Universal skills

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Outside of class-specific skills there may be a subset of universal skills, such as active block and dodge.[1]

Outside of your class-specific skill tree, there's going to be a subsection of a few skills that are universal, like active block, like dodge; and I think what we're going to do- or at least what we're going to be discussing here- is those universal skills will have progressions that might align with your passive tree; and you can spec skill points into progressing additional features of those universal abilities that you will have access to. So I think that's probably going to be the direction that we're going to take.[1]Steven Sharif

Active blocking

The developers have yet to finalize designs for active blocking in Ashes of Creation.[2][3]

We're going to be discussing internally amongst the designers and the combat team and then we will likely share with the community once we've nailed down a few approaches and prototype them out.[2]Steven Sharif

  • The developers are considering the inclusion of active blocking in a subset of universal skills that apply to all classes.[1]
    • The developers were previously leaning toward using more traditional buff-oriented universal damage mitigation for the MMO, and were also considering interaction between action-based blocking and a passive block stat.[3]

This is something we're still actively iterating on and actively going to be testing in our hybrid system but you know as we're as we're doing that we are taking into consideration. Obviously we want action based components to also interact in some way shape or form with the waterfall stat system as well; and you know that seems like it might be an oxymoron from an action to tab sense, but it doesn't have to be. There can be components of action- so say for instance you could have a dual component where you activate that shield stance and if you accurately intercept an incoming projectile or a skill that's been initiated from the forward arc, you get 80% damage mitigation or 80% application of the physical defense of the shield; and if it comes from an area outside of that forward arc then you get a lesser bonus; and that essentially what would happen is let's say you take into account the stat of the shield's physical defense value, you apply it as a mitigating factor to the incoming damage, but in addition you augment that system with the waterfall stat that is responsible for shield damage mitigation or shield rate; and maybe you know the default skill says 80% damage mitigation from forward arc but that gets augmented up to 87% because of your stat essentially; and if it's not in your forward arc then it gets you know 50% efficacy- maybe it's 40 something percent. So just to give you kind of insight into what goes into kind of determining these skills and how they interact on an action-based front.[3]Steven Sharif

In APOC when we had the active shield stance- that was an active shield block action-based system; and when we collected design data on essentially the efficacy and essentially the accuracy of players who used that wasn't very high; and there is a concern at least on the front of implementing a action restricted type active shield block as opposed to what would traditionally be along the lines of activating a buff that grants a shield block rate adjustment and is universal on incoming damage- and interfaces with the stats- is really something that we're leaning towards in incorporating for the hybrid combat system.[3]Steven Sharif

Dodging

Dodging in Alpha-1 early combat.[5]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[5]Steven Sharif

Dodge rolling type skills is currently housed in the action skill sets of agile classes such as Rogues or Fighters.[5][6]

Q: Will there be evade frames/ I-frames on dodge?
A: I would say it's a safe bet with regards to how we're approaching the hybrid combat that not only are gonna have true evasion skills that apply to more action-oriented skills that are coming your way, but you'll also have you know I-frame type skills that would apply perhaps to a tab targetable skills coming your way. So I think you're gonna have a healthy balance of both with it when it comes to skills that you can spec into.[7]Steven Sharif

Passive skills

Passive skills are used to augment weapon usage, armor usage, health regeneration, and passive stats.[8]

  • Passive skills can be levelled up by allocating skill points on the skills UI.[8]
  • Passive skills enable players to work toward mastery of a weapon.[9]

All these passive abilities: mana regen, attack damage, critical hit damage, health regeneration, defense mitigation, maximum health: A lot of different changes from the passive side of things and these are based on what archetype you've chosen.[10]Steven Sharif

Passive skill Icon Archetype(s) Rank 1 Rank 2 Rank 3
Attack Damage Attack Damage.png Mage Increases attack damage by 5.[10]
Block Chance Block Chance.png Tank Increase chance to block attacks by 20% (Blocked attacks deal 20% reduced damage).[11]
Cooldown Reduction Cooldown Reduction.png Cleric Mage Tank Reduce all ability cooldowns by 5%.[10]
Critical Hit Damage Critical Hit Damage.png Mage Increase the damage and healing bonus from critical hits by 20%.[10]
Critical Hit Rate Critical Hit Rate.png Cleric Mage Tank Increase the chance for damage and healing abilities to critically hit by 5%.[10]
Defense Mitigation Defense Mitigation.png Cleric Mage Tank Increase defense mitigation by 4.[10]
Disable Chance Disable Chance.png Mage Increase chance to disable by 15%.[10]
Disable Defense Disable Defense.png Cleric Increase maximum mana by 100.[12]
Healing Received Healing Received.png Tank Increase the amount of healing received by 10%.[13]
Health Regeneration Health Regeneration.png Cleric Mage Tank Generate an additional 1.5% of your maximum health per second.[10]
Increased Healing Increased Healing.png Cleric Increase healing done by 10%.[14]
Mana Regeneration Mana Regeneration.png Cleric Mage Tank Generate an additional 1% of your maximum mana per second.[10]
Maximum Health Maximum Health.png Cleric Mage Tank Increase maximum health by 75.[10]
Maximum Mana Maximum Mana.png Cleric Increase maximum mana by 100.[15]
Movement Speed Movement Speed.png Cleric Mage Tank Increase movement speed by 5%.[10]
Physical Evasion Bonus Physical Evasion Bonus.png Tank Increase physical evasion bonus by 5.[16]

