職業
我們說的原型和職業有着特定意思。職業是由你的主原型和副原型組合而成。[2] – Steven Sharif
若一名鬥士選擇法師為副原型,其將變成 Spellsword. 組合原型後,玩家可以將主技能樹的技能增強。鬥士的衝鋒能讓他們衝向敵人,對其造成傷害並有機會擊倒敵人。而法師的逃脫增強可以應用於衝鋒,讓衝鋒變成將玩家傳送到目標的位置,移除了本來向敵人衝鋒所需的時間。[6]
世界事件不會直接影響職業的效能,但將可能有一些附帶影響,例如裝備、附魔和紋身的供應。[13]
由原型組成的職業
平衡
Balancing in Ashes of Creation is group focused not based on 1v1 combat.[2][14]
- 1v1 matchups will have a rock-paper-scissors dynamic, where one class will be superior to another.[14]
- There will be match ups in 1v1s where one class will be superior to another; and that application should be a rock-paper-scissors dynamic. We want there to be counter-play between the different classes... Instead it's going to be a group focused balance, where as long as you have the diversity of classes present, that's going to be an equal level playing field. It's going to be very dependent on skill and strategy.[14] – Steven Sharif
- Alpha-1 testing was focused on core functionality rather than combat balance.[15]
- Alpha-2 testing will begin to focus on balancing once populations and encounters have been put in place and are deep in testing.[16]
- From an engagement or encounter perspective, obviously we do a finger-in-the wind kind of balance pass, but a lot of that stuff from our encounters team doesn't get done until populations are in place and those encounter designs get a little bit more time to bake.[16] – Steven Sharif
The sixty four (64) classes are partitioned into eight primary archetypes. Balancing of active skills only relates to these eight primary archetypes.[2][17]
- There are four primary groups of augments assigned to each base archetype. Balancing of augments relates to the four augment groups for each of the eight archetypes.[18][19][3][17][20]
- Even though augments do radically change the way your active skills provide you abilities, there's still a primary focus on the base archetype itself and not the 64 whole classes.[2] – Steven Sharif
- We're not really talking about 64 true classes, we're talking about eight classes with 64 variants... There isn't as much variance between the 64 classes as you might expect. It's not like there are you know 64 different versions of... radically different classes.[2] – Jeffrey Bard
- Certain secondary archetypes are capable of "bridging the gap" between their counterpart.[21]
- Certain archetypes are capable of moving the gap between their counterpart per-se. If I am a Tank archetype and a Mage is my counter, I can take a Mage secondary and kind of bridge the divide slightly; and then move my identity that direction ever so slightly.[21] – Steven Sharif
Meta
- The effectiveness of classes, skills and gear is going to depend on the adversary or the encounter. There will be optimal builds for different challenges and difficulty ratings. This design aims to avoid any obvious meta or "cookie-cutter" builds in Ashes of Creation.[13]
- Different challenges are presented dynamically to players based on node progression and destruction. Situations that are based on a rock-paper-scissors design will inspire a horizontal gear chase. These dynamic challenges will change from month to month, causing a shift in demand in the economy as different builds are required by the new content.[13]
- Increasing difficulty ratings inspire more of a traditional vertical power progression that is common in other MMOs.[13]
- Oftentimes you just have a very vertical power scale and that determines chase, but when you have a variety of relevance across certain types of adversaries and that variety changes over time because of player activity- and then that affects the economy and the crafter system and who was producing what for what demand- and everything gets shaken up. That's a very kind of fun environment to exist in. It presents a more dynamic situation rather than a quote-unquote cookie-cutter type selection.[13] – Steven Sharif
- The intricacies of how nodes interact with predicates in the world means that it may be possible but difficult to achieve meta server builds.[22]
- Q: Do you have any concerns on players eventually discovering a meta server build with nodes due to players heading to specific nodes and regions because they find that content more enjoyable; and if so how would you go about getting players to shift around the world to break up the meta?
