Difference between revisions of "Leveling"

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* Progression occurs through a variety of pathways.<ref name="livestream-19-May-2017-51:52">[https://youtu.be/LUJugtqTBxw?t=51m52s Livestream, 19 May 2017 (51:52)]</ref>  
 
* Progression occurs through a variety of pathways.<ref name="livestream-19-May-2017-51:52">[https://youtu.be/LUJugtqTBxw?t=51m52s Livestream, 19 May 2017 (51:52)]</ref>  
* Repetition will not be part of progression in [[Ashes of Creation]].<ref name="livestream-12-May-2017-42:17">[https://youtu.be/yzBxKoH7erU?t=42m17s Livestream, 12 May 2017 (42:17)]</ref>  
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* Repetition will not be part of progression in [[Ashes of Creation]].<ref name="livestream-12-May-2017-42:17">[https://youtu.be/8l12DLKqJ5w?t=42m17s Livestream, 12 May 2017 (42:17)]</ref>  
  
 
== Class progression ==
 
== Class progression ==

Revision as of 18:09, 28 November 2017

Leveling won't follow a traditional linear path, although classic mechanics for leveling exist.[1]

  • Progression occurs through a variety of pathways.[2]
  • Repetition will not be part of progression in Ashes of Creation.[3]

Class progression

  • Players receive skill points as they level. These can be used to level up skills within their skill tree.[8]
    • It will not be possible to max all skills in a skill tree.[8]
  • The player can then augment their primary skills with effects from their secondary archetype.[4][5]
    • Each skill in the primary tree will have several augment options from the secondary tree. This is an example of horizontal progression.[5]
    • Augments to primary skills can fundamentally change the way the ability works - adapting what the ability once did to incorporate the identity of the secondary archetype/class.[12]

If a Fighter were to choose Mage as a secondary archetype, the fighter would become a Spellsword. This combination opens up augments that can be applied to skills in their primary skill tree. Fighters have a Rush skill that allows them to rush towards a target; and upon reaching the target, deal an amount damage with a chance to knock the target down. A Mage's escape augment could be applied to the rush skill, which would now teleport the player to the target; thus eliminating the charge time on the skill.[5]

Class progression does not relate to a player's artisan progression.[13]

World events do not directly impact class effectiveness but there may be ancillary effects in terms of availability of equipment, enchantments or tattoos.[14]

Classes by archetype combination

With 8 Archetypes to combine, players may choose from 64 total combinations to create their class.[4][7][9]

Secondary
Bard Cleric Fighter Mage Ranger Rogue Summoner Tank
Bard Minstrel Soul Weaver Tellsword Magician Song Warden Trickster Songcaller Siren
Cleric Scryer High Priest Templar Oracle Protector Shadow Disciple Shaman Apostle
Fighter Bladedancer Highsword Weapon Master Spellsword Hunter Shadowblade Bladecaller Dreadnought
Mage Sorcerer Acolyte Battle Mage Archwizard Spellhunter Shadow Caster Warlock Spellstone
Ranger Bowsinger Soulbow Strider Scion Hawkeye Scout Falconer Sentinel
Rogue Charlatan Cultist Duelist Nightspell Predator Assassin Shadow Lord Shadow Guardian
Summoner Enchanter Necromancer Wild Blade Spellmancer Beastmaster Shadowmancer Conjurer Brood Warden
Tank Argent Paladin Knight Spellshield Warden Nightshield Keeper Guardian

Class abilities

Alpha-1 preview primary skills.[15]

If from the eight archetypes whatever you choose as your secondary, you're going to receive a choice of augments that relate to some core ideal of that class. You know like a tank is about controlling the battlefield, is about surviving. The mage is about dealing damage and elements and ability in AoEs. The rogue is going to be about stealth and critical damage. So those augments are going to to play towards those identities.[16]Steven Sharif

The idea behind the system is that you're kind of skirting the line through these augmentations of your role, right. We have the traditional holy trinity that's present in class designs for MMOs and it's often that those either are not deviated at all or completely deviated from entirely. The augment is to kind of offer a balance between that where you still maintain the semblance of that trinity system while offering the opportunity to customize your play experience towards one of the other angles in the triangle.[17]Steven Sharif

Primary skills (class abilities) are based on a player's archetype.[5] Players can personalize their primary skills with augmentation from a secondary archetype.[4][5][18]

The design behind augments is to not just change the flavor so that it reflects the secondary archetype, but it also fundamentally changes the core components of a skill.[19]Steven Sharif

  • Each secondary archetype offers four different schools of augmentation.[4][20] Each augment school affects a primary archetype's skills in different ways.[21]
    There's going to be a certain threshold at which you can no longer augment your active abilities based on the decisions you've augmented previous abilities, so you'll have to pick and choose which ones you want to apply the augments towards; and certain augments will have more expense required on the skill point side.[22]Steven Sharif
  • Choosing the same primary and secondary archetype increases focus on that archetype.[23]
  • Augments to primary skills will fundamentally change the way the ability works: Adapting what the ability once did to incorporate the identity of the secondary archetype.[12]
  • Changing the augmentations on your skills will require you to go to a NPC in a Village node or higher.[25]
  • Some spell colors and general FX change based on augments.[26]
    • Active skills could look totally different after an augment gets applied.[27]

Primary skills in Alpha-2 are expected to be very different to those in Alpha-1.[29]

The ability list in Alpha One is nowhere near what the ability list will be, especially from like a level/progression standpoint. So you can expect it to be incredibly different.[29]Steven Sharif

Rested experience

Taverns offer rested experience (rested XP) for those who rent rooms or spend time as patrons of the tavern.[30]

  • Rested experience allows players to gain experience at a faster rate for a period of time.

See also

References