Talk:2023-04-28 Video - Alpha Two Mage Archetype Preview

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  • 00:00
Hello everyone and welcome to another livestream in the world of Vera.
  • 00:27
I am joined today by three of our absolutely awesome developers.
  • 00:33
We have with us two regulars and one new face.
  • 00:37
One of our engineers, obviously our glorious engineers, Keenan.
  • 00:39
How you doing buddy?
  • 00:41
Good.
  • 00:42
Thanks for asking.
  • 00:43
Welcome, sir.
  • 00:44
Welcome back.
  • 00:45
It's just, let's see, last time you were on was for the tank, I believe the tank showcase,
  • 00:50
right?
  • 00:51
Yeah, that's correct.
  • 00:52
Yeah.
  • 00:53
And then we also have, I think, as well from that showcase, one of our senior designers,
  • 00:56
Mr. Trad.
  • 00:57
How you doing, buddy?
  • 00:58
Doing good.
  • 00:59
Hello, everyone.
  • 01:00
Good to see everyone again.
  • 01:02
And then we have a new face with us, one of our senior visual effects artists, Mr. John.
  • 01:07
How you doing?
  • 01:09
I'm doing really well, man.
  • 01:10
This is fun.
  • 01:11
Yeah, this is fun.
  • 01:12
This is your first time on, right?
  • 01:14
Yes.
  • 01:15
Yes, it is.
  • 01:16
And you have been doing a lot of work on the visual effects side.
  • 01:18
And today, I know many in our audience have been anticipating this early work in progress
  • 01:24
look at the Alpha 2 Mage.
  • 01:29
And we have, I'm sure, already the chat is ecstatic looking at the hot bars of abilities
  • 01:35
that we're going to be looking at today.
  • 01:37
We're not going to go through all of them, but we are going to go through, I believe,
  • 01:41
the electrical spells, some of the utilities, and some of the frost abilities, right, Trad?
  • 01:48
That's right.
  • 01:49
Yeah, we're going to be looking at a bit of an ice lightning mage.
  • 01:53
Ice will not be the only elements that you'll see on the mage, but that's what we're going
  • 01:56
to be focused on today.
  • 01:58
And just specifically some interactions between those elements and showing off how the elements
  • 02:02
can be used together to create synergies.
  • 02:04
Yes, and I know we've been talking about this, obviously, for a good amount of time and the
  • 02:08
way that kind of the class kits synergize and work together.
  • 02:12
And you guys saw a little bit of that with the tank demonstration between, I believe,
  • 02:16
two abilities had like a staggered to a knockdown promotion.
  • 02:21
Is that right, Tren?
  • 02:23
That's correct.
  • 02:24
Yeah, we're going to be diving a little bit deeper into that kind of stuff.
  • 02:26
You'll see probably three or four different interactions within this kit, and that's just
  • 02:31
the start of it.
  • 02:33
Cool.
  • 02:34
Now, we are in the Riverlands, of course, but we are...
  • 02:38
Where are we right now?
  • 02:39
I think we're at the...
  • 02:41
This is like a...
  • 02:43
What is this place called?
  • 02:46
This is the Hall of Judication, which was an Aelan, I guess, prison slash trial location
  • 02:55
that they kept criminals for court.
  • 02:59
And we're not going to go inside this location because I think it's filled with some goblins
  • 03:04
that might be a little bit beyond our pay grade.
  • 03:07
But outside, I think there are some more friendly flowers, perhaps, that we can also play with.
  • 03:16
And then maybe some rock monsters.
  • 03:18
But what I want to do before we start there is I think it would be beneficial for us to
  • 03:23
first get a kind of a base on what each of these abilities do.
  • 03:27
I know that that was something that a lot of the players really liked seeing before
  • 03:31
we actually get into some combat interactions.
  • 03:34
And then later, I'm going to let Trad show off some of the intricate combos when we kind
  • 03:41
of showcase the broader kit.
  • 03:44
But one thing I want to tell the audience is that, you know, in our previous showcases,
  • 03:50
we've tended to kind of showcase a little bit more gameplay oriented, kind of walkthroughs
  • 03:55
of zones and areas and have elements of different encounter designs and monsters and whatnot.
  • 04:02
Today we're going to really focus in on these individual abilities, their mechanics, and
  • 04:07
what it means for the broader combat design of our archetypes in Ashes of Creation.
