Skill types
The combat system offers a varitey of Skill types.
Habilidades primarias
Las habilidades primarias (habilidades de clase) están basadas en el arquetipo del jugador.[4] Los jugadores pueden personalizar sus habilidades primarias con el aumento de un arquetipo secundario[5][4][6]
- 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.[7] – Steven Sharif
- Cada arquetipo secundario ofrece cuatro escuelas de aumento diferentes.[8][9][5][10] Cada escuela de aumentos afecta a las habilidades primarias de un arquetipo de forma distinta.[11]
- 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.[5][11]
- Cada aumento tiene un requisito de nivel.[12]
- Los aumentos no tienen un coste en puntos de habilidad.[13] Anteriormente se había afirmado que ciertos aumentos requerirán más puntos de habilidad que otros.[12]
- 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.[12] – 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.[15]
- El sistema de progresión para los aumentos es muy similar al sistema de progresión de clases.[16]
- Para cambiar los aumentos de tus habilidades, deberás ir a un NPC en un nodo de nivel Aldea o mayor.[17]
- Algunos colores y efectos especiales|FX pueden cambiar dependiendo de los aumentos elegidos.[18]
- Las habilidades activas pueden verse completamente diferentes después de que se les ha aplicado un aumento.[19]
- Fuera de las habilidades específicas de cada clase puede haber un subconjunto de habilidades universales, como Bloqueo activo y Esquivar.[20]
Se espera que las habilidades primarias en el Alpha-2 sean muy diferentes a las del Alpha-1.[21]
- 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.[21] – Steven Sharif
Puntos de habilidades
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.[24][25][26][27]
- No será posible subir al máximo todas las habilidades de árbol.[27]
- 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.[28]
- Los jugadores pueden resetear y reasignar sus puntos de habilidad.[29]
- Los aumentos no cuestan Puntos de habilidad.[13] Anteriormente se había dicho que algunos aumentos requerirán más gasto en puntos de habilidad.[12]
- 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.[30] – Steven Sharif
#REDIRECT MediaWiki:Weapon combo system/es
En Ashes of Creation se emplea un sistema de combos de armas (también llamado Combo system[32], y habilidades de uso de armas[33]) en lugar de la habilidad clásica de auto-ataque .[34][32][35]
- El sistema de combos consiste en una secuencia de animaciones de combate basadas en el tipo de arma, denominada montaje de animación de combate.[36]
- Los combos se activan realizando ataques básicos con armas (por defecto Q o clic con el botón izquierdo del ratón).[37]
- Let's say for example you're using a two-handed warhammer or something and you have a number of weapon combos that play animation style based on how many combos deep you go into an attack with that warhammer. So the first is going to be like a forward swing. Second is going to be a back swing. The third is going to be swing down and the fourth is going to be some twirl that you do; and that's what we call the combo animation montage.[36] – Steven Sharif
- Este sistema se integra en gran medida con los árboles de habilidades de las armas, previstos para la Alpha-2 y posteriores.[38]
- The way that the weapon skill tree works is that at different stages of that combat montage you have available procs that can occur. The first swing might be a small stagger that decreases your opponent's accuracy by 15, that could be a proc that you could that you could spec into that decrease in accuracy- might be a status condition called stagger or bewildered or whatever- and that might exist for three or four seconds. Your second option from a skill tree perspective might be on the swing back. You have some type of tapering slow effect that lasts over three seconds- some type of tapering snare; and then the third step strike down might be some potential one second stun status modifier; and each of these you can spec into additional points to increase the chance that these proc.[36] – Steven Sharif
- Dependiendo de la habilidad de clase elegida, estos efectos tendrán efectos combinados con el montaje de combate.[36]
- Depending on what your class skill choice has been those are going to have synergy effects with the weapon skill tree. So my skill called spin-to-win might do 30 additional damage on a staggered target. So I see when my proc occurs with the stagger effect on my first swing, like for me as a player I might be only interested in landing that first swing, so every now and then I'm gonna swing once and then I'm gonna use a skill and then I'm gonna come back and swing again because that'll play my first swing montage, because it's been interrupted. So I won't move to the second one because I'm really just wanna hit that stagger effect. So that's going to be how my rotation lines up. However I might have some skill that on a stun target it might be an immediate cast and it's like some power you push or power hit; and that does- it knocks back a stun target. So if the target's stunned when this skill plays, it has an added effect of knock down and now they're gonna get knocked down for an additional two seconds. Now I might spec into that and as a result I want to finish through: swing, swing, and then knock down. So I get my chance at stunning that target with that weapon skill.[36] – Steven Sharif
- La progresión de armas, como las bonificaciones de set, pueden cambiar el nivel en el que se producen los efectos de proc y, por tanto, permitir diferentes rotaciones de combo.[36]
- You may have items or set bonuses that change at what level those proc occurs. So I may have a full set of battle armor that changes all third hit combo procs to second hit requirements and now I have a chance not only on my second hit to land that tapering slow but I also have a chance to land my one second stun proc because I have the full set that changes my weapon progression. So that's the way itemization works with your weapon skill tree, is you can enhance when those weapon skill trees become available in your combat montage and that can be a relevant factor in how your skill rotations come to play; and mixes with your weapon attacks.