- A: I think it's interesting if players have a concerted effort across a server to interact with one another, learn from their actions, mistakes, successes, and effectuate that on the server. That's interesting, but I don't believe we'll see a meta form. I think that the intricacies are too great when it comes to how predicates are formed in order to elicit world state changes.[22] – Steven Sharif
職業技能

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.[24] – 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.[25] – Steven Sharif
主要技能 (class abilities) are based on a player's archetype.[6] Players can personalize their primary skills with augmentation from a secondary archetype.[3][6][26]
- 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.[27] – Steven Sharif
- Each secondary archetype offers four different schools of augmentation.[18][19][3][20] Each augment school affects a primary archetype's skills in different ways.[28]
- For example: A 法師 offers Teleportation and elemental schools of augments. These augments will affect a Fighter's primary skills differently than a Cleric's.[3][28]
- Each augmentation has a level requirement.[29]
- Augments do not cost skill points.[30] It was previously stated that certain augments will have more expense required on the skill point side.[29]
- 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.[29] – Steven Sharif
- 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.[11]
- The progression system for augments is very similar to the class progression system.[32]
- Changing the augmentations on your skills will require you to go to a NPC in a 村莊 node or higher.[33]
- Some spell colors and general FX change based on augments.[34]
- Active skills could look totally different after an augment gets applied.[35]
- Outside of class-specific skills there may be a subset of universal skills, such as active block and dodge.[36]
- Class skills are not affected by the type of weapon that is equipped.[37]
主要技能 in Alpha-2 are expected to be very different to those in Alpha-1.[38]
- 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.[38] – Steven Sharif
Class resources
Class resources are generated by certain class abilities based on specific criteria.[39] The current design approach is for every archetype to have its own resource, in addition to 法力, which is universal across all archetypes.[40][41][42][43]
技能點

This is where players allocate skill points into either their active skills, their passive abilities- which can augment their usage of weapons and armors and health regeneration and passive stats and stuff like that-- but on the weapons side of things, that's where you will spec into certain types of procs based off of weapon groupings. So we've talked a little bit about this in the past: If you have a dagger, daggers might have a chance to proc a bleed on your weapon attack and that would synergize with an active skills' ability like let's say Backstab that does additional damage if the target is under a bleed effect. Now we have said in the past that players will be able to allocate skill points into their active skills that are more geared towards either action combat or tab targeting.[45] – Steven Sharif
Players receive skill points as they level. These can be used to level up skills (increase their rank) within their active, passive or combat/weapon skill trees.[46][47][48][8]
- It will not be possible to max all skills in a skill tree.[8]
- In terms of skill progression, players can choose to go "wide" and get a number of different abilities, or go "deep" into a few specific abilities.[49]
- Players are able to reset and reallocate their skill points.[7]
- Augments do not cost skill points.[30] It was previously stated that certain augments will have more expense required on the skill point side.[29]
- Making active skills capable of receiving additional skill point allocations and unlocking additional features so that from a player agency standpoint it's going to be up to you whether or not you want to be more diverse but less depth- wider and not taller, in some of these skill choices. Or if you want to be very very tall, that's going to be something that is up to the player in that regard.[50] – Steven Sharif
Universal skills
Outside of class-specific skills there may be a subset of universal skills, such as active block and dodge.[36]
- The developers will be testing the use of separate energy mechanics for universal skills in Alpha-2.[51]
- Universal skill progression may align with a player's passive skill tree.[36]
- 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.[36] – Steven Sharif
增強
Ashes of Creation hosts a wide array of progression paths that offer augments to a character's active skills.[18][19][52][53]
增強 are applied individually to active skills from a character's primary archetype.[18][19]
- A character can have one active augment on an ability at any given time.[18]
- Augments do not cost skill points.[30]
- It was previously stated that certain augments will have more expense required on the skill point side.[29]
- Secondary class augments may be applied to any skill, but it is possible that some specific augments may be locked to specific abilities.[18]
- The progression system for augments is very similar to the class progression system.[32]
增強 can affect a multitude of things and can (in some cases) create entirely new skills.[55]
- Drastically change the ability itself.[55]
- Change the damage type and value.[55]
- Change the cooldown period.[55]
- Change the distance (of the skill).[55]
- Change the effect from a ranged to melee ability.[55]
- Augments can affect a multitude of things. It can drastically change the ability itself. It can change the damage type. It can change the cooldown period. It can change the damage values. It can change the distance. It can dramatically change it from a ranged effect to a melee effect. Augments are essentially can create- they are creating entirely new skills, but they're going to keep obviously some identity with what that primary active ability was.[55] – Steven Sharif
更改原型
主原型
