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Ashes of Creation has the traditional trinity of Tank, DPS and Support/healer roles.[1][2]

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 begin to play with that line between the trinity is in the secondary classes that you can pick. That's where be 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.[3]Steven Sharif


Les soixante-quatres (64) classes sont décomposées en 8 principaux archétypes. L'équilibrage des compétences actives ne se fait que pour ces 8 premiers archétypes.[4]

  • Il existe 4 principaux groupes d'améliorations assignés à chaque archétype de base. L'équilibrage des améliorations se fait en fonction des groupes pour chacun des 8 archétypes principaux.[4]

L'équilibrage est un aspect tellement crucial du système de classe que nous voulons faire en sorte qu'il y ait une raison de jouer chaque combinaison.[5]Steven Sharif

On ne crée pas 64 classes pour n'en jouer que 4.[5]Peter Pilone

L'équilibrage dans Ashes of Creation est "pensé pour le jeu en groupe".[6]

Il y aura des affrontements en 1vs1 ou une classe sera supérieure à l'autre; cette implémentation devrait prendre la forme d'un pierre-papier-ciseaux . Nous voulons qu'il y ait des contres...Dans ce but il y aura un système pensé pour le jeu en groupe, où temps que la diversité de classes est présente, il y aura un équilibre. Cela demandera beaucoup de skill et de stratégie.[6]Steven Sharif

Certains archétypes secondaires pourront rattraper l'écart entre eux et la classe qui les contrent naturellement.[7]

Certains archétypes sont capables de combler l'écart avec la classe qui les dominent. Si j'ai un archétype de Tank et que l'archétype qui me domine est le mage, alors je peux prendre mage en second archétype et ainsi je peux partiellement combler l'écart de puissance; tout en ne changeant quasiment pas ma manière de jouer.[7]Steven Sharif

Class abilities

Alpha-1 placeholder skills UI.[8]

Primary skills (class abilities) are based on a player's archetype.[10] Players can personalize their primary skills with augmentation from a secondary archetype (secondary class).[10][11]

  • 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 class.[12]
  • Each secondary class offers a different school of augments. Each augment school affects a primary class' skills in different ways.[14]
    • For example: A Mage offers Teleportation and Elemental schools of augments. These augments will affect a Fighter's primary skills differently than a Cleric's.[14]
  • Choosing the same primary and secondary archetype increases focus on that archetype.[15]
  • Each skill in the primary tree has a minimum of four augment choices from the secondary tree.[16]
  • Players receive skill points as they level. These can be used to level up skills within their skill tree.[17]
    • It will not be possible to max all skills in a skill tree.[17]
  • 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.[18]
  • Changing the augmentations on your skills will require you to go to a NPC in a Village node or higher.[19]
  • Some spell colors and general FX change based on augments.[20]
    • Active skills could look totally different after an augment gets applied.[21]

You only get active skills from your primary class and that active skill could look totally different after an augment gets applied. It really depends on what the augment is.[21]Steven Sharif

Key for the augment system is that these augments are meant to demonstrate a core identity of the secondary class type you've chosen. So 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.[22]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.[23]Steven Sharif

Best-in-slot items

Best in slot weapons and armor is based on a character's role and the type of monster they are facing.[24]

Ashes of Creation Apocalypse class kits

Six classes will be present in Ashes of Creation Apocalypse castle sieges and Ashes of Creation Apocalypse horde mode.[25]

These classes relate to the trinity of classes: Tank, DPS and Support.[25][26]

  • Skills/abilities are not tied specifically to weapons in castle siege mode.[27]
    • It was previously stated that weapon skills are applied to augment a class' base skills.[28]
  • Base class skills may be able to be selected from a host of available skills for that class based on a player's progression within that season.[28][29]

We had a little bit of an idea that we're going to explore with regards to each of the classes having a range of skills and abilities that players can customize that skill kit based on their progression within a season, let's say; and that progression can be gained from any of the modes and it would grant you the ability to kind of customize that skill kit for the before the siege mode or the horde mode. But that's something that might come at a later date.[29]Steven Sharif

Ashes of Creation Apocalypse classes only apply to Ashes of Creation Apocalypse castle sieges and Ashes of Creation Apocalypse horde mode.[30]

Ashes of Creation Apocalypse healing

Healing in Ashes of Creation Apocalypse will be reticle based (action targeted).[31]

We have a few design theories on action combat and healing to began with phase one. Part of that will be the implementation of a class system into the castle siege and horde mode of phase one. Those will be kits that play out as skills available from an action perspective. You'll be able to target in proximity, basically so positioning is going to matter. Importantly, for healers being close to the individual party members you wish to heal. Additionally, you'll have reticle based healing methods. This would be a template that could be launched in that direction as a pulse of heels or augments. So there's a lot of different systems are playing with that you'll see more of when we get to those when we get to the castle siege system and the Ashes of Creation Apocalypse horde mode.[31]Steven Sharif

See also

Les références