Combat

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Alpha-1 PvE combat early preview.[1]

Combat is the most tactile system in the game. It's the thing you will experience most often; and outside of the systems and mechanics that are going to be present for the overarching core gameplay loop, combat needs to feel responsive. It needs to not feel floaty. It needs to feel mobile. It needs to be fluid. It needs to give a feeling of satisfaction. The audio components, the effects components, the animations themselves, the types of skills and those types of things: All of those are really our objective in fine-tuning the approach for our combat in Ashes of Creation.[2]Steven Sharif

Combat in Ashes of Creation is focused on strategy and tactics.[3]

  • Combat is the most tactile system in the game. It needs to feel responsive, mobile and fluid. It needs to give a feeling of satisfaction.[2]

We want combat to be engaging, fun... Right now we've begun the sprint toward Alpha-1 first phase deployment, so we're really looking into the action side of combat right now; and we're building systems for that. And the reason why we are doing that is because tab-targeting has been a staple of MMORPGs for a very long time, even though there's a large interest now in action for MMORPGs and there has been some successful titles with action-oriented, like TERA and BDO. We want to be able to really delve into that development so that we can better understand how to merge tab and action together in the same game, because they are vastly different play-styles.[4]Steven Sharif

Combat targeting

Players using action targeted and tab targeted skills defending a village node from world boss attacks in Alpha-1.[5]
Alpha-1 early hybrid combat demo.[6]

Players can very easily transition between tab targeting and action combat. By pressing Z I now tie my cursor movement to my camera and additionally a reticle has spawned.[6]Steven Sharif

Hybrid combat refers to the choice between tab targeted skills, action targeted skills, or a mix of both in the Ashes of Creation MMORPG.[7] This is achieved through choice of skills/abilities.[8][9]

  • A tab-targeted ability requires a target in order to utilize that skill.[10]
  • An action skill is anything that can be utilized through placement of the player, such as a reticle, a ground template or a directional placement.[10]
  • 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.[9]

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.[9]Steven Sharif

A toggle button (default Z)[6] allows the player to switch between action and tab targeted combat modes.[11]

  • The action mode utilizes a targeting reticle and is very close to a third-person action game.[6][11]
    • The reticle will highlight/change color to indicate if the current target is able to be hit with the currently prepared skill.[6]
    • Pressing right-click while in action mode will switch to tab mode for the currently highlighted target. Currently this is activated left-click in Alpha-1, but it will be changed to right-click.[6]
  • The tab mode (MMO mode) facilitates tab targeted combat.[6][11]
    • Pressing left-click in tab mode will attack the target (with the currently selected weapon).[6]
    • There will be a "target of target" capability on the user interface.[12]

Action oriented and tab oriented versions of skills will have different characteristics. Variables will change based on which version is chosen.[13]

  • Damage.[13]
  • Charge up time.[13]
  • CC effects.[13]
  • Cooldown.[14]
  • Energy consumption.[14]
  • Cost to spec.[14]
  • Attack range will likely remain the same; as it is driven by the weapon or skill itself.[15]

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. [13]Steven Sharif

For the purposes of balance, certain skill types will be either tab or action oriented skills. For example:[14]

  • Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[14][9]
  • Softer CC's would be housed in tab-targeted abilities.[14]
Action targeted abilities
Skill Icon Rank 1 Rank 2 Rank 3
Apocalypse:Arcanic Power Arcanic Power Icon.png Channel raw arcane energies to instantly knock nearby foes back, deal damage, and give yourself some breathing room.[16]
  • Duration: 1 sec
  • Cooldown: 10 sec
Channel raw arcane energies to instantly knock nearby foes back, deal damage, and give yourself some breathing room.[17]
  • Duration: 1 sec
  • Cooldown: 9 sec
Channel raw arcane energies to instantly knock nearby foes back, deal damage, and give yourself some breathing room.[18]
  • Duration: 1 sec
  • Cooldown: 8 sec
Apocalypse:Bulwark Bulwark Icon.png This spell will instantly summon a wall a short distance in front of the caster. Perfect for deploying as a cover![19]
  • Duration: 15 Sec.
  • Cooldown: 20 Sec.
This spell will instantly summon a wall a short distance in front of the caster. Perfect for deploying as a cover![20]
  • Duration: 17 Sec.
  • Cooldown: 15 Sec.
This spell will instantly summon a wall a short distance in front of the caster. Perfect for deploying as a cover![21]
  • Duration: 20 Sec.
  • Cooldown: 10 Sec.
Apocalypse:Crimson Blast Crimson Blast Icon.png This spell will invoke a destructive cone of force and flame at enemies in front of you.[22]
  • Duration: 1 Sec.
  • Cooldown: 10 Sec.
This spell will invoke a destructive cone of force and flame at enemies in front of you.[23]
  • Duration: 1 Sec.
  • Cooldown: 9 Sec.
This spell will invoke a destructive cone of force and flame at enemies in front of you.[24]
  • Duration: 1 Sec.
  • Cooldown: 9 Sec.
Apocalypse:Darkness Darkness Icon.png When activated, your next arrow will explode in a cloud of darkness on impact.[25]
  • Duration: 10 Sec.
  • Cooldown: 20 Sec.
When activated, your next arrow will explode in a cloud of darkness on impact.[26]
  • Duration: 10 Sec.
  • Cooldown: 20 Sec.
When activated, your next arrow will explode in a cloud of darkness on impact.[27]
  • Duration: 10 Sec.
  • Cooldown: 20 Sec.
Apocalypse:Fire Potion Generates a fire explosion.[28] - -
Apocalypse:Frost Potion Frost Potion Icon.png Swap your explosive potion for a potion of frost. It will burst on the first bounce, leaving an area of bitter cold that slows your enemies.[29]
  • Duration: 10 Sec.
  • Cooldown: 30 Sec.
- -
Apocalypse:Meteor Storm Meteor Storm Icon.png - After activating this spell, your next attack will call down a storm of meteors.[30]
  • Duration: 10 Sec.
  • Cooldown: 45 Sec.
After activating this spell, your next attack will call down a storm of meteors.[31]
  • Duration: 10 Sec.
  • Cooldown: 30 Sec.
Apocalypse:Miasma Miasma Icon.png After you activate this spell, your next arrow will summon a dark miasma that clings to any foes that touch it, dealing damage over time.[32]
  • Duration: 10 Sec.
  • Cooldown: 20 Sec.
After you activate this spell, your next arrow will summon a dark miasma that clings to any foes that touch it, dealing damage over time.[33]
  • Duration: 10 Sec.
  • Cooldown: 20 Sec.
After you activate this spell, your next arrow will summon a dark miasma that clings to any foes that touch it, dealing damage over time.[34]
  • Duration: 10 Sec.
  • Cooldown: 20 Sec.
Apocalypse:Stamina Drain Stamina Drain Icon.png For the duration of this stance, your attacks will drain your opponent's stamina and stop their stamina regen for 5 seconds.[35]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
For the duration of this stance, your attacks will drain your opponent's stamina and stop their stamina regen for 5 seconds.[36]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
For the duration of this stance, your attacks will drain your opponent's stamina and stop their stamina regen for 5 seconds.[37]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
Apocalypse:Stillblade ability Stillblade Icon.png For the duration of this stance, your attacks will slow your opponent's movements.[38]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
For the duration of this stance, your attacks will slow your opponent's movements.[39]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
-
Arch lightning arch lightning icon.png Launch a bolt of lightning in a forward line, damaging all within its path.[40][41] Adds damage over time to targets hit.[41] Chains to nearby enemies that are not hit. Anyone who is outside the line has a chance to get a bolt jump to them.[41]
Flame line flame line icon.png Shoot an arrow that leaves behind a trail of flames.[42] Arrow explodes upon reaching the end of its distance.[42] Enemies take burning damage for entering the flames.[42]
Lacerate Lacerate icon.png Slashes your target, dealing instant damage and bleeds the target over time. Generates additional threat.[43] Increased damage. If the target is bleeding from previous Lacerate, explode remaining bleed damage as instant damage.[43] Increased damage.[43]
Lob Weapon Lob Weapon icon.png Throws your weapon at your target, dealing damage. Generates additional threat.[43] Increased damage. Bounces up to 2 additional targets.[43] Increased damage. Bounces up to 4 additional targets. When the weapon reaches its final target, explodes into extra area damage.[43]
Myrmidon's Fury Myrmidon's Fury icon.png Strikes your target and increases your damage mitigation. Generates additional threat.[44] Increased damage. Increased duration. Increased mitigation.[44] Increased damage. Increased duration. Increased mitigation.[44]
Power shot power shot icon.png Use this skill to charge up a shot that fires forward in a line, damaging all enemies it touches.[45][46] Chance to cause bleed damage over time.[45][46] Splits into a fan of arrows in a cone. Radius increases based on hold duration.[46]
Prismatic Beam charged beam icon.png Channels a beam attack toward a target. Does more damage the longer the ability is held down.[47][48] Damages over time after channel.[48] Damages enemies between caster and target in a cone.[47][48]
Quake quake icon.png If your focus is at 80%, cast this spell to split the earth itself before you, launching a line of AoE damage.[40][49] Knock down those hit by your arcane might.[40][49] Reduces focus cost and cooldown for the skill.[49]
Righteous fury righteous fury icon.png Use your ultimate when your focus has reached 80%, to launch spears at all targets within your forward arc. Dealing damage and pulling them to you.[50] Pulls targets in a cone to the caster and does damage.[51] Adds target lock and hate. All targets pulled now target lock the Tank and their hate is increased.[51] Increases the arc radius to 360°.[51]
Shield might shield might icon.png Single target knock down or stun (bash).[52] Changes to a frontal cone attack.[52] Increases the block chance for a duration after success. Duration of block chance increases based on the number of targets hit.[52]
Shield throw Throws shield and adds hate.[53] Changes to cone attack.[53] Add stun to the first target hit.[53]
Slice slice icon.png Cone melee attack.[54] Becomes a 360° melee attack.[54] Adds hemorrhage (bleed) damage.[54]
Tab targeted abilities
Skill Icon Rank 1 Rank 2 Rank 3
Cover cover icon.png Target a friendly player, to absorb 50% of their incoming damage for 6 seconds.[50][55] Increases damage that's redirected.[55] Gives the target damage reduction buff for the duration. The damage reduction applies to both the tank and the ally.[55]
Endow life endow life icon.png Resurrect target if they are dead. Prevents death if they are alive. Resurrected players don't return to life at 100% health and mana values.[56] Increases duration of death prevention buff.[56] Resurrects target to 100% hit points and mana points.[56]
Hatred hatred icon.png Single target that adds hate.[57] Add a forced target lock.[57] Add hate over time per tick.[57]
Ice prison ice prison icon.png Target an enemy and summon a prison of ice around them, paralyzing them.[40][58] Adds damage over time.[58] Snares after root breaks.[58]
Implosion implosion icon.png Launch a powerful burst of fire (fireball) against a single target.[40][59] Becomes a burn (damage over time).[59][40] Area of effect around the target.[59]
Javelin Javelin icon.png Pulls your target to your location. Generates additional threat.[60] Increased damage. Now pulls up to 3 targets.[60] Increased damage. Now pulls up to 5 targets. Stuns targets.[60]
Knockback shot knockback shot icon.png Knocks a target back X distance.[61] Adds damage.[61] Add knockdown.[61]
Life bolt Deal damage to enemy based on the casters missing health.[62] Adds an area of effect.[62] Slows enemies hit by the blast.[62]
Longsword combo longsword combo icon.png Target an enemy and use your sword and shield to strike with multiple blows. Dealing damage and powering up your focus with this weapon attack.[50] - -
Marked arrow marked arrow icon.png Target an enemy to use this skill, causing that enemy to take additional physical damage.[45][63] Enemy takes additional magical damage.[63] Increases the duration of this debuff.[63]
Onslaught Onslaught icon.png Charge your target. Provides a small damage-absorbing shield. Generates additional threat.[64] Increased damage. Increased shielding. Knocks down target.[64] Increased damage. Increased shielding. Knocks up targets along the chargepath.[64]
Righteous blessing righteous blessing icon.png Deliver a spot heal.[65] Adds heal over time.[65] Adds damage over time to adjacent enemies.[65]
Safe space safe space icon.png Targeted party member (can be self) is removed from combat for duration. They are sent to some extra dimensional location.[66] Banished target gets extra mana while banished.[66] Reduced cooldown.[66]
Shield might shield might icon.png Single target knock down or stun (bash).[52] Changes to a frontal cone attack.[52] Increases the block chance for a duration after success. Duration of block chance increases based on the number of targets hit.[52]
Shield throw Throws shield and adds hate.[53] Changes to cone attack.[53] Add stun to the first target hit.[53]
Snare snare icon.png Foot pin roots target in place.[45][63] Adds a bleed.[63] Snares after root expires.[63]
Soul paralysis Channel a lock down of a single target. Both you and the enemy are held in place.[67] Increased resistances to being disabled.[67] Caster takes reduced damage while channeling.[67]
Spellbook combo spellbook combo icon.png Target an enemy and use magic missiles from your spellbook to strike with multiple blows. Dealing damage and powering up your focus with this weapon attack.[40] - -
Staff combo staff combo icon.png Target an enemy and use your staff to strike with multiple blows. Dealing damage and powering up your focus with this weapon attack.[68] - -
Trap trap icon.png Place a bear trap under the caster that holds them in place and does damage. Also holds targets in place and does damage.[69] Traps stun instead of root.[69] Place up to two traps.[69]

Hybrid combat is scheduled for testing in Alpha-1.[8]

Cleaving

Weapon attack cone in Alpha-1.[6]

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.[6]Steven Sharif

All weapons have a forward attack cone, regardless of being in tab or action mode.[6]

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.[6]Steven Sharif

This is described as a weapon attack not an active skill.[6]

Time to kill

The Ashes of Creation MMORPG will have a time-to-kill (TTK) of around 30 seconds to a minute.[71]

In the MMORPG we really don't want to see any one-shots. The time-to-kill needs to be strategic and tactical.[73]Steven Sharif

Headshot mechanics

There will likely be no headshot mechanics in the Ashes of Creation MMORPG.[74][75]

