Roles
Icon | Archetype | Type.[1] | Role.[2] | Resource.[3][4] |
---|---|---|---|---|
Bard | Arcane | Support | - | |
Cleric | Arcane | Support | Divine Power | |
Fighter | Martial | Damage | Combat Momentum | |
Mage | Arcane | Damage | - | |
Ranger | Martial | Damage | - | |
Rogue | Martial | Damage | - | |
Summoner | Arcane | - | - | |
Tank | Martial | Tank | Courage |
Ashes of Creation has the traditional trinity of Tank, DPS (damage dealers) and Support (healer or non-healer) roles.[5][2][6]
- 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.[7] – Steven Sharif
- Although traditional roles are present, players should not feel branded by their primary archetype.[2][6]
- Skill augments available through the class system allow characters to be personalized outside of their primary role.[2][6][7]
- Players can also double down on their archetype choice to strengthen their primary role.[2][6]
Balancing
- Balancing in Ashes of Creation is group focused not based on 1v1 combat.[8][9][10]
- 1v1 matchups will have a rock-paper-scissors dynamic, where one class will be superior to another.[8][10]
- 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.[10] – 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.[11] – Steven Sharif
- Alpha-1 testing was focused on core functionality rather than combat balance.[12]
- Alpha-2 testing will begin to focus on balancing once populations and encounters have been put in place and are deep in testing.[8][13]
- 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.[8] – Steven Sharif
- The sixty four (64) classes are partitioned into eight primary archetypes. Balancing of active skills only relates to these eight primary archetypes.[9][14]
- Certain secondary archetypes are capable of "bridging the gap" between their counterpart.[19]
- 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.[9] – 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.[19] – Steven Sharif
Class abilities
Primary skills (class abilities) are based on a player's archetype.[23][24]
- A player may choose a secondary archetype when they reach level 25.[25][17] The player can then augment their primary skills with effects from their secondary archetype.[23][25][17][24][26]
- Outside of class-specific skills there may be a subset of universal skills, such as active block and dodge.[27]
- Class skills are not affected by the type of weapon that is equipped.[28]
- Primary skills in Alpha-2 are expected to be very different to those in Alpha-1.[29]
Skill points
Players receive skill points at specific points as they level.[31] These can be used to level up skills (increase their rank) within their active, passive or combat/weapon skill trees.[32][33][34][35]
- 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.[36] – Steven Sharif
- Skill points will accrue at specific XP milestones, such as 1/4, 1/2, 3/4 progress through the level, so as to avoid creating an imbalance with experience debt.[31]
- We do have this concept of experience debt that does accrue and we don't want to create an imbalance between skill points acquired versus experience, so we're going to predicate your skill points acquisition based on benchmarks you reach when leveling through a level. So these are going to be at specific points in the level, like one quarter progress, to half progress, to three quarters progress: you're going to get an influx of skill points and then you'll be able to allocate them into your skill tree.[31] – Steven Sharif
- Skill points can be used to unlock universal skills at the expense of unlocking class-specific skills.[37]
- Respeccing (resetting and reallocating) adventuring skills may require travelling to a specific location rather than being able to be done on-the-fly.[38][39]
- Augments do not cost skill points.[40] It was previously stated that certain augments will have more expense required on the skill point side.[41]
- It will not be possible to max all skills in a skill tree.[35]
- 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.[42]
Best-in-slot items
What is considered best-in-slot is based on a character's role and the type of encounter they are facing.[43][44]
- Crafted items are best-in-slot in Ashes of Creation.[45] Previously it was stated that crafted items will be on-par with best-in-slot items.[46]
- Instanced content will contain scripted and difficult boss fights that drop gear, but the gear drops will not be best-in-slot. These can only be found in the open world.[47]
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.[48]
- Warrior classes
- DPS classes
- Support classes
These classes relate to the trinity of classes: Tank, DPS and Support.[48][49]
- Skills/abilities are not tied specifically to weapons in castle siege mode.[50]
- It was previously stated that weapon skills are applied to augment a class' base skills.[51]
- 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.[51][52]
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 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.[52] – Steven Sharif
Ashes of Creation Apocalypse classes only apply to Ashes of Creation Apocalypse castle sieges and Ashes of Creation Apocalypse horde mode.[53]
Ashes of Creation Apocalypse healing
Healing in Ashes of Creation Apocalypse will be reticle based (action targeted).[54]
- Healing skills are proximity based: Centered on self or centered on projectile impact.[55][56]
- There will be healing potion bursts (healing grenades) that will grant life to allies.[56]
- Healing is part of Class kits that come into play during the testing of Ashes of Creation Apocalypse castle sieges.[55][51]
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.[54] – Steven Sharif
Zie ook
Referenties
- ↑ Interview, 2020-07-29 (49:53).
