戰鬥
Combat is the most tactile system in the game. It's the thing you will experience most often; and outside of the systems and mechanics that are going to be present for the overarching core gameplay loop, combat needs to feel responsive. It needs to not feel floaty. It needs to feel mobile. It needs to be fluid. It needs to give a feeling of satisfaction. The audio components, the effects components, the animations themselves, the types of skills and those types of things: All of those are really our objective in fine-tuning the approach for our combat in Ashes of Creation.[3] – Steven Sharif
Ashes of Creation 的戰鬥着重策略和戰術。[4]
- 戰鬥是遊戲與玩家最有聯繫的系統。戰鬥必須是即時、靈活、以及流暢,還有帶給玩家滿足感。[3]
我們希望戰鬥富有代入感、而且有趣...現在我們已加快步伐,進行 Alpha -1 初階段開發,因此現時的焦點是放在無鎖定目標戰鬥模式,同時建立相關系統。我們這樣做是因為多年來MMORPG都採用Tap鍵目標鎖定模式,儘管現時動作MMORPG興起,亦有一些成功的無鎖定動作遊戲,例如TERA和黑色沙漠。因為Tap鍵鎖定和無鎖定戰鬥是兩種完全不同的遊戲模式,我們希望能透過深入這方面的開發,讓我們更了解如何把兩者融合在同一遊戲裏。[5] – Steven Sharif
重製後的戰鬥系統將在 Alpha-1 測試期間內推出。[6][7]
戰鬥系統改良
改良後的戰鬥系統將根據玩家意見在 Alpha-1 測試中推出。[10][6][7]
- 改良的目標是希望給予玩家更多主導權,施放技能時可以更靈活流暢地戰鬥。[11][12]
- 目前的 Tab 鍵和無鎖定混合戰鬥系統在改良後仍會保留。[11]
- 改良後的版本並不是戰鬥系統的最終設計,但會反映日後開發方向。[13]
- 此版本會持續更新,並在不同階段開放予玩家測試。[12]
改良後的戰鬥系統中,角色的動作上下身分開。角色的上半身會被揮動武器的動作鎖住,而下半身可以自由行動。[9][14][8]
揮動武器的同時,角色將可以自由行動,讓玩家近戰攻擊時完全操作角色。[9] – Steven Sharif
初期 Alpha-1 測試的重點是核心系統的運作,而不是戰鬥平衡。[8]
我留意到很多人在談論傷害數值和生命值之類的東西。這方面有兩點:一,我再重申這不是為了測試遊戲內容,目前只進行了初步的平衡調整,大多的平衡會在特定系統日後實際測試時進行。我們目前的重點是這些系統的核心運作,而不是細微的調整。因此我不會太在意目前的平衡性。[8] – Steven Sharif
目標鎖定模式
You'll notice as I go into action mode, I have my reticle and when my reticle hovers over an enemy target, it'll turn red, essentially showing like "hey we know you have a valid target hit" that you can see; and when you press 'Q' you can lock on to that target. You can also hold tab to alternate between targets. So like that's an important aspect of the combat that we're trying to incorporate, which is mixing and meshing between tab and action, so you still have that action component but also are available to use some of your tab targeted skills.[16] – Steven Sharif
混合戰鬥是指玩家在遊戲中可以選擇以 Tab 鍵鎖定或無鎖定模式進行戰鬥。[16][17]
- 無鎖定模式設有準星,與第三人稱動作遊戲相似。[16][15][19][20]
- 玩家無須處於準星模式來施放無鎖定技能。[21]
- 施放指向性無鎖定技能,玩家無須處於準星模式。技能會自動判定準星的位置施放。因此如果玩家使用 Tab鍵鏡頭模式憑感覺瞄準,也可以使用無鎖定技能。[21] – Steven Sharif
- The reticle will highlight/change color (to red) to indicate if the current target is able to be hit with the currently prepared skill.[16][15]
- Action combat abilities will not have a lock-on feature but pressing Q while in action mode will lock on to the current target to enable the use of tab-oriented skills in action mode.[18][16]
- Action combat abilities will not have a lock-on feature so to speak. Some of those are going to be skill shot only. However because you can have a mix and match of tab abilities that require a target, you will be able to target lock in action mode as well. Right now that's delegated to the Q key as default, but you can obviously set that up you could put it on you know your left mouse button, or you could put it wherever you want; and when your reticle hovers over a target, it rapidly swaps your target ability and when you press your target lock it will then lock that target; and if you have tab-oriented skills, you can use your tab oriented skills and they will be used against that target.[18] – Steven Sharif
- Holding Tab while in action mode will alternate between targets.[16]
- Pressing right-click while in action mode will switch to tab mode for the currently highlighted target.[15]
- The action camera is tied to the to player's reticle. There will likely be a hotkey that when held down will allow free camera movement.[22]
- In future the user will have the ability to choose from different reticle appearances.[23]
- The tab mode (MMO mode) facilitates tab targeted combat.[15][19] A tab-targeted ability requires a target in order to utilize that skill.[18][20]
- Pressing left-click in tab mode will attack the target (with the currently selected weapon).[15]
- There will be a "target of target" capability on the user interface.[24]
Hybrid combat is being tested in Alpha-1.[16][25]
- Targeting modes are able to be achieved through choice of skills/abilities.[18][25][26]
Skill progressions, skill point allocation is determined by the player. The player will be able to choose either more tab-target oriented skills or more action-based skills and customize their playable experience to what accommodates their preference. From a balancing standpoint for us developers, we need to make sure that certain abilities house certain functions so that there's a balance between skill shots and tab-target abilities.[26] – Steven Sharif
Action oriented and tab oriented versions of skills will have different characteristics. Variables will change based on which version is chosen.[28]
- Damage.[28]
- Charge up time.[28]
- CC effects.[28]
- Cooldown.[29]
- Energy consumption.[29]
- Cost to spec.[29]
- Attack range will likely remain the same; as it is driven by the weapon or skill itself.[30]
As an example: Let's say you're playing a ranged class. You could have an action-oriented power shot in your skill tree or you could have a single target power shot that ramps up and does more damage. [28] – Steven Sharif
For the purposes of balance, certain skill types will be either tab or action oriented skills. For example:[29]
- Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[29][26]
- Softer CC's would be housed in tab-targeted abilities.[29]
Targeted skills
Targeted skills require either a soft or hard locked target.[31][32]
- Soft locking is when the reticle moves over a valid target while in action mode. The targeting plate will appear slightly grayed out to indicate that this is a soft-lock target. If the reticle moves away from the target or the target moves away from the reticle, the target is lost.[32].
- Hard locking is when the player uses right-mouse on a soft-locked target in action mode, or when the player selects a valid target in tab mode. The targeting plate will not be grayed-out to indicate that a hard-lock target is selected. Unlike soft locking, if the target moves out of the reticle, the target is not lost. Tab will still cycle between hard-locked targets in action mode based on proximity priority.[33][32]
- Targeted skills will be greyed out if the target is not within a valid range.[31]
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Arcane Volley | ![]() |
Fires a volley of arcane missiles at your target, dealing arcane damage with each hit.[34][35] | - | - |
Chain Lightning | ![]() |
Release a powerful streak of lightning that hits your primary target and then chains outward to all nearby enemies from that target, dealing lightning damage and applying 3 stacks of Electrified to each target hit.[36][37][38] | - | - |
Fireball | ![]() |
Instantly hurl a ball of fire toward your target, dealing fire damage and applying one stack of Burning to target on impact.[39] | - | - |
Frostbolt | ![]() |
Launch a bolt of frost towards your target, dealing ice damage and applying two Chilled stacks to the target on impact.[40][41] | - | - |
Lightning Strike | ![]() |
Call down a bolt of lightning upon your target, dealing lightning damage and applying two stack of Electrified to the target.[42][43] | - | - |
Longbow basic attack | ![]() |
A slower, powerful, longer range basic ranged attack. Tapping the basic attack button will shoot normally. Holding the basic attack button will charge the shot (and root the player) to cause added damage.[44][45][46] | ||
Quick Shot | ![]() |
Ranged attack that applies a debuff to the target. Each additional quickshot against the same target does increasing damage but consumes one of three charges that regenerate over time.[47] | ||
Shortbow basic attack | ![]() |
A fast, low power, short range basic ranged attack. Holding down the basic attack button will repeatedly fire.[45][46] | ||
Slumber | ![]() |
Applies the sleeping condition to targets affected within a small area around the primary target, rendering them unable to move or take any action. Any damage dealt to a sleeping target will break the effect.[48][49] | - | - |
Snipe | ![]() |
A powerful charged attack.[50] |
Templated skills
Templated skills allow blind firing without a target while in action mode. If a player moves into the path of the attack they can be struck.[51][52][32]
- One of the differences between tab and action combat mode is you can launch projectiles in action combat mode as a blind fire option, and if a target or if something moves in the way between the time of that projectile launching and impacting either its max distance, or a piece of terrain, or another target, it's possible that players might move into that projectile.[52] – Steven Sharif
- Some templated skills may have template indicators, but in general will require the player to assess the correct range for the skill.[31]
- If it is a templated ability, which means it's skill-based to use, you'll need to get a feel for those distances; and that's some skill-based learning where you get an idea for what those distances are. Some of those will have template indicators but they'll be very in-world and immersive. We're not utilizing more UI-centric looking indicators, but generally the AoE templates are meant to be skill-based.[31] – Steven Sharif
- Basic weapon attacks from projectile weapons are capable of blind firing without having a target.[53]
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Airstrike | ![]() |
Leap forward in the direction the character is facing, raining down three projectiles that deal AoE damage and roots enemies in its path. The root effect is nature based.[54] | ||
Ball Lightning | ![]() |
Creates a large ball of highly charged electricity that travels slowly forward, dealing rapid periodic lightning damage to enemies it overlaps with and applying an Electrified stack to targets with each hit.[55][56] | - | - |
Blizzard | ![]() |
Channel a massive blizzard around you, raining a barrage of hail shards upon your enemies while channeling. Each shard impact deals ice damage in a small area around it. All enemies in the blizzard also accumulate a stack of Chilled periodically. Activate the ability again to end the channel early.[57][58] | - | - |
Cone of Cold | ![]() |
Blasts a cone of cold in front of the caster, dealing ice damage and applying a stack of Chilled to each enemy hit. The blast also leaves behind a field of ice mines that explode on proximity contact, causing additional ice damage and Chilled stacks to nearby enemies.[59][60] | - | - |
