Clases

Las clases son una combinación de los arquetipos primario y secundario.[2][3][4][1][5]
We have a specific terminology when referring to archetypes and classes. Classes are the combination of your secondary archetype with your primary archetype.[3] – Steven Sharif
Icono | Arquetipo | Tipo.[6] | Rol.[7] |
---|---|---|---|
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Bardo | Arcano | Apoyo |
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Clérigo | Arcano | Apoyo |
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Luchador | Marcial | Daño |
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Mago | Arcano | Daño |
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Arquero | Marcial | Daño |
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Pícaro | Marcial | Daño |
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Invocador | Arcano | - |
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Tanque | Marcial | Tanque |
- Los jugadores reciben puntos de habilidad a medida que levelean. Estos pueden ser usados para subir de nivel sus habilidades en su árbol de habilidades.[10]
- No será posible subir de nivel todas las habilidades del árbol de habilidades.[10]
- Un jugador deberá elegir un arquetipo secundario cuando alcance nivel 25.[4] La combinación de los arquetipos primario y secundario son conocidas como clases.[4][1][5]
- El segundo arquetipo no otorga habilidades adicionales.[11]
- El segundo arquetipo se podrá cambiar, pero no "al vuelo".[9][12]
- El jugador puede entonces aumentar sus habilidades primarias con los efectos de su arquetipo secundario.[4][8]
- Cada habilidad en el árbol de habilidades tendrá diferentes opciones de aumento del árbol secundario. Este es un ejemplo de progresión horizontal.[8]
- Los aumentos en las habilidades principales pueden básicamente cambiar la forma en la que funcionan - adaptando lo que la habilidad hacía, para incorporar la identidad del arquetipo/clase secundaria.[13]
Si un luchador eligiese ser mago como arquetipo secundario, el luchador se convertiría en "Spellsword". Ésta combinación crea aumentos que pueden ser aplicados en habilidades de su árbol de habilidades primario. Los luchadores tienen la habilidad Embestida que les permite embestir a sus objetivos; y una vez los alcanzan, infligirles una cierta cantidad de daño con una posibilidad de derribarlos. Un aumento en destello puede ser aplicado a la habilidad embestida, lo que teleportará al jugador al objetivo; eliminando así el tiempo de la carga de la habilidad.[8]
La progresión de clase no tiene nada que ver con la progresión de artesanía del jugador.[14]
Los eventos del mundo no afectan directamente a la eficacioa de la clase pero puede haber efectos secundarios en términos de disponibilidad de equipo, encantamientos o tatuajes.[15]
Clases por combinación de arquetipos
Con 8 Arquetipos para combinar, los jugadores pueden elegir entre sesenta y cuatro (64) combinaciones para crear su clase.[4][1][5]
Balance
El equilibrio en Ashes of Creation está enfocado en el grupo, y no en el combate 1vs1"[3][16]
- Los enfrentamientos 1 contra 1 tendrán una dinámica tipo piedra, papel y tijera, donde una clase será superior a la otra.[16]
- 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.[16] – Steven Sharif
- El testing de la Alpha 1 se centró en la funcionalidad principal en lugar del equilibrio de combate.[17]
- Las pruebas en la Alpha 2 comenzarán a centrarse en el equilibrio una vez que las poblaciones y los conflictos estén funcionando y muy probados.[18]
- From an engagement or encounter perspective, obviously we do a finger-in-the wind balance pass, but a lot of that stuff from our encounters team doesn't get done until populations are in place and those encounter designs get a little bit more time to bake.[18] – Steven Sharif
Las sesenta y cuatro (64) clases están divididas en ocho arquetipos primarios. El equilibrio de las habilidades activas solo hace referencia a estos ocho arquetipos primarios. [3][19]
- Hay cuatro grupos primarios de aumentos asignados a cada arquetipo base. El equilibrio de estos aumentos hace referencia a los cuatro grupos de aumentos para cada uno de los ocho arquetipos.[20][21][4][19][22]
- 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.[3] – Steven Sharif
- We're not really talking about 64 true classes, we're talking about eight classes with 64 variants... There isn't as much variance between the 64 classes as you might expect. It's not like there are 64 different versions of... radically different classes.[3] – Jeffrey Bard
Ciertos arquetipos secundarios son capaces de reducir las diferencias frente a sus "counters".[23]
- 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.[23] – Steven Sharif
Synergies
Synergies exist between class skills, weapon skills, passive skills, proc effects, and status conditions.[24][25][26][27][28][29][30][31][32][33][34][13][35] These synergies also apply to active skills from other characters.[24][36]
- Q: How much do you intend for those sort of synergy things to be done within one class, one character's kit, versus how much do you intend for them to be working with the other characters, the other archetypes and specializations to promote their things, or to also make sure you don't step on their feet and accidentally promote something they're trying to maximize?