Gear inspection/ Threat assessment

Players will have a buff on their nameplate that indicates the gear set they are wearing. Other players will be able to see this buff by targeting that player at a distance.[79][80][81]

  • This will indicate the type of gear (cloth, leather, plate) that they are predominantly wearing.[80]
  • The border will indicate the level and quality of the tier set.[79][80][82]
  • This also indicates if the gear is enchanted.[80][82]
  • The developers believe that inspecting gear to obtain an exact equipment list or gear score may lead to "unwelcome behavior".[83]

When you see a player approaching you and they're wearing a transmog you know you don't know if that person is a high damage mitigation against physical damage or against magical damage and essentially the way we overcome that is through you being able to target a player at a distance and they will have a buff that's present on them that you will see, which indicates that essentially the piece set that they are wearing. It is important for players to be able to ascertain from a threat assessment standpoint you know what they're going up against if they're actively checking that and that will be available.[81]Steven Sharif

Being by default able to see a person's "gear score" / equipment list... may cause unwelcome behavior.[83]

Character nameplate

A character's nameplate is displayed above their head.[84]

  • This can be the first or last name (family name).[84]
  • The name of the character's Guild is displayed next to their name.[85]
  • The character's nameplate will deteriorate to give an indication of how much damage they have taken.[86][87][88]
  • An icon will identify the character's class.[79]
  • Hovering over the user's nameplate will show information such as level, their class name and archetype combo.[79]
  • A buff icon indicates the character's gear and grade.[79][80][81]

Combat abilities

The aspiration for combat is for abilities to have corresponding counter-play abilities.[89]

  • The goal is to have special animations for parrying, blocking and evading.[90]

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.[90]Jeffrey Bard

Crowd control

Crowd control (CC/mezzing) abilities include root, snare, stun, sleep and slow.[91][89]

  • Hard CC's are stuns, knock downs, sleeps, paralysis, some roots, some silences.[94]

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.[89]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.[89]Jeffrey Bard

Skill Icon Rank 1 Rank 2 Rank 3
Ice prison ice prison icon.png Target an enemy and summon a prison of ice around them, paralyzing them.[40][58] Adds damage over time.[58] Snares after root breaks.[58]
Javelin Javelin icon.png Pulls your target to your location. Generates additional threat.[60] Increased damage. Now pulls up to 3 targets.[60] Increased damage. Now pulls up to 5 targets. Stuns targets.[60]
Jump jump icon.png Dash with cooldown.[95] Cooldown is replaced by charges with individual cooldown.[95] Drops a bear trap at the location the ranger dashed from.[95]
Proximity chain stun Chains enemies to a center point. If enemies leave proximity of the point the chain breaks and they are stunned. Chain is only applied when the ability is cast.[96] Enemies that are chained take extra damage from all incoming sources.[96] Allies in range when chain is cast gain extra health from heals.[96]
Shield might shield might icon.png Single target knock down or stun (bash).[52] Changes to a frontal cone attack.[52] Increases the block chance for a duration after success. Duration of block chance increases based on the number of targets hit.[52]
Shield throw Throws shield and adds hate.[53] Changes to cone attack.[53] Add stun to the first target hit.[53]
Snare snare icon.png Foot pin roots target in place.[45][63] Adds a bleed.[63] Snares after root expires.[63]
Soul paralysis Channel a lock down of a single target. Both you and the enemy are held in place.[67] Increased resistances to being disabled.[67] Caster takes reduced damage while channeling.[67]
Tentacles tentacles icon.png Creates an area of effect around the caster that roots targets.[97] Adds damage over time to targets and increases range.[97] Increases duration.[97]
Trap trap icon.png Place a bear trap under the caster that holds them in place and does damage. Also holds targets in place and does damage.[69] Traps stun instead of root.[69] Place up to two traps.[69]

Mobility

Skills with the greatest power may require the caster to remain stationary while channeling them.[98][99]

  • Prone and crouch will likely not be in the game.[100]
  • Moving backward will likely not affect block and parry.[101]

I think that that generally we want to tend to be more mobile in our classes. I think that it's a fundamentally old-school philosophy to have a lot of stuck in place type skills. That isn't to say we won't have skills that have mobility restriction on them- that require you to channel or require a casting time where you can't move; but I think it's a blend between the two. It's neither extreme.[98]Steven Sharif

It'll be something that you can spec around to. Again it's gonna be a risk/reward thing. We put a lot of thought into what skills are overpowered or have kind of this overpowering nature to them and those are the kinds of skills that will generally find that will be like in-place type of skills; where you are now at risk if you are going to cast this spell, but there's a big reward if you do manage to get it off.[98]Jeffrey Bard

Skill Icon Rank 1 Rank 2 Rank 3
Apocalypse:Alacrity Alacrity Icon.png For the duration of this stance, your successful attacks will increase your run speed.[102]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
For the duration of this stance, your successful attacks will increase your run speed.[103]
  • Duration: 12 Sec.
  • Cooldown: 10 Sec.
For the duration of this stance, your successful attacks will increase your run speed.[104]
  • Duration: 12 Sec.
  • Cooldown: 8 Sec.
Apocalypse:Blink Blink Icon.png Activate to instantly teleport yourself a short distance forward.[105]
  • Duration: 1 sec
  • Cooldown: 30 sec
Activate to instantly teleport yourself a short distance forward.[106]
  • Duration: 1 sec
  • Cooldown: 25 sec
Activate to instantly teleport yourself a short distance forward.[107]
  • Duration: 1 sec
  • Cooldown: 20 sec
Apocalypse:Catfall Catfall Icon.png Activate to grant yourself exceptional jumping abilities, silent moving, and protection from falling damage for the duration.[108]
  • Duration: 10 sec
  • Cooldown: 30 sec
Activate to grant yourself exceptional jumping abilities, silent moving, and protection from falling damage for the duration.[109]
  • Duration: 13 sec
  • Cooldown: 25 sec
Activate to grant yourself exceptional jumping abilities, silent moving, and protection from falling damage for the duration.[110]
  • Duration: 16 sec
  • Cooldown: 20 sec
Apocalypse:Super jump The longer it's charged the more it costs and the higher and further the player will jump. A player can redeploy their Gryphon if they jump high enough.[111]
Apocalypse:Warp Space Warp Space Icon.png - For the duration of this spell, any successful hit will swap your location with that of your target.[112]
  • Duration: 5 sec
  • Cooldown: 30 sec
For the duration of this spell, any successful hit will swap your location with that of your target.[113]
  • Duration: 5 sec
  • Cooldown: 20 sec
Blink mages escape icon.png Blink forward in the direction you are traveling.[114] Increased blink distance. Reduces threat on targets nearby upon activation.[114] Increased blink distance. Deals area damage upon impact.[114]
Jump jump icon.png Dash with cooldown.[95] Cooldown is replaced by charges with individual cooldown.[95] Drops a bear trap at the location the ranger dashed from.[95]
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.[115] - -
Sprint sprint icon.png Increases movement speed. Using an ability ends sprint.[116] Increased resistance to disable abilities.[116] Clears crowd control when sprint starts and removes silence.[116]

Player movement

There will likely be a toggleable walk/run (autorun) capability in the game.[118]

  • There is not going to be any "go to waypoint" (auto-pathing) mechanics.[119]