  • 04:13
And hopefully get some good feedback from the community on this direction.
  • 04:17
And I know Keenan has some questions that he wants to talk about.
  • 04:19
And John, I know we're going to talk with him a little bit about kind of the next, I
  • 04:23
think, next edge kind of technology that we're utilizing for some of our VFX and how these
  • 04:29
abilities interact.
  • 04:30
So before we get started, let's go through these abilities one at a time.
  • 04:36
What's our first one that we have here?
  • 04:38
This is something that I think we had in Alpha 1.
  • 04:40
This was our Blink.
  • 04:41
Is that right, Tread?
  • 04:43
Yep, this is one of the ones that we've brought back.
  • 04:46
This was definitely, I would say, most of our favorite spells from Alpha 1.
  • 04:49
So we had to bring it back.
  • 04:51
Even the visuals were just awesome.
  • 04:53
So, yeah, anyone who played Alpha 1 should be pretty familiar with that.
  • 04:58
You know, I'm going to set my cooldowns to zero so I can show the abilities over and
  • 05:01
over again.
  • 05:02
So this is the Blink ability.
  • 05:04
And obviously its purpose is to close the gap, to create a gap, to reposition.
  • 05:12
Talk to me a little bit about the use case of a Blink from the Mage's kit perspective.
  • 05:17
I mean, you covered it there.
  • 05:18
It's a gap opener, gap closer, whatever you want it to be.
  • 05:21
And you know, we'll showcase some kind of that, we'll showcase that kind of gameplay
  • 05:26
and actual action once we get to the encounter section of this stream.
  • 05:32
But you'll see that Mages will probably prefer to use this spell in different ways based
  • 05:37
on how you're speccing the Mage.
  • 05:40
So if you are a more ranged based classic Mage, you'll most likely use this to create
  • 05:45
space to put between you and your opponent.
  • 05:48
But like a more melee based Mage might actually want to use this to get on their opponent.
  • 05:53
Yes, to initiate.
  • 05:55
Absolutely.
  • 05:56
That feels like the way I would use it.
  • 05:58
And then after this we have a, let me see, before we get into the combat abilities, perhaps
  • 06:05
we use, you know, actually let me show the shield.
  • 06:10
Speaking of a combat Mage, if you're in the middle of fighting, talk to me a little bit
  • 06:13
about the Shell.
  • 06:15
Yeah, this is a pretty classic Mage spell that you've probably seen before.
  • 06:21
It's just a big health shield.
  • 06:23
It absorbs a bunch of damage and it has a duration.
  • 06:26
So usually you want to time it with when you're going to anticipate taking a bunch of damage
  • 06:30
at once.
  • 06:31
And we'll show that off too in a little bit with some of our rotations that put the Mage
  • 06:36
in a little bit more danger for greater payoff.
  • 06:39
And this is kind of a short duration shell.
  • 06:42
Now obviously duration, excuse me, can be one of the parameters that are augmented by
  • 06:47
some of our augment abilities.
  • 06:49
So it could be potentially extended by an augment in the future, but it's essentially
  • 06:53
short duration for those temporary hit points.
  • 06:55
Is that right?
  • 06:56
Kind of like if you're stuck in a little bit of a bind.
  • 06:59
Exactly.
  • 07:00
Yeah.
  • 07:01
And that's the point of the duration.
  • 07:02
Like usually these health shields can be pretty strong.
  • 07:04
And so timing that is part of the balance and also part of the gameplay skill that comes
  • 07:09
into, you know, deciding when to use that and when to put it on cooldown.
  • 07:15
And then let's show off this ball of lightning.
  • 07:19
Now John, you have done a lot of work on the tech side for VFX with regards to, you know,
  • 07:25
how lightning kind of interacts with surfaces from a sticky surface perspective and, you
  • 07:31
know, just establishing what I think is a really cool even style guide and shape language
  • 07:36
for this electricity.
  • 07:37
And talk to us a little bit about what it took to create this.
  • 07:42
You know, I think one of the things that helps set Ashes apart from an effects perspective
  • 07:48
is that we want our effects to be dynamically generated.
  • 07:51
We want them to interact with the world.
  • 07:52
You know, we want them to feel like they are part of the combat.
  • 07:57
So when we come to wanting to work with something like lightning, we actually want it to seek
  • 08:02
out different things in the world and stick to them.