- A: When we talk about status conditions or keyword conditions and the promotion of those effects, there is going to be the bread and butter that each class kid has access to; and when they're creating the type of rotation with their ability system, they're going to want to emphasize those interactions that amplify or promote a particular type of status condition. So they'll have within the kit to their own interactions that they'll be able to leverage. But then in addition to that, they're going to have keyword status effects that help to either promote other classes' keyword status effects, or are the executed promotions of other classes initial status conditions. And when you think about the intent of the design: the intent of the design is that players are servicing themselves from a solo perspective when they want to go out and solo grind and solo experience and fulfill the quests. But when they come together to form a party to encounter group content, or a raid to encounter raid content: that the interconnectivity between those classes synergizes with these keyword promotions and/or effects; and there's a way to execute on that, that is successful and is effective, or a way that's not. And that's the skill ceiling/skill cap that requires interaction and cooperation and synchronization between, because there are limited time windows in which those keywords can get emphasized or executed upon when utilizing the ability.[24] – Steven Sharif
- When you think about it, it's very much a musical endeavor. When you think about a symphony or a concert, those instruments working with eachother to formulate this highly effective and very visceral experience of this music chain. When you accomplish that in combat, it's going to be noticeable; and that's the desire, is let's reward- let's dopamine hit when players are effective in their skill when executing on these ideas.[37] – Steven Sharif
Meta
La eficacia de las clases, habilidades y equipo dependerá del adversario o del reto. Habrá builds óptimas para diferentes retos y grados de dificultad. Este diseño pretende evitar que hay un meta evidente o que haya muchas builds cortadas por el mismo patrón en Ashes of Creation.[15]
- Los diferentes desafíos se presentan a los jugadores de forma dinámica en función de la progresión y destrucción del nodo. Las situaciones que se basan en un diseño tipo piedra-papel-tijera motivarán a una búsqueda de equipo horizontal. Estos desafíos dinámicos cambiarán de un mes a otro, provocando un cambio en la demanda de la economia a medida que el nuevo contenido requiera diferentes builds.[15]
- Los niveles de dificultad crecientes inspiran una progresión de poder vertical más tradicional, común en otros MMO.[15]
Oftentimes you just have a very vertical power scale and that determines chase, but when you have a variety of relevance across certain types of adversaries and that variety changes over time because of player activity- and then that affects the economy and the crafter system and who was producing what for what demand- and everything gets shaken up. That's a very fun environment to exist in. It presents a more dynamic situation rather than a quote-unquote cookie-cutter type selection.[15] – Steven Sharif
Habilidades de clase

Si elijes uno de los ocho arquetipos secundario, sea cual sea, vas a recibir una selección de aumentos que se relacionan con algunas de las ideas principales de esa clase. Ya sabes, como un tanque se centra en controlar el campo de batalla, en sobrevivir. El mago trata de infligir daño y usar los elementos y habilidades en área. El pícaro se centrará en el sigilo y el daño crítico. Por lo tanto esos aumentos van a jugar con esas identidades.[39] – Steven Sharif
La idea detrás de este sistema, es que estás tratando de bordear la línea de esos aumentos en tu rol, ¿Verdad?. Tenemos la clásica santísima trinidad que está presente en los diseños de las clases para los MMOs y, a menudo, no se desvían en absoluto de ella o bien se desvían completamente. El aumento sirve para ofrecer un equilibrio mediante el cual mantienes la apariencia de ese sistema mientras ofreces la oportunidad de personalizar tu experiencia de juego hacia uno de los otros lados del triángulo..[40] – Steven Sharif
Las habilidades primarias (habilidades de clase) están basadas en el arquetipo del jugador.[8] Los jugadores pueden personalizar sus habilidades primarias con el aumento de un arquetipo secundario[4][8][41]
