Glorious wiki readers. We appreciate your patience as we process the vast amount of new and updated information from the release of Alpha-2 phase 1.

Mobility

Ashes of Creation community empowered Wiki
Jump to navigation Jump to search
Revamped Alpha-1 Mage Fireball ability.[1][2]

The general approach that we're taking based on a lot of feedback and just good combat design in general. You know philosophy is that we want to give more agency in the hands of the player and the antithesis of that is locking the player down for really long amounts of time. The sort of concept behind that is like you could make an animation effects as glorious looking as possible but if it's taking away control of the player, none of that really matters. Especially the 100th or thousandth time you're using the spell you're tired of that happening you don't feel powerful: You feel the opposite of powerful. So we're trying to like give a lot of control back to the player while they're using these abilities so they can still control their movements, they can react simultaneously while they're taking actions; and we just want to get overall more of a fluid flow, I guess, of combat. And that's the general design philosophy we're using to approach the overhaul.[1]Tradd Thompson

A lot of abilities you have the capability of moving while casting. It's going to decrease your movement speed significantly or depending on the type of ability. We do reserve the cost- and that's really what it is when you tie ability usage to mobility- we do reserve the cost of requiring the character to remain stationary on some big effect type abilities.[3]Steven Sharif
  • Most abilities in Ashes of Creation are capable of being cast while moving. Some abilities may slow the caster down during the cast, but only rarely will the player be rooted in place.[3][8]
    • Movement speed can decrease significantly depending on the type of ability.[3]
    • Weapon weight can also affect mobility.[4]
    • Skills with the greatest power may require the caster to remain stationary while channeling them. This is a risk vs. reward mechanic.[3][8][9][10]
Most abilities you'll find in Ashes of Creation are capable of being cast while moving. Some of those abilities might slow your movement during the cast, but you can continue to move. Very rarely, and depending on obviously the importance of the ability or the power level of that ability, you might be rooted in place. So, for example, the AoE ability [Chains of Restraint] has a lot going on. It has damage ticking over time, it is an area of effect, it also has a status condition application; and in those instances the player character gets rooted.[8]Steven Sharif
That's the cat-and-mouse of these abilities. Like we've seen with the Ranger, they have a backflip, they have their Airdrop [sic] ability. The Mage has teleportation. There are going to be abilities that are tit-for-tat; and managing the resource of those abilities and the timing of when you use them to either correlate to your opponent's use of those things, or to save them for yourself when you want to get away, that's part of what makes the engagements dynamic and different each time.[11]Steven Sharif
  • Unreal Engine 5 has enabled improved forms of locomotion, such as crouching, tilting and mantling.[12][13]
    • Crouching may or may not be in the game.[14][15]
  • The ability to prone is not be in the game.[14][15]
There's a balance in the game design between your movement speed on attack and the movement speed of your opponent. When you have a game that is both PvE centric as well as PvP centric, you have to make sure that combat is blended for both approaches; and we can always run into problems where, if you're significantly hampered in your movement speed, that has an effect on how we expect player versus player engagements to interact; and we don't want to restrict a player's ability to be mobile if they're the target of an attack. And as a result of that we need to make sure that we don't restrict the movement abilities of the player who is doing the attacking as well. So we want it to be relatively free for you to stay with each other. Your opponents move around the battlefield together and if we're hampering you on the attack action, we have to then implement some type of snare, or slow, or cc effect essentially on your opposing target; and that's not the approach we want to take for for PvP.[17]Steven Sharif
If we're talking about Fighter, they're going to have a lot of heavy gap closers. They can probably be a little bit more liberal in the use of their gap closers because they have so many of them, versus let's say a Ranger that needs to choose when to use their escape abilities, because they have fewer of them. The same would be true for a melee character like a rogue. Their approach vector is going to be more stealth-driven than it would be perhaps let's say from a gap-closer perspective.[18]Steven Sharif
Q: If a ranger is super mobile, what are the melee's options in order to catch them?