Fissure | ![]() |
Calls forth a series of jagged spikes of earth in a line in front of the caster, dealing earth damage and applying two stacks of Earthen to each enemy hit along its path, and then launching them in the air.[61] | - | - |
Grapple | ![]() |
Takes aim for a moment before hurling a hooked chain in a line, damaging the first target it contacts and immediately pulling them to the caster. The target suffers a tapering snare for 3 seconds.[62][63] | ||
Inciting Strikes | ![]() |
Slashes twice in a forward cone while adding additional threat.[64] | ||
Longbow basic attack | ![]() |
A slower, powerful, longer range basic ranged attack. Tapping the basic attack button will shoot normally. Holding the basic attack button will charge the shot (and root the player) to cause added damage.[44][45][46] | ||
Magma Field | ![]() |
Erupts the earth at target location, forming a boiling pool of lava that deals fire damage to enemies per tick while periodically applying a stack of Burning to enemies within the area.[65] | - | - |
Meteor | ![]() |
Conjures a massive flaming rock before sending it hurling toward target location. Upon impact, it deals major fire damage while knocking foes flying, and then continues to roll forward for its remaining distance, dealing additional fire damage while applying stacks of Burning to enemies along its path.[66] | - | - |
Meteor Storm | ![]() |
Summons forth a Meteor Storm, dropping 3 meteors in the target location.[67][68][69] | Adds an extra meteor.[67][70] | Adds an extra meteor.[67][70] |
Prismatic Beam | ![]() |
Spawns a giant prismatic beam of energy that can be aimed around you. Deals large damage to enemy targets.[71][68][72] | Increased damage.[71][73] | Snares hit targets.[71][74][73] |
Quick Shot | ![]() |
Ranged attack that applies a debuff to the target. Each additional quickshot against the same target does increasing damage but consumes one of three charges that regenerate over time.[47] | ||
Shield Assault | ![]() |
Bashes the target with your shield, dealing damage and applying the shaken condition. If the target is already suffering from the shaken condition, stun the target instead.[75] | ||
Shortbow basic attack | ![]() |
A fast, low power, short range basic ranged attack. Holding down the basic attack button will repeatedly fire.[45][46] | ||
Snipe | ![]() |
A powerful charged attack.[50] | ||
Thundershock | ![]() |
Shoots forward a beam of lightning that damages enemies in a line in front of you.[76][68][77] | Increased damage.[76][78] | Now knocks down hit targets.[76][78] |
Tremoring Bellow | ![]() |
Releases a thundering shout in a forward cone, applying the staggered condition on enemy targets. Also stomps the ground dealing damage around the caster and tripping enemies affected by the snared condition.[79] |
命中判定模型
The developers are testing different approaches to accommodate varying hitboxes between the races.[80]
- There may be a single unified hitbox with some exceptions or some special collision rules as opposed to having different sized hitboxes.[80]
More than likely we'll have some sort of unified or unified-ish hitbox. But again it's going to probably have a unified hitbox with some exceptions or some special sort of collision rules based on them as opposed to kind of just making it smaller for one and not the other.[80] – Jeffrey Bard
There aren't separate types of hitbox categories in the Ashes of Creation MMORPG as there were in Ashes of Creation Apocalypse.[80]
We don't have separate types of hitbox categories, for example. There's no head hit box in the MMORPG like there was in APOC. So from a critical standpoint you're not going to see a greater risk of critting for a larger hitbox.[80] – Steven Sharif
多向攻擊
多向攻擊 (背面,側面,正面打擊) 能根據攻擊位置造成追加傷害。[81]
橫掃攻擊

As I attack I am hitting multiple numbers of these opponents; and that's important because all weapons, regardless of whether you are in reticle mode or tab-targeting mode will be able to have a action-based type weapon attack. Not active skill, but weapon attack.[15] – Steven Sharif
All weapons have a forward attack cone, regardless of being in tab or action mode.[15]
- The cone's arc and distance will vary based on weapon type.[15]
Polearms for example will have a much wider arc and much further out. Daggers will have a more fine-tuned arc, so you have to be more precise in that regard.[15] – Steven Sharif
This is described as a weapon attack not an active skill.[15]
Indirect fire skills
Indirect fire skills are targeted skills where the projectiles may path around obstructions that are not in line-of-sight, so long as the maximum distance travelled for the skill is not exceeded.[84][83][85]
- This is a prototype concept that is subject to testing and balancing.[85]
- A limited number of these may exist throughout different class kits.[85]
- Some abilities might have indirect fire. So, if you have let's say a Archer or Ranger who has the ability to select a Mage as their secondary class; and they might want to augment a Snipe ability in order to go around a corner like an Arcane Archer might have... Some abilities might not care about that line-of-sight. They might care the distance to the target around the corner, or the path that it's taking; and if it's outside that path is too long it might not be able to reach them of course.[84] – Steven Sharif
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Chain Lightning | ![]() |
Release a powerful streak of lightning that hits your primary target and then chains outward to all nearby enemies from that target, dealing lightning damage and applying 3 stacks of Electrified to each target hit.[36][37][38] | - | - |
擊殺時間
The Ashes of Creation MMORPG will have a time-to-kill (TTK) of around 30 seconds to a minute.[86]
- Time-to-kill in the Ashes of Creation Apocalypse battle royale testing mode was adapted for a traditional battle royale setting.[86]
- The developers do not want one-shots in the final MMORPG.[87]
- In the MMORPG we really don't want to see any one-shots. The time-to-kill needs to be strategic and tactical.[87] – Steven Sharif
爆頭機制
There are no headshot mechanics in the Ashes of Creation MMORPG.[80][88][89]
- Headshots were a part of Ashes of Creation Apocalypse battle royale.[89]
- Previously it was stated that headshot mechanics may be implemented in the MMORPG along the lines of a higher critical chance[90][91] and that they would not be one hit kills.[90]
- Headshots in action combat are equivalent to a critical hit in tab targeted combat.[92]
- Players relying on tab skills will have a fixed critical hit chance every time they use an ability or weapon.[92]
- Players using action-based skills are going to rely on getting a head shot or hitting a critical spot on the opponent.[92]
裝備觀察/威脅評估
玩家名條上將會有一個增益效果,顯示目前穿着中的裝備套裝。其他玩家將能透過選擇/瞄準目標來觀察此增益效果。[93][94][95]
- 此效果將顯示穿着中的主要裝備類型 (布甲、皮甲、鎧甲)。[94]
- 其邊框將顯示套裝等級和品質。[93][94][96]
- 其邊框亦將顯示裝備是否有附魔效果。[94][96]
- 官方認為能夠直接觀察其他玩家的裝備或裝備分數會引來「惡意行為」。[97]
When you see a player approaching you and they're wearing a transmog you know you don't know if that person is a high damage mitigation against physical damage or against magical damage and essentially the way we overcome that is through you being able to target a player at a distance and they will have a buff that's present on them that you will see, which indicates that essentially the piece set that they are wearing. It is important for players to be able to ascertain from a threat assessment standpoint you know what they're going up against if they're actively checking that and that will be available.[95] – Steven Sharif
Being by default able to see a person's "gear score" / equipment list... may cause unwelcome behavior.[97]
角色名條
- 名條會顯示角色的名字,也可以選擇同時顯示姓氏。[98]
- 公會名稱會顯示在角色名稱旁。[99]
- 角色名條會逐漸消褪,顯示已受傷害量。[100][101][102]
- 名條上會有標記,顯示角色職業。[93]
- 將鼠標懸停在名條上會顯示不同資訊,例如等級、職業名稱及原型組合。[93]
- 名條上會有增益標記,顯示角色裝備品質和種類。[93][94][95]
召喚師的召喚獸種類會顯示在其名條上,而且不可以被玩家更改。[103]
靈活性
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.[12] – Tradd Thompson
- The revamped combat system features 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.[104][9][14][8]
- Most abilities in Ashes of Creation are capable of being cast while moving. Some abilities may slow the caster down during the cast, but only rarely will the player be rooted in place.[105]
- 技能 with the greatest power may require the caster to remain stationary while channeling them. This is a risk vs. reward mechanic.[105][106][107]
- Most abilities you'll find in Ashes of Creation are capable of being cast while moving. Some of those abilities might slow your movement during the cast, but you can continue to move. Very rarely, and depending on obviously the importance of the ability or the power level of that ability, you might be rooted in place. So, for example, the AoE ability [Chains of Restraint] has a lot going on. It has damage ticking over time, it is an area of effect, it also has a status condition application; and in those instances the player character gets rooted.[105] – Steven Sharif
- Unreal Engine 5 has enabled improved forms of locomotion, such as crouching, tilting and mantling.[108][109]
- The ability to prone is not be in the game.[110][111]
- Moving backward will likely not affect block and parry.[112]
- Player movement speed during combat is balanced for both PvE and PvP.[113]
- There's a balance in the game design between your movement speed on attack and the movement speed of your opponent. When you have a game that is both PvE centric as well as PvP centric, you have to make sure that combat is blended for both approaches; and we can always run into problems where, if you're significantly hampered in your movement speed, that has an effect on how we expect player versus player engagements to interact; and we don't want to restrict a player's ability to be mobile if they're the target of an attack. And as a result of that we need to make sure that we don't restrict the movement abilities of the player who is doing the attacking as well. So we want it to be relatively free for you to stay with each other. Your opponents move around the battlefield together and if we're hampering you on the attack action, we have to then implement some type of snare, or slow, or cc effect essentially on your opposing target; and that's not the approach we want to take for for PvP.[113] – Steven Sharif
- Q: If a ranger is super mobile, what are the melee's options in order to catch them?