- The design behind augments is to not just change the flavor so that it reflects the secondary archetype, but it also fundamentally changes the core components of a skill.[42] – Steven Sharif
- Cada arquetipo secundario ofrece cuatro escuelas de aumento diferentes.[20][21][4][22] Cada escuela de aumentos afecta a las habilidades primarias de un arquetipo de forma distinta.[43]
- Por ejemplo: Un Mago ofrece aumentos de teletransportación y escuelas elementales. Estos aumentos afectarán las habilidades primarias de un Luchador de forma distinta que a las de un Clérigo.[4][43]
- Cada aumento tiene un requisito de nivel.[44]
- Los aumentos no tienen un coste en puntos de habilidad.[45] Anteriormente se había afirmado que ciertos aumentos requerirán más puntos de habilidad que otros.[44]
- There's going to be a certain threshold at which you can no longer augment your active abilities based on the decisions you've augmented previous abilities, so you'll have to pick and choose which ones you want to apply the augments towards.[44] – Steven Sharif
- Los aumentos a las habilidades primarias cambiarán fundamentalmente la forma en la que funciona dicha habilidad: Adaptará aquello que la habilidad hacía para incorporar la identidad del arquetipo secundario.[13]
- El sistema de progresión para los aumentos es muy similar al sistema de progresión de clases.[47]
- Para cambiar los aumentos de tus habilidades, deberás ir a un NPC en un nodo de nivel Aldea o mayor.[48]
- Algunos colores y efectos especiales|FX pueden cambiar dependiendo de los aumentos elegidos.[49]
- Las habilidades activas pueden verse completamente diferentes después de que se les ha aplicado un aumento.[50]
- Fuera de las habilidades específicas de cada clase puede haber un subconjunto de habilidades universales, como Bloqueo activo y Esquivar.[51]
Se espera que las habilidades primarias en el Alpha-2 sean muy diferentes a las del Alpha-1.[52]
- The ability list in Alpha One is nowhere near what the ability list will be, especially from like a level/progression standpoint. So you can expect it to be incredibly different.[52] – Steven Sharif
Aumentos de clase
A player may choose a secondary archetype when they reach level 25.[53][4] Each secondary archetype offers four different schools of augmentation.[20][21][4][22] Each augment school affects a primary archetype's skills in different ways.[43]
- For example: A Mago offers Teleportation and elemental schools of augments. These augments will affect a Fighter's primary skills differently than a Cleric's.[4][43]
- When you reach the class phase, which is around level 25 and you introduce that secondary archetype selection to create your one of 64 classes, then you'll have a number of augments that you'll be able to apply on a per-ability basis; and your core ability kit comes from your primary archetype selection; and those augments will change the look and feel of those abilities; and some will have the affect to create more darker thematic aspects to it. Or just generally different aesthetics to the abilities that represent the secondary [archetype] selection.[53] – Steven Sharif
- The player can then augment their primary skills with effects from their secondary archetype.[53][4][8]
- If a Luchador were to choose Mago as a secondary archetype, the fighter would become a Spellsword. This combination opens up augments that can be applied to skills in their primary skill tree. Fighters have a Rush skill that allows them to rush towards a target; and upon reaching the target, deal an amount damage with a chance to knock the target down. A blink augment could be applied to the rush skill, which would now teleport the player to the target; thus eliminating the charge time on the skill.[8]
- Each skill in the primary tree will have several augment options from the secondary tree. This is an example of horizontal progression.[8]
- The progression system for augments is very similar to the class progression system.[47]
- Augments to primary skills can fundamentally change the way the ability works - adapting what the ability once did to incorporate the identity of the secondary archetype/class.[13]
- Augments do not cost skill points.[45] It was previously stated that certain augments will have more expense required on the skill point side.[44]