A player's primary archetype cannot be changed.[7][1]
When it comes to the the primary archetype, that is a decision you'll want to make and you'll want to make sure it's the right decision, because it's permanent... You are going to create this identity that you can't just change on the fly. This is going to be something that you will know a person and you will know what their base archetype is and they're not just going to change from battle to battle. So that gives some consistency in the engagements and understanding reputation on the server.[7] – Steven Sharif
When players choose their primary class, it’s not just dictating how the next several hundred hours of gameplay will go... It’s only the primary class that cannot be changed. And hey, that’s what alts are for![1]
副原型
The secondary archetype of a class may be changed, but not "on-the-fly".[56][7][10]
- The secondary class choice, which comes after some time getting used to the world of Verra, will be more fluid. If you choose the Fighter and the Rogue to make a Shadowblade, but eventually want to try your hand at Summoning to make a Bladecaller, you’ll be able to do so.[1]
- We don't want you to be able to change your secondary class or the augments you have applied out in the open. We want you to have to make a conscious choice somewhere at a NPC. The level of node necessary for that particular NPC to be available will likely be either at the Village stage or above. So, if you are far out in the wilderness exploring – and we have no instant teleportation in the world – you need to be conscientious of what your choices are; and not be able to change them on-the-fly.[57] – Steven Sharif
- Players will likely need to speak to a NPC in a 村莊 node or above to enable them to change their secondary archetype and skill augments.[56][57]
- It will be possible to swap between multiple saved specs after a suitable cooldown period.[56][58]
職業任務
There will be class-specific quests in Ashes of Creation.[60]
There's going to be a lot of shared quests but there's also going to be class-specific quests; and the reason for that is that some classes are better at others than doing certain things and that'll play itself out through the general community quests. That's fine, but there are certain periods from a designer's perspective where you want to make an encounter be the antithesis of what a player is good at. It also gives them perspective because we have a more fluid class combination system where you can play the line in your traditional role by adding a secondary class that's different from your primary classes role. The benefit of having these class-specific quests early on especially in an archetype is that you can come to a determination and have greater experience for the things you're not good at. So you know how to progress your class in the future with the things you have access to that are different from what you're good at.'[60] – Steven Sharif
- Those 任務 will be influenced by the player's class progression via their choice of primary and secondary archetypes.[60]
So you want to give them storyline that's relevant and make sense for them to their class progression. If I'm a fighter I should be going to a barracks and learning from this dude early on. Later on if I want to take on that mage secondary and I'm more arcane in the things I do, or more based in the essence, then yeah it makes sense for my also again for a catered quest to me that lets me focus on that route in the narrative.[61] – Steven Sharif
職業試煉
There will not be a class trial system in Ashes of Creation.[62]
角色定位
Ashes of Creation has the traditional trinity of 坦克, DPS (damage dealers) and Support (healer or non-healer) roles.[63][64][65]
- We have our eight base archetypes; and the trinity is a pretty strong influence with regards to the eight base classes. However the area in which we actually begin to play with that line between the trinity is in the secondary classes that you can pick. That's where we begin to blend those spaces and allow people a little bit of influence over their role and whether or not they fit perfectly within a particular category within the trinity.[66] – Steven Sharif
- Although traditional roles are present, players should not feel branded by their primary archetype.[64][65]
- Skill augments available through the class system allow characters to be personalized outside of their primary role.[64][65][66]
- Players can also double down on their archetype choice to strengthen their primary role.[64][65]
PvX

We like to really refer to ourselves as a PvX game, because in those systems of PvP, PvE, crafting they're all intertwined: They're interdependent on each other... Our system of development really requires some interdependence there between those things. You're going to need a crafter to give you the best items. You're going to need PvPers to secure cities and castles. You're gonna need PvErs to take down those world bosses for those materials to craft.[67] – Steven Sharif
Ashes is a comprehensive game. It is not a PvP focused or a PvE focused, it is a comprehensive PvX game and as a result these systems are all interconnected and have to coexist with one another with certain types of mechanisms that can provide that give and take, that push and shove.[68] – Steven Sharif
Ashes of Creation 是一款 PvX 遊戲。 PvP 和 PvE 的要素都會自然接觸得到,[68][69][70] 而玩家將不太可能「純玩」PvP 或 PvE。[70]
- 遊戲中 PvP 和 PvE 之間將存在平衡。[70]
- 所有數值都會影響玩家的 PvX 戰鬥能力。[71]
- 伺服器將不會以 PvE 和 PvP 區分,但有些伺服器將可能較著着重 PvP。[69][72]
- 裝備將不會以 PvE 和 PvP 區分。[73]
- 角色或將需要透過 PvE 才能成長。[70]
我們有很清晰的目標和理念,也明白不會得到所有人的歡心。然而 PvE 和 PvP 內容相輛相成,它們都是玩家投放時間成長發展的方向,也讓玩家重視隨之而來的得失,從而誘發玩家的感情,而這樣的元素正是由 PvP 帶來的。因此我們很清楚我們的目標就是:風險與回報的關係、以及追求成就的思維。不會每個人都是贏家,而這是沒問題的。[74] – Steven Sharif
社群指南
其他
引用
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 Ashes of Creation class list.
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 直播, 2020-10-30 (33:26).
- ↑ 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 訪談, 2020-07-18 (1:05:04).
- ↑ 4.0 4.1 4.2
- ↑ 訪談, 2020-07-29 (49:53).
- ↑ 6.0 6.1 6.2 6.3 6.4 6.5
- ↑ 7.0 7.1 7.2 7.3 7.4 7.5 訪談, 2020-07-29 (54:44).
