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تائف
تائف are the combination of a primary and a secondary archetype.[2][3][4][1][5]
We have a specific terminology when referring to archetypes and classes. Classes are the combination of your secondary archetype with your primary archetype.[3] – Steven Sharif
Icon | Archetype | Type.[6] | Role.[7] | Resource.[8][9] |
---|---|---|---|---|
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 |
Class progression in Ashes of Creation proceeds as follows:[10]
- Players receive skill points as they level. These can be used to level up skills within their skill tree.[13]
- It will not be possible to max all skills in a skill tree.[13]
- A player may choose a secondary archetype when they reach level 25.[10][4] The combination of primary and secondary archetypes is referred to as a class.[4][1][5]
- The secondary archetype does not provide additional skills.[14]
- Secondary archetypes may be changed, but not "on-the-fly".[12][15]
- The player can then augment their primary skills with effects from their secondary archetype.[4][11]
- Class progression does not relate to a player's artisan progression.[16]
- ةيملاعلا ثادحالا do not directly impact class effectiveness but there may be ancillary effects in terms of availability of equipment, enchantments or tattoos.[17]
Classes by archetype combination
With 8 هلثمالا to combine, players may choose from 64 total combinations to create their class.[4][1][5]
Balancing
- Balancing in Ashes of Creation is group focused not based on 1v1 combat.[18][3][19]
- 1v1 matchups will have a rock-paper-scissors dynamic, where one class will be superior to another.[18][19]
- 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.[19] – 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.[20] – Steven Sharif
- Alpha-1 testing was focused on core functionality rather than combat balance.[21]
- Alpha-2 testing will begin to focus on balancing once populations and encounters have been put in place and are deep in testing.[18][22]
- 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.[18] – Steven Sharif
- The sixty four (64) classes are partitioned into eight primary archetypes. Balancing of active skills only relates to these eight primary archetypes.[3][23]
- Certain secondary archetypes are capable of "bridging the gap" between their counterpart.[27]
- 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.[3] – 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.[27] – Steven Sharif
Meta
A goal of Ashes of Creation is to emphasise micro metas that work for specific encounters, and de-emphasize macro metas that work for everything.[28]
- What we're doing with this approach is we're de-emphasizing a macro meta and instead emphasizing a micro meta. And the difference between the macro/micro is that on the micro level you have metas that might form based on each individual type of encounter or experience. And in those senses, yes, there's going to be a most optimal: There's going to be a best in slot. There's going to be whatever that pertains to that particular challenge rating. But there won't we there will not be an overarching meta that says from a macro level, hey, if you got this shit, you're good to go for everything. That's boring, that's unfulfilling, that is not interesting; and it is just something that that dumbifies the experience.[28] – Steven Sharif
- The effectiveness of classes, skills and gear is going to depend on the adversary or the encounter. There will be optimal builds for different challenges and difficulty ratings. This design aims to avoid any obvious meta or "cookie-cutter" builds in Ashes of Creation.[28][17]
- Different challenges are presented dynamically to players based on node progression and destruction. Situations that are based on a rock-paper-scissors design will inspire a horizontal gear chase. These dynamic challenges will change from month to month, causing a shift in demand in the economy as different builds are required by the new content.[17]
- Increasing difficulty ratings inspire more of a traditional vertical power progression that is common in other MMOs.[29][17]
- Oftentimes you just have a very vertical power scale and that determines chase, but when you have a variety of relevance across certain types of adversaries and that variety changes over time because of player activity- and then that affects the economy and the crafter system and who was producing what for what demand- and everything gets shaken up. That's a very fun environment to exist in. It presents a more dynamic situation rather than a quote-unquote cookie-cutter type selection.[17] – Steven Sharif
- The intricacies of how nodes interact with predicates in the world means that it may be possible but difficult to achieve meta server builds.[30]
- Q: Do you have any concerns on players eventually discovering a meta server build with nodes due to players heading to specific nodes and regions because they find that content more enjoyable; and if so how would you go about getting players to shift around the world to break up the meta?