- A: Different class kits will provide different gap closers. They'll provide different mobility skills. They'll have lockdowns. They'll have chains to pull back. They'll have a lot of different things in the rotation. That's part of what an MMORPG experience is. You're not just restricted to three or six skills, you have a rotational suite; and depending on the type of challenges you face is going to help determine which of those rotations you spec into from your skill tree.[114] – Steven Sharif
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Blink | ![]() |
Instantly teleport a set distance in the direction you are moving.[115][116] | - | - |
Rush | ![]() |
Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[117] | - | - |
Weapon weights
Weapon weight refers to how the mass of a weapon affects its performance during combat.[104]
- Light weapons have fewer restrictions on player agency and motion.[119]
- Medium weapons exist on a spectrum between light and heavy weapons.[119]
- Heavy weapons will increasingly lock the player in place during portions of the combat animation.[119]
- There is a balance between player motion and agency as we call it and weapon weightedness- that almost locked-in-place rooted position- the heavier the weapon is, the more restrictions you want to place on that player agency to showcase the rooted effect: That weight- that heavyweight kind of aspect; and so what we've done by presenting you guys with both the dual daggers and the two-handed weapon is we've kind of shown the range between that complete player agency: a player agency in the light weapon attacks that's the dual daggers, and the maximum range of of rootedness or weightedness that's present on the two-handed weapon; and that's the spectrum in which our basic melee combat will exist within. So if there are medium weapon groups that exist in-between there, it's going to be somewhere in between that spectrum.[119] – Steven Sharif
人物動作
- Sprinting will consume a percentage of a character's mana pool. Sprinting will not be permitted while in combat.[121]
- 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.[121] – Steven Sharif
- There is a toggleable walk/run (autorun) capability.[123]
- There is not going to be any "go to waypoint" (auto-pathing) mechanics.[124]
- Double-jumping has been considered as an option for player mounts.[126]
- Unreal Engine 5 mantling was demonstrated by the developers.[108][127]
碰撞
There are player and spell collision mechanics in Ashes of Creation.[128]
- Inertia and momentum physics will help prevent blocking doorways/access points. This is based on a character's direction and movement speed, and can be used to push people out of the way.[129][128]
閃躲
Evasion moves such as dodging and weaving will be present in Ashes of Creation combat.[130][131][132]
- The developers are considering the inclusion of dodging in a subset of universal skills that apply to all classes.[133]
- Dodging will not use I-frames (invincibility frames), but it may affect accuracy and mitigation stats when used.[130]
- Previously it was stated that hybrid combat will likely have true evasion skills relating to action-oriented combat and also have I-frames that apply to tab targeting.[132]
- So you see an animation windup that's a telegraph on what's coming; and then you have response actions that you can take as a result of that in order to dodge, weave, move, do whatever. It is both a combination of what your rotation is but also how you have reaction abilities ready to go that you save for certain circumstances that are important.[131] – Steven Sharif
主動格擋
The shield version would probably be better but you'd still be able to parry or whatnot with a two-handed weapon, or even maybe a dual wield.[137] – Tradd Thompson
主動格擋 is a universal skill that applies to all classes.[130][139][137][133]
- Active blocking might be an ability that- it's universal, of course it's universal- but it might be consuming mana; and you'll be able to adjust that mana consumption based off of your passive spec into your skill trees. In addition, it might also consume stamina, where that's something we're going to be testing as part of Alpha-2.[139] – Steven Sharif
- Shields are better for active blocking, but any melee weapon can also be used to parry with a lesser amount of mitigation.[130][137]
- Q: How are you designing encounters around active blocking? Will it be situational use, or would I expect to be laying on my block keybind for most of the fight to prevent getting deleted by bosses?
- A: It depends really on the type of adversary you're facing. Some of them are going to have indicators or tells that a big attack is coming. It's an animation wind up where you'll have an opportunity to use active block in very unique situations that are based on timing and additional mitigation for those incoming one-off attacks. In other occasions you'll be able to use it off of rotational cooldowns, or if you're waiting for a particular ability or you're during the use of your Aegis. There's different situations for when active block is a relevant use-case.[141] – Steven Sharif
- Previously the developers had not finalized designs for active blocking and were 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.[142][143]
- The Paladin's Might shield in Ashes of Creation Apocalypse had its own hit box and hit points (HP); that could actively block projectiles.[144]
動作
The intensity of those weapon trailings; how they scale based on the type of weapon, the level of weapon, that you have; but not just the trailing on the weapon per-se but also the ground decals. Like for this heavy weapon, that first strike you see that decal in the ground is- I love that look- and even on the backswing when I hit the ground behind me, it's causing that decal.[145] – Steven Sharif
- We really wanted to build the combat system to- like i said earlier- be as physical as possible. So we have it very animation driven. Everything is handled based on a reference of animation as opposed to nebulous timings, which allows it to feel very impactful and very responsive.[146] – Keenan Reimer
- We're not going to be having I think unique combat animations. However we will have unique non-combat animations, such as your idle, your walk, your run cycle: things that the combat attacks do not have to blend back into.[147] – Steven Sharif
戰鬥技能
The aspiration for combat is for abilities to have corresponding counter-play abilities.[149]
- The goal is to have special animations for parrying, blocking and evading.[150]
They can be a challenge to implement sort of really reliably so you might not see them on every evasion or every block, but we do want that kind of stuff to show up.[150] – Jeffrey Bard
Basic attacks
Basic attacks are triggered for the equipped primary weapon by pressing Q or left-clicking the mouse (these buttons can be re-bound by the player).[33][152][153]
- Players can select which weapon they wish to use as their primary weapon for basic attacks.[33][152][154]
- Different weapon types have different basic attacks.[45][46]
- Weapons with projectile attacks are capable of blind firing without having a target.[53]
- If the player is in action camera mode and their reticle is over a target, they will be able to soft lock onto that target, causing projectiles to home to targets who are within the correct range/angle.[53]
- When you have your weapon and you utilize a basic attack, you can blind fire that weapon, if it has a projectile associated with it, without having to have a target. In addition, if your reticle in action camera mode is over a target, you will have a soft target lock and projectiles will home to that target if within the right angle of direction.[53] – Steven Sharif
- Sequences of basic attacks trigger the combat animation montage based on the weapon type.[153]
- Using a skill other than a basic attack will in general reset the weapon use combo system.[155]
- The developers are considering per-use consumables/buffs that apply certain rider effects to basic weapon attacks.[156]
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Longbow basic attack | ![]() |
A slower, powerful, longer range basic ranged attack. Tapping the basic attack button will shoot normally. Holding the basic attack button will charge the shot (and root the player) to cause added damage.[44][45][46] | ||
Shortbow basic attack | ![]() |
A fast, low power, short range basic ranged attack. Holding down the basic attack button will repeatedly fire.[45][46] |
控場
控場 (CC/mezzing) abilities include root, snare, stun, sleep and slow.[157][149]
- There will be diminishing returns on stuns, sleep and slows so as to avoid stun locking.[149][158]
- Diminishing returns on CC effects have not yet been implemented in Alpha-1 testing.[159]
Diminishing returns in regards to crowd control and conditions like stun and sleep and slows and that kind of thing: Yes we will have absolutely diminishing returns. I think it's a necessary component to balance out classes that have high control ability.[149] – Steven Sharif
- Lockdowns won't likely be tab-targeted skills. This is to avoid imbalanced combos with skill shot (action targeted) abilities.[26]
- Hard CC's are stuns, knock downs, sleeps, paralysis, some roots, some silences.[160]
- Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[29][26]
We're trying to stay away from hard locks as much as we possibly can. We want to have the system be very play, counter-play, counter-counter-play kind of feel.[149] – Jeffrey Bard
- Soft CC's are in the tab-targeted abilities.[161]
- CC effects do not apply to Non-combatant (green) players. The target of a CC ability must be flagged in order to suffer the CC effects. This prevents players from opening attacks that stun non-combatant players during a pull for example.[162]
- Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own health pool and other stats.[163]
There's also going to be effects that just stun the mount or stun you on the mount.[163] – Steven Sharif
- Summoner's summons will be able to use crowd control.[164]
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Chain Lightning | ![]() |
Release a powerful streak of lightning that hits your primary target and then chains outward to all nearby enemies from that target, dealing lightning damage and applying 3 stacks of Electrified to each target hit.[36][37][38] | - | - |
Chains of Restraint | ![]() |
Call forth spectral chains in a target area that stagger enemies within or stun enemies already under the staggered effect, then leave behind an area that deals radiant damage each second over 8 seconds.[165][166] | ||
Fissure | ![]() |
Calls forth a series of jagged spikes of earth in a line in front of the caster, dealing earth damage and applying two stacks of Earthen to each enemy hit along its path, and then launching them in the air.[61] | - | - |
Grapple | ![]() |
Takes aim for a moment before hurling a hooked chain in a line, damaging the first target it contacts and immediately pulling them to the caster. The target suffers a tapering snare for 3 seconds.[62][63] | ||
Slumber | ![]() |
Applies the sleeping condition to targets affected within a small area around the primary target, rendering them unable to move or take any action. Any damage dealt to a sleeping target will break the effect.[48][49] | - | - |
Tremoring Bellow | ![]() |
Releases a thundering shout in a forward cone, applying the staggered condition on enemy targets. Also stomps the ground dealing damage around the caster and tripping enemies affected by the snared condition.[79] |
斷法
Abilities with a cast bar can be interrupted during the cast.[107]
- There are abilities to counter interrupts.
