Class weapons and armor

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Weapons and armor are not class locked, but certain archetypes or classes are more synergistic with certain types of weapons or armor.[1][2][3][4]

Weapons are intended to be somewhat agnostic in the sense that you can find a way for a weapon to be utilized by different classes. Not just the rogue is going to be able to use daggers. Because if you restrict equipment through that, it makes the economy more difficult to have sustainability across the market of items.[4]Steven Sharif

Certain abilities require certain items to be equipped.[6]

Q: We had stated that we were going to allow people to use any class combination, which would be both your archetypes together, being able to use any weapon. Do we see problems that could occur with that, for instance like a bow tank, or an orb tank or things like- will there be some strangeness there, or are there problems that you first are foreseeing in the future?
A: We're giving a lot of flexibility to the crafters in our game. They get to help define the stat block that a particular item, weapon, or gear has; and that stat block can be relevant to any particular class or archetype combination. So in that sense the idea is, no not to see any strangeness there or not to see any elements that would dissuade a person from that customization perspective.[7]Steven Sharif

Best-in-slot items

A design goal for Ashes of Creation is to not have overarching best-in-slot items (BiS) that are meta for all situations.[8]

There's still going to be customization within realms for your archetype that you will want to spec into, knowing you're going into a certain fight, or into a certain raid, or into a certain war, or whatever it may be: and you may want to spec specifically and gear specifically and have people set up in a way that makes the most sense for that.[10]Margaret Krohn

Gear binding

There may be some gear binding (BoE or BoP) but it will be an exception rather than the rule, as this doesn't facilitate the objectives for the economy.[14]

A lot of what we experienced in games that usually come before us is that many things are account bound and they're soulbound to your character... Instead very little here is character bound. Very very little. The vast majority of gear- yes you will get quest related gear as rewards- but it won't be let's say one set in one dungeon and you must run the dungeon over and over. Instead we want to really emphasize the reliance on the economy and crafters and gatherers and processors to support a majority of the gear structure in-game, combined with that of world raid bosses and dungeon bosses; not a repetitive quest line through a single dungeon.[16]Steven Sharif

Crafted gear

Crafting UI. Alpha-1 screenshot. Image credit: Guild:Overlord

Crafted items (also referred to as Completed items, Finished goods, or Final products) are items produced by crafter artisans using crafting stations.[17][18][19][11][20][21]

Crafted gear in the game is the best gear... One thing that I'm not a fan of is that you develop a crafting system in a game and you've spent a lot of time making this from a material and resource perspective. All the tables that you can receive, all the connectivity in the economy and how crafting is associated with the game; and then you undermine the crafting entirely by presenting a separate route of gear acquisition that is on-par with the crafting efforts. So here you have these people who are acquiring all of the resources getting, all the recipes, leveling up their professions and then everything they make is less or equal to anything you could just have chosen the easier path of and gone down the questing and received the best gear. So what we do focus on is that crafters make the best shit. Excuse me, the best things.[11]Steven Sharif
That plays into our crafting system in and of itself. The idea is for those stats to be variables that can be dictated based on the mastery level of the particular crafter; and the higher they become a master of those professions, whether it be for armor or for weapons or for accessories, they're going to have some agency and put their mark on essentially what items they're introducing into the economy.[29]Steven Sharif
We believe that every item that exists in the world should in some way reflect its creator. As such, there will be extreme versatility in our crafting system – giving crafters the ability to create unique items that represent their strengths and weaknesses.[34]

Item creation suite

An "item creation suite" that allows crafters to create unique appearances for items has been discussed as a future possibility.[35]

Gear inspection/ Threat assessment

You decide to gank the player, but find out that you have been ambushed![36]

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.[37][38][39]

You can target a player. You're going to see what type of armor they have based on a buff they have available to them because obviously cosmetics can change appearance. You might have different silhouettes as a result of that.[40]Steven Sharif
  • The border will indicate the level and quality of the tier set.[37][38][41]
  • The developers believe that inspecting gear to obtain an exact equipment list or gear score may lead to "unwelcome behavior".[43]
When you see a player approaching you and they're wearing a transmog 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 what they're going up against if they're actively checking that, and that will be available.[39]Steven Sharif

See also

References

  1. Interview, July 9, 2023 (1:38:34).
  2. weapon augments.png
  3. class weapons.png
  4. 4.0 4.1 Livestream, May 4, 2018 (45:37).
  5. Livestream, April 30, 2024 (45:31).
  6. 6.0 6.1 6.2 6.3 Livestream, February 9, 2018 (47:05).
  7. Livestream, June 30, 2022 (55:31).
  8. 8.0 8.1 Interview, July 9, 2023 (1:43:38).
  9. Livestream, May 29, 2020 (1:33:11).
  10. Livestream, May 31, 2024 (7:09).
  11. 11.0 11.1 11.2 11.3 Livestream, June 30, 2022 (1:18:55).
  12. 12.0 12.1 12.2 Livestream, May 10, 2017 (14:45).
  13. Livestream, March 31, 2022 (1:19:41).
  14. Livestream, May 15, 2017 (13:06).
  15. 15.0 15.1 Interview, July 18, 2020 (52:57).
  16. 16.0 16.1 16.2 Interview, August 24, 2018 (4:15).
  17. 17.0 17.1 steven-completed-items.png
  18. steven-workstations.png
  19. Livestream, April 7, 2023 (31:49).
  20. Livestream, January 30, 2020 (1:38:26).
  21. Livestream, May 12, 2017 (1:00:18).
  22. steven-completed-items2.png
  23. Interview, September 10, 2023 (47:13).
  24. February 8, 2019 - Questions and Answers.
  25. craftedbossloot.png
  26. 26.0 26.1 26.2 Livestream, November 30, 2020 (1:05:22).
  27. Podcast, August 4, 2018 (59:58).
  28. steven-crafting-stats.png
  29. 29.0 29.1 Livestream, December 22, 2020 (1:15:01).
  30. Livestream, November 30, 2023 (1:40:11).
  31. Livestream, May 24, 2017 (24:19).
  32. crafting-corruption.png
  33. craftersname.png
  34. About Ashes of Creation.
  35. Livestream, May 24, 2017 (24:20).
  36. Twitter - Better luck next time.
  37. 37.0 37.1 Livestream, August 28, 2020 (2:07:26).
  38. 38.0 38.1 38.2 38.3 Livestream, July 25, 2020 (53:08).
  39. 39.0 39.1 Livestream, June 26, 2020 (1:28:10).
  40. 40.0 40.1 Podcast, September 29, 2021 (52:58).
  41. 41.0 41.1 Livestream, July 28, 2017 (1:34:55).
  42. Official Livestream - May 4th @ 3 PM PST - Q&A
  43. Livestream, July 28, 2017 (23:20).