A: Different class kits will provide different gap closers. They'll provide different mobility skills. They'll have lockdowns. They'll have chains to pull back. They'll have a lot of different things in the rotation. That's part of what an MMORPG experience is. You're not just restricted to three or six skills, you have a rotational suite; and depending on the type of challenges you face is going to help determine which of those rotations you spec into from your skill tree.[19]Steven Sharif
Skill Icon Origin Description
Air Strike Icon.Air Strike.png Ranger Leap a great distance forward and into the air while firing three projectiles in a line along the path, each dealing (150%๐Ÿข†) Physical damage to targets hit. Targets hit that are Snared become Rooted, and all Snared stacks on those targets are consumed.
Berserk Icon.Berserk.png Fighter Consume your Combat Momentum rapidly, gaining 30% more physical power and movement speed and immunity to disabling effects while active. Must have at least 20 Combat Momentum to activate, and the effect ends when all Combat Momentum is fully depleted.
Blink Icon.Blink.png Mage Instantly teleport 20 meters in the direction you are moving. Breaks all rooting effects.
Blitz Icon.Blitz.png Fighter Charge directly toward target enemy, dealing (100%๐Ÿข†) Physical damage to the target on arrival.
Call of the Wild Icon.Call of the Wild.png Ranger Remove all Snared and Chilled statuses from the caster, and increase movement speed by 20% while becoming immune to all movement impairing effects for 8 seconds.
Caravan Trail Speed Bonus Trail Speed Bonus.png Caravan Minor speed boost for travelling on a simple trail.[20]
Charge Icon.Charge.png Tank Channeled Ability: Charge forward in the direction you are facing. Enemies you collide with take (50%๐Ÿข†) Physical damage damage and become Staggered. Charge will be canceled if another ability is activated or if the Charge key is pressed again.
Disengage Icon.Disengage.png Ranger Quickly strike enemies in front of you while backflipping in the opposite direction. Targets hit by the strike take Physical damage and acquire 1 stack of Snared for 10 seconds. Targets hit that are Weakened are knocked back.
Epic Melody Icon.Epic Melody.png Bard Nearby party members gain Epic Melody Melodies can be played concurrently with other abilities. Multiple instances of the same melody do not stack.
Exert Icon.Berserk.png Fighter Consume your Combat Momentum rapidly, gaining 30% more physical power and movement speed and immunity to disabling effects while active. Must have at least 20 Combat Momentum to activate, and the effect ends when all Combat Momentum is fully depleted.
Flourish Icon.Flourish.png Bard Slide forward gracefully in your aimed direction and gain Pep. Can be used concurrently with any other ability. Dance Mastery: EnergyDance Mastery: Power
Form Of Celerity Icon.Form Of Celerity.png Fighter While in this form, the caster receives +2% Movement Speed per 10 Combat Momentum, up to a maximum of +20%. Overpower and Brutal Cleave apply Staggered to targets hit. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.
Form Of Fluidity Icon.Form Of Fluidity.png Fighter While in this form, the caster receives +4% Disable Resistance Chance per 10 Combat Momentum, up to a maximum of +40%. Overpower and Brutal Cleave apply Shaken to targets hit. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.
Leap Strike Icon.Leap Strike.png Fighter Leap to target location and deal (225%๐Ÿข†) Physical damage around you while applying 1 stacks of Snared to targets hit. Apply 3 stacks of Snared to targets hit that were Shaken.
Lunging Assault Icon.Lunging Assault.png Fighter Spend 15 Combat Momentum to lunge in a direction a short distance and perform an upward swing upon arrival, dealing (125%๐Ÿข†) Physical damage and applying Snared to enemies in front of you. You are immune to hard crowd control effects while performing this ability.
Party Stride Icon.Party Stride.png Ranger Applies Strider to all group members within 30 meters. Strider Increases ground movement speed of target by 10%.
Pulverize PulverizeNewIcon.png Tank Move to your target and strike them for 225% physical damage. Generates 300% additional threat.[21]
Shield Assault ShieldAssaultIcon.png Tank Lunge forward and deal 125% physical damage while applying Staggered to enemies in front of you. If a target was hit, gain 25 courage. Generates 300% additional threat.[21]
Shield Slam ShieldSlamNewIcon.png Tank Lunge forward and deal 150% physical damage while applying Staggered to that target. Gain 25 courage on hit. Generates 300% additional threat.[21]
Speed Boost Speed Boost.png Caravan Gives the caravan a temporary speed boost.[22]
Whirlwind Icon.Whirlwind.png Fighter Channeled ability: Deal (30%๐Ÿข†) Physical damage to all enemies around the caster with each spin while channeled, increasing the spin rate the longer it is channeled. The caster is immune to hard disabling effects while spinning. Activate the ability again to end channeling early. Deals 20% additional damage to Weakened targets.
Wings of Salvation Icon.Wings of Salvation.png Cleric Sprout phoenix-like wings and dash to target ally, granting Wings of Salvation to the caster and target on arrival.