- There's going to be a certain threshold at which you can no longer augment your active abilities based on the decisions you've augmented previous abilities, so you'll have to pick and choose which ones you want to apply the augments towards.[44] – Steven Sharif
- Secondary archetype augments allow different aesthetics to apply to primary abilities that reflect the secondary archetype selection.[53]
Class resources
Class resources are generated by certain class abilities based on specific criteria.[54] The current design approach is for every archetype to have its own resource, in addition to Maná, which is universal across all archetypes.[55][56][57][58]
Puntos de habilidades

This is where players allocate skill points into either their active skills, their passive abilities- which can augment their usage of weapons and armors and health regeneration and passive stats and stuff like that-- but on the weapons side of things, that's where you will spec into certain types of procs based off of weapon groupings. So we've talked a little bit about this in the past: If you have a dagger, daggers might have a chance to proc a bleed on your weapon attack and that would synergize with an active skills' ability like let's say Backstab that does additional damage if the target is under a bleed effect. Now we have said in the past that players will be able to allocate skill points into their active skills that are more geared towards either action combat or tab targeting.[60] – Steven Sharif
Los jugadores obtienen puntos de habilidad conforme suben de nivel. Estos pueden ser usados para mejorar habilidades (subir su rango) ya sea en el árbol de habilidades activas, pasivas o de combate/armas.[36][32][33][10]
- No será posible subir al máximo todas las habilidades de árbol.[10]
- En cuanto a la progresión de habilidades, los jugadores pueden elegir entre "ir horizontal" y conseguir una serie de habilidades diferentes, o "ir vertical" con unas pocas habilidades específicas.[61]
- Los jugadores pueden resetear y reasignar sus puntos de habilidad.[9]
- Los aumentos no cuestan Puntos de habilidad.[45] Anteriormente se había dicho que algunos aumentos requerirán más gasto en puntos de habilidad.[44]
- 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.[62] – Steven Sharif
Habilidades universales
Además de las habilidades específicas de cada clase, puede haber un subconjunto de habilidades universales, como el bloqueo activo y la esquiva.[51]
- Los desarrolladores probarán el uso de mecánicas de energía independientes para las habilidades universales en el Alpha-2.[63]
- La progresión de las habilidades universales puede alinearse con el árbol de habilidades pasivas del jugador.[51]
- Outside of your class-specific skill tree, there's going to be a subsection of a few skills that are universal, like active block, like dodge; and I think what we're going to do- or at least what we're going to be discussing here- is those universal skills will have progressions that might align with your passive tree; and you can spec skill points into progressing additional features of those universal abilities that you will have access to. So I think that's probably going to be the direction that we're going to take.[51] – Steven Sharif
Aumentos
Ashes of Creation cuenta con una amplia gama de vías de progresión que ofrecen mejoras (aumentos) a las habilidades primarias de un personaje.[64][65]
- Arquetipos secundarios.[20][21][4][22]
- Progresión de las organizaciones sociales.[20][21]
- Progresión de las religiones.[20][21]
- Aumentos raciales.[66][20]
Los aumentos se aplican individualmente a las habilidades activas del arquetipo principal de un personaje .[20][21]
- Un personaje puede tener un aumento activo en una habilidad en cualquier momento.[20]
- Los aumentos no cuestan puntos de habilidad.[45]
- Anteriormente se dijo que ciertos aumentos requerirán más gasto en puntos de habilidad.[44]
- Los aumentos de clase secundarios pueden aplicarse a cualquier habilidad, pero es posible que algunos aumentos específicos (como los raciales o religiosos) estén bloqueados a habilidades concretas.[20]
- El sistema de progressión de los aumentos es muy similar al sistema de progresión de clases.[47]
Los aumentos pueden modificar multitud de aspectos y pueden (en algunos casos) crear habilidades completamente nuevas.[67]
- Cambiar radicalmente la habilidad en sí.[67]
- Cambiar el tipo y el valor del daño.[67]