Back-peddling (walking backwards) and strafing are slower than normal movement speed.[120]

Collision

There are player and spell collision mechanics in Ashes of Creation.[121]

  • 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.[122][121]

Dodging

Dodging in Alpha-1 early combat.[2]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[2]Steven Sharif

Dodge rolling type skills is housed in the action skill sets of agile classes such as Rogues or Fighters.[2][123]

Q: Will there be evade frames/ I-frames on dodge?
A: I would say it's a safe bet with regards to how we're approaching the hybrid combat that not only are gonna have true evasion skills that apply to more action-oriented skills that are coming your way, but you'll also have you know I-frame type skills that would apply perhaps to a tab targetable skills coming your way. So I think you're gonna have a healthy balance of both with it when it comes to skills that you can spec into.[124]Steven Sharif

Active blocking

The Paladin's Might shield in Ashes of Creation Apocalypse had its own hit box with hit points (HP). It can actively block projectiles.[125]

  • The developers have not yet decided on whether active blocking will be part of the MMO. They are currently leaning toward using more traditional buff-oriented universal damage mitigation but are also considering interaction between action-based blocking and a passive block stat from the waterfall stat system.[126]

In APOC when we had the active sheild stance- that was an active shield block action-based system; and when we collected design data on essentially the efficacy and essentially the accuracy of players who used that wasn't very high; and there is a concern at least on the front of implementing a action restricted type active shield block as opposed to what would traditionally be along the lines of activating a buff that grants a shield block rate adjustment and is universal on incoming damage- and interfaces with the stats- is really something that we're leaning towards in incorporating for the hybrid combat system.[126]Steven Sharif

This is something we're still actively iterating on and actively going to be testing in our hybrid system but you know as we're as we're doing that we are taking into consideration. Obviously we want action based components to also interact in some way shape or form with the waterfall stat system as well; and you know that seems like it might be an oxymoron from an action to tab sense, but it doesn't have to be. There can be components of action- so say for instance you could have a dual component where you activate that shield stance and if you accurately intercept an incoming projectile or a skill that's been initiated from the forward arc, you get 80% damage mitigation or 80% application of the physical defense of the shield; and if it comes from an area outside of that forward arc then you get a lesser bonus; and that essentially what would happen is let's say you take into account the stat of the shield's physical defense value, you apply it as a mitigating factor to the incoming damage, but in addition you augment that system with the waterfall stat that is responsible for shield damage mitigation or shield rate; and maybe you know the default skill says 80% damage mitigation from forward arc but that gets augmented up to 87% because of your stat essentially; and if it's not in your forward arc then it gets you know 50% efficacy- maybe it's 40 something percent. So just to give you kind of insight into what goes into kind of determining these skills and how they interact on an action-based front.[126]Steven Sharif

Interrupts

Abilities with a cast bar can be interrupted during the cast.[99]

  • There are abilities to counter interrupts.
  • Some interrupts are better than others.
Skill Icon Rank 1 Rank 2 Rank 3
Apocalypse:Arcanic Power Arcanic Power Icon.png Channel raw arcane energies to instantly knock nearby foes back, deal damage, and give yourself some breathing room.[16]
  • Duration: 1 sec
  • Cooldown: 10 sec
Channel raw arcane energies to instantly knock nearby foes back, deal damage, and give yourself some breathing room.[17]
  • Duration: 1 sec
  • Cooldown: 9 sec
Channel raw arcane energies to instantly knock nearby foes back, deal damage, and give yourself some breathing room.[18]
  • Duration: 1 sec
  • Cooldown: 8 sec
Bulwark Bulwark icon.png Strikes your target and increases your block chance. Generates additional threat.[127] Increased damage. Increased duration. Increased block chance.[127] Increased damage. Increased duration. Increased block chance.[127]
Ice sheet ice sheet icon.png Creates an area where enemies are knocked down.[128] Snares two targets in area.[128] Increases size and duration.[128]
Onslaught Onslaught icon.png Charge your target. Provides a small damage-absorbing shield. Generates additional threat.[64] Increased damage. Increased shielding. Knocks down target.[64] Increased damage. Increased shielding. Knocks up targets along the chargepath.[64]
Quake quake icon.png If your focus is at 80%, cast this spell to split the earth itself before you, launching a line of AoE damage.[40][49] Knock down those hit by your arcane might.[40][49] Reduces focus cost and cooldown for the skill.[49]
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.[115] - -
Shield might shield might icon.png Single target knock down or stun (bash).[52] Changes to a frontal cone attack.[52] Increases the block chance for a duration after success. Duration of block chance increases based on the number of targets hit.[52]

Aggro abilities

Aggro (Threat/Hate) will matter in the game.[129]

  • Aggro is based on a hate table.[129]
Skill Icon Rank 1 Rank 2 Rank 3
Bulwark Bulwark icon.png Strikes your target and increases your block chance. Generates additional threat.[127] Increased damage. Increased duration. Increased block chance.[127] Increased damage. Increased duration. Increased block chance.[127]
Hatred hatred icon.png Single target that adds hate.[57] Add a forced target lock.[57] Add hate over time per tick.[57]
Lacerate Lacerate icon.png Slashes your target, dealing instant damage and bleeds the target over time. Generates additional threat.[43] Increased damage. If the target is bleeding from previous Lacerate, explode remaining bleed damage as instant damage.[43] Increased damage.[43]
Lob Weapon Lob Weapon icon.png Throws your weapon at your target, dealing damage. Generates additional threat.[43] Increased damage. Bounces up to 2 additional targets.[43] Increased damage. Bounces up to 4 additional targets. When the weapon reaches its final target, explodes into extra area damage.[43]
Myrmidon's Fury Myrmidon's Fury icon.png Strikes your target and increases your damage mitigation. Generates additional threat.[44] Increased damage. Increased duration. Increased mitigation.[44] Increased damage. Increased duration. Increased mitigation.[44]
Onslaught Onslaught icon.png Charge your target. Provides a small damage-absorbing shield. Generates additional threat.[64] Increased damage. Increased shielding. Knocks down target.[64] Increased damage. Increased shielding. Knocks up targets along the chargepath.[64]
Resounding Smash Resounding Smash icon.png Smashes the ground in front of you, dealing damage to all targets. A second hit resounds on the primary target. Generates additional threat.[130] Increased damage.[130] Increased damage.[130]
Shockwave Shockwave icon.png Stomps the ground in front of you, knocking down and dealing damage to all targets. Generates additional threat.[131] Increased damage. Now deals damage over time in the affected area.[131] Increased damage. Increased effect radius.[131]

Animation cancelling

Animation cancelling will not be a combat mechanic.[132]

Combat stances

The use of weapon stances in game is likely.[133]

Skill Icon Rank 1 Rank 2 Rank 3
Apocalypse:Stamina Drain Stamina Drain Icon.png For the duration of this stance, your attacks will drain your opponent's stamina and stop their stamina regen for 5 seconds.[35]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
For the duration of this stance, your attacks will drain your opponent's stamina and stop their stamina regen for 5 seconds.[36]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
For the duration of this stance, your attacks will drain your opponent's stamina and stop their stamina regen for 5 seconds.[37]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
Apocalypse:Stillblade ability Stillblade Icon.png For the duration of this stance, your attacks will slow your opponent's movements.[38]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
For the duration of this stance, your attacks will slow your opponent's movements.[39]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
-