Combat revamp

Alpha-1 split-body melee weapon combat sneak peek.[5]

I can move while swinging on this guy. I can back up then continue to attack him. Just have complete control over my character while attacking.[5]Steven Sharif

A revamped combat system will be rolled out during and post Alpha-1 testing based on player feedback.[23][24][25][2]

I just want to give kudos to the combat team, because in my opinion having played this and watched this and seen the community's response to it, they've done a great job in moving away from what was our direction prior to Alpha-1 to now having developed for Alpha-2 a significantly revamped combat experience; and I think it feels good and it plays well and it's fun.[23]Steven Sharif
  • The goal is to give more agency to the player and achieve a more fluid flow of combat with greater mobility when using abilities.[26][1]
  • The current hybrid tab and action combat system will remain after the revamp.[26]
  • This revamp will not represent the final form of combat, but will set the general direction that combat will be taking.[27]
  • The revamp will be iterative and will be rolled out to testers in different phases.[1]
  • The developers will be testing whether or not to use global cooldowns GCDs on different types of abilities during Alpha-2.[28]
    • As of July 2023 global cooldowns are not currently in the game.[29]
    • Instant cast abilities are referred to as off-global-cooldown or OGCD abilities.[29]

The revamped combat system will feature split-body animations, where the character's upper body can be locked by weapon attack animations while the lower body is free to continue moving.[5][6][7]

You'll be able to move forward while swinging your weapon; and this will allow you complete control over your weapon attacks for melee.[5]Steven Sharif

Alpha-1 combat was focused on core functionality rather than combat balance.[7] Alpha-2 combat will include archetypes, significant ability support, augments, split-body combat, weapon attacks, and many additional items, among other things.[30]

Weapon weights

Weapon weight refers to how the mass of a weapon affects its performance during combat.[4]

There is a balance between player motion and agency as we call it and weapon weightedness- that almost locked-in-place rooted position- the heavier the weapon is, the more restrictions you want to place on that player agency to showcase the rooted effect: That weight- that heavyweight aspect; and so what we've done by presenting you guys with both the dual daggers and the two-handed weapon is we've shown the range between that complete player agency: a player agency in the light weapon attacks that's the dual daggers, and the maximum range of of rootedness or weightedness that's present on the two-handed weapon; and that's the spectrum in which our basic melee combat will exist within. So if there are medium weapon groups that exist in-between there, it's going to be somewhere in between that spectrum.[33]Steven Sharif

Player movement

  • There is a toggleable walk (RP walk)/run (autorun) capability (default .).[41][42]
  • There is not going to be any "go to waypoint" (auto-pathing) mechanics.[43]

