Ashes Of Creation Build Customization



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MMO Ashes Of Creation continues to impress and improve on their build customization. Lets discuss how important build design is to an mmo, how intrepid is doing build crafting, and provide feedback on how to improve it.
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0:00 INTRO
0:39 Ashes Of Creation Archetype Tree
2:28 Ashes Of Creation Weapon Tree
3:00 Feedback For Intrepid
4:45 Good Skill Trees
7:22 Ashes Of Creation Build Diversity

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29 thoughts on “Ashes Of Creation Build Customization”

  1. I've been saying this for a while! The builds are going to be insane and I think that we're likely to see several metas for the different types of content we interact with.

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  2. Wands are awesome, some abilities visually improved a lot, but it still feels like a pure tab target mmorpg which is not the combat type that was promised. I am quickly loosing interest.

    Their fire skills design logic doesn't make any sense to me either.
    I expected more telegraphed skills that don't require target like in GW2, which is a true hybrid combat.
    Blizzard, Lightning Ball and Cone of Cold-Those are the only skills that don't require target. I might as well play WoW if this is the way combat progresses.

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  3. I wish AoC included professions in build customization. I think it only makes sense that if I have a high lumberjack skill that it should boost my use of axes in combat.

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  4. Build diversity is imo super important. In poe if 100 players are told to make lets say a cyclone build, and none of them are allowed to communicate or watch a guide, all 100 builds will be different in some way. The starting class, the ascendancy, the skill points. There will be differences in all 100 builds, and they all might be very viable in their own way.

    I wish ashes will be like that too. That if you decide not to watch a guide, you'll come up with a different build, even if it is similar to other builds focused on similar skills, it will be your own.

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  5. Build diversity is huge for me. Way back in the day I played Ultima Online for years. In that game you can get every skill or spell in the game. You then choose how you want to build from that. There are no classes, just a limitation on how many skill points you have.

    Then WoW came out and I decided to give it a try. A few hours in I couldn't stand it. The reason being every class was very linear. You choosing a class pretty much predetermined your build. I didn't like it at all. I felt like theory crafting was pretty non-existent. I'm sure things are more diverse by now but this was back around release.

    I haven't seen build freedom like UO in a popular MMO but every MMO I'm always looking at how customizable your builds are. ESO did a good job IMO. Closest I've seen to UO with all the skill lines available to everyone. Even your class skills had a ton of diversity. Ashes looks like it's on the right track too. Just need to see it more fleshed out.

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  6. With Ashes set to feature a healthy dose of PvP there is a key feedback loop to players that is required. If you get too far into the diversity and can't provide the same level of complexity in visual, sound, or other feedback elements to players then it just doesn't feel good. In your trap example it doesn't feel good to players if you hit a trap and can't understand why one trap behaves different than another trap if they are both visually the same.

    If they can deliver diversity and keep the feedback loop to the player updated then it can work. Otherwise it just leads to frustrated players in PvP settings not knowing how to do better or differently because they can't reliably trust what they see and know what it means.

    Note: this is also why I dislike skin changes in PvP modes like in New World. A heavy armor player shouldn't be able to trick me visually into thinking they are light.

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  7. Its very important imo to have hard to make choices, when it is obvious that one choice is far better than an other it makes me wonder if there was really any thought that went into building the the skill tree to begin with .

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  8. Those skill trees are ROUGH. It's just like a quick VISIO job that they put together so that they could showcase something. I'd imagine that these will look different even as Alpha 2 launches. They can't release the game looking like that for sure. Also, no bard? This Steven guy is getting on my last nerve 🤣

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  9. Understanding the breadth of the customization excites me. I didn't realize until recent months that it was going to be this intricate. I'm for it! Honestly though, it makes me wonder even more if there's any way, through customization, for orb tanks to be viable.

    If every class can use any weapon, and there's no stopping us from committing to a build, then there must be something in mind that helps orbs work for tanks. I want to test out this combination so bad!

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  10. I hope the weapon skill trees have a lot of crowd control and debuff options and not just have everything revolve around damage. Like chance to disarm or knockback enemies with a combo.
    That would give great boons for Bard players that aren't going to be focused on dealing damage to begin with. 10% damage or attack speed isn't really interesting for a support player.
    Swashbuckler bard that disarms and trips enemies would be very cool.

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  11. ESO was the game that made me so interested in theory crafting. Played since launch. However i cant do it anymore simply because half the sets in the game are completely worthless. Every time an expansion comes out they break the game with new sets that are over powered to push sales. I have dozens of very expensive gold sets on multiple characters that i just cant use because of nerfs and the meta always being new gear. Cant just log on for some pvp gotta go farm it all over again.

    My point is if you want to have real theory crafting you have to have viable options in sets and skill tree. ESO lost their way through nothing more then money grabs.

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