RNG

RNG elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[134]

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.[135]Jeffrey Bard

Primary skills

Alpha-1 Tank primary skills early user interface design.[127]

If from the eight archetypes whatever you choose as your secondary, you're going to receive a choice of augments that relate to some core ideal of that class. You know like a tank is about controlling the battlefield, is about surviving. The mage is about dealing damage and elements and ability in AoEs. The rogue is going to be about stealth and critical damage. So those augments are going to to play towards those identities.[136]Steven Sharif

The idea behind the system is that you're kind of skirting the line through these augmentations of your role, right. We have the traditional holy trinity that's present in class designs for MMOs and it's often that those either are not deviated at all or completely deviated from entirely. The augment is to kind of offer a balance between that where you still maintain the semblance of that trinity system while offering the opportunity to customize your play experience towards one of the other angles in the triangle.[137]Steven Sharif

Primary skills (class abilities) are based on a player's archetype.[115] Players can personalize their primary skills with augmentation from a secondary archetype.[138][115][139]

The design behind augments is to not just change the flavor so that it reflects the secondary archetype, but it also fundamentally changes the core components of a skill.[140]Steven Sharif

  • Each secondary archetype offers four different schools of augmentation.[138][141] Each augment school affects a primary archetype's skills in different ways.[142]
    • For example: A Mage offers Teleportation and elemental schools of augments. These augments will affect a Fighter's primary skills differently than a Cleric's.[138][142]
    • Each augmentation has a level requirement and number of skill points required to activate it.[143]
    There's going to be a certain threshold at which you can no longer augment your active abilities based on the decisions you've augmented previous abilities, so you'll have to pick and choose which ones you want to apply the augments towards; and certain augments will have more expense required on the skill point side.[143]Steven Sharif
  • Choosing the same primary and secondary archetype increases focus on that archetype.[144]
  • Augments to primary skills will fundamentally change the way the ability works: Adapting what the ability once did to incorporate the identity of the secondary archetype.[145]
  • Changing the augmentations on your skills will require you to go to a NPC in a Village node or higher.[147]
  • Some spell colors and general FX change based on augments.[148]
    • Active skills could look totally different after an augment gets applied.[149]

Skill points

Alpha-1 early preview skills UI.[150]

This is where players allocate skill points into either their active skills, their passive abilities- which can augment their usage of weapons and armors and health regeneration and passive stats and stuff like that-- but on the weapons side of things, that's where you will spec into certain types of procs based off of weapon groupings. So we've talked a little bit about this in the past: If you have a dagger, daggers might have a chance to proc a bleed on your weapon attack and that would synergize with an active skills' ability like let's say Backstab that does additional damage if the target is under a bleed effect. Now we have said in the past that players will be able to allocate skill points into their active skills that are more geared towards either action combat or tab targeting.[150]Steven Sharif

Players receive skill points as they level. These can be used to level up skills within their active, passive or combat/weapon skill trees.[151][152][153][154]

  • It will not be possible to max all skills in a skill tree.[154]
  • In terms of skill progression, players can choose to go "wide" and get a number of different abilities, or go "deep" into a few specific abilities.[155]
  • Players are able to reset and reallocate their skill points.[156]

Making active skills capable of receiving additional skill point allocations and unlocking additional features so that from a player agency standpoint it's going to be up to you whether or not you want to be more diverse but less depth- wider and not taller, in some of these skill choices. Or if you want to be very very tall, that's going to be something that is up to the player in that regard.[2]Steven Sharif

Active skills

Players can build their characters with the active skills they want on their action bar.[158][159]

  • The number of skills on the action bar will be contained (fewer than 30).[3]
  • There will be an option to include multiple hotbars (action bars).[2][159]
  • For example: One Fighter will be different from another based on what active skills they have chosen.[3]
  • Through skill choice, players can customize their combat experience to focus on tab targeted skills, action targeted skills, or a mix of both.[7]
  • Players are not given skills as they level up, they must choose what skills they take.[155]
  • There is no spellbook requiring memorization.[160]

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.[2]Steven Sharif

Ultimate skill

The ultimate skill is a very powerful skill.[161]

Skill Icon Rank 1 Rank 2 Rank 3
Divine form divine form icon.png If your focus is at 80%, use this skill to increase heals and damage of your skills by 25% for 8 seconds. Applies an AoE heal over time to friends and damage over time to enemies.[68] Pulse AoE heal and damage around the caster.[162] Reduces hate for the caster on enemies hit by the pulse. Enemies targeting the caster lose target.[162] Increases effectiveness of all heals while cast in this form.[162]
Hail of arrows hail of arrows icon.png If your focus is at 80%, use this skill to summon a template and launch multiple arrows within the template.[45][163] Adds movement slow.[163] Adds damage over time to targets in the area.[163]
Quake quake icon.png If your focus is at 80%, cast this spell to split the earth itself before you, launching a line of AoE damage.[40][49] Knock down those hit by your arcane might.[40][49] Reduces focus cost and cooldown for the skill.[49]
Righteous fury righteous fury icon.png Use your ultimate when your focus has reached 80%, to launch spears at all targets within your forward arc. Dealing damage and pulling them to you.[50] Pulls targets in a cone to the caster and does damage.[51] Adds target lock and hate. All targets pulled now target lock the Tank and their hate is increased.[51] Increases the arc radius to 360°.[51]
Ultimate Defense Ultimate Defense icon.png Provides increasing mitigation based on missing health, up to full invulnerability. Reduces movement speed while active.[164] Increased duration.[164] Increased duration. Now applies a large mitigation increase to nearby group members.[164]

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".[165]Steven Sharif

Skill Icon Rank 1 Rank 2 Rank 3
Apocalypse:Chain Lightning Chain Lightning Icon.png Activate to charge your next attack with lightning - lightning will arc between foes, dealing damage to each one.[166]
  • Duration: 5 Sec.
  • Cooldown: 5 Sec.
Activate to charge your next attack with lightning - lightning will arc between foes, dealing damage to each one.[167]
  • Duration: 5 Sec.
  • Cooldown: 5 Sec.
Activate to charge your next attack with lightning - lightning will arc between foes, dealing damage to each one.[168]
  • Duration: 5 Sec.
  • Cooldown: 5 Sec.
Apocalypse:Fire Potion Generates a fire explosion.[28] - -
Apocalypse:Frost Potion Frost Potion Icon.png Swap your explosive potion for a potion of frost. It will burst on the first bounce, leaving an area of bitter cold that slows your enemies.[29]
  • Duration: 10 Sec.
  • Cooldown: 30 Sec.
- -
Arch lightning arch lightning icon.png Launch a bolt of lightning in a forward line, damaging all within its path.[40][41] Adds damage over time to targets hit.[41] Chains to nearby enemies that are not hit. Anyone who is outside the line has a chance to get a bolt jump to them.[41]
Elemental (passive) Increases to elemental damage. The more the mage changes their element type the more damage is done.[169] - -
Flame line flame line icon.png Shoot an arrow that leaves behind a trail of flames.[42] Arrow explodes upon reaching the end of its distance.[42] Enemies take burning damage for entering the flames.[42]
Ice prison ice prison icon.png Target an enemy and summon a prison of ice around them, paralyzing them.[40][58] Adds damage over time.[58] Snares after root breaks.[58]
Ice sheet ice sheet icon.png Creates an area where enemies are knocked down.[128] Snares two targets in area.[128] Increases size and duration.[128]
Implosion implosion icon.png Launch a powerful burst of fire (fireball) against a single target.[40][59] Becomes a burn (damage over time).[59][40] Area of effect around the target.[59]
Quake quake icon.png If your focus is at 80%, cast this spell to split the earth itself before you, launching a line of AoE damage.[40][49] Knock down those hit by your arcane might.[40][49] Reduces focus cost and cooldown for the skill.[49]