- Some interrupts are better than others.
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Bulwark | ![]() |
Bash enemies in front of you twice. The second attack temporarily increases block chance. You must have a shield equipped to block.[167][68][168][169] | Additional increased block chance.[167][169] | The second attack knocks down enemies.[167][169] |
Rush | ![]() |
Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[117] | - | - |
Thundershock | ![]() |
Shoots forward a beam of lightning that damages enemies in a line in front of you.[76][68][77] | Increased damage.[76][78] | Now knocks down hit targets.[76][78] |
仇恨技能
Threat (Aggro/Hate) is generated based on damage done, healing done, and modifiers on certain abilities.[170][171]
- In PvE, aggro against player characters is based on a hate table.[171]
- In PvP, aggro may force target switching to the 坦克. Feedback on this will be sought during testing.[172]
- If we think about PVP settings and the role of taunt or hate, a lot of times for tanks in the MMOs that I've played- where you have a PvE and PvP scenario- those types of hate generation abilities don't really have cross application into the PVP realm; and that can feel bad, because typically a tank build-out can be delegated around how I generate hate; and if it has no cross application into PvP then effectively you're creating a class composition that just is not relevant in half of the game, or in that area of the game. So when we talk about how we're going to apply hate to player targets or taunt to player targets, sometimes that can move into the realm of target switching, or the ability to demand that target on the tank in a PvP scenario as well. That's something that we need to get player feedback on, because there's a lot of strong emotions around that type of mechanic. I for one am a big proponent of that. I think it's interesting. I think that it plays into the role of the tank and that it it hits a class fantasy that most tank players want to feel. And I think however on the flip side of that, it is a source of control; and anytime you're under the effects of some source of control, it's going to be a feel bad moment for the target that's being controlled. So that's why I think it generates a lot of feelings on both sides of the aisle.[172] – Steven Sharif
- Detargeting is the act of removing hate/threat/aggro from an enemy.[172]
- There will be a taunt skill available at higher levels than what has been previewed so far for Alpha-2.[173]
- Q: There were a lot of concerns about threat [in the Alpha-2 Tank preview video]. A lot of people didn't understand how holding threat works, because you weren't holding threat at some point.
- A: It's important to remember that these previews are done at a very low-level, so these are low-level skills and abilities that the archetypes have available to them; and so because of that, some of the functionality from these abilities they don't necessarily perform as well as you would want them to in a later stage of the game for that role. Now also keep in mind that balance is a perspective that needs to be incorporated also. So, threat is generated based off of a few factors: It's based off of damage done, it's based off of healing done, it's based off of threat generation modifiers that are on abilities. Now the tank in this situation I believe has two abilities that are going to generate additional threat. They have the slicing- the number two ability; and then they also have the shout ability. Both of those are creating additional threat. But with that being said, we need to tune probably those abilities up a little bit to contend with the DPS that's coming both from the ranger and with the heals that are coming out of the cleric.[170] – Steven Sharif
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Grapple | ![]() |
Takes aim for a moment before hurling a hooked chain in a line, damaging the first target it contacts and immediately pulling them to the caster. The target suffers a tapering snare for 3 seconds.[62][63] | ||
Inciting Strikes | ![]() |
Slashes twice in a forward cone while adding additional threat.[64] | ||
Shield Assault | ![]() |
Bashes the target with your shield, dealing damage and applying the shaken condition. If the target is already suffering from the shaken condition, stun the target instead.[75] |
動作取消
戰鬥姿態
隨機性
隨機性 elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[177]
- RNG plays a role in both PvP or PvE.[178]
- Action combat is far less dependent on RNG.[178]
RNG is always going to play a role in Ashes of Creation whether that be in PvP or PvE, but one way to mitigate that is through the action system. The action system is going to be far less sort of dependent on those you know dice rolls and there'll be far more in your own hands. They won't ever completely eliminate that but it's a way for us to sort of reward skilled play versus sort of tactical strategies type play.[178] – Jeffrey Bard
AoE skills
AoE skills may have some form of diminishing returns that will be tuned based on testing and player feedback.[179]
- We have a few ideas on how we want to approach AoEs. There's a vein of thought that is regarding diminishing returns [on] maximum number of targets. I'm not a huge fan of that. There is a diminishing return as it applies to damage conveyed. There is just the fact that we're a collision-based game and there's a limited number of bodies that can be located in a particular choke point, or in proximity. There's still things that we're testing especially as part of Alpha 2 that we'll likely be testing and want to get player feedback on as it relates to curbing the AoE approach of most raid comps; and a lot of different games have done a lot of different things to achieve that. We're going to be testing a lot of these different directions and finding which works best for Ashes.[179] – Steven Sharif
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Aegis | ![]() |
Instantly dispels all negative effects on the caster, then creates a protective dome behind the tank for 15 seconds, transferring 50% of all damage received by targets within the area to the tank instead. All targets within the cone also receive increased status effect resistance for the duration.[180] | ||
Airstrike | ![]() |
Leap forward in the direction the character is facing, raining down three projectiles that deal AoE damage and roots enemies in its path. The root effect is nature based.[54] | ||
Black Hole | ![]() |
Summon a black hole at the target location that reduces movement speed of enemies in the area.[181][68][182] | Increased duration.[181][183] | Explodes for area damage upon expiration.[181][183] |
Blizzard | ![]() |
Channel a massive blizzard around you, raining a barrage of hail shards upon your enemies while channeling. Each shard impact deals ice damage in a small area around it. All enemies in the blizzard also accumulate a stack of Chilled periodically. Activate the ability again to end the channel early.[57][58] | - | - |
Chain Lightning | ![]() |
Release a powerful streak of lightning that hits your primary target and then chains outward to all nearby enemies from that target, dealing lightning damage and applying 3 stacks of Electrified to each target hit.[36][37][38] | - | - |
Cone of Cold | ![]() |
Blasts a cone of cold in front of the caster, dealing ice damage and applying a stack of Chilled to each enemy hit. The blast also leaves behind a field of ice mines that explode on proximity contact, causing additional ice damage and Chilled stacks to nearby enemies.[59][60] | - | - |
Fissure | ![]() |
Calls forth a series of jagged spikes of earth in a line in front of the caster, dealing earth damage and applying two stacks of Earthen to each enemy hit along its path, and then launching them in the air.[61] | - | - |
Hallowed Ground | ![]() |
Fills the surrounding area with radiant energy that damages enemies.[184][68][185][186][187] | The area provides a healing aura for allies.[184] | Allies within the area will receive boosted magical defense. Enemies within the area will deal less physical damage.[184] |
Inciting Strikes | ![]() |
Slashes twice in a forward cone while adding additional threat.[64] | ||
Lava Storm | ![]() |
Creates a field of lava at the selected location. Deals area damage over time.[68][188][189] | Increased damage. Increased duration.[188][70] | Increased damage. Increased duration.[188][70] |
Magma Field | ![]() |
Erupts the earth at target location, forming a boiling pool of lava that deals fire damage to enemies per tick while periodically applying a stack of Burning to enemies within the area.[65] | - | - |
Meteor | ![]() |
Conjures a massive flaming rock before sending it hurling toward target location. Upon impact, it deals major fire damage while knocking foes flying, and then continues to roll forward for its remaining distance, dealing additional fire damage while applying stacks of Burning to enemies along its path.[66] | - | - |
Meteor Storm | ![]() |
Summons forth a Meteor Storm, dropping 3 meteors in the target location.[67][68][69] | Adds an extra meteor.[67][70] | Adds an extra meteor.[67][70] |
Prismatic Beam | ![]() |
Spawns a giant prismatic beam of energy that can be aimed around you. Deals large damage to enemy targets.[71][68][72] | Increased damage.[71][73] | Snares hit targets.[71][74][73] |
Slumber | ![]() |
Applies the sleeping condition to targets affected within a small area around the primary target, rendering them unable to move or take any action. Any damage dealt to a sleeping target will break the effect.[48][49] | - | - |
Whirlwind | Damages targets in range and applies a stagger effect.[190] |
主要技能

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.[191] – 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.[192] – Steven Sharif
主要技能 (class abilities) are based on a player's archetype.[117] Players can personalize their primary skills with augmentation from a secondary archetype.[193][117][194]
- 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.[195] – Steven Sharif
- Each secondary archetype offers four different schools of augmentation.[196][197][193][198] Each augment school affects a primary archetype's skills in different ways.[199]
- 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.[193][199]
- Each augmentation has a level requirement.[200]
- Augments do not cost skill points.[201] It was previously stated that certain augments will have more expense required on the skill point side.[200]
- 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.[200] – 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.[203]
- The progression system for augments is very similar to the class progression system.[204]
- Changing the augmentations on your skills will require you to go to a NPC in a 村莊 node or higher.[205]
- Some spell colors and general FX change based on augments.[206]
- Active skills could look totally different after an augment gets applied.[207]
- Outside of class-specific skills there may be a subset of universal skills, such as active block and dodge.[133]
- Class skills are not affected by the type of weapon that is equipped.[32]
主要技能 in Alpha-2 are expected to be very different to those in Alpha-1.[208]
- 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.[208] – Steven Sharif
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.[27] – 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.[210][211][212][213]
- It will not be possible to max all skills in a skill tree.[213]
- 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.[214]
- Players are able to reset and reallocate their skill points.[215]
- Augments do not cost skill points.[201] It was previously stated that certain augments will have more expense required on the skill point side.[200]