Collision

There are player and spell/projectile collision mechanics in Ashes of Creation.[47][48][49][50]

  • 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.[51][50]
It turns off your collision so you can not get blocked or trapped.[52]John Collins
  • Specific ranged skills will have a pushback effect but this is not inherent to all ranged abilities.[54]
  • Player collision inherently limits the number of individuals that can be affected by AoE skills.[48]
Not all projectiles can be body-blocked. Some potentially can, but there will be certain abilities and effects, like a shield wall, that can that can be brought up and that will obscure line-of-sight to the target as well; and it will restrict some of those attacks from occurring.[49]Steven Sharif

Dodging/Weaving/Evasion

Dodging in Alpha-1 early combat.[55]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[55]Steven Sharif

Active dodging is a universal skill that is able to be unlocked by all archetypes.[35][36][39]

So you see an animation windup that's a telegraph on what's coming; and then you have response actions that you can take as a result of that in order to dodge, weave, move, do whatever. It is both a combination of what your rotation is but also how you have reaction abilities ready to go that you save for certain circumstances that are important.[38]Steven Sharif

- None -

Jumping

Jumping puzzle in an early Alpha-1 dungeon entrance.[63]

Jumping puzzles will occasionally feature in the world.[64]

Swimming

Underwater content will be accessible, not cumbersome.[69]

Treasures may be obtained through fishing and by exploring naval content.[72][73]

Animation cancelling

Animation cancelling will not be a combat mechanic in Ashes of Creation.[74][75]

Summoning mounts

Summoning a mount in Alpha-1.[76]

We want to make sure that it's not cumbersome to quickly mount a steed and start moving... Steeds play a very important role in mobility.[76]Steven Sharif

Mounts are items that players carry then activate to summon the mount nearby.[77]

  • Mounts are generally able to be summoned during combat in the open-world.[78]
    • There may be exceptions to this in certain dungeons, instances or other spaces where summoning mounts may not be permitted.[78]

A mount can be an initiation vehicle; it can be an escape vehicle; it can be utility vehicle; it can be traversal.[78]Steven Sharif

Mounts are going to be items that you will be able to carry on your character and activate to summon the mount in front of you or near you; where you can then ride the mount.[77]Steven Sharif

  • A player can dismount and have their mount follow them.[80][81]
    • In current Alpha-1 testing mounts are not separate from the player, but in future mounts will be.[80]

Right now we don't have it where the mount is separate from the player per-se. You automatically mount the mount when you summon it in the in the alpha. But in the future you'll be able to summon it and you won't have to automatically mount it. It'll just be standing next to you. It'll follow you around and then you'll be able to mount it.[80]Steven Sharif

  • De-summoning the mount returns the item back to the player's inventory.[79]

Fast travel

Fast travel is limited in Ashes of Creation. None of these fast travel methods allow transportation of gatherables or materials.[82][83]

There is very little teleportation in the world. Some of that does get unlocked through metropolises of a certain type. Additionally there are mounts that are faster travel and there are services that are fast travel between nodes.[43]Steven Sharif

Faster travel in Ashes of Creation refers to the use of player ridden mounts and flying automated creatures that connect certain nodes.[87]

Public transportation

There are multiple types of public transportation services where players can go AFK and be driven somewhere.[86][88]

One of the nodes has the idea of an airship that can go from node to node and I'm certain that we will have harbors that do similar things with other node types... It might be something that could be player-driven... We're sure to have a taxi system where you load up a couple people and you drive them somewhere while you AFK.[86]Jeffrey Bard

Faster travel

Faster travel in Ashes of Creation refers to the use of player ridden mounts and automated creatures that connect certain nodes.[91][92][85][87]

There will be connection points between certain nodes via the use of like flying automated creatures that you can use.[87]Steven Sharif