  • 08:06
We want it to feel like you are actually in control of that lightning, not just plastered
  • 08:10
on top.
  • 08:12
So what we've been working on are kind of behavior systems where you model the behavior
  • 08:18
of the lightning and how it should work and then, you know, those systems get put into
  • 08:24
our effects and you get a very consistent repetitive, not repetitive in like its motion,
  • 08:29
but how it behaves result from it.
  • 08:33
Yeah, I think it looks great.
  • 08:36
I love this ability too and when we get into combat you guys will see kind of its use case.
  • 08:41
I will say this is one of my favorite spells just to use not only visually but like for
  • 08:47
reasons you'll see later, but like it's a zoning tool.
  • 08:50
It's like a mobile zoning tool.
  • 08:52
It's great for applying status effects because it's hitting very rapidly.
  • 08:55
There's lots of different ways you can use this thing to your advantage.
  • 08:59
I'm sorry.
  • 09:00
This one was so much fun to make.
  • 09:02
People aren't supposed to be using it.
  • 09:04
I have cooldowns.
  • 09:05
I'm sorry.
  • 09:06
I set my cooldowns to zero so I'm launching like a whole bunch of them, but I just really
  • 09:09
love the effects.
  • 09:12
I think it's so cool.
  • 09:13
It's just fun to figure out how to get it to stick to the floor and make it actually
  • 09:17
kind of walk along, you know?
  • 09:18
Oh yeah, absolutely.
  • 09:20
Now we also have a little bit on the frost side.
  • 09:25
Let's talk about this ability and this one is a blizzard.
  • 09:32
Explain a little bit about blizzard, Keenan.
  • 09:38
Blizzard is a very complicated spell.
  • 09:41
I have thought a lot about blizzard.
  • 09:44
It rains projectiles down that deal damage but also does a fairly frequent burst that
  • 09:50
applies shield stacks.
  • 09:53
It also has a little bit of mobility into it, which is something we talked about quite
  • 09:56
a bit.
  • 09:57
We felt that it was important to maintain some control over this ability even though
  • 10:02
it's very powerful just to give players that maximal sense of agency as they are destroying
  • 10:08
the battlefield.
  • 10:09
Oh yeah.
  • 10:10
I mean, I love the visuals here as well, John, the decals on the ground with the frost and
  • 10:18
the impacting ice shards.
  • 10:23
Talk to me a little bit about how you create from a visual effects perspective these individual
  • 10:27
elements and their reusability.
  • 10:31
One of the things that's really good about working here is that we are involved very
  • 10:36
early on and we can look at the things that are going to be challenging from what design
  • 10:41
and engineering team want to build from an effects perspective and then inform them on
  • 10:46
those things.
  • 10:47
When we want really cool frost zones all over very uneven terrain that they build out cool
  • 10:54
displacements in the ground, there's not a button for that.
  • 10:59
We have to go and work really closely with tech art and figure that stuff out and then
  • 11:04
how do you make sure that the particle systems can drive those decals and they can be animated.
  • 11:11
Being part of that process very early on, working with the concept team to identify
  • 11:16
what the challenges are going to be and then really being able to communicate with those
  • 11:19
teams about how to accomplish it before it hits our desk is really powerful.
  • 11:27
I remember when you showed me your first iteration, John, I was like, how does it look when you
  • 11:31
move and you were like, what?
  • 11:35
That is definitely one of the things that you are so very good at, Keenan.
  • 11:40
You take whatever system we have designed and you find the one thing almost immediately
  • 11:45
that we didn't account for and I appreciate you for that because once we fix it, it looks
  • 11:50
so good.
  • 11:52
Absolutely.
  • 11:53
It is a very difficult process creating these abilities in a way that obviously answers
  • 12:01
the call from a design perspective in the kits that we want to create and the interconnectivity
  • 12:04
between those kits, but also establish what players want to see out of a class fantasy
  • 12:10
and the mage is a very near and dear to many people's hearts.
  • 12:15
I know it is to mine as well.
  • 12:17
There's just so much space here to create strong visual languages around the different
  • 12:22
types of magics and elements that are utilized.
  • 12:25
That's a very strong part of the Ashes of Creation class kits.
  • 12:31
So we have another ability called Cone of Cold.
  • 12:35
Talk to me a little bit, Tratt, about Cone of Cold.