Balancing

The sixty four (64) classes are partitioned into eight primary archetypes. Balancing of active skills only relates to these eight primary archetypes.[170]

  • There are four primary groups of augments assigned to each base archetype. Balancing of augments relates to the four augment groups for each of the eight archetypes.[170]

Balancing is such an important aspect of this class system that we want to make sure that there's a role to be had for every possible combination.[171]Steven Sharif

You don't make 64 classes for four to be played.[171]Peter Pilone

Balancing in Ashes of Creation is "group focused".[172]

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.[172]Steven Sharif

Certain secondary archetypes are capable of "bridging the gap" between their counterpart.[173]

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 kind of bridge the divide slightly; and then move my identity that direction ever so slightly.[173]Steven Sharif

Roles

Ashes of Creation has the traditional trinity of Tank, DPS and Support/healer roles.[174][175]

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.[176]Steven Sharif

Power creep

Power creep is a balance issue... When it comes to gear progression specifically, the idea is to create an open market that is not heavily dependent on soulbound items; and having many item sinks and gold sinks within that economy that allows for the potential degradation and loss of assets within that closed economy; and not introduce items from the market that companies put in from a pay-to-win perspective or from a pay-to-convenience perspective that undermines the economy that players have built. That is a huge mistake that companies have made in the past and that lends to the imbalancing of what designers maybe have actually balanced well.[177]Steven Sharif

Weapon use combo system

A weapon use combo system is utilized instead of a traditional auto-attack ability in Ashes of Creation.[178] No traditional auto-attack system is present in Alpha-1.[179]

  • Players can spec into weapon abilities on their combat skill tree, based on their preferred weapon types.[153][152][178]
  • The more skill points that are allocated to the combat skill tree, the greater a player's weapon familiarity. This in turn unlocks various proc effects on weapon use that can offer synergy with other active skills.[153][178] This synergy also applies to active skills from other characters.[151]
    Let's say a dagger has some slashing effects that bleed the target or that cripple the target... Every time you attack you have a chance to proc that effect. That effect then can synergize with what your active skills tree has available to it. So let's say your backstab deals 30 additional damage to a bleeding target. If you attack with your main weapon first and the target gets the bleed proc off and you do your backstab skill then you're synergizing your effects.[153]Steven Sharif
    Let's say backstab that you can apply to deals damage to the target and it'll have a conditional modifier on that damage if you're behind the target, and it'll have a conditional modifier deal additional 50 damage if the target is under a bleed effect. So you want to synergize essentially your weapon proc conditions with your active skills so that you're timing your certain active skills appropriately with the status conditions that the target has taken.[152]Steven Sharif
    • These procs may reduce or reset cooldowns on other skills on the player's hotbar.[180]
  • Using a skill/ability will in general reset the combo.[180]
    • The developers are considering specific abilities might be able to be used without resetting the combo system.[180]
  • The combo system will not have the quicktime event that was seen at PAX West 2017.[178]

It acts similar in the sense of you know the core loop of what an auto attack is so to speak; where you know typically your other skills have a cooldown period, they have a rotation or whatever: Our combo system is a repeatable you know 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 know 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.[178]Steven Sharif

Weapon use abilities (from Alpha-0)
Skill Icon Rank 1 Rank 2 Rank 3
Bow's combo bows combo icon.png Target an enemy and use your bow to strike with two arrows. Dealing damage and powering up your focus with this weapon attack.[45][181] Prepares four arrows.[181] Prepared shot works on all arrow attacks.[181]
Longsword combo longsword combo icon.png Target an enemy and use your sword and shield to strike with multiple blows. Dealing damage and powering up your focus with this weapon attack.[50] - -
Spellbook combo spellbook combo icon.png Target an enemy and use magic missiles from your spellbook to strike with multiple blows. Dealing damage and powering up your focus with this weapon attack.[40] - -
Staff combo staff combo icon.png Target an enemy and use your staff to strike with multiple blows. Dealing damage and powering up your focus with this weapon attack.[68] - -

Weapon swapping

Weapon swapping in the Ashes of Creation MMORPG will be subject to a cooldown period following any damage taken or done by the player.[183][184]

  • The cooldown will be in the range of a few seconds.[184]

For the MMORPG we want there to be some time between damage received or damage done before you can swap your weapon. It's not going to be substantial. It will maybe be a few seconds.[184]Steven Sharif

Players cannot switch armor while in combat.[183][185]

Raid mechanics

Raids contain intricate combat mechanics.[186]

  • Multiple phase boss fights.
  • Adds.
  • Random oriented skill usage.
  • Telegraphed animations, but no obvious telegraphed templates on the ground.
  • Fights will require location, mobility and strategy.

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.[186]Steven Sharif

Telegraphs

In specific circumstances there will be telegraphs (tells) to communicate something that's happening.[187]

  • Animation tells.
  • Templates.

Utility skill

Pre-alpha rogue climbing a Metropolis wall.[188]

We have what are called utility skills and a lot of MMORPGS really only focus on active combat skills, but some of the favorite things that I've had as a gamer is tabletop RPGs like Pathfinder or Dungeons and Dragons, and there are skills in those games that are relevant to either your environment or the quest line; and they're a little bit you know sometimes "story mode".[189]Steven Sharif

A utility skill is a non-combat skill that interacts with the environment.[190] Utility skills lend themselves toward how classes navigate and deal with hazards in the world.[191]

  • Different classes excel at different skills.[191]
  • All classes will have maneuverability/traversal utility abilities.[192]
    • There will be a grappling hook utility skill or item.[193]
  • Classes will have utility abilities, such as detecting traps and other hazards. For example: The Mage's detection spell casts light and reveals magical explosive hazards.[194]
  • Certain classes are able to climb/parkour in certain areas.[195][196]
    • Climbing/parkour ability is not free-form and will likely be restricted to certain quests, locations or objects.[197][198]
  • Certain classes (such as Rogues) will have stealth abilities.[199]
    • Rogues may also have a spyglass utility skill.[191]

