Ashes of Creation FINALLY – COMBAT REVEAL Inbound!!

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So it finally begins – The combat reveal is on it’s way however, in much smaller chunks than we originally expected. Instead of Combat coming in 1 huge update later in the year, we are instead going to be fed the combat in segments to ensure the team are on the right track and we’ll be explaining all of this in today’s Video.


Sleep is overrated anyway – SLEEP IS FOR THE WEAK!! (no but seriously, enjoy the video I’m going to Bedge)
P.S. Come join your brothers and sisters HIGH on the copium in the discord:

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46 thoughts on “Ashes of Creation FINALLY – COMBAT REVEAL Inbound!!”

  1. LP reacted d ryt way, she is need of over drama, or over consider ations. She don't deserve *considerationsq. Lp പറഞ്ഞ പോലെ,, ജീവിതം തുടങ്ങിയല്ലേ ഉള്ളു, പഠിക്കട്ടെ.

  2. The combat they've shown so far reminds me a lot of Dragon Age: Inquisition.
    Definitely not the best game in that series overall, but probably the most entertaining in regards to combat.

  3. I'm hoping that we get to see how different classes will interface with the weapons. How would a Tank (hope that name changes) could use daggers like blade eaters or blade breakers (whatever those notched daggers are called), a mage using daggers as either projectiles or stealth weapons, and a cleric using daggers to sacrifice health to improve healing. Just a few ideas dripping in excess copium. c:

  4. I personally loved new world combat, highly skilled instead of just the gear being of importance. It still matters but it gives me a feeling of being able to do something even tho i'm not maxed out

  5. LP reacted d ryt way, she is Kimmy-jka.Monster need of over drama, or over consider ations. She don't deserve *considerationsb. Lp പറഞ്ഞ പോലെ,, ജീവിതം തുടങ്ങിയല്ലേ ഉള്ളു, പഠിക്കട്ടെ.

  6. I get why you're worried about the Ashes Devs 'trying to please everyone', its a legitimate concern. Whether they only deliver a 4th of what is promised in the final game or the whole shebang its still shaping up to be an amazing step up for the rpg genre. Trying to please everyone is the 1 true danger to AoC's success imo.

  7. Hey Narc. Great content man. Love the stuff you’ve been pushing out recently and I’m super excited for AOC. I had a question/request. Would you be open to covering some sort of “history of wow” content specifically when it comes to the combat, dungeons, classes, and raids “evolution”? I put evolution in quotes because it’s been more like a devolution lol. I would love it if you can make a video about why wow was so great back in the classic-WOTLK era, how it slowly became worse, and how AOC can learn from their mistakes. I request this because I really truly would like to see AOC become as popular as wow was back then!

  8. Combat, seasons affects, and other complicated game-changing mechanics should be released in spurts to properly get feedback on the changes being made. I feel if they didn't, they would either be making earth shattering changes after release, or people wouldn't stick around that long to bother with a "prettier x MMO". Their approach is probably the best for what they intend to create, a community focused project.

  9. I just hope there's a 'cinematic' element to the animations and attack combos. That's what makes GW2 and BDO look so smooth. It's not just plunking a dweeb in some armor on the ground and watching him swing a sword a couple of different ways. The attack animations in GW2 and BDO have these elegant, full-body animations that really bring the characters fighting styles to life. It makes the player feel like they're a master of a combat form instead of just an overzealous city guard.

    I know they've hired a lot of people over the last year… I hope at least one of them was a new lead designer for the combat system mechanics and animations. There are only so many times someone can reiterate a process and still have it require "major overhauling" before they need a little direction. They know this will make or break the game – and not just in the long term, but in a very immediate sense. If the game releases without good combat, at least as satisfying as GW2 or something equivalent, it will be DoA.

    Steven has been very clear since the start of the year that he doesn't intend to show anything that isn't impressive. I don't think he's backpedaled on that in this announcement. If anything, he's simply decided that what they've nailed down so far is impressive, it's just not the whole package. So in that sense, I believe he's thinking this presentation of core design and fundamentals will help to ease the community's uncertainty around the direction combat has been taking since A1, and elicit further feedback in more specific, relevant areas of the system.

    All that being said, I'm very excited, and I think the update will be awesome.

  10. So hybrid combat is just tab target, because "auto attacks" should never metter anyways. Ok got it.
    BDO isn't the only game with good action combat, for something easyer to implement (and that used a generic engine) look to Tera, which had great and very beloved action combat.

  11. Narc, I really personally dont mind your videos being mostly informative, so Dont feel like you need to apologize for not having the extra content in there! Great video, and thanks for the info.

    I like the idea of community input especially on combat, but I do ALSO hope that they will tell us when something just doesn't work, or if they dont like a design choice internally. I'd respect those decisions.

  12. I actually want to know how many buttons a human can press properly and maintaining the autoattack in you mouse. Wow has a lot of buttons but there are only 5 or 6, a class can press in their rotation. Missing out attacks while being busy clicking your mouse sucks 😄

  13. Thanks for the video. I disagree that manual basic attacks are better than the tab system, as I've found that spam-clicking something is less engaging than a tab skill rotation. In the combat reveals going forward, I would like to see them either push forward with their basic attack system with ways to make it more interesting, or dial it back and focus more on tab skills. I'm not confident that what we had in Alpha 1 has the longevity that AOC needs.

  14. Sorry, but i have to say it: "Hybrid" combat does not exist.

    GW2s nowhere near a "hybrid". Its still 100% tab-targeting, but without auto-attacks and more button mashing. If you A) have to lock on to a target and B) cant miss your attacks besides some specific AoE attacks its tab-target. Not action combat. Not "hybrid". Tab-target. Period.

    Standard "filler" attacks have no place in a modern MMORP. Sitting there and spamming Autohits (no matter of automated or via button pressing) or endlessly repeating "Keybound 1 Fireball" is outdated, boring and lazy game design. We need attacks that feel impactful, that require skill to use optimally, that give players choices on playstyle and rotation. A unique, distinct skill set that sets the class apart form others with as few homogenized filler bullcrap as possible.

    Tab-target is boring, stale and outdated. It has dozens of inherent problems, like balancing melee and ranged classes/ abuse of LoS/ NPC hitboxes/ limiting class design/ skill-less cookiecutter rotations etc. The only situation where tab-target reigns supreme is healing, since it is hard to design a "dedicated healer class" in a purely action combat environment.

  15. My only issues with New World combat is the lack of creativity for enemy mechanics, the way a group of mobs can stunlock you, and that 3 abilities per weapon is kind of dull.
    I dont think root motion is a bad thing, when intrepid showed the difference between their root motion and split body I felt like the only issue with their version was that each attack pulled your character too far forward, if they cut that distance in half it would have looked damn good.


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