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Sprinting
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Sprinting is a universal skill that is able to be unlocked by all archetypes.[1][2][3][4][5][6]
- Stamina is a universal resource that is utilized by active blocking, Active dodging, and sprinting universal skills.[1] [7][8][9][10][11]
- Sprinting is permitted while in combat. Previously this was not permitted.[12]
Skill | Icon | Description |
---|---|---|
Sprint | Expend your stamina to increase your movement speed by 320% while active. While sprinting, gain Focused Sprint. While sprinting in combat, gain 1 stack of Escape Velocity every 1 second. When sprint ends, gain 1 second of Second Wind for every 4 seconds spent sprinting out of combat, or every 2 seconds spent sprinting in combat. |
Player movement
- Sprinting is a universal skill that is able to be unlocked by all archetypes.[1][2][3][4][5][6]
- There is not going to be any "go to waypoint" (auto-pathing) mechanics.[16]
- Double-jumping has been considered as an option for player mounts.[18]
- Unreal Engine 5 mantling was demonstrated by the developers.[19][20]
Mobility
- The revamped combat system features 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.[23][24][25][26][27]
- 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.[23] – 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.[23][28]
- Movement speed can decrease significantly depending on the type of ability.[23]
- Weapon weight can also affect mobility.[24]
- Skills with the greatest power may require the caster to remain stationary while channeling them. This is a risk vs. reward mechanic.[23][28][29][30]
- 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.[28] – Steven Sharif
- Ranged archetypes will have gap openers to counter gap closers from archetypes like the Fighter.[31]
- 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.[31] – Steven Sharif
- Unreal Engine 5 has enabled improved forms of locomotion, such as crouching, tilting and mantling.[19][32]
- 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.[36] – Steven Sharif
- Melee archetypes will offer various mobility and CC counters against ranged archetypes, such as the Ranger.[37][38]
- 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.[37] – 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.[38] – Steven Sharif
Skill | Icon | Origin | Description |
---|---|---|---|
Air Strike | Ranger | Leap a great distance forward and into the air while firing three projectiles in a line along the path, each dealing (150%🢆) Physical damage to targets hit. Targets hit that are Snared become Rooted, and all Snared stacks on those targets are consumed. | |
Berserk | 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 | Mage | Instantly teleport 20 meters in the direction you are moving. Breaks all rooting effects. | |
Blitz | Fighter | Charge directly toward target enemy, dealing (100%🢆) Physical damage to the target on arrival. | |
Call of the Wild | 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 | Caravan | Minor speed boost for travelling on a simple trail.[39] | |
Charge | Tank | Channeled Ability: Charge forward in the direction you are facing. Enemies you collide with take (50%🢆) Physical damage damage and become Staggered. Charge will be canceled if another ability is activated or if the Charge key is pressed again. | |
Disengage | 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 | 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 | 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 | 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 | 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 | 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 | Fighter | Leap to target location and deal (225%🢆) 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 | Fighter | Spend 15 Combat Momentum to lunge in a direction a short distance and perform an upward swing upon arrival, dealing (125%🢆) 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 | Ranger | Applies Strider to all group members within 30 meters. Strider Increases ground movement speed of target by 10%. | |
Pulverize | Tank | Move to your target and strike them for 225% physical damage. Generates 300% additional threat.[40] | |
Shield Assault | 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.[40] | |
Shield Slam | Tank | Lunge forward and deal 150% physical damage while applying Staggered to that target. Gain 25 courage on hit. Generates 300% additional threat.[40] | |
Speed Boost | Caravan | Gives the caravan a temporary speed boost.[41] | |
Whirlwind | Fighter | Channeled ability: Deal (30%🢆) 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 | Cleric | Sprout phoenix-like wings and dash to target ally, granting Wings of Salvation to the caster and target on arrival. |
Jumping
Jumping puzzles will occasionally feature in the world.[44]
- Jumping puzzles were shown in the Alpha-2 Tower of Carphin preview.[45]
- Jumping puzzles were present in early Alpha-1 dungeon gameplay footage.[43]
- Jumping puzzles were present in the Alpha-0 Dünheim dungeon.[46]
Swimming
Underwater content will be accessible, not cumbersome.[49]
- Characters are able to utilize their abilities while in the water.[47]
- Stamina does not limit swimming, however breath does.[50]
- Navigational instruments are available to allow ships to detect movement under the water, such as aquatic mounts.[51]
Treasures may be obtained through fishing and by exploring naval content.[52][53]
Universal skills
Universal skills, such as active blocking, sprinting, and active dodging, are able to be unlocked by all archetypes based on a universal skill progression tree.[1][2][5]
- We are currently implementing, for the purposes of Alpha-2, a universal stamina system that all archetypes share. When it comes to active block, sprint, and dodge: those will be a part of a universal skill progression tree that players can choose to invest skill points into; and those skill points will share with their archetype active ability and passive ability skill points as well. So, if they're going to divest themselves of further progress within their archetype in lieu of investing in the Universal skill tree, they will have access to benefits that those universal skill tree progressions provide; and some of those benefits do include stat bonuses when utilizing those universal skills. Some of them include different types of effects that can only be granted the player through the universal skill tree as well, such as the ability to potentially parry an attack, or something along those lines. We'll be talking about the universal skill tree somewhere probably mids summerish timeframe, or late summerish timeframe, because it's still actively being developed; but the idea is to have that be an additional knob of customization that influences the way your character plays.[1] – Steven Sharif
- Universal skill progression is intended to provide synergy will all archetypes.[54]
- Because it's a universal progression tree, the intent is to provide interactions with all the archetypes. So, it's not going to be specifically more beneficial for one archetype over the other. The intent is that each of the archetypes will have some synergy interaction benefit to their general kit identity through the universal skill tree.[54] – Steven Sharif
- Skill points can be used to unlock universal skills at the expense of unlocking class-specific skills.[1][2]
- 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.[2] – Steven Sharif
See also
References
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Podcast, May 10, 2024 (26:25).
