Template:Gear

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Alpha-2 armor and mace 3D renders.[1]

The intent behind the equipment system is that you will have certain types of equipment that are more relevant against the certain type of content that you're attempting to defeat or to succeed at. And what that means is, especially on the defensive side of things, you will want to have different gear sets acquired to be most effective against those particular encounters. On the weapons side of things, weapons have different types of interactions. They have passive stat progression that's available through the weapon type that's going to be relevant based on the way you're kitting your character- in concert with your ability selection as well through the skill tree- on how you're attempting to emphasize your character's waterfall stats; and there's different viable approaches that each class has. We're of course adopting a trinity type system with a hybridization model, so you can flirt the line between the roles to a degree based on player customization; and a agnostic equipment approach allows players to emphasize that hybridization model to a degree. So there's still going to be a spectrum of relevant equipment that's most effective for your character based on the role you're attempting to provide a particular party or yourself solo; and players will do well to stay within that spectrum. But it is something that is intended to be somewhat agnostic of class.[2]Steven Sharif

Gear (weapons and armor) has approximately a 40-50% influence on a player's overall power in the game.[3] This ratio will likely change over time as characters progress through various systems.[4]

We have level requirements that are going to be applicable for particular types of gears. There's going to be affiliation requirements for certain types of gear as well; but from a stat perspective we decided not to go down that route; and the only reason for that is we don't want to shoehorn people into particular types of builds; and stats relate to those particular types of builds because there's a lot of versatility that exists within our class system. They don't have to play it per-se and that lends itself to a meta. It's like, oh you're a tank where you have to tank constitution and if you don't take constitution you don't get access to this really cool tank breastplate. You know stuff like that. It can feel a little too restrictive when you start to dictate from a stat perspective how a player must build their character.[8]Steven Sharif
A big component of gear usefulness or relevancy, as either you're progressing or as expansions come out or whatnot, is that there is a deconstruction method associated with gear; and that deconstruction can provide very specific and necessary crafting materials that can only be achieved through deconstruction of certain types of gears. And then additionally as we consider expansions and additional itemization paths and tiers going forward, all gear is going to remain relevant within the tiers that they exist. So from a progression standpoint, as you achieve access to different types of tiers, those gears are still going to have relevancy within that tier.[11]Steven Sharif
  • Certain higher-end weapons and armor will have active abilities, but the intention is that these abilities will not radically redefine the way an archetype is played.[13]
Active skills that do get associated with certain types of pieces of armor and/or weapons: those will be much on the higher-end if they're an active ability that comes with those things. But I still don't think that the intended impact of those types of abilities is for us to radically redefine the way a particular archetype might play.[13]Steven Sharif
Q: Could you explain in detail what you mean by 50% of player power when talking about gear influence on player power?
A: That's just a general allocation of what players can expect to pursue when enhancing their player character power. Now obviously, the distribution and ratio of those types of influences, whether it be itemization, whether it be level, whether it be, augments choices, and/or skill tree choices: those influences and ratios change through the leveling curve. So, at lower levels your character level is going to be more influential over character power than itemization will be, but at endgame or higher levels, or at the end of the adventuring level progression, that's when itemization really gets an emphasis for its ratio of player power.[4]Steven Sharif
  1. Twitter - Gear reveal.
  2. 2.0 2.1 Interview, July 9, 2023 (1:38:34).
  3. Interview, July 19, 2020 (53:59).
  4. 4.0 4.1 Livestream, October 31, 2023 (1:36:15).
  5. weapon augments.png
  6. class weapons.png
  7. Livestream, May 4, 2018 (45:37).
  8. 8.0 8.1 Livestream, June 25, 2021 (1:33:58).
  9. 9.0 9.1 Livestream, November 30, 2020 (54:29).
  10. 10.0 10.1 Livestream, November 17, 2017 (22:33).
  11. 11.0 11.1 Livestream, July 30, 2021 (1:16:05).
  12. Livestream, November 30, 2023 (1:54:37).
  13. 13.0 13.1 Livestream, September 29, 2023 (1:15:47).
  14. 14.0 14.1 Livestream, July 28, 2023 (1:22:48).
  15. 15.0 15.1 Interview, September 10, 2023 (47:13).
  16. steven-completed-items2.png
  17. steven-completed-items.png