, 2021-12-23 (23:53).
- ↑ 100.0 100.1 Trasmissione in diretta, 2022-10-14 (48:45).
- ↑ 101.0 101.1
- ↑ Trasmissione in diretta, 2020-06-26 (1:30:40).
- ↑ 103.0 103.1 Trasmissione in diretta, 2022-06-30 (49:42).
- ↑
- ↑ Video, 2023-04-28 (4:40).
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ Video, 2023-01-27 (5:07).
- ↑
- ↑
- ↑
- ↑ Video, 2023-07-28 (24:03).
- ↑
- ↑ Video, 2023-07-28 (24:16).
- ↑ Video, 2017-05-25 (0:02).
- ↑ 122.0 122.1 Trasmissione in diretta, 2021-07-30 (1:11:29).
- ↑ Reddit - Developer response to unique ability visuals.
- ↑
- ↑ Trasmissione in diretta, 2018-05-04 (51:57).
- ↑ Trasmissione in diretta, 2017-12-15 (1:35:38).
- ↑ Trasmissione in diretta, 2023-05-31 (1:10:08).
- ↑ Video, 2021-12-23 (7:05).
- ↑ 129.0 129.1 Trasmissione in diretta, 2023-12-19 (1:52:02).
- ↑ 130.0 130.1 130.2 Trasmissione in diretta, 2023-12-19 (1:20:09).
- ↑ 131.0 131.1
- ↑ Colloquio, 2020-03-27 (15:20).
- ↑ 133.0 133.1 133.2 Trasmissione in diretta, 2023-10-31 (1:30:52).
- ↑ Trasmissione in diretta, 2023-12-19 (1:17:45).
- ↑ 135.0 135.1 135.2 Trasmissione in diretta, 2020-08-28 (1:19:24).
- ↑ 136.0 136.1 136.2 136.3 Trasmissione in diretta, 2023-01-27 (1:06:02).
- ↑ 137.0 137.1 Trasmissione in diretta, 2022-06-30 (51:17).
- ↑ 138.0 138.1 Trasmissione in diretta, 2020-01-30 (1:34:12).
- ↑ Trasmissione in diretta, 2023-12-19 (1:49:56).
- ↑ 140.0 140.1 140.2 Trasmissione in diretta, 2021-11-19 (50:38).
- ↑ Trasmissione in diretta, 2020-06-26 (1:24:06).
- ↑ 142.0 142.1 Video, 2023-01-27 (35:51).
- ↑ 143.0 143.1 143.2 Video, 2022-12-02 (34:41).
- ↑ 144.0 144.1 144.2 Video, 2022-12-02 (16:55).
- ↑ 145.0 145.1 145.2 Trasmissione in diretta, 2024-03-29 (2:38:15).
- ↑ 146.0 146.1 146.2 146.3 Trasmissione in diretta, 2023-09-29 (1:12:16).
- ↑ 147.0 147.1 147.2 147.3 Video, 2023-01-27 (40:24).
- ↑ Trasmissione in diretta, 2023-01-27 (15:22).
- ↑ Trasmissione in diretta, 2022-12-02 (1:05:08).
- ↑ Trasmissione in diretta, 2023-01-27 (1:13:29).
- ↑ Trasmissione in diretta, 2021-09-24 (1:22:46).
- ↑ Trasmissione in diretta, 2020-06-26 (1:19:50).
- ↑
- ↑ Alpha-1 screenshot.
- ↑ 155.0 155.1
- ↑ Video, 2021-02-09 (0:37).
- ↑ Trasmissione in diretta, 2020-07-31 (1:14:26).
- ↑ 158.0 158.1 Trasmissione in diretta, 2019-11-22 (1:09:37).
- ↑ Trasmissione in diretta, 2017-05-17 (1:05:11).
- ↑
- ↑ Trasmissione in diretta, 2019-06-28 (1:19:00).
- ↑ Trasmissione in diretta, 2017-05-30 (16:25).
- ↑ 163.0 163.1 163.2 Trasmissione in diretta, 2018-12-06 (48:52).
- ↑ Trasmissione in diretta, 2017-10-16 (1:00:44).
- ↑ Colloquio, 2018-08-08 (22:27).
- ↑ 166.0 166.1 Trasmissione in diretta, 2023-12-19 (1:20:41).