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.[200]Steven Sharif

Skill Icon Rank 1 Rank 2 Rank 3
Apocalypse:Alacrity Alacrity Icon.png For the duration of this stance, your successful attacks will increase your run speed.[102]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
For the duration of this stance, your successful attacks will increase your run speed.[103]
  • Duration: 12 Sec.
  • Cooldown: 10 Sec.
For the duration of this stance, your successful attacks will increase your run speed.[104]
  • Duration: 12 Sec.
  • Cooldown: 8 Sec.
Apocalypse:Bolt of Revealing Bolt of Revealing Icon.png - - After activating this spell, the next bolt you fire will reveal all characters hidden by terrain, structures, or invisibility in its area of effect.[201]
  • Duration: 10 sec
  • Cooldown: 15 sec
Apocalypse:Crimson Blast Crimson Blast Icon.png This spell will invoke a destructive cone of force and flame at enemies in front of you.[22]
  • Duration: 1 Sec.
  • Cooldown: 10 Sec.
This spell will invoke a destructive cone of force and flame at enemies in front of you.[23]
  • Duration: 1 Sec.
  • Cooldown: 9 Sec.
This spell will invoke a destructive cone of force and flame at enemies in front of you.[24]
  • Duration: 1 Sec.
  • Cooldown: 9 Sec.
Apocalypse:Divine Light Divine Light Icon.png For the duration of this spell, your attacks will mark your foes with a divine light that can be seen for miles.[202]
  • Duration: 10 sec
  • Cooldown: 30 sec
For the duration of this spell, your attacks will mark your foes with a divine light that can be seen for miles.[203]
  • Duration: 13 sec
  • Cooldown: 25 sec
For the duration of this spell, your attacks will mark your foes with a divine light that can be seen for miles.[204]
  • Duration: 16 sec
  • Cooldown: 20 sec
Apocalypse:Lifesteal Lifesteal Icon.png For the duration of this stance, your successful attacks will steal life from your foes, and render it unto you.[205]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
For the duration of this stance, your successful attacks will steal life from your foes, and render it unto you.[206]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
For the duration of this stance, your successful attacks will steal life from your foes, and render it unto you.[207]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
Cleanse cleanse icon.png Use this skill to cleanse an area of harmful environmental effects.[68] - -
Endow life endow life icon.png Resurrect target if they are dead. Prevents death if they are alive. Resurrected players don't return to life at 100% health and mana values.[56] Increases duration of death prevention buff.[56] Resurrects target to 100% hit points and mana points.[56]
Family summon Long duration cast (30 seconds to a minute) with an approximate 30 minute cooldown that slowly summons each of your family members to your location (up to eight members).[208][209] Players cannot be summoned in the following cases:
This will be tested in Alpha-2.[212]
- -
Forcefield forcefield icon.png Eats mana based on flight height and duration. Mitigates incoming damage by eating mana at a high consumption. Has mixed utility and defensive application.[213] - -
Harvest harvest icon.png The harvest skill allows players to gather resources.[214] - -
Mage's detection mages detection icon.png Reveal secret passages and magically hidden terrain around you. Casts light and reveals magical explosive hazards.[194][40] - -
Mount Potion
Pathfinding Reveals corrupted player locations on the bounty hunter's map.[215][216] Activating this ability will flag the bounty hunter for combat only to corrupted players for a period of one hour from the time of activation.[215] The pathfinding ability can be toggled on or off.[215][217] The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[218] The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[218]
Perception perception icon.png Use this skill to detect threats within range of your perception.[50] - -
Stealth This does not render a player completely invisible. Instead, there will be indicators that can help players "feel out" where stealthed individuals may be.[219] - -
Track track icon.png Use this skill to show nearby tracks, leading to unknown adventures.[45] - -

Player death

We don't have deleveling, instead what we have is experience debt. Now the more experience debt you accrue, the greater the detriment to your character; not to the point where you can not get out of the debt. There will always be a way forward to remove your debt.[221]Steven Sharif

Mounted combat

Certain mounts will have combat abilities.[233][234]

  • Players can't use their class skills while mounted.[233]
  • Mounts can be targeted separately from the player while mounted.[235]
  • Mounts can be killed by players, but can be resurrected after a certain cooldown period.[235][236]

Mount abilities and stats

Mounts will have different core attributes and stats.[237]

Dragon abilities

Dragons are epic flying mounts with strong battle abilities, such as AoE breath attacks, swooping flyby attacks, and others.[240][241]

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.[241]Steven Sharif

Combat pets

Combat pets may be tamed from certain creatures in the world.[242]

  • Combat pets will not increase a player's power and will require a sacrifice from the player.[243]
  • Combat pets will have a horizontal progression, not a vertical one.[243]

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.[243]Jeffrey Bard

Naval combat

Tea transport PAX East 2018 exclusive cosmetic ship skin.[244]

Sailing will be pretty in-depth and it's going to be based on the size of the ship that you're using. So there will be components for seamanship that other players you will need to have on board if you want to operate a vessel to the best of it's abilities: Let's say in combat or traversing just the world.[245]Steven Sharif

Naval combat involves different types of Ships with varying capabilities, armaments and roles to play out on the high seas. There will be a balance and counterbalance between ships from PvP and PvE perspectives.[246]

Battles at sea will be epic. They will have some supreme rewards and/or losses if the battle succeeds or fails.[247]Steven Sharif

Addons/ DPS meters

Addons zullen doorgaans niet worden toegelaten.[248]

  • De ontwikkelaars willen niet dat addons/mods vereist zijn om het spel optimaal te ervaren.[249]
  • De ontwikkelaars geloven dat DPS meters een negatief effect kunnen hebben.[250][248]
    • Er zullen leaderboards zijn. [249]
  • De design van de API van het spel is nog in overweging.[251]
    • Er zullen integraties beschikbaar zijn voor services als Twitch en soortgelijken. Deze worden echter nog niet geïntroduceerd via een API.[252]

We zullen veel aanpassingsopties hebben, kijkende beide naar de UI's en de verschillende datapunten die natuurlijk in het spel zullen zijn. We willen echten het spel nog niet beschikbaar stellen voor modding. Dat zou een beslissing kunnen zijn die we in de toekomst veranderen, maar zeker niet op release.[252]Steven Sharif

Het idee is om een 'one-stop-shop' van het bedrijf te maken wanneer we praten over de in-game systemen... Naar mijn mening willen we eigenlijk geen addons in het spel hebben.[253]Steven Sharif

Combat logs

There are combat logs in Ashes of Creation.[254]

We will be providing combat data for individual players in their chat window, that players can filter and analyze for themselves. The goal is to mitigate and make the practice less prevalent through the ease that DPS meters provide. Also to place actionable enforcement for players who attempt to circumvent the decision by use of 3rd party programs, for which we will be monitoring.[255]Steven Sharif

Factions

There are no predefined factions in Ashes of Creation.[256]

We present the player with these soft friction events and then that determines who your friends and your foes are.[257]Steven Sharif

Because we are non-faction based, you want to grant the user the ability to either do things that are "evil" or "good", so there has to be a plethora of choice on the evil side for them to participate in.[258]Steven Sharif

Ashes of Creation Apocalypse

Ashes of Creation Apocalypse combat targeting

Action combat in Ashes of Creation Apocalypse utilizes a targeting reticle.[260]

  • A hot key can be used to toggle reticle mode on and off.[260]
  • Left mouse click is used for basic weapon attacks.[261]
  • Right mouse click is used as a "focus" button. It can also be used to activate root motion attacks for melee.[261]
  • Combat targeting uses hitbox registration in three separate regions: Upper body, lower body and head.[262]
  • Certain weapons and skills have ADS (Aim Down Sights) functionality.[263][264]