- A: I think it's interesting if players have a concerted effort across a server to interact with one another, learn from their actions, mistakes, successes, and effectuate that on the server. That's interesting, but I don't believe we'll see a meta form. I think that the intricacies are too great when it comes to how predicates are formed in order to elicit world state changes.[30] – Steven Sharif
Class abilities
Primary skills (class abilities) are based on a player's archetype.[34][11]
- A player may choose a secondary archetype when they reach level 25.[10][4] The player can then augment their primary skills with effects from their secondary archetype.[34][10][4][11][35]
- Outside of class-specific skills there may be a subset of universal skills, such as active block and dodge.[36]
- Class skills are not affected by the type of weapon that is equipped.[37]
- Primary skills in Alpha-2 are expected to be very different to those in Alpha-1.[38]
Class resources
Archetype resources (also called Class resources) are generated by certain skills based on specific criteria.[39] The current design approach is for every archetype to have its own resource, in addition to Mana, which is universal across all archetypes.[8][9][40][41]
Archetype resource | Icon | Archetype |
---|---|---|
Combat Momentum | Fighter | |
Courage | Tank | |
Divine Power | Cleric | |
Mana | Universal | |
Stamina | Universal |
Skill points
Players receive skill points at specific points as they level.[43] These can be used to level up skills (increase their rank) within their active, passive or combat/weapon skill trees.[44][45][46][13]
- 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.[47] – 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.[43]
- 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.[43] – Steven Sharif
- Skill points can be used to unlock universal skills at the expense of unlocking class-specific skills.[48]
- Respeccing (resetting and reallocating) adventuring skills may require travelling to a specific location rather than being able to be done on-the-fly.[49][12]
- Augments do not cost skill points.[50] It was previously stated that certain augments will have more expense required on the skill point side.[51]
- It will not be possible to max all skills in a skill tree.[13]
- 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.[52]
Universal skills
Universal skills, such as active blocking and dodge rolling, are able to be unlocked by all archetypes.[48][36]
- Outside of your class-specific skill tree, there's going to be a subsection of a few skills that are universal, like active block, like dodge; and I think what we're going to do- or at least what we're going to be discussing here- is those universal skills will have progressions that might align with your passive tree; and you can spec skill points into progressing additional features of those universal abilities that you will have access to. So I think that's probably going to be the direction that we're going to take.[36] – Steven Sharif
- Skill points can be used to unlock universal skills at the expense of unlocking class-specific skills.[48]
- Q: Will each archetype be equally efficient with universal skills, like dodging and active blocking, or will each of them have their own versions and flavors, or will some people be more powerful than others?
- A: We want to provide a progression path that's shared for those universal skills across all the archetypes. So when you spend skill points, you can choose to spend them within the universal skill set and unlock particular ability types for the universal skills as well, but you will be spending them from the skill points that you would normally spend within your class-specific skill tree; and this offers again a different wheel of customization that I think is interesting.[48] – Steven Sharif
- The developers will be testing the use of separate energy mechanics for universal skills in Alpha-2.[53]
- Universal skill progression may align with a player's passive skill tree.[36]
يوقت
Ashes of Creation hosts a wide array of progression paths that offer augments to a character's active skills.[24][25][54][55]
- Secondary archetypes.[24][25][4][26]
- Social organization augments.[24][25][56][57]
- Religious augments.[24][25]
- Racial augments.[58][24]
- Q: There are 32 augment schools, not including racial/social/religious augments, meaning a total of 8960 (280 spells * 32 augment schools) different variations of spells. How do you guys plan on tackling that, or has the augment system for the classes changed since?