- ↑ 2.0 2.1 2.2 2.3 2.4 Livestream, December 19, 2023 (1:49:56).
- ↑ 3.0 3.1 Livestream, January 27, 2023 (1:06:02).
- ↑ 4.0 4.1 Livestream, June 30, 2022 (51:17).
- ↑ 5.0 5.1 5.2 Livestream, November 19, 2021 (50:38).
- ↑ 6.0 6.1 Livestream, January 30, 2020 (1:34:12).
- ↑ Livestream, September 29, 2023 (1:12:16).
- ↑ Video, January 27, 2023 (40:24).
- ↑ Livestream, January 27, 2023 (15:22).
- ↑ Livestream, December 2, 2022 (1:05:08).
- ↑ Video, December 2, 2022 (16:55).
- ↑ 12.0 12.1 Livestream, July 30, 2021 (1:11:29).
- ↑ Video, May 25, 2017 (0:02).
- ↑ Livestream, September 27, 2024 (52:06).
- ↑
- ↑ Livestream, May 4, 2018 (51:57).
- ↑ Livestream, December 15, 2017 (1:35:38).
- ↑ Livestream, May 31, 2023 (1:10:08).
- ↑ 19.0 19.1 Livestream, December 23, 2021 (55:32).
- ↑ Video, December 23, 2021 (7:05).
- ↑ 21.0 21.1 Livestream, February 26, 2021 (27:41).
- ↑ Video, February 26, 2021 (6:17).
- ↑ 23.0 23.1 23.2 23.3 23.4 Livestream, July 28, 2023 (1:02:23).
- ↑ 24.0 24.1 Livestream, June 30, 2022 (46:30).
- ↑ Livestream, July 30, 2021 (31:22).
- ↑ Interview, June 13, 2021 (4:12).
- ↑ Livestream, May 28, 2021 (1:13:05).
- ↑ 28.0 28.1 28.2 Livestream, December 2, 2022 (59:47).
- ↑ Livestream, April 30, 2020 (1:17:13).
- ↑ Livestream, May 8, 2017 (43:30).
- ↑ 31.0 31.1 Livestream, March 29, 2024 (2:01:57).
- ↑ Video, December 23, 2021 (23:53).
- ↑ 33.0 33.1 Livestream, October 14, 2022 (48:45).
- ↑ 34.0 34.1
- ↑ Livestream, June 26, 2020 (1:30:40).
- ↑ 36.0 36.1 Livestream, June 30, 2022 (49:42).
- ↑ 37.0 37.1 Livestream, December 19, 2023 (1:16:19).
- ↑ 38.0 38.1 Livestream, September 30, 2022 (51:28).
- ↑
- ↑ 40.0 40.1 40.2 Blog - Guide to Alpha Two.
- ↑
- ↑ Video, September 27, 2024 (10:58).
- ↑ 43.0 43.1 Video, May 31, 2020 (26:42).
- ↑ Livestream, July 28, 2017 (39:49).
- ↑ Video, March 31, 2023 (8:47).
- ↑ Livestream, February 9, 2018 (10:42).
- ↑ 47.0 47.1 Livestream, July 31, 2020 (1:42:41).
- ↑ Livestream, January 29, 2021 (1:00:57).
- ↑ Livestream, May 19, 2017 (38:46).
- ↑ Livestream, September 30, 2020 (55:39).
- ↑ Livestream, October 14, 2022 (30:12).
- ↑ Podcast, April 11, 2021 (36:43).
- ↑
- ↑ 54.0 54.1 Podcast, May 10, 2024 (28:05).