See also

References

  1. โ†‘ 1.0 1.1 1.2 1.3 Livestream, February 26, 2021 (27:41).
  2. โ†‘ 2.0 2.1 Video, February 26, 2021 (6:17).
  3. โ†‘ 3.0 3.1 3.2 3.3 3.4 Livestream, July 28, 2023 (1:02:23).
  4. โ†‘ 4.0 4.1 4.2 Livestream, June 30, 2022 (46:30).
  5. โ†‘ 5.0 5.1 5.2 5.3 5.4 Livestream, July 30, 2021 (31:22).
  6. โ†‘ 6.0 6.1 Interview, June 13, 2021 (4:12).
  7. โ†‘ 7.0 7.1 7.2 Livestream, May 28, 2021 (1:13:05).
  8. โ†‘ 8.0 8.1 8.2 Livestream, December 2, 2022 (59:47).
  9. โ†‘ Livestream, April 30, 2020 (1:17:13).
  10. โ†‘ Livestream, May 8, 2017 (43:30).
  11. โ†‘ 11.0 11.1 Livestream, March 29, 2024 (2:01:57).
  12. โ†‘ 12.0 12.1 Livestream, December 23, 2021 (55:32).
  13. โ†‘ Video, December 23, 2021 (23:53).
  14. โ†‘ 14.0 14.1 Livestream, October 14, 2022 (48:45).
  15. โ†‘ 15.0 15.1 stevenclarification.png
  16. โ†‘ Livestream, June 26, 2020 (1:30:40).
  17. โ†‘ 17.0 17.1 Livestream, June 30, 2022 (49:42).
  18. โ†‘ 18.0 18.1 Livestream, December 19, 2023 (1:16:19).
  19. โ†‘ 19.0 19.1 Livestream, September 30, 2022 (51:28).
  20. โ†‘ Trail Speed Bonus Description.png
  21. โ†‘ 21.0 21.1 21.2 Blog - Guide to Alpha Two.
  22. โ†‘ Speed Boost Description New.png
  23. โ†‘ 23.0 23.1 Livestream, December 19, 2023 (1:30:29).
  24. โ†‘ Livestream, May 28, 2021 (1:14:50).
  25. โ†‘ steven-combat-revamp-update.png
  26. โ†‘ 26.0 26.1 steven-combat-revamp-update-2.png
  27. โ†‘ Interview, February 7, 2021 (49:18).
  28. โ†‘ Livestream, July 29, 2022 (1:05:20).
  29. โ†‘ 29.0 29.1 Video, July 28, 2023 (10:18).
  30. โ†‘ Livestream, May 27, 2022 (1:11:41).
  31. โ†‘ Livestream, May 27, 2022 (1:16:17).
  32. โ†‘ Livestream, October 28, 2022 (1:29:48).
  33. โ†‘ 33.0 33.1 33.2 33.3 Livestream, June 30, 2022 (42:29).
  34. โ†‘ Video, May 25, 2017 (0:02).
  35. โ†‘ 35.0 35.1 35.2 Podcast, May 10, 2024 (26:25).
  36. โ†‘ 36.0 36.1 Livestream, December 19, 2023 (1:49:56).
  37. โ†‘ 37.0 37.1 Livestream, January 27, 2023 (1:06:02).
  38. โ†‘ 38.0 38.1 Livestream, June 30, 2022 (51:17).
  39. โ†‘ 39.0 39.1 Livestream, November 19, 2021 (50:38).
  40. โ†‘ 40.0 40.1 Livestream, January 30, 2020 (1:34:12).
  41. โ†‘ Livestream, September 27, 2024 (52:06).
  42. โ†‘ autorun.jpg
  43. โ†‘ 43.0 43.1 43.2 43.3 Livestream, May 4, 2018 (51:57).
  44. โ†‘ Livestream, December 15, 2017 (1:35:38).
  45. โ†‘ Livestream, May 31, 2023 (1:10:08).
  46. โ†‘ Video, December 23, 2021 (7:05).
