Healing

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Overhealing indicated by a blue temporary health bar overlay on a player's health bar.[1][2]
No one is going to fill the role of a primary healer other than the healer archetype; but there will be secondary class options that you can select, which will provide you with some level of sustainability under restoration, most of that will be centralized to yourself, especially in the case of a Paladin.[3]Steven Sharif
Q: Will AoE and action heals also heal raid and alliance members?
A: Depending on the type, if it's a templated AoE, yes it would heal any non-combatants essentially.[7]Steven Sharif
You cannot heal enemy mobs. There's just really not a a relevant use-case for that when it comes to the design mechanics of such a thing, other than its primary use, which would be to grief other players.[8]Steven Sharif
  • Certain healing abilities, such as Communal Restoration, can overheal. This is indicated by a blue temporary health bar overlay on top of a player's health bar.[1][2] If the temporary health points expire without being consumed they do not count as effective heals.[1]
Q: Do you plan to add any sort of counters for healing? For example, a debuff that applies a reduced healing effect or maybe even cause damage upon healing?
A: Ashes aims to be a more difficult leveling experience than perhaps we have been accustomed to over the past decade of MMO gameplay. And with that in mind, when it comes to balancing during Alpha-2 and thereafter, there is not going to be an overage of healing that's available. We will tune those things. We'll have an opportunity to balance those things... Some of the debuff options that the fighter class has within their class kit are debuffs that can reduce received healing on the target.[9]Steven Sharif
info-orange.pngTa sekcja zawiera informacje z testów Alpha-1. Będzie aktualizowany po udostępnieniu nowych informacji.
Skill Icon Origin Description
Barrier Barrier.png Cleric Sacrifice 25% of your maximum health to place a health shield on target ally for 10 seconds. Does not stack.[10][11]
Blood Fusion Blood Fusion.png Fighter Return 100% of damage dealt as health and 50% of damage dealt as mana over the next 6 seconds. If activated while below 50% health, gain 25% increased damage mitigation and healing received over the duration.[12]
Castigation CastigationIcon.jpg Cleric Lashes your target with holy energy whip, dealing direct damage and restoring health and mana to yourself over time.[13][14][15][16]
Communal Restoration Communal Restoration Icon2.png Cleric Restore health to all party members in range instantly, plus additional healing over time. Allies under the HoT also receive +10% maximum health for its duration.[1][17] This can overheal.[1]
Consecrating Wave Consecrating Wave.png Cleric Send forth a cone of radiance that deals radiant damage to all enemies while healing the ten nearest allies.[18][19]
Consuming Lethal Blow Consuming Lethal Blow Skill Tree IconAlpha.png Fighter Lethal Blow returns 50% of overkill damage dealt as health and mana.[20]
Defiant Light Defiant Light.png Cleric Heal target ally for 50% of their maximum health over 10 seconds. If that target would receive fatal damage while under this effect, this effect is consumed and prevents that target's death, healing them for 25% of their maximum health instead.[21][22]
Deliverance Deliverance.png Cleric Held ability: Charges up healing energy that heals a target ally upon release, scaling in power the longer it is charged and the more % missing health of the target.[23][24]
Devotion DevotionIcon.jpg Cleric Launch an orb of energy into the air that will fall upon your target, healing them.[25][14][26][16]
Divine Censure DivineCensureIcon.jpg Cleric Hurls a radiant spear at the target, dealing damage.[27][14][28][16]
Divine Flare Divine Flare.png Cleric Place a targeted area heal on the ground that heals all targets within after several seconds. Total healing is split between all targets hit.[29][30]
Divine Infusion Divine Infusion.png Cleric Consume Divine Power to instantly complete the remaining cast time of any healing spell currently being cast. The amount of Divine Power consumed is proportional to the amount of cast time remaining upon activation.[31][32][33][34]
Divine Light DivineLightIcon.jpg Cleric Heals your target with a flash of light. Reduces the cooldown of Devotion and Radiant Burst.[35][14]
Flash Cure Flash Cure.png Cleric Instantly heal target ally. This may be used during other ability activations.[36][37]
Healing Aura Healing Aura.png Caravan Provides healing to nearby defenders over time.[38]
Healing Touch Healing Touch.png Cleric Heal target ally in melee range for a large amount of health.[39][40]
Indomitable Spirit Indomitable Spirit.png Tank 30% increased max HP and 30% increased healing received.[41]
Judgment Judgment Icon2.png Cleric Cast a heal on target ally for a large amount of health. If this is cast on an enemy, it instead deals radiant damage to the target and applies 2 stacks of Burning.[42][43]
Mend Mend.png Cleric Instantly launch a healing projectile toward target ally. Each charge of this ability consumed after the first has no mana cost, and restores an increasing amount of mana to the caster based on the number of missing charges. Consecutive uses of the ability will gain bonus healing.[44][45]
Radiant Burst RadiantBurstIcon.jpg Cleric Heals allies around you in a wide area for a large amount.[46] Stacks up to 3 times.[14]
Regeneration RegenerationIcon.jpg Cleric Bathe your target with restorative energy that heals them over time.[47][14]
Resplendent Beam Resplendent Beam.png Cleric Held ability: Fire a beam of healing energy toward a target ally. Charging this spell allows the beam to bounce to up to 5 additional friendly targets closest to the original target, based on how long it was charged. The amount of healing is reduced for each subsequent target.[48][49]
Shake It Off Shake It Off.png Tank Activate to instantly restore 50% of all damage taken in the past 4 seconds. Always heals for at least 10% of your maximum HP.[50]
Soothing Glow Soothing Glow.png Cleric Apply a healing over time effect to target ally. Reapplying this effect extends its duration on the target by its base duration value.[51][52]
Wings of Salvation Wings of Salvation.png Cleric Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[53][54] An ally is defined as any non-combatant player or non-mob NPC.[55]