- 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.[3] – Steven Sharif
主動技能
- 可以放在技能欄中的技能數量有限 (少於30)。[4]
- 將有選項添加多個技能欄。[3][218]
- 例如一個鬥士將會因為選擇了不同主動技能,而與其他鬥士不同。[4]
- 透過選擇不同技能,玩家可以專注於Tab 鍵鎖定技能、動作指向技能或兩者混合,塑造自己的戰鬥體驗。[17]
- 角色升級時不會習得新技能,玩家需要自行選擇想要習得的技能。[214]
- 技能數量不會多得令人措手不及。[219]
There will be multiple hot-bars that you obviously have available, because you're going to have consumables, you're going to have active skills and whatnot. But the number of active skills are not going to overwhelm necessarily the character and be irrelevant especially at certain stages.[3] – Steven Sharif
Universal skills
Outside of class-specific skills there may be a subset of universal skills, such as active block and dodge.[133]
- The developers will be testing the use of separate energy mechanics for universal skills in Alpha-2.[135]
- Universal skill progression may align with a player's passive skill tree.[133]
- 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.[133] – Steven Sharif
大招
Ultimate skills are very powerful skills that can be used when enough focus has been accumulated from using the 武器使用連擊系統.[220]
- None -
元素技能
The idea behind magic is you're manipulating the elements. They don't just have to be fire, ice, water and air. They can be darkness, they can be light, they can be planar; a lot of different types of "elemental influences".[221] – Steven Sharif
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Airstrike | ![]() |
Leap forward in the direction the character is facing, raining down three projectiles that deal AoE damage and roots enemies in its path. The root effect is nature based.[54] | ||
Ball Lightning | ![]() |
Creates a large ball of highly charged electricity that travels slowly forward, dealing rapid periodic lightning damage to enemies it overlaps with and applying an Electrified stack to targets with each hit.[55][56] | - | - |
Blizzard | ![]() |
Channel a massive blizzard around you, raining a barrage of hail shards upon your enemies while channeling. Each shard impact deals ice damage in a small area around it. All enemies in the blizzard also accumulate a stack of Chilled periodically. Activate the ability again to end the channel early.[57][58] | - | - |
Cone of Cold | ![]() |
Blasts a cone of cold in front of the caster, dealing ice damage and applying a stack of Chilled to each enemy hit. The blast also leaves behind a field of ice mines that explode on proximity contact, causing additional ice damage and Chilled stacks to nearby enemies.[59][60] | - | - |
Elemental Empowerment | ![]() |
Whenever you cast an elemental spell, your weapon attacks deal additional damage of that spell's element and apply a stack of the corresponding elemental status effects to targets hit. Casting a spell of a different element switches this effect to the new element.[151][222] | - | - |
Fireball | ![]() |
Instantly hurl a ball of fire toward your target, dealing fire damage and applying one stack of Burning to target on impact.[39] | - | - |
Fissure | ![]() |
Calls forth a series of jagged spikes of earth in a line in front of the caster, dealing earth damage and applying two stacks of Earthen to each enemy hit along its path, and then launching them in the air.[61] | - | - |
Frostbolt | ![]() |
Launch a bolt of frost towards your target, dealing ice damage and applying two Chilled stacks to the target on impact.[40][41] | - | - |
Lava Storm | ![]() |
Creates a field of lava at the selected location. Deals area damage over time.[68][188][189] | Increased damage. Increased duration.[188][70] | Increased damage. Increased duration.[188][70] |
Lightning Strike | ![]() |
Call down a bolt of lightning upon your target, dealing lightning damage and applying two stack of Electrified to the target.[42][43] | - | - |
Magma Field | ![]() |
Erupts the earth at target location, forming a boiling pool of lava that deals fire damage to enemies per tick while periodically applying a stack of Burning to enemies within the area.[65] | - | - |
Meteor | ![]() |
Conjures a massive flaming rock before sending it hurling toward target location. Upon impact, it deals major fire damage while knocking foes flying, and then continues to roll forward for its remaining distance, dealing additional fire damage while applying stacks of Burning to enemies along its path.[66] | - | - |
Thundershock | ![]() |
Shoots forward a beam of lightning that damages enemies in a line in front of you.[76][68][77] | Increased damage.[76][78] | Now knocks down hit targets.[76][78] |
平衡
Balancing in Ashes of Creation is group focused not based on 1v1 combat.[223][224]
- 1v1 matchups will have a rock-paper-scissors dynamic, where one class will be superior to another.[224]
- 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.[224] – Steven Sharif
- Alpha-1 testing was focused on core functionality rather than combat balance.[8]
- Alpha-2 testing will begin to focus on balancing once populations and encounters have been put in place and are deep in testing.[225]
- 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.[225] – Steven Sharif
The sixty four (64) classes are partitioned into eight primary archetypes. Balancing of active skills only relates to these eight primary archetypes.[223][226]
- 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.[196][197][193][226][198]
- 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.[223] – 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.[223] – Jeffrey Bard
- Certain secondary archetypes are capable of "bridging the gap" between their counterpart.[227]
- 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.[227] – Steven Sharif
角色定位
Ashes of Creation has the traditional trinity of 坦克, DPS (damage dealers) and Support (healer or non-healer) roles.[228][229][230]
- 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.[231] – Steven Sharif
- Although traditional roles are present, players should not feel branded by their primary archetype.[229][230]
- Skill augments available through the class system allow characters to be personalized outside of their primary role.[229][230][231]
- Players can also double down on their archetype choice to strengthen their primary role.[229][230]
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.[232]
- 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.[232]
- Increasing difficulty ratings inspire more of a traditional vertical power progression that is common in other MMOs.[232]
- 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.[232] – 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.[233]
- 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.[233] – Steven Sharif
角色威力膨脹
The developers intend to limit power creep via item sinks, the lack of gear binding, and the absence of pay-to-win or pay-to-convenience in Ashes of Creation.[234]
武器使用連擊系統
This is a single Target projectile attack that applies two stacks of Chilled to the enemy; and then after that hit him with a few wand attacks. Now you'll see that you've gotten a Frozen status effect on him and then he timed that really well there... in that very last frame you'll see that he hit him with a lightning effect... So that's a good way to get your burst damage if you're rotating your spells and your elements the correct way.[40] – Keenan Reimer
The ability for for a spell Caster or just any player with their archetype having the option to weave in-between those rotations and those spells and to create successful combinations within their kit that you amplify the DPS or the status conditions or the control effects, or whatever it is your is your end goal. Having a rotation that emphasizes your ability to succeed or fail in those combos I think is compelling from a gameplay perspective.[236] – Steven Sharif
A weapon use combo system (also referred to as Weapon attack combo, Weapon combo, Combo system[237], and Weapon use ability[238]) is utilized instead of a traditional auto-attack ability in Ashes of Creation.[239][237][240]
- The combo system consists of a sequence of combat animations based on the weapon type, referred to as a combat animation montage.[153]
- Combos are triggered by performing basic weapon attacks (default Q or left-mouse-click).[155]
- Let's say for example you're using a two-handed warhammer or something and you have a number of weapon combos that play animation style based on how many combos deep you go into an attack with that warhammer. So the first is going to be like a forward swing. Second is going to be a back swing. The third is going to be swing down and the fourth is going to be some twirl that you do; and that's what we call the combo animation montage.[153] – Steven Sharif
- This system plays heavily into the weapon skill trees, which are planned for Alpha-2 and beyond.[241]
- The way that the weapon skill tree works is that at different stages of that combat montage you have available procs that can occur. The first swing might be a small stagger that decreases your opponent's accuracy by 15, that could be a proc that you could that you could spec into that decrease in accuracy- might be a status condition called stagger or bewildered or whatever- and that might exist for three or four seconds. Your second option from a skill tree perspective might be on the swing back. You have some type of tapering slow effect that lasts over three seconds- some type of tapering snare; and then the third step strike down might be some potential one second stun status modifier; and each of these you can spec into additional points to increase the chance that these proc.[153] – Steven Sharif
- Depending on class skill choice these effects will have synergy effects with the combat montage.[153]
- Depending on what your class skill choice has been those are going to have synergy effects with the weapon skill tree. So my skill called spin-to-win might do 30 additional damage on a staggered target. So I see when my proc occurs with the stagger effect on my first swing, like for me as a player I might be only interested in landing that first swing, so every now and then I'm gonna swing once and then I'm gonna use a skill and then I'm gonna come back and swing again because that'll play my first swing montage, because it's been interrupted. So I won't move to the second one because I'm really just wanna hit that stagger effect. So that's going to be how my rotation lines up. However I might have some skill that on a stun target it might be an immediate cast and it's like some power you push or power hit; and that does- it knocks back a stun target. So if the target's stunned when this skill plays, it has an added effect of knock down and now they're gonna get knocked down for an additional two seconds. Now I might spec into that and as a result I want to finish through: swing, swing, and then knock down. So I get my chance at stunning that target with that weapon skill.[153] – Steven Sharif
- 武器成長 such as set bonuses may change at what level any proc effects occur and therefore enable different combo rotations.[153]
- You may have items or set bonuses that change at what level those proc occurs. So I may have a full set of battle armor that changes all third hit combo procs to second hit requirements and now I have a chance not only on my second hit to land that tapering slow but I also have a chance to land my one second stun proc because I have the full set that changes my weapon progression. So that's the way itemization works with your weapon skill tree, is you can enhance when those weapon skill trees become available in your combat montage and that can be a relevant factor in how your skill rotations come to play; and mixes with your weapon attacks.
