Roles

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Ashes of Creation has the traditional trinity of Tank, DPS and Support/healer roles.[1][2]

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 begin to play with that line between the trinity is in the secondary classes that you can pick. That's where be 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.[3]Steven Sharif

Balancing

The sixty four (64) classes are partitioned into eight primary archetypes. Balancing of active skills only relates to these eight primary archetypes.[4]

  • 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.[4]

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.[5]Steven Sharif

You don't make 64 classes for four to be played.[5]Peter Pilone

Balancing in Ashes of Creation is "group focused".[6]

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.[6]Steven Sharif

Certain secondary archetypes are capable of "bridging the gap" between their counterpart.[7]

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.[7]Steven Sharif

Class abilities

Primary skills (class abilities) are based on a player's archetype.[9] Players can personalize their primary skills with augmentation from a secondary archetype (secondary class).[9][10]

  • 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 class.[11]
  • Choosing the same primary and secondary archetype increases focus on that archetype.[13]
  • Each skill in the primary tree has a minimum of four augment choices from the secondary tree.[14]
  • Players receive skill points as they level. These can be used to level up skills within their skill tree.[15]
    • It will not be possible to max all skills in a skill tree.[15]
  • 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.[16]
  • Changing the augmentations on your skills will require you to go to a NPC in a Village node or higher.[17]
  • Active skills could look totally different after an augment gets applied.[18]

You only get active skills from your primary class and that active skill could look totally different after an augment gets applied. It really depends on what the augment is.[18]Steven Sharif

Key for the augment system is that these augments are meant to demonstrate a core identity of the secondary class type you've chosen. So 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.[19]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.[20]Steven Sharif

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.[21]

These classes relate to the trinity of classes: Tank, DPS and Support.[21][22]

  • Weapon skills are applied to augment a class' base skills.[23]
  • 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.[23][24]

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.[24]Steven Sharif

Ashes of Creation Apocalypse classes only apply to Ashes of Creation Apocalypse castle sieges and Ashes of Creation Apocalypse horde mode.[25]

Ashes of Creation Apocalypse healing

Healing in Ashes of Creation Apocalypse will be reticle based (action targeted).[26]

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.[26]Steven Sharif

See also

Referenties