  • 12:38
Yep.
  • 12:39
Ice spells have a tendency to be complicated.
  • 12:41
This is another one.
  • 12:42
So this is a cone spell.
  • 12:45
It's pretty simple in that regard.
  • 12:46
You hit enemies in front of you.
  • 12:48
You apply what is one of our elemental status effects called Chilled.
  • 12:52
It does as you would probably expect.
  • 12:54
It slows the target and it can stack for an increasing amount of slow per stack you put
  • 12:59
on them.
  • 13:00
But you might notice that there are some little crystals that it leaves on the ground there
  • 13:06
and each one of those is a proximity ice mine that if someone steps on it will explode and
  • 13:11
apply additional stacks and damage.
  • 13:13
So it's really good at creating area denial between your opponent and yourself and if
  • 13:19
you force them through it then you can count on being able to escalate your status effects
  • 13:24
a little quicker.
  • 13:25
Now I've aggroed this monster.
  • 13:28
You guys will notice that it's not pathing towards me but that's because I want to show
  • 13:32
off some additional abilities that require a target.
  • 13:41
So Lightning Strike.
  • 13:43
Talk to me about what Lightning Strike does.
  • 13:46
Sure.
  • 13:48
This one's a little more straightforward.
  • 13:50
It's kind of one of your bread and butter single target abilities.
  • 13:54
You can charge it for varying degrees of efficacy.
  • 13:57
So you can either release it really soon to apply stacks quickly of the electrified status
  • 14:04
effect in the lightning category or you can charge it up longer and do more damage.
  • 14:10
So I guess I'll take this opportunity to talk a little bit about what you might be noticing
  • 14:15
on the icons on these enemies but once you build 10 stacks of electrified on the target
  • 14:23
you'll notice that they'll get another icon on them and that is the Shocked status effect
  • 14:27
and what that means is that when you hit them with damage once that thing is applied it
  • 14:33
will consume electrified stacks with each hit you do to them while that's active to
  • 14:38
do or proc additional damage.
  • 14:41
So I'll show that here.
  • 14:44
You can see that electrified gets applied.
  • 14:50
But one thing also that is interesting is this elemental empowerment.
  • 14:54
Talk to me a little bit about elemental empowerment.
  • 14:58
Yep.
  • 14:59
So you might be wondering well how am I going to get all the way to the number of status
  • 15:02
effects I need if my abilities are on cooldown and you know I need 10 of them to get there.
  • 15:07
Well the one combo is or well your weapon combo in general on the mage is very good at
  • 15:13
doing so because it will take the elements of the last spell you cast and for about a
  • 15:19
five second period or so apply that element in status effect applications to the enemy
  • 15:24
as you're attacking them.
  • 15:25
So you might see that happening here.
  • 15:28
So let's show off a little bit of that of that interaction after I kill this guy real
  • 15:35
quick and the next one and how promotions work on those types of status conditions.
  • 15:43
So what's a good promotion effect that I can do between electricity and frost right now.
  • 15:49
Usually I like to stick with frost first.
  • 15:52
So I'll open with do we want to show Frostbolt.
  • 15:54
Yeah yeah.
  • 15:55
So this is a single target projectile attack that applies two stacks of chilled to the
  • 16:00
enemy and then after that hit him with a few wand attacks.
  • 16:04
Now you'll see that you've gotten a frozen status effect on him and then he timed that
  • 16:09
really well right there but like in that very last frame you'll see that he hit him with
  • 16:13
an light lightning effect which triggers the shadows.
  • 16:16
It's not even a condition it's just a reaction and that just triggers a bunch of damage.
  • 16:22
So that's a good way to get your burst damage if you're rotating your spells and your elements
  • 16:27
the correct way.
  • 16:30
Yeah that's super cool.
  • 16:33
Very cool.
  • 16:34
Yeah that particular interaction is by far my favorite thing about this page.
  • 16:39
Yeah I like the ability for a spellcaster or just any player with their archetype having
  • 16:48
the option to kind of weave in between those rotations and those spells and to create successful
  • 16:56
combinations within their kit that you amplify the DPS or the status conditions or the control
  • 17:03
effects or you know whatever it is your is your end goal.
  • 17:09
Having a rotation that emphasizes your ability to succeed or fail in those combos I think
  • 17:17
is is compelling from a gameplay perspective.