- A: It has not changed; and the intent is for us to design relatively templatable effects conferred by each school of augmentation; and those effects will have a lot of shared benefits that get conferred to a particular ability when the augment gets applied.[59] – Steven Sharif
يوقت are applied individually to active skills from a character's primary archetype.[24][25]
- Augment effects are intended to be templatable so they can apply to a range of abilities.[59]
- A character can have one active augment on an ability at any given time.[24]
- Augments do not cost skill points.[50]
- It was previously stated that certain augments will have more expense required on the skill point side.[51]
- Secondary class augments may be applied to any skill, but it is possible that some specific augments may be locked to specific abilities.[24]
- The progression system for augments is very similar to the class progression system.[60]
يوقت can affect a multitude of things and can (in some cases) create entirely new skills.[61]
- Drastically change the ability itself.[61]
- Change the damage type and value.[61]
- Change the cooldown period.[61]
- Change the distance (of the skill).[61]
- Change the effect from a ranged to melee ability.[61]
- Augments can affect a multitude of things. It can drastically change the ability itself. It can change the damage type. It can change the cooldown period. It can change the damage values. It can change the distance. It can dramatically change it from a ranged effect to a melee effect. Augments are essentially can create- they are creating entirely new skills, but they're going to keep obviously some identity with what that primary active ability was.[61] – Steven Sharif
Changing/switching
Primary
A player's primary archetype cannot be changed.[12][1]
When it comes to the primary archetype, that is a decision you'll want to make and you'll want to make sure it's the right decision, because it's permanent... You are going to create this identity that you can't just change on the fly. This is going to be something that you will know a person and you will know what their base archetype is and they're not just going to change from battle to battle. So that gives some consistency in the engagements and understanding reputation on the server.[12] – Steven Sharif
When players choose their primary class, it’s not just dictating how the next several hundred hours of gameplay will go... It’s only the primary class that cannot be changed. And hey, that’s what alts are for![1]
Secondary
The secondary archetype of a class may be changed, but not "on-the-fly".[62][12][15]
- The secondary class choice, which comes after some time getting used to the world of Verra, will be more fluid. If you choose the Fighter and the Rogue to make a Shadowblade, but eventually want to try your hand at Summoning to make a Bladecaller, you’ll be able to do so.[1]
- We don't want you to be able to change your secondary class or the augments you have applied out in the open. We want you to have to make a conscious choice somewhere at a NPC. The level of node necessary for that particular NPC to be available will likely be either at the Village stage or above. So, if you are far out in the wilderness exploring – and we have no instant teleportation in the world – you need to be conscientious of what your choices are; and not be able to change them on-the-fly.[63] – Steven Sharif
- Players will likely need to speak to a NPC in a Village node or above to enable them to change their secondary archetype and skill augments.[62][63]
- Respeccing adventuring skills may require travelling to a specific location rather than being able to be done on-the-fly.[49]
Class-specific quests
There will be class-specific quests in Ashes of Creation.[66]
There's going to be a lot of shared quests but there's also going to be class-specific quests; and the reason for that is that some classes are better at others than doing certain things and that'll play itself out through the general community quests. That's fine, but there are certain periods from a designer's perspective where you want to make an encounter be the antithesis of what a player is good at. It also gives them perspective because we have a more fluid class combination system where you can play the line in your traditional role by adding a secondary class that's different from your primary classes role. The benefit of having these class-specific quests early on especially in an archetype is that you can come to a determination and have greater experience for the things you're not good at. So you know how to progress your class in the future with the things you have access to that are different from what you're good at.'[66] – Steven Sharif
- Those هلئسا will be influenced by the player's class progression via their choice of primary and secondary archetypes.[66]
So you want to give them storyline that's relevant and make sense for them to their class progression. If I'm a fighter I should be going to a barracks and learning from this dude early on. Later on if I want to take on that mage secondary and I'm more arcane in the things I do, or more based in the essence, then yeah it makes sense for my also again for a catered quest to me that lets me focus on that route in the narrative.[67] – Steven Sharif