- ↑ 167.0 167.1
- ↑ 168.0 168.1 Trasmissione in diretta, 2023-07-28 (1:04:27).
- ↑ 169.0 169.1 169.2 Colloquio, 2020-07-18 (1:05:04).
- ↑
- ↑ Trasmissione in diretta, 2021-09-24 (1:18:06).
- ↑ Video, 2024-03-29 (47:19).
- ↑ 173.0 173.1 173.2 Trasmissione in diretta, 2020-08-28 (1:24:29).
- ↑ Trasmissione in diretta, 2017-05-03 (15:15).
- ↑ 175.0 175.1 Trasmissione in diretta, 2020-03-28 (1:41:42).
- ↑ Trasmissione in diretta, 2022-10-14 (57:45).
- ↑ Trasmissione in diretta, 2022-10-14 (9:02).
- ↑ 178.0 178.1 Trasmissione in diretta, 2023-02-24 (53:48).
- ↑ Trasmissione in diretta, 2017-11-16 (30:02).
- ↑ Trasmissione in diretta, 2017-05-19 (43:09).
- ↑ Trasmissione in diretta, 2017-06-30 (29:13).
- ↑ Trasmissione in diretta, 2018-04-8 (PM) (26:19).
- ↑ 183.0 183.1 183.2 Video, 2023-09-29 (11:29).
- ↑
- ↑ Video, 2023-04-28 (7:15).
- ↑ Video, 2023-04-28 (9:22).
- ↑
- ↑
- ↑ Video, 2023-04-28 (11:22).
- ↑ Video, 2023-04-28 (14:55).
- ↑
- ↑
- ↑
- ↑
- ↑ 195.0 195.1 Video, 2023-04-28 (15:35).
- ↑
- ↑ Video, 2023-04-28 (13:40).
- ↑
- ↑
- ↑
- ↑ 201.0 201.1 201.2 201.3 Trasmissione in diretta, 2023-12-19 (1:25:16).
- ↑ 202.0 202.1 202.2 Trasmissione in diretta, 2020-10-30 (33:26).
- ↑ 203.0 203.1 203.2 Podcast, 2018-04-23 (59:28).
- ↑ 204.0 204.1 Trasmissione in diretta, 2023-12-19 (1:23:00).
- ↑ Trasmissione in diretta, 2022-12-02 (1:05:51).
- ↑ 206.0 206.1 Colloquio, 2018-10-20 (2:40:17).
- ↑ Podcast, 2021-09-29 (30:04).
- ↑ Trasmissione in diretta, 2021-06-25 (1:05:01).
- ↑ Trasmissione in diretta, 2018-02-09 (41:56).
- ↑ 210.0 210.1 Podcast, 2018-04-23 (1:01:01).
- ↑ Podcast, 2021-04-11 (13:30).
- ↑ 212.0 212.1 212.2 212.3 Group dynamics blog.
- ↑ 213.0 213.1 213.2 213.3 Trasmissione in diretta, 2017-05-22 (46:04).
- ↑ 214.0 214.1 Colloquio, 2018-10-20 (2:40:16).
- ↑ Colloquio, 2018-10-20 (2:53:52).
- ↑ 216.0 216.1 216.2 216.3 216.4 Colloquio, 2018-08-17 (6:53).
- ↑ Colloquio, 2018-08-17 (7:52).
- ↑ 218.0 218.1 Video, 2024-03-29 (50:16).
- ↑ Video, 2024-03-29 (57:52).
- ↑ Video, 2023-12-19 (10:08).
- ↑ Trasmissione in diretta, 2022-09-30 (43:45).
- ↑ 222.0 222.1 222.2 222.3 222.4 Trasmissione in diretta, 2020-01-30 (1:28:40).
- ↑ 223.0 223.1 Trasmissione in diretta, 2018-01-18 (22:46).
- ↑
- ↑ 225.0 225.1 225.2 225.3 225.4 225.5 225.6 Podcast, 2021-09-29 (47:57).
- ↑ 226.0 226.1 226.2 Trasmissione in diretta, 2020-02-28 (1:10:21).
- ↑ 227.0 227.1 Video, 2023-12-19 (8:37).
- ↑ 228.0 228.1 Trasmissione in diretta, 2021-09-24 (1:19:17).