  • 17:22
Yeah I agree like they really are intended to be rotational drivers and help you get
  • 17:28
introduced to a kit that you know might otherwise feel like just a disparate set of spells that
  • 17:33
don't really belong together.
  • 17:35
This is how just one way that we're really making them feel connected and it's not the
  • 17:39
only way you'll see some other synergies that are a little bit more organic with a few of
  • 17:44
these other spells that we have yet to get to but that's kind of the crux of how we're
  • 17:49
getting those rotational elements down.
  • 17:51
I think your ball lightning just shattered that for you.
  • 17:54
I know yeah I timed it so that it would it would essentially hit the hit the target while
  • 18:01
the frost application applied.
  • 18:05
I used another ability called chain lightning.
  • 18:07
Talk to me about chain lightning.
  • 18:12
Yeah that's it's pretty similar to lightning strike except it's more of an AoE role that
  • 18:17
it's filling so you won't see it here because you're only attacking one target but if there
  • 18:22
were multiple targets you would see lightning branch off from the main target that you have
  • 18:28
to nearby additional targets.
  • 18:30
So it's really good at applying its status effect in a more AoE scenario which we will
  • 18:34
also show you soon.
  • 18:35
Let me see if I can sorry I spawned a few more targets just to demonstrate that.
  • 18:40
Let me sleep them all.
  • 18:42
Talk to me a little bit about sleep.
  • 18:45
Yes this is an AoE CC that breaks on damage.
  • 18:48
It's great for like creating space and setting up a window but you can't just like DPS them
  • 18:54
down while they're sitting there weak so it's kind of a trade-off it's very good especially
  • 19:00
if you're in a more organized group that knows to hold off and like you know kind of control
  • 19:05
the battlefield without just throwing damage everywhere.
  • 19:13
Yeah that is super cool but now John talk to me a little bit about the ability for this
  • 19:20
lightning to kind of connect with these different points of collision.
  • 19:28
So first working with this combat team so early makes things like the idea that they
  • 19:36
want to be super twitchy and you know rotate the player while they're casting it very obvious
  • 19:42
from the start as a you know a huge challenge.
  • 19:45
So when we go about designing these systems we're looking for not only does it look good
  • 19:53
but is it performant and you know building out the systems that can look for all of the
  • 20:00
players the ground collision objects like trees or rocks and not only like collide them
  • 20:08
but avoid them is just super satisfying.
  • 20:15
Yeah I totally agree and that's one of the cool things you know you were talking about
  • 20:19
like looking for that collision and one thing I want to demonstrate on that comment is let
  • 20:25
me see if I can find a good spot to showcase that here hold on one second let me just spawn
  • 20:31
a little dude maybe right here ish and then oh actually no wait we got a friend we got
  • 20:39
a friend let's use him get asleep right there okay and let me get behind this rock whoops
  • 20:49
sorry guys I'll launch around this area here oh that looked so good did you guys see that
  • 21:00
arc that was so cool all hacks and you can rotate while you're casting it so we wanted
  • 21:06
to really pay attention to that player agency that's been so important for the combat team
  • 21:12
you know if if you're able to move and rotate and get out of the way and your effects suddenly
  • 21:18
disconnect from you or don't feel like you're in control of them anymore that just it doesn't
  • 21:21
look right and we really want it to look and feel interactive and fun you know we don't
  • 21:26
want you to turn the effects off we want you to enjoy it I'm definitely not used to seeing
  • 21:31
such like grounded lightning in games and even those especially I am a mage player and
  • 21:40
bad lightning angers me so it was just not allowed like we had to do better and it's
  • 21:48
still very much a work in progress but we are definitely on the right path and it's
  • 21:52
performant and you know I think another aspect of this that's really cool is you're looking
  • 21:59
at it as lightning right now but the same system that does lightning does the ice crystals
  • 22:05
does the airstrike roots there's all kinds of different behaviors that these very performant
  • 22:12
systems can handle absolutely all right next up we have arcane volley what is arcane volley
  • 22:22
this is a single target arcane spell unlike the other ones we've shown you this doesn't
  • 22:26
have any particular element associated with it and it might look a little underwhelming
  • 22:32
at first but you can use this pretty quickly it's on a two charge cooldown and there is
  • 22:37
a particular synergy that we all like to use with it if you haven't figured it out it's
  • 22:42
how it synergizes with the shocked status effect the shocked status basically says the