- Weapon skill choices and rotations will vary based on whether the player is more focused on PvP or PvE.[153]
- Right now some people might just say, "I don't care at all about my weapon attacks. I'm not going to invest a lot of points into that. And if I do, it's going to be primarily PvE focused where I'm more comfortable using just swinging my weapon, and I may not use them as much in PvP. I'm just going to be focused on skill rotations." That's okay, but the reason for those skill montages- back to your question- is they have a very relevant role in when certain procs come online from a weapons skill tree perspective.[153] – Steven Sharif
- Using a skill/ability other than a basic attack will in general reset the combo.[155]
- The developers are considering specific abilities might be able to be used without resetting the combo system.[155]
It acts similar in the sense of the core loop of what an auto attack is so to speak; where typically your other skills have a cooldown period, they have a rotation or whatever: Our combo system is a repeatable skill effect that you can continually attack with but it's a little bit more involved than what a traditional auto attack is; and it has components from a from an advancement standpoint when it comes to the types of procs that your weapon can have during that combo system... It's not going to have the quick time event that you guys saw early on in PAX and gave great feedback on, but it is going to have development with regards to the power of the weapon the type of weapon you're using, the additional proc effects that you can skill into: Those types of things are going to make it a little bit more complex of a system capture.[237] – Steven Sharif
武器類別

Weapon classes (also referred to as weapon types and weapon groups) in Ashes of Creation.[13]
- Blunt weapons
- Slashing weapons
- Piercing weapons
武器切換
武器切換 is possible while in combat but armor cannot be swapped while in combat.[244][245][33][152][154][246]
- You may not swap armor when you're in combat, but you may swap your weapons; and there's obviously a few reasons of why this can be important: We're a itemization agnostic class design, so players equip with items that there are most necessary based on the adversary or the challenge that they're facing; and so we want that to be available for players to swap with weapons.[244] – Steven Sharif
- Previously it was stated that swapping weapons (from inventory) into a hand or range slot is not possible in combat.[245] Prior to this, weapon swapping was said to be subject to a cooldown period (in the range of a few seconds) following any damage taken or done by the player.[247][248]
大型副本機制
大型副本 contain intricate combat mechanics.[249]
- Multiple phase boss fights.[249]
- Adds.[249]
- Random oriented skill usage.[249]
- Telegraphed animations, but no obvious telegraphed templates on the ground.[249]
- Fights will require location, mobility and strategy.[249]
- Combat itself will be pretty intricate mechanics-wise. We're going to have different phases of the bosses, there's going to be a lot of adds stuff, there's going to be random oriented skill usage. We're not going to have telegraphed templates on the ground, but we will have telegraphed animations, so it's going to be location, mobility, strategic. It will be something that can not be repeatable in the exact same way from raid to raid, but has a variance between the combat, so raiders are going to have to be fluid in thinking on their feet.[249] – Steven Sharif
Boss mechanics may be affected by changes in climate or time of day.[250]
預警
In specific circumstances there will be telegraphs (tells) to communicate something that's happening.[251]
- Animation tells.
- Templates.
大型副本頭目列表
- Brood Queen
- Elder Dragon of Flame
- Elder Dragon of the Tundra
- Elder Dragon of the Wood
- Negalith
- Tumok the Wretched
角色死亡

We don't have deleveling, instead what we have is experience debt. Now the more experience debt you accrue, the greater the detriment to your character; not to the point where you can not get out of the debt. There will always be a way forward to remove your debt.[253] – Steven Sharif
玩家死亡時會化為灰燼。灰燼中包含玩家因死亡懲罰而掉落的物品。[254][255][256][257] 任何玩家都可以即時拾取灰燼。[254] 拾取灰燼不會觸發玩家標記。[258]
- 非戰鬥員 (綠色玩家) 死亡時,將遭受一般懲罰,包括:[256]
- When players die and they take durability loss, our durability loss isn't like other games where it's a gold sink so to speak. It's a combination of both a gold sink and a material sink. So in a sense, even if you only have completed items, when you take that durability loss you are losing out on materials. It's just a debt to the materials that you are losing instead of the active loss of that material in your inventory. So now you are accruing a material debt if you want to repair and increase again the performance of those particular items that take that durability loss.[261] – Steven Sharif
- 戰鬥員 (紫色玩家) 遭受的死亡懲罰是非戰鬥員一半。[256]
- 腐化 (紅色玩家) 遭受的死亡懲罰是非戰鬥員四倍,並根據目前的腐化值,有機會掉落背包內或裝備中的物品。[265] 包括:[265][256]
滿等角色死亡時將損失約 2-3% 總經驗值 (未定)。[271]
- As of May 28, 2021, the experience debt in Alpha-1 testing is "completely off mark" and will either be changed or disabled prior to the next spot test.[271]
死亡懲罰將不適用於存在特定目標的活動 (例如商隊、公會戰、節點戰)。[272]
- There will not be death penalties applied to event-based deaths. The penalties are in the outcome of the event. So your number of deaths is likely going to impact your ability to win that particular event and that's going to be the penalty. This is it to encourage players to opt in to the events right because the more participation we have the more fun it can be; and we understand that the community at large- there's already a risk versus reward component to these events. We don't need to stack on additional risk versus reward to inhibit kind of- to increase the barrier to entry for players who may not be as interested.[272] – Steven Sharif
騎乘戰鬥
坐騎能力和數值
龍
龍是擁有強大的戰鬥能力的史詩級飛行坐騎,技能包括範圍噴火攻擊、俯衝飛行攻擊等等。[282][283]
The dragon will have a lot of capability in PvP. It's primarily its purpose, because as it relates to Castles and the sieges they're in, or Nodes and the sieges they're in. We want dragons to have large scale ramifications against player raids.[283] – Steven Sharif
戰鬥寵物
戰鬥寵物 (also referred to as Item pets or Universal combat pets) may be acquired by any archetype.[284]
- Combat pets have a horizontal progression, not a vertical one. Unlike Summoner summons, combat pets do not increase a player's power, but instead require a sacrifice from the player.[284][285][286]
- Combat pets may be tamed from certain creatures in the world.[287]
- Combat pets are categorized by class and will adhere to a simple trinity structure (Tank/DPS/Support).[285]
- Combat pets will also be categorized into different rarities.[285]
- Combat pets may not be able to be summoned in certain dungeons, instances or other spaces.[289]
- It will participate in combat. It will allow you different options sometimes, but it won't necessarily increase your power and... you'll be sacrificing something for it.[286] – Jeffrey Bard
海戰

Sailing will be pretty in-depth and it's going to be based on the size of the ship that you're using. So there will be components for seamanship that other players you will need to have on board if you want to operate a vessel to the best of it's abilities: Let's say in combat or traversing just the world.[291] – Steven Sharif
船舶 are owned by the player who has the ship item in their inventory. Only that player can summon the ship.[292]
- Ship creation is generally delegated to players. There won't be many non-player-owned ships.[293]
- For the most part all ship creation will be delegated to the player. You have to build up a ship or find somebody who has one if you want to get across the seas.[293] – Steven Sharif
- Permissions will be present to allow other players to access ship functions who are in the same party or raid, such as weapons, anchors, utility items, and the ship's helm to navigate the ship.[292]
- Players will have quests that navigate them toward creating a personal vessel at around level 10-15.[295]

This is one of the Alpha-2 raid bosses that are going to be in the ocean. That'll be interesting when you come across that, what might happen. Good luck. We should have added a scale there because yeah, it's a big boy. The number of ships needed for that one's going to be a lot.[296] – Steven Sharif
海戰 involves different types of 船舶 with varying capabilities, armaments and roles to play out on the high seas. There will be a balance and counterbalance between ships from PvP and PvE perspectives.[296][297]
- 海上 PvP is between ships.[297]
- 海军 PvE includes open sea raids and sea-based bosses.[296][297]
- Certain ship classes and components may support ramming of other vessels or raid bosses.[298]
- Damage done by ship weapons such as potion launchers will generate threat.[299]
- Characters can also use ranged skills during naval combat. Taunts and other threat generation skills can be utilised for tanking at sea.[299]
- Coastal points of interest, such as harbors, offer objective-based naval gameplay during node sieges.[300]
- There is a castle located on an island that is only able to be affected by naval combat.[300][301]
- Battles at sea will be epic. They will have some supreme rewards and/or losses if the battle succeeds or fails.[302] – Steven Sharif
- Naval combat allows ships to be hijacked, destroyed and looted, but it doesn't allow the attackers to permanently keep the ships.[303]
- Q: Will there be a way to produce enough experience for a node for those who want to spend the majority of their time on the open seas?