- Cambiar el tiempo de enfriamiento.[67]
- Cambiar la distancia (de la habilidad).[67]
- Cambiar el efecto de la habilidad de a distancia a melee.[67]
Augments can affect a multitude of things. It can drastically change the ability itself. It can change the damage type. It can change the cooldown period. It can change the damage values. It can change the distance. It can dramatically change it from a ranged effect to a melee effect. Augments are essentially can create- they are creating entirely new skills, but they're going to keep obviously some identity with what that primary active ability was.[67] – Steven Sharif
Cambio de arquetipos
Primario
El Arquetipo (de una Clase) no puede ser cambiado.[9][1]
When it comes to the primary archetype, that is a decision you'll want to make and you'll want to make sure it's the right decision, because it's permanent... You are going to create this identity that you can't just change on the fly. This is going to be something that you will know a person and you will know what their base archetype is and they're not just going to change from battle to battle. So that gives some consistency in the engagements and understanding reputation on the server.[9] – Steven Sharif
When players choose their primary class, it’s not just dictating how the next several hundred hours of gameplay will go... It’s only the primary class that cannot be changed. And hey, that’s what alts are for![1]
Secundario
El arquetipo secundario de una clase puede ser cambiado, pero no "al vuelo".[68][9][12]
- The secondary class choice, which comes after some time getting used to the world of Verra, will be more fluid. If you choose the Fighter and the Rogue to make a Shadowblade, but eventually want to try your hand at Summoning to make a Bladecaller, you’ll be able to do so.[1]
- We don't want you to be able to change your secondary class or the augments you have applied out in the open. We want you to have to make a conscious choice somewhere at a NPC. The level of node necessary for that particular NPC to be available will likely be either at the Village stage or above. So, if you are far out in the wilderness exploring – and we have no instant teleportation in the world – you need to be conscientious of what your choices are; and not be able to change them on-the-fly.[69] – Steven Sharif
- Es probable que los jugadores deban hablar con un NPC en un nodo de nivel Aldea o mayor para cambiar su arquetipo secundario y sus aumentos de habilidad. [69]
- Es posible cambiar entre varias specs después de un tiempo sin determinar a modo de cooldown.[68][70]
Misiones específicas de clase
Habrá misiones específicas de clase en Ashes of Creation.[72]
There's going to be a lot of shared quests but there's also going to be class-specific quests; and the reason for that is that some classes are better at others than doing certain things and that'll play itself out through the general community quests. That's fine, but there are certain periods from a designer's perspective where you want to make an encounter be the antithesis of what a player is good at. It also gives them perspective because we have a more fluid class combination system where you can play the line in your traditional role by adding a secondary class that's different from your primary classes role. The benefit of having these class-specific quests early on especially in an archetype is that you can come to a determination and have greater experience for the things you're not good at. So you know how to progress your class in the future with the things you have access to that are different from what you're good at.'[72] – Steven Sharif
- Estas misiones se verán influenciadas por la progresión de clase del jugador a través de su elección de arquetipo primario y secundario.[72]
So you want to give them storyline that's relevant and make sense for them to their class progression. If I'm a fighter I should be going to a barracks and learning from this dude early on. Later on if I want to take on that mage secondary and I'm more arcane in the things I do, or more based in the essence, then yeah it makes sense for my also again for a catered quest to me that lets me focus on that route in the narrative.[73] – Steven Sharif
Pruebas de clase
No habrán pruebas de clase en Ashes of Creation.[74]
Roles
Ashes of Creation utiliza el tradicional sistema de la trinidad con los roles de Tanque, DPS y Soporte.[7][75]