  47. โ†‘ 47.0 47.1 Video, July 31, 2024 (27:29).
  48. โ†‘ 48.0 48.1 Livestream, December 19, 2023 (1:52:02).
  49. โ†‘ 49.0 49.1 49.2 Livestream, December 19, 2023 (1:20:09).
  50. โ†‘ 50.0 50.1 collision.jpg
  51. โ†‘ Interview, March 27, 2020 (15:20).
  52. โ†‘ Video, July 31, 2024 (26:26).
  53. โ†‘ Livestream, October 31, 2023 (1:30:52).
  54. โ†‘ Livestream, December 19, 2023 (1:17:45).
  55. โ†‘ 55.0 55.1 55.2 Livestream, August 28, 2020 (1:19:24).
  56. โ†‘ Livestream, September 29, 2023 (1:12:16).
  57. โ†‘ Video, January 27, 2023 (40:24).
  58. โ†‘ Livestream, January 27, 2023 (15:22).
  59. โ†‘ Livestream, December 2, 2022 (1:05:08).
  60. โ†‘ Video, December 2, 2022 (16:55).
  61. โ†‘ Livestream, June 26, 2020 (1:24:06).
  62. โ†‘ Video, September 27, 2024 (10:58).
  63. โ†‘ 63.0 63.1 Video, May 31, 2020 (26:42).
  64. โ†‘ Livestream, July 28, 2017 (39:49).
  65. โ†‘ Video, March 31, 2023 (8:47).
  66. โ†‘ Livestream, February 9, 2018 (10:42).
  67. โ†‘ 67.0 67.1 Livestream, July 31, 2020 (1:42:41).
  68. โ†‘ Livestream, January 29, 2021 (1:00:57).
  69. โ†‘ Livestream, May 19, 2017 (38:46).
  70. โ†‘ Livestream, September 30, 2020 (55:39).
  71. โ†‘ Livestream, October 14, 2022 (30:12).
  72. โ†‘ Podcast, April 11, 2021 (36:43).
  73. โ†‘ fishing.jpg
  74. โ†‘ 74.0 74.1 Livestream, November 22, 2019 (1:09:37).
  75. โ†‘ Livestream, May 17, 2017 (1:05:11).
  76. โ†‘ 76.0 76.1 Livestream, April 30, 2020 (56:16).
  77. โ†‘ 77.0 77.1 Livestream, 2018-04-8 (AM) (12:34).
  78. โ†‘ 78.0 78.1 78.2 Livestream, April 30, 2021 (1:10:04).
  79. โ†‘ 79.0 79.1 Livestream, November 17, 2017 (33:17).
  80. โ†‘ 80.0 80.1 80.2 Livestream, April 30, 2021 (1:08:10).
  81. โ†‘ Interview, July 19, 2020 (1:05:50).
  82. โ†‘ 82.0 82.1 82.2 82.3 82.4 82.5 82.6 steven-stream-clarifications-august-2022.png
  83. โ†‘ caravan zerg.png
  84. โ†‘ Node series part II – the Metropolis.
  85. โ†‘ 85.0 85.1 85.2 85.3 85.4 85.5 Livestream, August 28, 2020 (2:06:42).
  86. โ†‘ 86.0 86.1 86.2 86.3 86.4 86.5 Livestream, June 4, 2018 (45:30).
  87. โ†‘ 87.0 87.1 87.2 87.3 87.4 87.5 Interview, August 17, 2018 (24:48).
  88. โ†‘ 88.0 88.1 88.2 Livestream, November 17, 2017 (50:52).
  89. โ†‘ 89.0 89.1 Blog: Know Your Nodes - Scientific Node Type
  90. โ†‘ Interview, July 19, 2020 (1:20:58).
  91. โ†‘ 91.0 91.1 91.2 91.3 Livestream, October 14, 2022 (45:31).
  92. โ†‘ Livestream, February 25, 2022 (1:14:21).