- A: The open seas have have a good amount of content; and that content when completed will give its contribution to a nearby node; and that is something that people who live on the sea, or desire to live on the sea, will be able to um contribute in a way.[304] – Steven Sharif
插件/傷害統計
Addons, DPS meters, and threat meters will not be supported.[305][306][307]
- My decision is not to allow DPS meters nor add-ons. I feel we have adequate measures in place to prevent a majority of potential third party trackers. I know this subject has passionate voices on both sides and I respect the various opinions and positions many of you have expressed.[306] – Steven Sharif
- The developers do not want addons/mods to be necessary to experience the game.[308]
- The developers believe that DPS meters (parsers) can cause toxicity and other negative behaviors.[305][309][307]
- What role DPS meters provide in online communities that I've noticed in the past my experiences: they can be a bit toxic, they can be a bit exclusionary; and that's why we don't want the DPS meters.[305] – Steven Sharif
- Threat meters will also not be present in the game. There will instead be visual in-game queues to indicate threat.[305]
- Meters in my opinion are a removal from the the game immersion; and what I mean by that isn't necessarily even the fact that having the meter takes you out of the game per-se, but it is- there's a lot of diegetic approach that you can take that doesn't rely on UI elements like a meter to indicate how you should do a thing; and when you're not utilizing those types of meters you can do different types of strategies and encounter design. You can have things that can be more subtle and aren't going to be immediately given away by a meter indicating something; and that's the type of gameplay that we think that I believe we want to emphasize; and for that reason, we're not going to be including threat meters. What we will be including however are animation indicators. We're going to be including ability indicators to show the tank "hey I might be losing aggro here." I'm observing in the world these immersive elements that are not tied to any specific type of UI, but indicate to me that this monster might be moving off to attack somebody else in a very immediate future; and now I should be using the abilities that I'm saving to regain that aggro, or to lock them down with a taunt or something. That to me is a bit more representative of the type of gameplay we want to to bring in our encounter design.[305] – Steven Sharif
- There will be integrations available for streaming services such as Twitch and a few other services, but it's not something that will be exposed through an API just yet.[310]
- The design of the game API is still under consideration.[311]
戰鬥記錄
There are combat logs in Ashes of Creation.[312]
We will be providing combat data for individual players in their chat window, that players can filter and analyze for themselves. The goal is to mitigate and make the practice less prevalent through the ease that DPS meters provide. Also to place actionable enforcement for players who attempt to circumvent the decision by use of 3rd party programs, for which we will be monitoring.[313] – Steven Sharif
Floating combat text
Damage you take, which is indicated in this red number, floats towards your left-hand side; and when you do damage to a target they float to your right-hand side. Now one of the very important aspects of these floating texts is providing the player with customization options that they can adjust the size of the floating text. They can adjust the color composition on how these texts are represented. They can also include damage icons to indicate the ability that's used for those floating texts; and importantly we also call out the crits that you do in a separate way: how they pop in they're slightly above the other number; and then more so, we also have additional functionality for cumulative damage.[314] – Steven Sharif
Floating combat text shows damage taken, damage dealt, cumulative damage, crits, heals, XP gained, and other important combat indicators.[314]
- Damage taken appears in red and floats to the left.[314]
- Damage dealt appears in yellow and floats to the right.[314]
- Crits appear larger and are slightly above the other numbers.[314]
- XP appears in white and is slightly lower on the UI.[314]
Floating combat text is able to be customized by the player.[314][315]
- Color composition.[314][315]
- Text size and boldness.[314]
- Damage icons to indicate the ability used.[314]
- Providing maximum flexibility and player customization options for these floating texts I think is super important.[314] – Steven Sharif
陣營
Ashes of Creation 沒有預設的陣營。[316]
- 但會有虛擬陣營 (臨時陣營)。[317]
我們讓玩家參與這些非強迫性衝突,是敵是友,自行定奪。[317] – Steven Sharif
因為我們沒有區分陣營,玩家需要有能力選擇做「壞」事或「好」事,所以我們必須提供大量壞事給玩家參與。[318] – Steven Sharif
影片
- 2018-04-04 Video - PAX East Pre-Alpha Gameplay
- 2018-08-17 Video - Ashes of Creation Apocalypse - First Look at Action Combat
- 2018-09-01 Video - Ashes of Creation Apocalypse Alpha Gameplay
- 2019-03-08 Video - Ashes of Creation Apocalypse Castle Siege Gameplay
- 2022-06-30 Video - Ashes of Creation Alpha Two Basic Melee Weapon Attack Update
- 2022-09-30 Video - Ashes of Creation Alpha Two Basic Ranged Weapon Attack Update
- 2022-12-02 Video - Ashes of Creation Alpha Two Night and Day and Other Heavenly Things
- 2023-01-27 Video - Alpha Two Tank Preview
- 2023-03-31 Video - Alpha Two Story Arc Systems Preview and the Lore of Carphin
社群指南
其他
引用
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- ↑ 48.0 48.1 48.2 影片, 2023-04-28 (17:22).
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- ↑ 53.0 53.1 53.2 53.3 直播, 2023-04-28 (55:55).
- ↑ 54.0 54.1 54.2 影片, 2022-09-30 (15:28).
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- ↑ 57.0 57.1 57.2 影片, 2023-04-28 (9:22).
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- ↑ 63.0 63.1 63.2 影片, 2023-01-27 (10:27).
- ↑ 64.0 64.1 64.2 影片, 2023-01-27 (6:41).
- ↑ 65.0 65.1 65.2
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- ↑ 69.0 69.1 影片, 2020-12-23 (1:46).
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- ↑ 71.0 71.1 71.2 71.3 71.4 71.5 Alpha-1 screenshot.
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- ↑ 73.0 73.1 73.2 73.3 直播, 2017-10-16 (42:42).
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- ↑ 75.0 75.1 影片, 2023-01-27 (5:07).
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- ↑ 77.0 77.1 77.2 影片, 2020-12-23 (0:40).
- ↑ 78.0 78.1 78.2 78.3 78.4 78.5 直播, 2017-10-16 (39:15).
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- ↑ 81.0 81.1 直播, 2021-03-26 (1:11:25).
- ↑
- ↑ 83.0 83.1 影片, 2023-04-28 (20:57).
- ↑ 84.0 84.1 直播, 2023-04-28 (59:52).
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- ↑ 86.0 86.1 訪談, 2018-10-20 (3:25:46).
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- ↑
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- ↑ 訪談, 2018-10-20 (3:25:31).
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- ↑ 95.0 95.1 95.2 直播, 2020-06-26 (1:28:10).
- ↑ 96.0 96.1 直播, 2017-07-28 (1:34:55).
- ↑ 97.0 97.1 直播, 2017-07-28 (23:20).
- ↑ 98.0 98.1 訪談, 2018-05-11 (2:45).
- ↑ 直播, 2017-05-22 (51:00).
- ↑ 直播, 2020-07-25 (1:33:37).
- ↑ 直播, 2020-01-30 (1:40:48).
- ↑
- ↑ 直播, 2021-01-29 (1:21:01).
- ↑ 104.0 104.1 104.2 直播, 2022-06-30 (46:30).
- ↑ 105.0 105.1 105.2 直播, 2022-12-02 (59:47).
- ↑ 直播, 2020-04-30 (1:17:13).
- ↑ 107.0 107.1 直播, 2017-05-08 (43:30).
- ↑ 108.0 108.1 直播, 2021-12-23 (55:32).
- ↑ 影片, 2021-12-23 (23:53).
- ↑ 110.0 110.1 直播, 2022-10-14 (48:45).
- ↑ 111.0 111.1
- ↑ 直播, 2020-06-26 (1:30:40).
- ↑ 113.0 113.1 直播, 2022-06-30 (49:42).
- ↑ 直播, 2022-09-30 (51:28).
- ↑ 影片, 2023-04-28 (4:40).
- ↑
- ↑ 117.0 117.1 117.2 117.3
- ↑ 直播, 2022-10-28 (1:29:48).
- ↑ 119.0 119.1 119.2 119.3 直播, 2022-06-30 (42:29).
- ↑ 影片, 2017-05-25 (0:02).
- ↑ 121.0 121.1 直播, 2021-07-30 (1:11:29).
- ↑ Reddit - Developer response to unique ability visuals.
- ↑
- ↑ 直播, 2018-05-04 (51:57).
- ↑ 直播, 2017-12-15 (1:35:38).
- ↑ 直播, 2023-05-31 (1:10:08).
- ↑ 影片, 2021-12-23 (7:05).
- ↑ 128.0 128.1
- ↑ 訪談, 2020-03-27 (15:20).
- ↑ 130.0 130.1 130.2 130.3 直播, 2023-01-27 (1:06:02).
- ↑ 131.0 131.1 直播, 2022-06-30 (51:17).
- ↑ 132.0 132.1 直播, 2020-01-30 (1:34:12).
- ↑ 133.0 133.1 133.2 133.3 133.4 133.5 直播, 2021-11-19 (50:38).
- ↑ 直播, 2020-06-26 (1:24:06).
- ↑ 135.0 135.1 135.2 直播, 2022-12-02 (1:05:08).
- ↑ 136.0 136.1 影片, 2023-01-27 (35:51).
- ↑ 137.0 137.1 137.2 影片, 2022-12-02 (34:41).
- ↑ 138.0 138.1 138.2 影片, 2022-12-02 (16:55).
- ↑ 139.0 139.1 139.2 139.3 影片, 2023-01-27 (40:24).
- ↑ 直播, 2023-01-27 (15:22).
- ↑ 直播, 2023-01-27 (1:13:29).
- ↑ 直播, 2021-09-24 (1:22:46).
- ↑ 直播, 2020-06-26 (1:19:50).
- ↑
- ↑ 145.0 145.1 影片, 2022-06-30 (20:29).
- ↑ 146.0 146.1 影片, 2022-06-30 (21:19).
- ↑ 147.0 147.1 直播, 2022-06-30 (53:33).
- ↑ 直播, 2020-12-22 (1:12:56).
- ↑ 149.0 149.1 149.2 149.3 149.4 直播, 2017-05-24 (45:12).
- ↑ 150.0 150.1 直播, 2020-06-26 (1:50:01).
- ↑ 151.0 151.1 影片, 2023-04-28 (14:55).
- ↑ 152.0 152.1 152.2 Podcast, 2021-09-29 (40:50).
- ↑ 153.0 153.1 153.2 153.3 153.4 153.5 153.6 153.7 153.8 153.9 Podcast, 2021-09-29 (47:57).
- ↑ 154.0 154.1 訪談, 2018-05-11 (16:32).
- ↑ 155.0 155.1 155.2 155.3 直播, 2020-02-28 (1:10:21).
- ↑ 直播, 2022-09-30 (46:17).
- ↑ 直播, 2017-10-16 (25:56).
- ↑ 直播, 2018-02-09 (28:17).
- ↑ 直播, 2019-11-22 (1:06:25).
- ↑
- ↑ Podcast, 2018-08-04 (1:11:52).
- ↑
- ↑ 163.0 163.1 163.2 直播, 2021-04-30 (1:08:10).
- ↑
- ↑
- ↑ 影片, 2022-12-02 (18:26).
- ↑ 167.0 167.1 167.2 Alpha-1 screenshot.
- ↑ 影片, 2021-02-09 (0:37).
- ↑ 169.0 169.1 169.2 直播, 2020-07-31 (1:14:26).
- ↑ 170.0 170.1 直播, 2023-01-27 (1:04:34).
- ↑ 171.0 171.1
- ↑ 172.0 172.1 172.2 直播, 2023-02-24 (1:25:11).