- Aunque los papeles tradicionales están presentes, los jugadores no deberían sentirse encasillados por su arquetipo primario.[7][75]
- Los aumentos de habilidad disponibles a través del sistema de clases permitirán a los jugadores personalizar su estilo de juego fuera de su rol primario.[7][75][76]
- Los jugadores que elijan en mismo arquetipo dos veces, fortalecerán su rol primario.[7][75]
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.[76] – Steven Sharif
PvX

We like to really refer to ourselves as a PvX game, because in those systems of PvP, PvE, crafting they're all intertwined: They're interdependent on each other... Our system of development really requires some interdependence there between those things. You're going to need a crafter to give you the best items. You're going to need PvPers to secure cities and castles. You're gonna need PvErs to take down those world bosses for those materials to craft.[77] – Steven Sharif
Ashes is a comprehensive game. It is not a PvP focused or a PvE focused, it is a comprehensive PvX game and as a result these systems are all interconnected and have to coexist with one another with certain types of mechanisms that can provide that give and take, that push and shove.[78] – Steven Sharif
Ashes of Creation es un juego PvX.Los jugadores se encontrarán con elementos tanto de Pvp como de PvE.[78][79][80] Es poco probable que un jugador pueda enfocarse solamente en Pvp o solamente en PvE.[80]
- Hay un equilibrio entre Pvp y PvE en Ashes of Creation.[80]
- Todas las estadísticas relacionadas con la efectividad en el combate en PvX.[81]* Algunos servidores podrían estar más enfocados al Pvp que otros.[79]
- No habrá servidores de PvE y Pvp pero algunos servidores estarán más enfocados al PVP.[79][82]
- No habrá distinción entre el equipo de Pvp y el de PvE .[83]
- La progresión del juego podría requerir elementos de PvE.[80]
We're very clear with our objective and philosophy on the game and we understand that they may not appeal to everybody. But it is an important reciprocal relationship between the content that's related to PvE and the content that's related to PvP and they feed off of each other. They're catalysts for change: Their progression, their development. It's things that people can value when they see something earned and they see something lost. That elicits an emotional response from the player: That they've invested time in to either succeed or fail; and PvP allows for that element to be introduced into gameplay. And we're very clear that is our objective: That risk versus reward relationship, that achievement-based mentality. Not everybody's going to be a winner and that's okay.[84] – Steven Sharif
Guías de la comunidad
Ver además
Referencias
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 Ashes of Creation class list.
- ↑ Transmisión en vivo, 2022-10-14 (15:44).
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 Transmisión en vivo, 2020-10-30 (33:26).
- ↑ 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 4.12 4.13 4.14 Entrevista, 2020-07-18 (1:05:04).
- ↑ 5.0 5.1 5.2
- ↑ Entrevista, 2020-07-29 (49:53).
- ↑ 7.0 7.1 7.2 7.3 7.4 Group dynamics blog.
- ↑ 8.0 8.1 8.2 8.3 8.4 8.5 8.6 8.7 8.8
- ↑ 9.0 9.1 9.2 9.3 9.4 9.5 Entrevista, 2020-07-29 (54:44).
- ↑ 10.0 10.1 10.2 10.3 Transmisión en vivo, 2017-07-28 (19:05).
- ↑ Transmisión en vivo, 2017-05-03 (50:50).
- ↑ 12.0 12.1 Transmisión en vivo, 2017-07-18 (37:43).
- ↑ 13.0 13.1 13.2 13.3 February 8, 2019 - Questions and Answers.
- ↑ Transmisión en vivo, 2020-07-31 (1:31:11).
- ↑ 15.0 15.1 15.2 15.3 15.4 Pódcast, 2021-04-11 (54:35).
- ↑ 16.0 16.1 16.2 Pódcast, 2018-04-23 (59:28).
- ↑ Transmisión en vivo, 2021-05-28 (1:13:05).
- ↑ 18.0 18.1 Transmisión en vivo, 2022-12-02 (1:05:51).
- ↑ 19.0 19.1 Entrevista, 2018-10-20 (2:40:17).
- ↑ 20.0 20.1 20.2 20.3 20.4 20.5 20.6 20.7 20.8 20.9 Pódcast, 2021-09-29 (30:04).
- ↑ 21.0 21.1 21.2 21.3 21.4 21.5 21.6 Transmisión en vivo, 2021-06-25 (1:05:01).
- ↑ 22.0 22.1 22.2 22.3 Transmisión en vivo, 2018-02-09 (41:56).
- ↑ 23.0 23.1 Pódcast, 2018-04-23 (1:01:01).
- ↑ 24.0 24.1 24.2 Entrevista, 2023-07-09 (1:14:09).
- ↑ Transmisión en vivo, 2022-12-02 (56:09).
- ↑ Transmisión en vivo, 2022-06-30 (1:12:38).
- ↑ Transmisión en vivo, 2022-09-30 (53:15).
- ↑ Transmisión en vivo, 2022-09-30 (43:45).
- ↑ Vídeo, 2022-09-30 (24:49).
- ↑ Pódcast, 2021-09-29 (47:57).