Class trials
There will not be a class trial system in Ashes of Creation.[68]
راودا
Ashes of Creation has the traditional trinity of Tank, DPS (damage dealers) and Support (healer or non-healer) roles.[69][7][70]
- 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.[71] – Steven Sharif
- Although traditional roles are present, players should not feel branded by their primary archetype.[7][70]
- Skill augments available through the class system allow characters to be personalized outside of their primary role.[7][70][71]
- Players can also double down on their archetype choice to strengthen their primary role.[7][70]
PvX
Ashes of Creation is a PvX game. Players will naturally encounter both pvP and PvE elements.[74][73][75][76] It is unlikely that a player could purely focus on just pvP or just PvE.[73][72][75][76]
- Ashes is a PvX game; and so in that regard, your ability to wholesale disconnect from the PvP elements of the game are likely not going to be entirely successful. Now, does that mean that you can reduce your exposure to PvP? A hundred percent; and there are multiple play paths and progression points that players can elect instead to be more PvE focused, but by the sheer nature of risk-versus-reward, and risk including not being able to predict how other players might impact your gameplay, that is an element of the innate risk that exists in the multiplayer environment of a PvX setting. So, not everybody is going to like that and we accept that; and we're not trying to build a game that everybody is going to like, because everybody it's doing that is not going to be successful, because there're just people with different interests; and you know we accept that and we're very on the nose about what we're trying to achieve. The idea is not to create a gank fest, is not to create a grief fest. That is not what PvX is; and so because of that we have certain mechanisms and systems that govern the way players engage in PvP and the majority of those are opt-in, but there is always that element of risk that's governed by the flagging system. And so, if you're interested in that I would take a look at the Wiki and look up what flagging is, and look up what corruption is. My experience tells me- and my expectations of the system are that they will signal significantly reduce a player's exposure to non-consensual PvP, but that risk is always going to be present to some degree.[74] – Steven Sharif
- A defining principle of Ashes of Creation as a PvX game is that PvE builds the world, and pvP changes the world.[77]
- Around 80% of the content is open-world, where healthy competition is an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX game design.[78][79][80][81][82]
- There won't be separate PvE and PvP servers but some servers may be more PvP focused than others.[74][75][83]
- We're very clear with our objective and philosophy on the game and we understand that they may not appeal to everybody. But it is an important reciprocal relationship between the content that's related to PvE and the content that's related to PvP and they feed off of each other. They're catalysts for change: Their progression, their development. It's things that people can value when they see something earned and they see something lost. That elicits an emotional response from the player: That they've invested time in to either succeed or fail; and PvP allows for that element to be introduced into gameplay. And we're very clear that is our objective: That risk versus reward relationship, that achievement-based mentality. Not everybody's going to be a winner and that's okay.[82] – Steven Sharif
- There will not be different PvP and PvE gear types.[85]
Community guides
See also
عجارملا
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 Ashes of Creation class list.
- ↑ البث المباشر, 2022-10-14 (15:44).
- ↑ 3.0 3.1 3.2 3.3 3.4 البث المباشر, 2020-10-30 (33:26).
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 4.8 4.9 مقابلة, 2020-07-18 (1:05:04).
- ↑ 5.0 5.1 5.2
- ↑ مقابلة, 2020-07-29 (49:53).
- ↑ 7.0 7.1 7.2 7.3 7.4 Group dynamics blog.
- ↑ 8.0 8.1 البث المباشر, 2023-04-28 (1:02:04).
- ↑ 9.0 9.1
- ↑ 10.0 10.1 10.2 10.3 البث المباشر, 2023-07-28 (1:04:27).
- ↑ 11.0 11.1 11.2 11.3
- ↑ 12.0 12.1 12.2 12.3 12.4 12.5 مقابلة, 2020-07-29 (54:44).
- ↑ 13.0 13.1 13.2 13.3 البث المباشر, 2017-07-28 (19:05).
- ↑ البث المباشر, 2017-05-03 (50:50).
- ↑ 15.0 15.1 البث المباشر, 2017-07-18 (37:43).
- ↑ البث المباشر, 2020-07-31 (1:31:11).
- ↑ 17.0 17.1 17.2 17.3 17.4 ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2021-04-11 (54:35).
- ↑ 18.0 18.1 18.2 18.3 البث المباشر, 2023-12-19 (1:25:16).
- ↑ 19.0 19.1 19.2 ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2018-04-23 (59:28).
- ↑ 20.0 20.1 البث المباشر, 2023-12-19 (1:23:00).
- ↑ البث المباشر, 2021-05-28 (1:13:05).
- ↑ البث المباشر, 2022-12-02 (1:05:51).
- ↑ 23.0 23.1 مقابلة, 2018-10-20 (2:40:17).
- ↑ 24.0 24.1 24.2 24.3 24.4 24.5 24.6 24.7 24.8 ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2021-09-29 (30:04).
- ↑ 25.0 25.1 25.2 25.3 25.4 25.5 البث المباشر, 2021-06-25 (1:05:01).
- ↑ 26.0 26.1 البث المباشر, 2018-02-09 (41:56).
- ↑ 27.0 27.1 ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2018-04-23 (1:01:01).