  • 22:49
with each hit it triggers additional damage and arcane volley is a perfect candidate for
  • 22:55
that synergy you know I am going to make sure this guy's wings are good to go I trad I would
  • 23:02
love for you and I'd perhaps swap places here and for you to walk us through some of these
  • 23:07
more elaborate combinations one thing that is really cool guys I don't know it was about
  • 23:14
a year ago or so we showed off this particular thunderbolt gliding mount and we put a little
  • 23:22
bit more work Jason's been putting a little bit more work into the glide mechanic and
  • 23:28
let's see if I can set myself up I want to fly you over to a little location trad where
  • 23:35
you can demonstrate some of these combos so I think there's a plateau that's kind of near
  • 23:40
here let's see if we can do this oh god and we're doing it okay so this is this is kind
  • 23:46
of the gliding distance that you can develop a little bit with these gliding mounts so
  • 23:51
there's some some good amount of distance traveled I think oh my god I pulled a little
  • 23:56
bit too many troops hold on hold on you're getting more yeah yeah yeah wait wait wait
  • 24:00
let me fly back out reset set all right wait we're good let's just walk over actually fly
  • 24:14
to his little safer spot there we go oh and he's t-posing don't mind him he's good just
  • 24:27
tell him to go away up and we got another one and he died okay we're good all right
  • 24:39
let me just uh let me hold on I've got I hope I don't die all right get ready we're gonna
  • 24:46
swap over here why are there so many creeps on this hill oh no I'm sorry guys oh my gosh
  • 24:53
give me one second let me just see if I can reset them okay there we go we're good we're
  • 24:57
good we're good we're good they reset they reset nope they're trying to path to me they're
  • 25:06
very angry very angry oh why won't they leash they have a super long leash radius okay trad
  • 25:19
let us let's you and I swap what do you think you want to swap and we'll do this over here
  • 25:24
yeah good luck yeah hopefully they will reset us here yes all right big aoe pole all right
  • 25:30
we're gonna swap give me one second and we are now swapped or we're swapping sorry trad
  • 25:39
come on over and show us some of the magic in the combos
  • 25:56
all right we are back I'm gonna do my best to salvage this situation here got a big pole
  • 26:08
all right so first I'm gonna thin out this encounter a little bit I'm gonna demonstrate
  • 26:16
one of the more single I just want you to know trad real quick that prior to you thinning
  • 26:20
out the herd there that if it wasn't for my training all of those creeps you would not
  • 26:25
have had this a spectacular opportunity to just showcase the sheer aoe potential in this
  • 26:31
oh I see I see we're skipping straight to that then all right and he can do it without
  • 26:35
the cooldowns to no pressure whatsoever all right no let's set the downs back to cool
  • 26:39
downs back yeah you can do it all right doing it live let's see first so walk us through
  • 26:49
kind of what you're gonna use so because this is gonna be a more of an aoe combo I would
  • 26:55
say one of the better rotations for this is almost one of the more battlemage like rotation
  • 27:01
so that this is gonna be something you could almost expect from like maybe age fighter
  • 27:06
or something like that you know I'm gonna equip the great blade so this is just to show
  • 27:11
that you know mages use non-conventional weapons and ashes of creation we're gonna show that
  • 27:17
off soon especially with what we showed you earlier the elemental empowerment well this
  • 27:22
will actually apply to all things that you hit in your cleaving radius with the great
  • 27:25
sword oh here we go
  • 27:47
oh god I cancelled my blizzard I cancelled my blizzard that was a rip oh that's so good
  • 27:58
too many mobs dude oh we're good we're good we're good about that maybe they'll reset
  • 28:02
that now you're reset you're good okay guys I just had to set trad up to die like that
  • 28:09
I apologize I just wanted to just showcase that the mage is not a literal god like in
  • 28:15
many games that if you over pull and you bite off more than you can chew you're still gonna
  • 28:21
die I love it we can't ever get it the first try right that would be a boring no that would
  • 28:28
be very boring there's there's a there's a little bit of a you know a little bit of a
  • 28:34
difficulty challenge here oh you almost made it back this is nice not bad kind of like
  • 28:43
a little puzzle to get back in here you did it pretty quick too I get lost yeah all right
  • 28:50
let's see if we can get a little bit of a better setup here all right I'm gonna shelf
  • 28:55
the AoE one and go to the single target one and then we'll we'll do the AoE one again
  • 28:59
after that all right all right so this is a little easier one here we go you're gonna
  • 29:09
need your wand okay yeah some big deeps there and that's because of the shattered you slept