Cleric augments

Classes with Cleric as a secondary archetype are able to choose between life or death augments.[5][6]

Any class that's going to choose Cleric as a secondary class will have the ability to pick from those augments to influence their skills to affect the life of others around you.[5]Steven Sharif

Health

During PvP, detailed information about your opponent's HP is obscured. This means you will not know the exact HP percentage an opponent has.[59]

Health is a stat in Ashes of Creation.[60][61]

If you are targeting another player specifically, another player not an NPC. If you're targeting another player and that player is not a member of your guild, alliance, raid, or party- those are the four affiliation factors. If they're not a part of those four groups you will not have specific information of their HP level. You will have quarters of information to their [HP] level and you may progress to get that a bit more granular, perhaps to sixths or eighths. You're not going to have exact information about what amount of hit points they have available to them. That level of obfuscation protects a bit of that engagement, that TTK interaction. So you might overshoot a target if you don't know exactly if they're down to their last 20% or 25%. That I think is a very healthy thing to have in PvP, but it is not a normal game design mechanic.[62]Steven Sharif

Roles

Ashes of Creation has the traditional trinity of Tank, DPS (damage dealers) and Support (healer or non-healer) roles.[65][66][67]

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.[68]Steven Sharif

Class abilities

Alpha-1 preview primary skills.[14]

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.[69]Steven Sharif

The idea behind the system is that you're 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 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.[70]Steven Sharif

Primary skills (class abilities) are based on a player's archetype.[71][72]

Skill points

Alpha-2 Ranger skill tree user interface.[79]

What you're seeing at a high level here is just what you'd pretty much expect of a traditional skill. We're doing something a little more advanced than just like a bottom up structure, because we're being a little bit more free-form in this iteration. This will obviously see more UI iterations in the future, but you'll see a mix of active and passive abilities here. Actives are indicated by their square shape, while the circular ones are representing passives; and one thing to note as well is that these passives are aiming to be a little more interesting than just like, this ability does more damage now, or it has a lower cooldown. We do have some of those too, but the goal with a lot of these passives in addition to that is to allow people to lean into unique play styles. So you'll notice that some of them are are changing your gameplay in meaningful ways; and that's the direction we want to take um player and character customization as a whole.[79]Tradd Thompson

Players receive skill points at specific points as they level.[80] These can be used to level up skills (increase their rank) within their active, passive or combat/weapon skill trees.[81][82][83][84]

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.[85]Steven Sharif
  • Skill points will accrue at specific XP milestones, such as 1/4, 1/2, 3/4 progress through the level, so as to avoid creating an imbalance with experience debt.[80]
We do have this concept of experience debt that does accrue and we don't want to create an imbalance between skill points acquired versus experience, so we're going to predicate your skill points acquisition based on benchmarks you reach when leveling through a level. So these are going to be at specific points in the level, like one quarter progress, to half progress, to three quarters progress: you're going to get an influx of skill points and then you'll be able to allocate them into your skill tree.[80]Steven Sharif
  • Skill points can be used to unlock universal skills at the expense of unlocking class-specific skills.[86]
  • Respeccing (resetting and reallocating) adventuring skills may require travelling to a specific location rather than being able to be done on-the-fly.[87][88]
  • Augments do not cost skill points.[89] It was previously stated that certain augments will have more expense required on the skill point side.[90]
info-orange.pngNiektóre z poniższych informacji nie zostały ostatnio potwierdzone przez programistów i mogą nie znajdować się na aktualnym planie rozwoju.
  • It will not be possible to max all skills in a skill tree.[84]
  • 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.[91]

Balancing

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.[94]Steven Sharif
Balance-wise, there's a number of different interactions mechanically that you have within an ability that you can adjust in order to balance its power. The most most common ones are: Cooldown, Mana consumption, Damage done, Effect status conferred, Promotion of that effect status, Range.[95]Steven Sharif
When we move into Alpha 2 and we have a lot of data that's supporting the use of these particular abilities in combat settings, how often they're used, how often they result in death, what the average damage done by this archetype is comparatively to other damage done by different archetypes: All of that data gets logged and all of that data gets queried in order for us to refine the abilities so that they live in the environment we want them to. Now, that's not to mean that we're going to have a perfect balance across the board between the archetypes. Again, we're taking a rock-paper-scissor approach to balance, which means that some archetypes will do better against other archetypes and vice versa; and we're also not creating an environment where we want to have 1v1 balance. We are focused around group balance. Group composition is important.[92]Steven Sharif
info-orange.pngNiektóre z poniższych informacji nie zostały ostatnio potwierdzone przez programistów i mogą nie znajdować się na aktualnym planie rozwoju.
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.[93]Steven Sharif
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 bridge the divide slightly; and then move my identity that direction ever so slightly.[102]Steven Sharif

Ashes of Creation Apocalypse healing

Healing in Ashes of Creation Apocalypse will be reticle based (action targeted).[103]

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.[103]Steven Sharif

Ashes of Creation Apocalypse healing potions

- None -

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.[107]

These classes relate to the trinity of classes: Tank, DPS and Support.[107][108]

  • Skills/abilities are not tied specifically to weapons in castle siege mode.[109]
    • It was previously stated that weapon skills are applied to augment a class' base skills.[106]
  • 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.[106][110]

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 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.[110]Steven Sharif

Ashes of Creation Apocalypse classes only apply to Ashes of Creation Apocalypse castle sieges and Ashes of Creation Apocalypse horde mode.[111]

See also

References

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