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Status effects
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Status effects (Status conditions) in Ashes of Creation include buffs and debuffs applied to players or creatures. Certain status effects will stack to increase the longevity of the effect, but there are diminishing returns on certain conditions to avoid situations such as stun locking.[1][2]
- There's unique rules with regards to stacking based on the type of status condition. So in the event that the status condition may not stack, we have certain stacking rules that might increase the longevity of the status condition with the second application, but it's important to note that we do have the concept of diminishing returns; and that certain types of status conditions share certain diminishing return groupings. So that obviously a character can't be like stun locked or silence locked or just a particular type of status condition lock.[2] – Steven Sharif
- Certain bosses may have very high resistances, or may be immune to some status effects. This will not prevent other effects or damage from being applied to them.[3][4]
- There are diminishing returns and max stack counts for each type of status effect. This may change based on testing.[3]
- Q: Have you given any thought towards adding debuff protection, such as having immunity to stuns for some seconds after having been stunned during a Siege battle?
- A: What you're talking about is really called diminishing returns; and when it comes to status conditions, the ability to apply certain passive resistance to status conditions if you've suffered from a status condition of a particular type, you get an increased resistance against those; and that scales. So if by chance you do get stunned maybe a couple of times, it would be near impossible to stun you for a third or fourth time. And then you get to save that higher resistance for some period of time; and that just makes the gameplay more compelling. We've all played games where you can get stun-locked and that is a really bad feeling; and it's not even fun for the person who's doing the stun-lock... It's just not a good compelling type of gameplay. So in order to avoid that, and to accommodate a massively multiplayer setting, you have to utilize things like diminishing returns that can increase your resistances when you suffer those types of effects.[1] – Steven Sharif
- Status effects offer synergies with class skills, weapon skills, and passive skills within a character and between characters.[5][6][7][8][9][10][11][12][13][14][15][16][17][18][19]
- Different abilities put status effects on creatures and then you can exploit those. Not only you can exploit that, anybody who's fighting with you can exploit them.[5] – Margaret Krohn
- Q: Can you explain a little bit more about the staggering and how status effects, stagger and stun and that whole interaction works?
- A: Staggering is a type of status condition that can be applied through certain skills and the type of synergy systems we're going for is that certain archetypes and class kits will have access to a number of what we call first-tier status conditions. Those types of status conditions are general status conditions that can be applied across a host of skills and a number of different archetypes and class kits; and they can progress when synergized with other types of status conditions or abilities to tier two level status effects. And so for example, you saw that one of the abilities that the Cleric has at level 15 is the Chains of Restraint; and when the Chains of Restraint lays down that AoE of course, it ticks for damage over time, but it also applies the stagger condition. However, if the target was already subject to the staggered condition, then it gets promoted to a stunned condition. Now the difference between staggered and stun: in a staggered state the creature may not use abilities. They can do basic attack functions, they could cast spells if they had spells access to spells, but their physical abilities would be muted or would be essentially inaccessible during the staggered effect. Now a stun condition obviously is a more amplified status condition where you cannot take any actions and so the Fighter's ability Whirlwind had a staggered application available to it, so when the Cleric chooses to use its Chains of Restraintability, if they use it after the fighter applies their staggered condition then the chains will force a stun effect.[7] – Steven Sharif
List of status effects
- Anthem of Alacrity effect
- Anthem of Minor Alacrity
- Arcane Might
- Bleeding
- Bless Weapon effect
- Bless Weapon: Mana Regen
- Bolster Vitality effect
- Burning
- Cathartic Melody effect
- Chaos effect
- Cheerful Melody effect
- Chilled
- Conflagrated
- Conflict effect
- Crowd control effects
- Dazed
- Demoralized
- Destiny effect
- Disarmed
- Discordant Note
- Divine Protection effect
- Elemental status effects
- Enraged effect
- Epic Melody effect
- Frozen
- Fusion
- Glee
- Grit effect
- Hemorrhaging
- Hold The Line effect
- Humiliated
- Incapacitate Immunity
- Incapacitated
- Indomitable Spirit effect
- Infected
- Invoke Power effect
- Joy buff
- Marionette effect
- Marked
- Menacing Melody: Damage
- Nimble
- Node Luck
- Pensive Melody effect
- Pep
- Rally Strength effect
- Riled
- Rooted
- Ruptured
- Shaken
- Shattered
- Shell effect
- Shield effect
- Shocked
- Silenced
- Snare-Chill Immunity
- Snared
- Solace
- Soothing Glow effect
- Staggered
- Stunned
- Theme of Comedy
- Theme of Mystery
- Theme of Tragedy
- Thorns effect
- Trip-Stun Immunity
- Tripped
- Triumph effect
- Vengeance effect
- Volatile
- Ward
- Weakened
- Wings of Salvation effect
- Wonder effect
- Wounded
Ship status effects
Ships will have status effects based on the weapon types attacking the ship or the encounters that the ship is facing.[20]
Synergies
Synergies exist between class skills, weapon skills, passive skills, proc effects, and status conditions.[5][6][7][8][9][10][11][12][13][15][16][17][18][19] These synergies also apply to active skills from other characters.[5][5][6][14]
- Different abilities put status effects on creatures and then you can exploit those. Not only you can exploit that, anybody who's fighting with you can exploit them.[5] – Margaret Krohn
- Q: How much do you intend for those sort of synergy things to be done within one class, one character's kit, versus how much do you intend for them to be working with the other characters, the other archetypes and specializations to promote their things, or to also make sure you don't step on their feet and accidentally promote something they're trying to maximize?