  • 29:29
the next one nice I love that ball now you're making quick work of these trad not bad yep
  • 29:52
so that's that's the single target rotation I like a lot at least with this kit once you
  • 29:56
start introducing some of these other elements in here that we're not going to show you this
  • 29:59
time but you'll get to see them eventually it really opens like a whole realm of possibilities
  • 30:05
actually we could even try it on this one this guy's got a lot of health this guy takes
  • 30:10
a few rotations to bring down yeah I've been really practiced on this one and see how it
  • 30:14
goes and now Keenan talk to us a little bit about kind of the process that goes into creating
  • 30:21
these you know class kits for alpha 2 your strike team has been hard at work and kind
  • 30:28
of developing phase one and phase two of these what exactly goes into those phases well it's
  • 30:35
this pretty much a three phase process phase one is very open-ended to be pretty much try
  • 30:40
everything under the Sun and we put it together in every way we can imagine and we try to
  • 30:44
figure out what we like and don't like and iterate fast we usually do playables like
  • 30:49
twice a week when we're in that phase what you guys are seeing here is actually abilities
  • 30:54
that are in the process of passing phase two so they are approaching levels where we are
  • 31:02
happy with how they play happy with how they look and some details may change over time
  • 31:07
but generally speaking this is what we're going for and from here it would mostly just
  • 31:12
be like like polish and assets and just getting like external feedback and stuff like that
  • 31:20
very nice try to like your use of slumber there you're in a precarious spot oh god oh
  • 31:31
my god I am literally on the edge of my seat just watching this hoping you don't turn into
  • 31:36
ash oh god you're at oh my gosh that was crazy but chill I wanted to make it look close you
  • 31:46
know it's good for the uh-huh yeah you know me too that's when I die it's because it's
  • 31:52
you know yeah I mean it's dramatic effect yeah totally all right should we set our health
  • 31:58
back up or do we have to wait for region here you know you can set it yeah you can uh you
  • 32:03
can negative nuke yourself do the aggro range on these things I see why you dagger everything
  • 32:07
so you see what I mean this is what I'm having to deal with right now
  • 32:17
that's well done you see this audience utilize elements of the terrain to obstruct the pathing
  • 32:24
from the monster while uh we're we have yet to stand up the right pathing
  • 32:29
oh it's so good this guy's a little boy though he's not too bad
  • 32:46
this is just more of like the single rotation kit yep and you do not have to build your
  • 32:52
mage down this elemental path right that's one of the the design elements of this kit
  • 33:00
is that there are a lot of different paths that you're able to take the mage down not
  • 33:05
just the lightning and ice path or elementals talk to us a little bit about kind of the
  • 33:09
composition of abilities that are intended between utility defensive gap closers and
  • 33:14
mobility dps oriented one yeah I mean that's kind of what we've been demonstrating a little
  • 33:21
bit with some of these other ones like this show has definitely saved me more than a few
  • 33:25
times slumber as well like a lot of defensive utility goes into the mage being able to sustain
  • 33:33
themselves you know when they're having situations like this where you know detected by mobs
  • 33:39
and they weren't quite prepared for it and I think that's really what rounds out the
  • 33:43
kit for classes like this it's not all about just dishing out dps all the time it's all
  • 33:49
about it's really it really comes down to those like situational things and using those
  • 33:54
things intelligently to come out on top see if we can get an aoe counter here by the way
  • 34:01
if you want to if you want to turn around trad you're able to you can do like one two
  • 34:05
and three just kind of in the middle just face directly into that dirt area there and
  • 34:09
just num numpad one two three and it'll spawn just right in front of you and just turn slightly
  • 34:16
yeah there you go perfect all right classic aoe counter here let's go and guys just to
  • 34:21
give you context here as trad's doing this again we're taking a little bit of a direction
  • 34:25
here with this showcase we wanted to kind of give you just how we do things from a combat
  • 34:31
arena perspective and development perspective and how we iterate as Keenan was talking about
  • 34:35
you know there are multiple iterations that occur during phase one development twice a
  • 34:39
week almost with that strike team and they use arenas that are a little bit lower weight
  • 34:44
than the than Vera than the ashes of creation world and that's kind of the combat arena
  • 34:49
that has things like dummies and you know just a lot of different design oriented test
  • 34:56