- ↑ Podcast, 2018-05-11 (57:42).
- ↑ Colloquio, 2020-07-19 (53:59).
- ↑ Colloquio, 2020-07-18 (1:07:51).
- ↑ Trasmissione in diretta, 2023-04-28 (39:06).
- ↑ 233.0 233.1 Colloquio, 2023-09-10 (47:13).
- ↑ Trasmissione in diretta, 2023-02-24 (46:15).
- ↑ Trasmissione in diretta, 2021-11-19 (40:53).
- ↑ Trasmissione in diretta, 2023-11-30 (1:37:49).
- ↑ Video, 2023-11-30 (19:06).
- ↑ Trasmissione in diretta, 2022-06-30 (1:17:34).
- ↑ Trasmissione in diretta, 2024-03-29 (1:55:14).
- ↑ 240.0 240.1 Trasmissione in diretta, 2023-04-28 (51:16).
- ↑ 241.0 241.1 Trasmissione in diretta, 2022-09-30 (51:09).
- ↑ Podcast, 2021-09-29 (40:50).
- ↑ Colloquio, 2018-05-11 (16:32).
- ↑ Trasmissione in diretta, 2017-07-28 (34:32).
- ↑ Colloquio, 2020-07-18 (1:03:45).
- ↑ Trasmissione in diretta, 2019-05-30 (1:15:58).
- ↑ Forums - Dev Discussion #52 - Boss Mechanics
- ↑ 248.0 248.1 248.2 248.3 248.4 248.5 248.6 Trasmissione in diretta, 2018-04-8 (PM) (1:14:01).
- ↑ Trasmissione in diretta, 2022-05-27 (1:14:46).
- ↑ 250.0 250.1 250.2 Colloquio, 2023-09-10 (32:16).
- ↑ Trasmissione in diretta, 2017-05-22 (49:38).
- ↑ Video, 2024-01-31 (4:48).
- ↑ Trasmissione in diretta, 2020-07-25 (42:49).
- ↑ 254.0 254.1 Trasmissione in diretta, 2023-12-19 (1:11:17).
- ↑ 255.0 255.1 255.2 Trasmissione in diretta, 2023-02-24 (1:13:19).
- ↑ 256.0 256.1 256.2 Trasmissione in diretta, 2023-02-24 (6:51).
- ↑ Trasmissione in diretta, 2017-06-30 (30:34).
- ↑ 258.0 258.1 258.2 Trasmissione in diretta, 2017-05-12 (33:10).
- ↑
- ↑ Trasmissione in diretta, 2017-05-15 (15:10).
- ↑
- ↑ Trasmissione in diretta, 2018-01-18 (34:56).
- ↑ Trasmissione in diretta, 2019-06-28 (1:21:46).
- ↑
- ↑
- ↑ Trasmissione in diretta, 2021-10-29 (1:07:11).
- ↑ Trasmissione in diretta, 2017-05-24 (57:41).
- ↑ Trasmissione in diretta, 2017-05-12 (18:00).
- ↑ 269.0 269.1 Video, 2024-02-29 (19:35).
- ↑ Trasmissione in diretta, 2021-09-24 (51:20).
- ↑ 271.0 271.1 271.2 Trasmissione in diretta, 2021-03-26 (1:07:33).
- ↑
- ↑ Podcast, 2017-05-05 (43:05).
- ↑ Colloquio, 2020-07-18 (27:11).
- ↑ Podcast, 2021-04-11 (34:41).
- ↑ Podcast, 2023-07-15 (26:31).
- ↑ Trasmissione in diretta, 2023-04-28 (1:18:48).
- ↑ Podcast, 2023-07-15 (28:28).
- ↑ 279.0 279.1 279.2 279.3 Trasmissione in diretta, 2021-01-29 (1:24:27).
- ↑ 280.0 280.1 Trasmissione in diretta, 2018-09-27 (47:46).
- ↑
- ↑ Trasmissione in diretta, 2023-11-30 (1:52:37).
- ↑ Colloquio, 2023-09-10 (53:47).
- ↑ 284.0 284.1 284.2 Trasmissione in diretta, 2022-02-25 (1:06:45).
- ↑ 285.0 285.1 Trasmissione in diretta, 2022-04-29 (1:08:27).