- ↑ Entrevista, 2021-02-07 (49:18).
- ↑ 32.0 32.1 Entrevista, 2020-07-19 (53:59).
- ↑ 33.0 33.1 Entrevista, 2020-07-18 (1:07:51).
- ↑ Transmisión en vivo, 2020-01-30 (1:28:40).
- ↑ Transmisión en vivo, 2018-06-04 (1:11:19).
- ↑ 36.0 36.1 Entrevista, 2020-07-29 (55:44).
- ↑ Entrevista, 2023-07-09 (1:16:45).
- ↑
- ↑ Transmisión en vivo, 2017-10-16 (1:00:44).
- ↑ Entrevista, 2018-08-08 (22:27).
- ↑
- ↑ Transmisión en vivo, 2020-07-25 (1:47:55).
- ↑ 43.0 43.1 43.2 43.3 Transmisión en vivo, 2019-12-17 (1:13:14).
- ↑ 44.0 44.1 44.2 44.3 44.4 44.5 44.6 44.7 Entrevista, 2020-07-18 (1:07:06).
- ↑ 45.0 45.1 45.2 45.3 Forums - Livestream Q&A 2022-08-26.
- ↑ 46.0 46.1
- ↑ 47.0 47.1 47.2 Transmisión en vivo, 2019-07-26 (1:09:22).
- ↑ 48.0 48.1 Transmisión en vivo, 2018-04-8 (PM) (20:45).
- ↑ 49.0 49.1
- ↑ 50.0 50.1 Entrevista, 2018-05-11 (53:15).
- ↑ 51.0 51.1 51.2 51.3 Transmisión en vivo, 2021-11-19 (50:38).
- ↑ 52.0 52.1 Transmisión en vivo, 2021-09-24 (1:18:06).
- ↑ 53.0 53.1 53.2 53.3 Transmisión en vivo, 2023-07-28 (1:04:27).
- ↑ Vídeo, 2022-12-02 (10:12).
- ↑ Transmisión en vivo, 2023-04-28 (1:02:04).
- ↑
- ↑
- ↑ Transmisión en vivo, 2020-08-28 (1:14:54).
- ↑ Transmisión en vivo, 2021-06-25 (23:08).
- ↑ Transmisión en vivo, 2020-08-28 (1:12:50).
- ↑ Transmisión en vivo, 2017-11-16 (30:02).
- ↑ Transmisión en vivo, 2020-08-28 (1:19:24).
- ↑ Transmisión en vivo, 2022-12-02 (1:05:08).
- ↑
- ↑ Official Livestream - May 4th @ 3 PM PST - Q&A
- ↑
- ↑ 67.0 67.1 67.2 67.3 67.4 67.5 67.6 Pódcast, 2021-09-29 (46:20).
- ↑ 68.0 68.1 Transmisión en vivo, 2022-09-30 (1:20:46).
- ↑ 69.0 69.1 Transmisión en vivo, 2018-04-8 (PM) (20:07).
- ↑ 70.0 70.1 Transmisión en vivo, 2020-10-30 (1:06:53).
- ↑ Pódcast, 2017-05-04 (17:02).
- ↑ 72.0 72.1 72.2 Pódcast, 2021-04-11 (44:29).
- ↑ Pódcast, 2021-04-11 (46:10).
- ↑ Transmisión en vivo, 2018-04-8 (AM) (21:21).
- ↑ 75.0 75.1 75.2 75.3 Transmisión en vivo, 2017-05-22 (46:04).
- ↑ 76.0 76.1 Entrevista, 2018-10-20 (2:40:16).
- ↑ Vídeo, 2018-04-16 (1:32).
- ↑ 78.0 78.1 Pódcast, 2021-04-11 (38:31).
- ↑ 79.0 79.1 79.2 Transmisión en vivo, 2017-05-12 (24:52).
- ↑ 80.0 80.1 80.2 80.3 Transmisión en vivo, 2017-05-05 (33:25).
- ↑
- ↑ MMORPG Interview, 2016-12-12.
- ↑ Transmisión en vivo, 2017-05-15 (14:05).
- ↑ Transmisión en vivo, 2017-06-01 (37:39).