- ↑ 28.0 28.1 28.2 مقابلة, 2023-07-09 (1:43:38).
- ↑ مقابلة, 2023-07-09 (1:40:41).
- ↑ 30.0 30.1 البث المباشر, 2023-04-07 (1:15:02).
- ↑
- ↑ البث المباشر, 2017-10-16 (1:00:44).
- ↑ مقابلة, 2018-08-08 (22:27).
- ↑ 34.0 34.1 البث المباشر, 2023-12-19 (1:20:41).
- ↑
- ↑ 36.0 36.1 36.2 36.3 البث المباشر, 2021-11-19 (50:38).
- ↑ فيديو, 2022-09-30 (17:00).
- ↑ البث المباشر, 2021-09-24 (1:18:06).
- ↑ فيديو, 2022-12-02 (10:12).
- ↑
- ↑ البث المباشر, 2020-08-28 (1:14:54).
- ↑ 42.0 42.1 فيديو, 2023-12-19 (5:29).
- ↑ 43.0 43.1 43.2 البث المباشر, 2023-07-28 (1:03:27).
- ↑ مقابلة, 2020-07-29 (55:44).
- ↑ مقابلة, 2020-07-19 (53:59).
- ↑ مقابلة, 2020-07-18 (1:07:51).
- ↑ البث المباشر, 2020-08-28 (1:19:24).
- ↑ 48.0 48.1 48.2 48.3 البث المباشر, 2023-12-19 (1:49:56).
- ↑ 49.0 49.1 البث المباشر, 2023-12-19 (1:46:12).
- ↑ 50.0 50.1 Forums - Livestream Q&A 2022-08-26.
- ↑ 51.0 51.1 مقابلة, 2020-07-18 (1:07:06).
- ↑ البث المباشر, 2017-11-16 (30:02).
- ↑ البث المباشر, 2022-12-02 (1:05:08).
- ↑
- ↑ Official Livestream - May 4th @ 3 PM PST - Q&A
- ↑ ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2018-04-23 (24:47).
- ↑ البث المباشر, 2017-06-01 (31:47).
- ↑
- ↑ 59.0 59.1 مقابلة, 2023-09-10 (50:40).
- ↑ البث المباشر, 2019-07-26 (1:09:22).
- ↑ 61.0 61.1 61.2 61.3 61.4 61.5 61.6 ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2021-09-29 (46:20).
- ↑ 62.0 62.1 62.2 البث المباشر, 2022-09-30 (1:20:46).
- ↑ 63.0 63.1 البث المباشر, 2018-04-8 (PM) (20:07).
- ↑ 64.0 64.1 البث المباشر, 2020-10-30 (1:06:53).
- ↑ ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2017-05-04 (17:02).
- ↑ 66.0 66.1 66.2 ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2021-04-11 (44:29).
- ↑ ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2021-04-11 (46:10).
- ↑ البث المباشر, 2018-04-8 (AM) (21:21).
- ↑ ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2021-04-11 (13:30).
- ↑ 70.0 70.1 70.2 70.3 البث المباشر, 2017-05-22 (46:04).
- ↑ 71.0 71.1 مقابلة, 2018-10-20 (2:40:16).
- ↑ 72.0 72.1 فيديو, 2018-04-16 (1:32).
- ↑ 73.0 73.1 73.2 ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2021-04-11 (38:31).
- ↑ 74.0 74.1 74.2 البث المباشر, 2024-03-29 (2:27:46).
- ↑ 75.0 75.1 75.2 البث المباشر, 2017-05-12 (24:52).
- ↑ 76.0 76.1 البث المباشر, 2017-05-05 (33:25).
- ↑ البث المباشر, 2023-08-31 (20:54).
- ↑ البث المباشر, 2023-05-31 (45:47).
- ↑ البث المباشر, 2023-04-07 (55:22).
- ↑ البث المباشر, 2023-03-31 (1:00:16).
- ↑ البث المباشر, 2022-10-28 (32:52).
- ↑ 82.0 82.1 البث المباشر, 2017-06-01 (37:39).
- ↑ MMORPG Interview, 2016-12-12.
- ↑
- ↑ البث المباشر, 2017-05-15 (14:05).