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.[263]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.[264]Steven Sharif

Alpha-1 will test hybrid action/tab combat.[8][4]

Ashes of Creation Apocalypse class kits

Six classes will be present in Ashes of Creation Apocalypse castle sieges and Ashes of Creation Apocalypse horde mode.[265]

These classes relate to the trinity of classes: Tank, DPS and Support.[265][266]

  • Skills/abilities are not tied specifically to weapons in castle siege mode.[267]
    • It was previously stated that weapon skills are applied to augment a class' base skills.[268]
  • Base class skills may be able to be selected from a host of available skills for that class based on a player's progression within that season.[268][269]

We had a little bit of an idea that we're going to explore with regards to each of the classes having a range of skills and abilities that players can customize that skill kit based on their progression within a season, let's say; and that progression can be gained from any of the modes and it would grant you the ability to kind of customize that skill kit for the before the siege mode or the horde mode. But that's something that might come at a later date.[269]Steven Sharif

Ashes of Creation Apocalypse classes only apply to Ashes of Creation Apocalypse castle sieges and Ashes of Creation Apocalypse horde mode.[270]

Ashes of Creation Apocalypse healing

Healing in Ashes of Creation Apocalypse will be reticle based (action targeted).[271]

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.[271]Steven Sharif

Videos

Community guides

See also

Referenties

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  100. stevenclarification.png
  101. Livestream, 2020-06-26 (1:30:40).
  102. 102.0 102.1 Alacrity rank 1.
  103. 103.0 103.1 Alacrity rank 2.
  104. 104.0 104.1 Alacrity rank 3.
  105. Blink rank 1.
  106. Blink rank 2.
  107. Blink rank 3.
  108. Catfall rank 1.
  109. Catfall rank 2.
  110. Catfall rank 3.
  111. Livestream, 2019-06-28 (34:07).
  112. Warp Space rank 2.
  113. Warp Space rank 3
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  166. Chain Lightning rank 1.
  167. Chain Lightning rank 2.
  168. Chain Lightning rank 3.
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  177. Interview, 2018-10-20 (2:53:52).
  178. 178.0 178.1 178.2 178.3 178.4 Livestream, 2020-01-30 (1:28:40).
  179. steven-auto-attack-definition.png
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  185. Livestream, 2017-07-28 (34:32).
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  187. Livestream, 2017-05-22 (49:38).
  188. Video, 2017-05-09 (0:57).
  189. Livestream, 2020-07-25 (42:49).
  190. Livestream, 2017-06-30 (30:34).
  191. 191.0 191.1 191.2 Livestream, 2017-05-12 (33:10).
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  193. Livestream, 2017-05-12 (18:00).
  194. 194.0 194.1 class utilities.png
  195. Livestream, 2017-05-15 (15:10).
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  197. Livestream, 2018-01-18 (34:56).
  198. Livestream, 2019-06-28 (1:21:46).
  199. class stealth.png
  200. Livestream, 2017-05-24 (57:41).
  201. Bolt of Revealing rank 3.
  202. Divine Light rank 1.
  203. Divine Light rank 2.
  204. Divine Light rank 3.
  205. Lifesteal rank 1.
  206. Lifesteal rank 2.
  207. Lifesteal rank 3.
  208. Interview, 2020-07-19 (1:20:58).
  209. Podcast, 2020-07-26 (1:34:47).
  210. Podcast, 2020-07-26 (1:32:15).
  211. steven-family-summon.png
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  214. 214.0 214.1 214.2 214.3 Video, 2017-09-02 (0:21).
  215. 215.0 215.1 215.2 steven-bounty-hunters-2.png
  216. 216.0 216.1 Interview, 2017-04-27 (9:28).
  217. corruption toggle.png
  218. 218.0 218.1 Livestream, 2017-05-24 (48:00).
  219. Livestream, 2017-05-03 (49:39).
  220. Livestream, 2020-03-28 (1:58:24).
  221. Podcast, 2018-04-23 (49:21).
  222. 222.0 222.1 222.2 222.3 222.4 222.5 222.6 222.7 Podcast, 2017-05-05 (43:05).
  223. Livestream, 2017-05-19 (13:37).
  224. Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
  225. Livestream, 2018-09-27 (47:46).
  226. Interview, 2020-07-18 (27:11).
  227. 227.0 227.1 227.2 Interview, 2020-07-18 (41:54).
  228. Livestream, 2017-11-17 (35:20).
  229. Interview, 2018-05-11 (15:41).
  230. Interview, 2018-05-11 (3:43).
  231. Livestream, 2017-05-15 (36:23).
  232. Livestream, 2017-07-28 (50:22).
  233. 233.0 233.1 Livestream, 2017-05-05 (22:44).
  234. Livestream, 8 April 2018 (AM) (12:34).
  235. 235.0 235.1 235.2 235.3 Interview, 2020-07-19 (1:05:41).
  236. Livestream, 2017-05-05 (38:27).
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  241. 241.0 241.1 241.2 Livestream, 8 April 2018 (PM) (51:49).
  242. Livestream, 2018-01-18 (33:09).
  243. 243.0 243.1 243.2 Livestream, 2019-06-28 (1:24:27).
  244. Ashes of Creation Store: Tea transport.
  245. Livestream, 2018-10-31 (54:21).
  246. Livestream, 2017-07-28 (47:53).
  247. Livestream, 2019-06-28 (1:12:08).
  248. 248.0 248.1 Livestream, 5 Mei 2017 (20:02).
  249. 249.0 249.1 Interview, 20 Oktober 2018 (6:29).
  250. Livestream, 2020-04-30 (1:28:19).
  251. Livestream, 5 mei 2017 (21:41).
  252. 252.0 252.1 Interview, 11 mei 2018 (49:03).
  253. Interview, 20 oktober 2018 (6:29).
  254. Ashes of Creation Forums - No Damage Meter?
  255. Ashes of Creation Forums - No participation trophy.
  256. Livestream, 2017-05-26 (39:36).
  257. 257.0 257.1 257.2 257.3 257.4 Interview, 2020-07-18 (22:26).
  258. Livestream, 8 April 2018 (PM) (11:27).
  259. Livestream, 2018-09-27 (17:52).
  260. 260.0 260.1 Livestream, 2018-07-09 (58:26).
  261. 261.0 261.1 Interview, 2018-08-08 (27:04).
  262. Interview, 2018-08-17 (3:58).
  263. 263.0 263.1 Interview, 2018-08-17 (4:31).
  264. 264.0 264.1 Interview, 2018-08-17 (6:03).
  265. 265.0 265.1 265.2 Livestream, 2019-01-11 (41:20).
  266. Interview, 2018-10-20 (11:38).
  267. Livestream, 2019-11-22 (59:37).
  268. 268.0 268.1 268.2 Interview, 2018-08-17 (8:16).
  269. 269.0 269.1 Livestream, 2019-01-11 (58:40).
  270. Reddit Q&A, 8 January 2019.
  271. 271.0 271.1 Interview, 2018-08-08 (19:40).
  272. 272.0 272.1 Interview, 2018-08-17 (12:05).
  273. 273.0 273.1 Interview, 2018-12-06 (2:04).