- ↑ 8.0 8.1 8.2 8.3 直播, 2017-07-28 (19:05).
- ↑ 直播, 2017-05-03 (50:50).
- ↑ 10.0 10.1 直播, 2017-07-18 (37:43).
- ↑ 11.0 11.1 February 8, 2019 - Questions and Answers.
- ↑ 直播, 2020-07-31 (1:31:11).
- ↑ 13.0 13.1 13.2 13.3 13.4 Podcast, 2021-04-11 (54:35).
- ↑ 14.0 14.1 14.2 Podcast, 2018-04-23 (59:28).
- ↑ 直播, 2021-05-28 (1:13:05).
- ↑ 16.0 16.1 直播, 2022-12-02 (1:05:51).
- ↑ 17.0 17.1 訪談, 2018-10-20 (2:40:17).
- ↑ 18.0 18.1 18.2 18.3 18.4 18.5 18.6 18.7 18.8 18.9 Podcast, 2021-09-29 (30:04).
- ↑ 19.0 19.1 19.2 19.3 19.4 19.5 19.6 直播, 2021-06-25 (1:05:01).
- ↑ 20.0 20.1 20.2 直播, 2018-02-09 (41:56).
- ↑ 21.0 21.1 Podcast, 2018-04-23 (1:01:01).
- ↑ 22.0 22.1 直播, 2023-04-07 (1:15:02).
- ↑
- ↑ 直播, 2017-10-16 (1:00:44).
- ↑ 訪談, 2018-08-08 (22:27).
- ↑
- ↑ 直播, 2020-07-25 (1:47:55).
- ↑ 28.0 28.1 直播, 2019-12-17 (1:13:14).
- ↑ 29.0 29.1 29.2 29.3 29.4 訪談, 2020-07-18 (1:07:06).
- ↑ 30.0 30.1 30.2 Forums - Livestream Q&A 2022-08-26.
- ↑
- ↑ 32.0 32.1 直播, 2019-07-26 (1:09:22).
- ↑ 直播, 2018-04-8 (PM) (20:45).
- ↑
- ↑ 訪談, 2018-05-11 (53:15).
- ↑ 36.0 36.1 36.2 36.3 直播, 2021-11-19 (50:38).
- ↑ 影片, 2022-09-30 (17:00).
- ↑ 38.0 38.1 直播, 2021-09-24 (1:18:06).
- ↑ 影片, 2022-12-02 (10:12).
- ↑ 直播, 2023-04-28 (1:02:04).
- ↑
- ↑
- ↑ 直播, 2020-08-28 (1:14:54).
- ↑ 直播, 2021-06-25 (23:08).
- ↑ 直播, 2020-08-28 (1:12:50).
- ↑ 訪談, 2020-07-29 (55:44).
- ↑ 訪談, 2020-07-19 (53:59).
- ↑ 訪談, 2020-07-18 (1:07:51).
- ↑ 直播, 2017-11-16 (30:02).
- ↑ 直播, 2020-08-28 (1:19:24).
- ↑ 直播, 2022-12-02 (1:05:08).
- ↑
- ↑ Official Livestream - May 4th @ 3 PM PST - Q&A
- ↑
- ↑ 55.0 55.1 55.2 55.3 55.4 55.5 55.6 Podcast, 2021-09-29 (46:20).
- ↑ 56.0 56.1 56.2 直播, 2022-09-30 (1:20:46).
- ↑ 57.0 57.1 直播, 2018-04-8 (PM) (20:07).
- ↑ 58.0 58.1 直播, 2020-10-30 (1:06:53).
- ↑ Podcast, 2017-05-04 (17:02).
- ↑ 60.0 60.1 60.2 Podcast, 2021-04-11 (44:29).
- ↑ Podcast, 2021-04-11 (46:10).
- ↑ 直播, 2018-04-8 (AM) (21:21).
- ↑ Podcast, 2021-04-11 (13:30).
- ↑ 64.0 64.1 64.2 64.3 Group dynamics blog.
- ↑ 65.0 65.1 65.2 65.3 直播, 2017-05-22 (46:04).
- ↑ 66.0 66.1 訪談, 2018-10-20 (2:40:16).
- ↑ 影片, 2018-04-16 (1:32).
- ↑ 68.0 68.1 Podcast, 2021-04-11 (38:31).
- ↑ 69.0 69.1 直播, 2017-05-12 (24:52).
- ↑ 70.0 70.1 70.2 70.3 直播, 2017-05-05 (33:25).
- ↑
- ↑ MMORPG Interview, 2016-12-12.
- ↑ 直播, 2017-05-15 (14:05).
- ↑ 直播, 2017-06-01 (37:39).