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Guess we'll just have to see
Alright, well, my analysis is done, at least.
Stuff we know now that we didn't know before:
Guild Wars around the Stones are going to be related to resources and raw materials.
There is at least some Auto-Attack option (but not necessarily autobattle OR autorun, I'd expect the weak versions of them though)
Defensive mechanics other than shield block are split-frame timed with about a 12f window (not to react, it seems to be the active frames for the mechanic, which is pretty nice and 'lenient', around what I'd expect).
Many Open Fields are Safe Zones (no clarity on whether this is also true at night or if that PK thing at night is even still in)
Weapon Swaps appear to be 22f of vulnerability with no apparent ability to move, but the latter could be wrong.
Stuff we got a serious expansion of information on:
Combat system targeting has at least a softlock and you probably have an Accuracy stat.
Cooldowns are ranging between 5 and 15 seconds.
Standard 'controller language' is used for Console and possibly for all Gamepad play, with ability build settings seemingly reduced to 8 at a time (but this could be wrong, since for most games this is offscreen in normal situations anyway)
Animation is around Neverwinter Online speed, but mobility is limited (possibly outright rooted for non-ability attacking)
Defensive skills are per "WeaponClass" as mentioned in another recent thread.
Stuff I'm using Analytic Intuition for:
CC stuff looks like it is based on either a defensive counterskill or applies only on the final active Frames of a related ability, with about 20-30f of CC active, enough time to switch weapon and instantly START another skill.
No options for a single player therefore to OFFENSIVELY CC and then use a bigger skill than they could get away with before, leading to players needing to synergize those.
Minimal limitations on actual gearing, which makes sense given the above.
Regional Contests may be part of the 'leveling up' methodology, as it would create a pyramidal/ranked PvP-ish game system, meaning that technically players may need to PvP in order to advance characters in some ways, depending on the Contest requirements you may not need to do the fighting part yourself.
I think I saw some evidence of a 'hotbar swap' which would imply that the actual ability number is 16, but it's hard to tell if that was what was actually happening.
Therefore, we are still at 'similarity minimal'.
If the Stones are in any way similar to Nodes for the holding Guild, maybe it'll be a TINY bit similar. If Dungeons are 'standard' PvP rules, the similarity increases.
Damage scaling does not seem to apply, but damage numbers are within the 'easy to grasp' range. Food, Drink, and 'potions' are all plentiful looking, but their power is unknown (I've separately seen data on 'Potions' being decently strong at the highest points relative to the HP/Mana values, but the cooldown is never shown, though I suspect it's like 30s)
That's all I've got. Given our lack of full understanding of Ashes' combat, there's not much to compare, but it definitely looks like it will fill the niche as Ashes' Mirror.
If you're in that camp of people that 'constantly finds yourself wishing Ashes was a little different', looks like the flipside may be here on time.