- ↑
- ↑ 直播, 2017-10-16 (21:48).
- ↑ 直播, 2017-05-17 (1:05:11).
- ↑ 直播, 2019-06-28 (1:19:00).
- ↑ 直播, 2017-05-30 (16:25).
- ↑ 178.0 178.1 178.2 直播, 2018-12-06 (48:52).
- ↑ 179.0 179.1 直播, 2023-05-31 (1:11:41).
- ↑ 影片, 2023-01-27 (9:54).
- ↑ 181.0 181.1 181.2 Alpha-1 screenshot.
- ↑ 影片, 2020-12-23 (0:51).
- ↑ 183.0 183.1 直播, 2017-10-16 (42:20).
- ↑ 184.0 184.1 184.2
- ↑ 影片, 2020-11-01 (0:45).
- ↑
- ↑ 直播, 2020-03-28 (1:22:45).
- ↑ 188.0 188.1 188.2 188.3 188.4 188.5 影片, 2020-12-22 (7:36).
- ↑ 189.0 189.1 影片, 2020-12-23 (1:29).
- ↑ 影片, 2022-12-02 (22:44).
- ↑ 直播, 2017-10-16 (1:00:44).
- ↑ 訪談, 2018-08-08 (22:27).
- ↑ 193.0 193.1 193.2 193.3 訪談, 2020-07-18 (1:05:04).
- ↑
- ↑ 直播, 2020-07-25 (1:47:55).
- ↑ 196.0 196.1 Podcast, 2021-09-29 (30:04).
- ↑ 197.0 197.1 直播, 2021-06-25 (1:05:01).
- ↑ 198.0 198.1 直播, 2018-02-09 (41:56).
- ↑ 199.0 199.1 直播, 2019-12-17 (1:13:14).
- ↑ 200.0 200.1 200.2 200.3 訪談, 2020-07-18 (1:07:06).
- ↑ 201.0 201.1 Forums - Livestream Q&A 2022-08-26.
- ↑
- ↑ February 8, 2019 - Questions and Answers.
- ↑ 直播, 2019-07-26 (1:09:22).
- ↑ 直播, 2018-04-8 (PM) (20:45).
- ↑
- ↑ 訪談, 2018-05-11 (53:15).
- ↑ 208.0 208.1 直播, 2021-09-24 (1:18:06).
- ↑ 直播, 2021-06-25 (23:08).
- ↑ 訪談, 2020-07-29 (55:44).
- ↑ 訪談, 2020-07-19 (53:59).
- ↑ 訪談, 2020-07-18 (1:07:51).
- ↑ 213.0 213.1 直播, 2017-07-28 (19:05).
- ↑ 214.0 214.1 直播, 2017-11-16 (30:02).
- ↑ 訪談, 2020-07-29 (54:44).
- ↑ 直播, 2020-08-28 (1:21:03).
- ↑ 直播, 2017-05-03 (15:15).
- ↑ 218.0 218.1 直播, 2020-03-28 (1:41:42).
- ↑ 直播, 2017-05-19 (43:09).
- ↑ 直播, 2017-06-30 (29:13).
- ↑ 直播, 2018-04-8 (PM) (26:19).
- ↑
- ↑ 223.0 223.1 223.2 223.3 直播, 2020-10-30 (33:26).
- ↑ 224.0 224.1 224.2 Podcast, 2018-04-23 (59:28).
- ↑ 225.0 225.1 直播, 2022-12-02 (1:05:51).
- ↑ 226.0 226.1 訪談, 2018-10-20 (2:40:17).
- ↑ 227.0 227.1 Podcast, 2018-04-23 (1:01:01).
- ↑ Podcast, 2021-04-11 (13:30).
- ↑ 229.0 229.1 229.2 229.3 Group dynamics blog.
- ↑ 230.0 230.1 230.2 230.3 直播, 2017-05-22 (46:04).
- ↑ 231.0 231.1 訪談, 2018-10-20 (2:40:16).
- ↑ 232.0 232.1 232.2 232.3 Podcast, 2021-04-11 (54:35).
- ↑ 233.0 233.1 直播, 2023-04-07 (1:15:02).
- ↑ 訪談, 2018-10-20 (2:53:52).
- ↑ Twitter - Take a look at our new basic weapon attack combos!
- ↑ 影片, 2023-04-28 (16:35).
- ↑ 237.0 237.1 237.2 直播, 2020-01-30 (1:28:40).
- ↑ 直播, 2018-01-18 (22:46).
- ↑ 直播, 2022-09-30 (43:45).
- ↑
- ↑ 直播, 2021-09-24 (1:19:17).
- ↑ 直播, 2021-08-27 (1:04:30).
- ↑ 直播, 2023-04-28 (39:06).
- ↑ 244.0 244.1 直播, 2023-04-28 (51:16).
- ↑ 245.0 245.1 直播, 2022-09-30 (51:09).
- ↑ 直播, 2017-07-28 (34:32).
- ↑ 訪談, 2020-07-18 (1:03:45).
- ↑ 直播, 2019-05-30 (1:15:58).
- ↑ 249.0 249.1 249.2 249.3 249.4 249.5 249.6 直播, 2018-04-8 (PM) (1:14:01).
- ↑ 直播, 2022-05-27 (1:14:46).
- ↑ 直播, 2017-05-22 (49:38).
- ↑ 直播, 2020-03-28 (1:58:24).
- ↑ Podcast, 2018-04-23 (49:21).
- ↑ 254.0 254.1 直播, 2021-03-26 (1:07:33).
- ↑ 255.0 255.1
- ↑ 256.0 256.1 256.2 256.3 256.4 256.5 256.6 256.7 256.8 Podcast, 2017-05-05 (43:05).
- ↑ 257.0 257.1 訪談, 2020-07-18 (27:11).
- ↑ Podcast, 2021-04-11 (34:41).
- ↑ 直播, 2017-05-19 (13:37).
- ↑ Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
- ↑ 261.0 261.1 訪談, 2021-02-07 (13:14).
- ↑ 訪談, 2020-07-29 (16:46).
- ↑ 263.0 263.1 直播, 2021-01-29 (1:24:27).
- ↑ 直播, 2018-09-27 (47:46).
- ↑ 265.0 265.1 265.2 訪談, 2020-07-18 (41:54).
- ↑ 直播, 2017-11-17 (35:20).
- ↑ 訪談, 2018-05-11 (15:41).
- ↑ 訪談, 2017-04-27 (9:28).
- ↑ 直播, 2021-06-25 (1:15:37).
- ↑ 訪談, 2018-05-11 (3:43).
- ↑ 271.0 271.1 直播, 2021-05-28 (1:50:50).
- ↑ 272.0 272.1 直播, 2020-12-22 (1:13:51).
- ↑ 直播, 2017-05-15 (36:23).
- ↑ 直播, 2017-07-28 (50:22).
- ↑ 275.0 275.1 直播, 2017-05-05 (22:44).
- ↑ 直播, 2018-04-8 (AM) (12:34).
- ↑ 277.0 277.1 277.2 277.3 訪談, 2020-07-19 (1:05:41).
- ↑ 直播, 2017-05-10 (38:27).
- ↑
- ↑
- ↑
- ↑
- ↑ 283.0 283.1 283.2 直播, 2018-04-8 (PM) (51:49).
- ↑ 284.0 284.1 訪談, 2022-01-14 (42:18).
- ↑ 285.0 285.1 285.2 直播, 2020-10-30 (1:21:14).
- ↑ 286.0 286.1 直播, 2019-06-28 (1:24:27).
- ↑ 直播, 2018-01-18 (33:09).
- ↑ 直播, 2023-02-24 (1:27:22).
- ↑ 直播, 2021-04-30 (1:10:04).
- ↑ Ashes of Creation Store: Tea transport.
- ↑ 直播, 2018-10-31 (54:21).
- ↑ 292.0 292.1 直播, 2021-05-28 (1:52:15).
- ↑ 293.0 293.1 293.2 293.3 直播, 2021-09-24 (1:26:46).
- ↑ 直播, 2023-01-27 (1:32:00).
- ↑ 直播, 2021-07-30 (1:14:04).
- ↑ 296.0 296.1 296.2 296.3 直播, 2022-03-31 (1:10:43).
- ↑ 297.0 297.1 297.2 直播, 2017-07-28 (47:53).
- ↑ 直播, 2022-04-29 (1:03:25).
- ↑ 299.0 299.1 直播, 2023-02-24 (1:23:34).
- ↑ 300.0 300.1 直播, 2022-10-14 (58:46).
- ↑
- ↑ 直播, 2019-06-28 (1:12:08).
- ↑ 直播, 2022-05-27 (1:12:33).
- ↑ 直播, 2022-12-02 (1:21:51).
- ↑ 305.0 305.1 305.2 305.3 305.4 直播, 2023-02-24 (1:19:29).
- ↑ 306.0 306.1 Ashes of Creation Forums - No Damage Meter?
- ↑ 307.0 307.1 直播, 2017-05-10 (20:02).
- ↑ 訪談, 2018-10-20 (6:29).
- ↑ 直播, 2020-04-30 (1:28:19).
- ↑ 訪談, 2018-05-11 (49:03).
- ↑ 直播, 2017-05-10 (21:41).
- ↑ Ashes of Creation Forums - No Damage Meter?
- ↑ Ashes of Creation Forums - No participation trophy.
- ↑ 314.00 314.01 314.02 314.03 314.04 314.05 314.06 314.07 314.08 314.09 314.10 314.11 影片, 2022-06-30 (16:39).
- ↑ 315.0 315.1 直播, 2021-06-25 (29:09).
- ↑ 直播, 2017-05-26 (39:36).
- ↑ 317.0 317.1 317.2 317.3 317.4 訪談, 2020-07-18 (22:26).
- ↑ 直播, 2018-04-8 (PM) (11:27).