subjects that are helpful one of those is just spawning monsters as you need it yeah
  • 35:02
one of our guiding theories is that the more iterations we can execute on the better the
  • 35:07
game will be so we're all about minimizing that time to iteration yeah that's something
  • 35:12
that's also really important for us when you guys are iterating so quickly you know we
  • 35:17
want to make sure that the systems that are using that animation to really drive the effects
  • 35:23
don't break every four days because you guys decided to change it up we really want to
  • 35:28
only address changes for you know major differences in how the ability functions so these systems
  • 35:35
are pretty robust yeah and I noticed there trad when you were swinging with your your
  • 35:41
greatsword you had that elemental is it elemental empowerment elemental empowerment yeah that's
  • 35:46
kind of what I was alluding to earlier like it's not just the wand that interacts with
  • 35:51
these different abilities different weapons have different synergies with class abilities
  • 35:58
which just introduces that extra level of depth right it's like you know how can I maximize
  • 36:04
the effect of this and you know it's like I'm trading in this case my my range potential
  • 36:09
for the ability to apply the status effects in a more aoe regard which makes the greatsword
  • 36:16
a lot better for dealing with packs than the wand and you know sometimes you'll even be
  • 36:21
able to use either one based on the situation right will allow players to swap their weapons
  • 36:26
based on you know what they are coming up against and it creates a lot of answers to
  • 36:32
different situations if you have the tools for it absolutely yeah just to be clear the
  • 36:36
greatsword was dealing so much damage there because they were shocked exactly yeah it's
  • 36:42
good it's a good aoe weapon but by itself it's not it's not that good it was really
  • 36:46
the shock that was making it deal so much damage yeah well oh you got another little
  • 36:52
friend there you can probably put press four a couple times you want to grab a couple more
  • 36:56
of those I think we'll just put him to sleep good call well guys as always you know this
  • 37:07
is a continued work in progress alpha 2 as you know is a big test period for us a lot
  • 37:14
of the archetypes are going to be online to a significant level with a significant amount
  • 37:18
of abilities that are going to be available to kind of test and as part of our monthly
  • 37:23
showcases where we show you development in progress this is our opportunity to collect
  • 37:28
feedback on what you guys have seen Keenan do you have some questions that are most relevant
  • 37:34
for your teams with regards to the iteration and development of this combat that you'd
  • 37:38
like to posit to the community yeah I would say there's there's three major things that
  • 37:44
I'm interested in gathering feedback on and the first one stems from player agency which
  • 37:49
is one of the things that we prioritize the most and so with in the context of this kit
  • 37:56
what that looks like is how people feel about the amount of mobility that it has during
  • 38:01
spells people may have noticed that the cleric was walking out of its spells and canceling
  • 38:04
them but this page can actually continue to cast they just have a slower movement speed
  • 38:08
how do people feel about that how does it look the second thing I'm interested in is
  • 38:16
how the transition between spells is coming across does it look good does it look clunky
  • 38:22
how do people feel about that and then finally the complexity of the kit are people pretty
  • 38:28
happy with these elemental interactions and how they how they would think about them during
  • 38:33
combat or are they interested in something more complicated or less complicated awesome
  • 38:40
and guys as always remember this is a work in progress there is still iteration necessary
  • 38:46
there's a lot of artwork that's still outstanding and requires second third fourth passes and
  • 38:52
polish but we are showing you you know everything as it is in development because we find that
  • 38:57
it's a very important interaction with the community to collect this type of feedback
  • 39:00
and get your guys's thoughts on the direction that we're taking because at the end of the
  • 39:05
day when we launch Ashes of Creation we want to make sure that we've had as much touch
  • 39:09
point with the community as possible so people don't go what game is this but with that being
  • 39:15
said John, Tradd, Keenan I want to thank all three of you for joining me today and showcasing
  • 39:21
the hard work that you and the rest of the team have been putting towards developing
  • 39:24
this mage and the other archetypes I know I speak for the community when I say thank
  • 39:28
you you guys are doing an awesome job very excited to see this played by by players in
  • 39:34
Alpha 2 and with that being said we will see you all back on stream bye guys