How Ashes of Creation's combat is BETTER than your MMO's



Read more about Ashes of Creation ➜ https://ashesofcreation.mgn.tv

Thanks to Jamie from @TangentsofCreation for the voice over!

Ashes of Creation is an open world MMORPG set in a fantasy environment where you can choose different classes and races to adventure through with your friends. Intrepid Studios is the developer behind the game. They’re technically an indie studio, but their creative director Steven Sharif has a clear vision for his video game: Massively Multiplayer Role Playing Game. He wants to put the massive back in MMO. Exploring dungeons, griding for gear, crafting armor/weapons, learning new spells, and competing in large scale PvP battles. High end PvE such as raids will mainly occur in the open world. Bosses will spawn and roam through the land. Are YOU ready to enter the world of Verra?

source

35 thoughts on “How Ashes of Creation's combat is BETTER than your MMO's”

  1. This is what I always mean when I explain "floaty" combat, the animation and the weight of the weapon is just wrong, your brain can tell it's wrong and it just feels like you're swinging a rubber weapon. The Fighter combat is solving the problem of weightless combat without making the game feel like a slog.

    This is the baseline every archetype in the game should have for correct movement and "feel" there has to be impact to combat.

    Reply
  2. This video is hiiiiighly addictive….

    Nicely done my guy! Sorry I haven't been commenting on the squads vids as much. My birthday has given my more copium than I can handle as we go crazy and have ashes watch parties 😅😅

    Reply
  3. People are complaining about the hitstop now, when the most popular Eastern action combat games in the world all have some form of hitstop. Calling it "stuttering" or "lag every time you hit someone" is so weird, its like they've never seen an action movie or played an action combat games.

    People wanted mob/player flinch, and now the hitstop is added to sync with the flinch and make attacks feel like different than swinging in mid-air and people are saying that it doesn't look right? Especially considering no one not under an NDA can even say how it feels, asking for them to remove it is insane. Once A2 comes out, you'll either have thousands of people complaining about it, or the 50 people who were crying will forget they even cried about it.

    Reply
  4. Great analysis, tho I get the feeling that movement feels more responsive now than in the first melee attacks showcase.
    Before you could clearly notice when the character was semi-stuck in position during a swing, now it gives the same feeling, but looks like Steven moves more freely. I think they reduced a lot the slight "animation lock" and compensated by making the animations look heavier.
    But I'm not sure, it's one of these things that require hands-on testing.

    Reply
  5. @Dr.Burns
    Bro, your Gaming-Content always on Point hope you know that! But just to let you know that I maybe (we) your Community would be also interested in or/ did you thought about making a new Channel or Side-Content with Conent on your Lifeviews or how to live more healthy more happy etc. You seem like a balanced, happy, kind and smart person would love to learn some good habbits or basic lessons to improve in life. Much Love keep going!

    Reply
  6. It's incredible how a 2001 mmorpg (daoc) has still better combat system and feeling than this shit, I want a game where tunnel vision into 1 target and cycle abilities while WASD is NOT the way to play, where I have to be in constant awarness of what happens in combat to my mates/enemies (talking about pvp obv) and decision making and skill matter much more. Strong CC, hard interrupts (the clip where the mage cast while moving is cringe) and are needed. casters can only cast if they are not moving. But I understand companies wont make such a game because of how much difficult is to play. This is where all the industry is going, easy games for bad players

    Reply
  7. Agreed, they are updating some stuff from previous MMOs. GW2 combat is great, but very floaty for sure. Split body root motion is a big update to that style of combat. Animation locking sucks as well. NW, and a few others had it. Animation locking is the worst thing for me in an MMO. Doesn't matter if it is TAB or Action to me if you get locked into animations. Great video as always!

    Reply
  8. Very good video! Personally, I think Ashes will have the best Tab Target combat on the market, however I also think that it is a shame that the Action doesnt really serve a purpose, you also dont really need to aim important attacks, so it really takes away from the skill ceiling which is something I really liked about New Worlds combat

    Reply
  9. I've recently put 150h in BDO just to try their combat system. The quality of animations, the way abilities flow into eachother, animation cancels, the movement capabilities.. It's smooth and snappy. I know it has its fair shake of problems in the backend for PvP, but it feels really good when you start getting the muscle memory. BDOs gameplay loop is not for me tho, but I'd suggest you put some time into it just to feel a good action combat system.

    Reply
  10. 2:14 You take that tradeoff to increase the skill cieling and give a more movement oriented gameplay to the player.
    If you push too much towards the weight in combat then it becomes like new world.
    Gw2 has the best combat in any mmo, and just pressing wasd in the game and seeing how smooth the animations blend into each other blows every mmo even ashes out of the park. The feet look like they are actually moving the character in each direction and the character steps for changing directions or jump attacking etc.
    If ashes can improve player character movement animations and make them smoother and blend into each other better then it could be the best.
    But I doubt any game put that much polish in the player character controller especially in western studio. In fact some eastern games has very high quality of player controller in comparison.

    Reply
  11. At 6:00 when you discuss animation and damage it reminds me of ESO (a game I played for about 5 years before switching to ffxiv). I really hated how animation cancelling (i.e. weaving) was considered necessary for endgame content despite it looking really janky and ruining all sense of immersion.

    Reply
  12. Comparing a game released in 2012 with one that doesn't yet exist is not quite fair. Yes, I'm a supporter of AoC and I appreciate what the game proposes to some degree, but I'm not swayed by false hype or the claim that inertia and momentum are fully implemented as described. It's merely animation designed to create that impression, but it's not genuinely present. Furthermore, the game adopts a slower combat philosophy, aiming for more deliberate combat with higher stakes in decision-making compared to other well-established and successful MMOs like Guild Wars 2. It's misleading to assert that a non-existent game has a superior combat system to those you've compared.

    For example, Guild Wars 2 features impactful animations that you can feel when striking. Combat isn't just about tagging; even if you tag an enemy, you can still miss if you're aiming incorrectly or are outside the radial range. A key aspect of GW2 is the ability to dodge and move away from attacks, taking risks to approach or retreat from ranged attackers, which adds a true sense of combat. Classes with specializations, like the Untamed (class: Ranger) wielding a hammer, convey a strong sense of inertia, especially when changing the direction of swings or slams, and this applies to the warrior class as well. Older weapons have outdated animations that may seem awkward or misplaced when swinging at nothing, but against a mob, the animation shifts and rotates between three different movements, providing a sense of full motion if you continue attacking or break distance, thus interrupting the rotation of the same Skill 1.

    At around 6:15, you mentioned "AoC feels quick and responsive," but what's actually happening is the warrior is unrealistically bypassing inertia and momentum to stop swinging. So, it's not doing what you claimed. I'm not a fan of New World, but the mechanics of breaking and canceling an attack feel natural. You must deal with the consequences of swinging past your enemy if you miss the target or try to dodge an attack mid-action, because continuing your action could expose you to being hit. That's why canceling attacks while the weapon is still in motion makes sense, because nothing stops mid-air instantly to speed zero.

    "feels good " is not the same as "feels real". Inertia and momento makes things feel REAL. not good.

    In GW2 Some skills are unblockable, some can be canceled mid-action, allowing you to interrupt a skill to execute another, and some skills have "skill priority," meaning that when two are pressed simultaneously, one will override and cancel the other. In AoC, we've seen how they commit to every attack, even when it doesn't make sense.

    After playing many MMOs I'm still not convinced there is a better game in the overall complexity of a combat system with high risk high reward when choosing which skill to use with GW2.
    So nope. Best combat system is still Guild Wars 2.

    Reply

Leave a Comment