- ↑ 2.0 2.1 2.2 2.3 2.4 Group dynamics blog.
- ↑ Livestream, 2023-04-28 (1:02:04).
- ↑
- ↑ Podcast, 2021-04-11 (13:30).
- ↑ 6.0 6.1 6.2 6.3 Livestream, 2017-05-22 (46:04).
- ↑ 7.0 7.1 Interview, 2018-10-20 (2:40:16).
- ↑ 8.0 8.1 8.2 8.3 Livestream, 2023-12-19 (1:25:16).
- ↑ 9.0 9.1 9.2 Livestream, 2020-10-30 (33:26).
- ↑ 10.0 10.1 10.2 Podcast, 2018-04-23 (59:28).
- ↑ 11.0 11.1 Livestream, 2023-12-19 (1:23:00).
- ↑ Livestream, 2021-05-28 (1:13:05).
- ↑ Livestream, 2022-12-02 (1:05:51).
- ↑ 14.0 14.1 Interview, 2018-10-20 (2:40:17).
- ↑ Podcast, 2021-09-29 (30:04).
- ↑ Livestream, 2021-06-25 (1:05:01).
- ↑ 17.0 17.1 17.2 Interview, 2020-07-18 (1:05:04).
- ↑ Livestream, 2018-02-09 (41:56).
- ↑ 19.0 19.1 Podcast, 2018-04-23 (1:01:01).
- ↑
- ↑ Livestream, 2017-10-16 (1:00:44).
- ↑ Interview, 2018-08-08 (22:27).
- ↑ 23.0 23.1 Livestream, 2023-12-19 (1:20:41).
- ↑ 24.0 24.1
- ↑ 25.0 25.1 Livestream, 2023-07-28 (1:04:27).
- ↑
- ↑ Livestream, 2021-11-19 (50:38).
- ↑ Video, 2022-09-30 (17:00).
- ↑ Livestream, 2021-09-24 (1:18:06).
- ↑ 30.0 30.1 Video, 2023-12-19 (5:29).
- ↑ 31.0 31.1 31.2 Livestream, 2023-07-28 (1:03:27).
- ↑ Interview, 2020-07-29 (55:44).
- ↑ Interview, 2020-07-19 (53:59).
- ↑ Interview, 2020-07-18 (1:07:51).
- ↑ 35.0 35.1 Livestream, 2017-07-28 (19:05).
- ↑ Livestream, 2020-08-28 (1:19:24).
- ↑ Livestream, 2023-12-19 (1:49:56).
- ↑ Livestream, 2023-12-19 (1:46:12).
- ↑ Interview, 2020-07-29 (54:44).
- ↑ Forums - Livestream Q&A 2022-08-26.
- ↑ Interview, 2020-07-18 (1:07:06).
- ↑ Livestream, 2017-11-16 (30:02).
- ↑ 43.0 43.1 Interview, 2023-07-09 (1:43:38).
- ↑ Livestream, 2020-05-29 (1:33:11).
- ↑ Livestream, 2022-06-30 (1:18:55).
- ↑ Livestream, 2017-05-10 (14:45).
- ↑ Livestream, 2022-03-31 (1:19:41).
- ↑ 48.0 48.1 48.2 Livestream, 2019-01-11 (41:20).
- ↑ Interview, 2018-10-20 (11:38).
- ↑ Livestream, 2019-11-22 (59:37).
- ↑ 51.0 51.1 51.2 Interview, 2018-08-17 (8:16).
- ↑ 52.0 52.1 Livestream, 2019-01-11 (58:40).
- ↑ Reddit Q&A, 2019-01-8.
- ↑ 54.0 54.1 Interview, 2018-08-08 (19:40).
- ↑ 55.0 55.1 Interview, 2018-08-17 (12:05).
- ↑ 56.0 56.1 Interview, 2018-12-06 (2:04).