Mobility

Revamped Alpha-1 Mage Fireball ability.[17][18]

The general approach that we're kind of 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 kind of the general design philosophy we're using to approach the overhaul.[17]Tradd Thompson

Skills with the greatest power may require the caster to remain stationary while channeling them. This is a risk vs. reward mechanic.[19][20]

  • Unreal Engine 5 has enabled improved forms of locomotion, such as crouching, tilting and mantling.[21][22]
    • Previously it was said that crouching may not be in the game.[23]
  • Prone will likely not be in the game.[23]
  • Moving backward will likely not affect block and parry.[24]

I think that that generally we want to tend to be more mobile in our classes. I think that it's a fundamentally old-school philosophy to have a lot of stuck in place type skills. That isn't to say we won't have skills that have mobility restriction on them- that require you to channel or require a casting time where you can't move; but I think it's a blend between the two. It's neither extreme.[19]Steven Sharif

It'll be something that you can spec around to. Again it's gonna be a risk/reward thing. We put a lot of thought into what skills are overpowered or have kind of this overpowering nature to them and those are the kinds of skills that will generally find that will be like in-place type of skills; where you are now at risk if you are going to cast this spell, but there's a big reward if you do manage to get it off.[19]Jeffrey Bard

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.[25][26][27]

info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Blink Blink Icon.jpg Blinks forward in the direction you are traveling.[28][29][30][31] Now deals damage to enemies surrounding your departure location.[32][31] Reduced cooldown.[28][32][31]
Jump jump icon.png Dash with cooldown.[33] Cooldown is replaced by charges with individual cooldown.[33] Drops a bear trap at the location the ranger dashed from.[33]
Rush rush icon.png Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[34] - -
Sprint sprint icon.png Increases movement speed. Using an ability ends sprint.[35] Increased resistance to disable abilities.[35] Clears crowd control when sprint starts and removes silence.[35]

Player movement

Sprinting will consume a percentage of a character's mana pool. Sprinting will not be permitted while in combat.[37]

I've instructed design to incorporate a mana consumption that's percentage based for sprinting. So it'll be a similar amount of time that each class, regardless of their mana values, will have in order to sprint and it will not be accessible while in a combat.[37]Steven Sharif

There is a toggleable walk/run (autorun) capability.[38]

There is not going to be any "go to waypoint" (auto-pathing) mechanics.[39]

Back-peddling (walking backwards) and strafing are slower than normal movement speed.[40]

See also

References

  1. 1.0 1.1 1.2 1.3 1.4 Livestream, 19 November 2021 (50:38).
  2. 2.0 2.1 Livestream, 24 September 2021 (1:22:46).
  3. 3.0 3.1 3.2 3.3 Livestream, 26 June 2020 (1:19:50).
  4. shieldactiveblockA1.png
  5. 5.0 5.1 5.2 Livestream, 28 August 2020 (1:19:24).
  6. Livestream, 26 June 2020 (1:24:06).
  7. 7.0 7.1 Livestream, 30 January 2020 (1:34:12).
  8. 8.0 8.1 Livestream, 28 August 2020 (1:12:50).
  9. February 8, 2019 - Questions and Answers.
  10. 10.00 10.01 10.02 10.03 10.04 10.05 10.06 10.07 10.08 10.09 10.10 Livestream, 25 June 2021 (23:08).
  11. Alpha-1 screenshot.
  12. Alpha-1 screenshot.
  13. Alpha-1 screenshot.
  14. Alpha-1 screenshot.
  15. Alpha-1 screenshot.
  16. Alpha-1 screenshot.
  17. 17.0 17.1 Livestream, 26 February 2021 (27:41).
  18. Video, 26 February 2021 (6:17).
  19. 19.0 19.1 19.2 Livestream, 30 April 2020 (1:17:13).
  20. Livestream, 8 May 2017 (43:30).
  21. Livestream, 23 December 2021 (55:32).
  22. Video, 23 December 2021 (23:53).
  23. 23.0 23.1 stevenclarification.png
  24. Livestream, 26 June 2020 (1:30:40).
  25. Livestream, 30 July 2021 (31:22).
  26. Interview, 13 June 2021 (4:12).
  27. Livestream, 28 May 2021 (1:13:05).
  28. toast-keybinds-skills.png
  29. Video, 23 December 2020 (1:17).
  30. 31.0 31.1 31.2 Livestream, 31 July 2020 (57:33).
  31. 32.0 32.1 Video, 22 December 2020 (7:35).
  32. 33.0 33.1 33.2 Livestream, 16 October 2017 (45:52).
  33. progression.png
  34. 35.0 35.1 35.2 Livestream, 16 October 2017 (46:22).
  35. Video, 25 May 2017 (0:02).
  36. 37.0 37.1 Livestream, 30 July 2021 (1:11:29).
  37. autorun.jpg
  38. Livestream, 4 May 2018 (51:57).
  39. Livestream, 15 December 2017 (1:35:38).