- ↑ Trasmissione in diretta, 2017-07-28 (50:22).
- ↑ Trasmissione in diretta, 2022-01-28 (1:16:02).
- ↑ 288.0 288.1 Trasmissione in diretta, 2017-05-05 (22:44).
- ↑ Trasmissione in diretta, 2018-04-8 (AM) (12:34).
- ↑
- ↑ 291.0 291.1 291.2 Trasmissione in diretta, 2022-01-28 (1:15:30).
- ↑ Trasmissione in diretta, 2022-01-28 (1:11:40).
- ↑ 293.0 293.1 Trasmissione in diretta, 2022-07-29 (1:01:02).
- ↑ 294.0 294.1 Trasmissione in diretta, 2023-08-31 (2:21:08).
- ↑ 295.0 295.1 Trasmissione in diretta, 2022-04-29 (1:11:24).
- ↑ 296.0 296.1 296.2 Colloquio, 2020-07-19 (1:05:41).
- ↑ Trasmissione in diretta, 2017-05-10 (38:27).
- ↑ 298.0 298.1 Podcast, 2021-09-29 (32:35).
- ↑
- ↑ 300.0 300.1 300.2 Trasmissione in diretta, 2018-04-8 (PM) (51:49).
- ↑ 301.0 301.1 Colloquio, 2022-01-14 (42:18).
- ↑ Colloquio, 2023-09-10 (1:05:52).
- ↑ 303.0 303.1
- ↑ 304.0 304.1 304.2 Trasmissione in diretta, 2020-10-30 (1:21:14).
- ↑ 305.0 305.1 Trasmissione in diretta, 2019-06-28 (1:24:27).
- ↑ Trasmissione in diretta, 2018-01-18 (33:09).
- ↑ Trasmissione in diretta, 2023-02-24 (1:27:22).
- ↑ Trasmissione in diretta, 2021-04-30 (1:10:04).
- ↑ 309.0 309.1 309.2 309.3 Trasmissione in diretta, 2022-03-31 (1:10:43).
- ↑ 310.0 310.1 310.2 Trasmissione in diretta, 2017-07-28 (47:53).
- ↑ Trasmissione in diretta, 2022-04-29 (1:03:25).
- ↑
- ↑ 313.0 313.1 Trasmissione in diretta, 2023-02-24 (1:23:34).
- ↑ 314.0 314.1 Trasmissione in diretta, 2022-10-14 (58:46).
- ↑
- ↑ Trasmissione in diretta, 2019-06-28 (1:12:08).
- ↑ Trasmissione in diretta, 2022-05-27 (1:12:33).
- ↑ Trasmissione in diretta, 2022-12-02 (1:21:51).
- ↑ Ashes of Creation Store: Tea transport.
- ↑ Trasmissione in diretta, 2018-10-31 (54:21).
- ↑ 321.0 321.1 321.2 Trasmissione in diretta, 2021-05-28 (1:52:15).
- ↑ 322.0 322.1 322.2 322.3 Trasmissione in diretta, 2021-09-24 (1:26:46).
- ↑ Trasmissione in diretta, 2023-01-27 (1:32:00).
- ↑ 324.0 324.1 324.2 Trasmissione in diretta, 2023-10-31 (1:27:50).
- ↑ Trasmissione in diretta, 2021-07-30 (1:14:04).
- ↑
- ↑ 327.0 327.1 Trasmissione in diretta, 2024-03-29 (2:33:50).
- ↑ Trasmissione in diretta, 2017-05-26 (39:36).
- ↑ Trasmissione in diretta, 2018-04-8 (PM) (11:27).
- ↑ 330.0 330.1 330.2 Trasmissione in diretta, 2019-01-11 (41:20).
- ↑ Colloquio, 2018-10-20 (11:38).
- ↑ 332.0 332.1 332.2 Colloquio, 2018-08-17 (8:16).
- ↑ 333.0 333.1 Trasmissione in diretta, 2019-01-11 (58:40).
- ↑ Reddit Q&A, 2019-01-8.
- ↑ 335.0 335.1 Colloquio, 2018-08-08 (19:40).
- ↑ 336.0 336.1 Colloquio, 2018-08-17 (12:05).
- ↑ 337.0 337.1 Colloquio, 2018-12-06 (2:04).