- A: When we talk about status conditions or keyword conditions and the promotion of those effects, there is going to be the bread and butter that each class kid has access to; and when they're creating the type of rotation with their ability system, they're going to want to emphasize those interactions that amplify or promote a particular type of status condition. So they'll have within the kit to their own interactions that they'll be able to leverage. But then in addition to that, they're going to have keyword status effects that help to either promote other classes' keyword status effects, or are the executed promotions of other classes initial status conditions. And when you think about the intent of the design: the intent of the design is that players are servicing themselves from a solo perspective when they want to go out and solo grind and solo experience and fulfill the quests. But when they come together to form a party to encounter group content, or a raid to encounter raid content: that the interconnectivity between those classes synergizes with these keyword promotions and/or effects; and there's a way to execute on that, that is successful and is effective, or a way that's not. And that's the skill ceiling/skill cap that requires interaction and cooperation and synchronization between, because there are limited time windows in which those keywords can get emphasized or executed upon when utilizing the ability.[6] – Steven Sharif
- When you think about it, it's very much a musical endeavor. When you think about a symphony or a concert, those instruments working with eachother to formulate this highly effective and very visceral experience of this music chain. When you accomplish that in combat, it's going to be noticeable; and that's the desire, is let's reward- let's dopamine hit when players are effective in their skill when executing on these ideas.[21] – Steven Sharif
See also
References
- ↑ 1.0 1.1 Livestream, December 2, 2022 (1:19:32).
- ↑ 2.0 2.1 Livestream, December 2, 2022 (58:57).
- ↑ 3.0 3.1 Livestream, March 29, 2024 (1:57:30).
- ↑ Livestream, December 2, 2022 (58:21).
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 Livestream, April 30, 2024 (48:51).
- ↑ 6.0 6.1 6.2 6.3 Interview, July 9, 2023 (1:14:09).
- ↑ 7.0 7.1 7.2 Livestream, December 2, 2022 (56:09).
- ↑ 8.0 8.1 Livestream, June 30, 2022 (1:12:38).
- ↑ 9.0 9.1 Livestream, September 30, 2022 (53:15).
- ↑ 10.0 10.1 Livestream, September 30, 2022 (43:45).
- ↑ 11.0 11.1 Video, September 30, 2022 (24:49).
- ↑ 12.0 12.1 Podcast, September 29, 2021 (47:57).
- ↑ 13.0 13.1 Interview, February 7, 2021 (49:18).
- ↑ 14.0 14.1 Interview, July 29, 2020 (55:44).
- ↑ 15.0 15.1 Interview, July 19, 2020 (53:59).
- ↑ 16.0 16.1 Interview, July 18, 2020 (1:07:51).
- ↑ 17.0 17.1 Livestream, January 30, 2020 (1:28:40).
- ↑ 18.0 18.1 February 8, 2019 - Questions and Answers.
- ↑ 19.0 19.1 Livestream, June 4, 2018 (1:11:19).
- ↑ Livestream, September 30, 2022 (1:15:56).
- ↑ Interview, July 9, 2023 (1:16:45).