- La elección y rotación de las habilidades de las armas variará en función de si el jugador está más centrado en Pvp o en PvE.[36]
- Right now some people might just say, "I don't care at all about my weapon attacks. I'm not going to invest a lot of points into that. And if I do, it's going to be primarily PvE focused where I'm more comfortable using just swinging my weapon, and I may not use them as much in PvP. I'm just going to be focused on skill rotations." That's okay, but the reason for those skill montages- back to your question- is they have a very relevant role in when certain procs come online from a weapons skill tree perspective.[36] – Steven Sharif
- Usar una habilidad que no sea un ataque básico reiniciará el combo por norma general.[37]
- Los desarrolladores están considerando la posibilidad de usar habilidades específicas sin reiniciar el sistema de combo.[37]
It acts similar in the sense of the core loop of what an auto attack is so to speak; where typically your other skills have a cooldown period, they have a rotation or whatever: Our combo system is a repeatable skill effect that you can continually attack with but it's a little bit more involved than what a traditional auto attack is; and it has components from a from an advancement standpoint when it comes to the types of procs that your weapon can have during that combo system... It's not going to have the quick time event that you guys saw early on in PAX and gave great feedback on, but it is going to have development with regards to the power of the weapon the type of weapon you're using, the additional proc effects that you can skill into: Those types of things are going to make it a little bit more complex of a system capture.[32] – Steven Sharif
Habilidades finales (Ultimate)
Las habilidades finales (ultimate) son unas habilidades muy poderosas.[39]
- Se puede usar cuando se ha acumulado suficiente concentración al utilizar el sistema de combos de armas.
- None -
Utility skill
A utility skill is a typically non-combat skill that interacts with the environment and offers counters and horizontal progression against other archetype abilities.[42][43][44][45] Utility skills lend themselves toward how classes navigate and deal with hazards in the world.[46]
- When we think about utilities, some of the examples of those utilities might be a Rogue has invisibility. How do you address invisibility? Well, a Ranger might have a utility ability that spawns a Hound that trails invisible targets within an AoE radius of the Ranger and you get that location. Whereas, a Mage might have an Arcane Eye that actually reveals them to the party of the raid. Those are the types of utility skills that we want to create. They offer counters and horizontal progression against the other archetype abilities.[42] – Steven Sharif
- Clases will have different utility abilities, such as detecting traps and other hazards.[43][44][46] For example: The Mage's detection spell casts light and reveals magical explosive hazards.[47]
- Q: What kind and how many special or unique activities can we expect classes to perform outside of combat, such as rogue's opening locks, tracking enemies as a ranger, or removing corruption from the ground as a cleric?
- A: Just thirty minutes ago I was talking about those utility abilities like finding tracks, or cleansing poisons, arcane eye to reveal secret passages. The idea is how do we blend the traditional tabletop RPG role of utility and/or skill checks into the setting of a graphical MMORPG; and I think that it's both a complement of the skill kit that's available and how it interacts with the world for those curated or special designs within these locations. So to answer that question: that is intended- we've shown a little bit of that in the past and it is something that we want to make feel compelling and rewarding and viable as a use-case scenario in many different settings that you might find yourself in within the world.[43] – Steven Sharif
- All classes will have maneuverability/traversal utility abilities.[53]
- Utility skills exist that can help players discover hidden paths and entrances and may lead to discovering hidden quests while exploring.[44]
- Certain objects exist in the world (such as ladders and slides) that aid player mobility.[54]
- We don't just have the approach of your class being reflected in your combat abilities but also there are utility abilities that certain classes have that other classes don't have.[55] – Steven Sharif
- There will be a grappling hook utility skill or item.[56]
- Rogues may also have a spyglass utility skill.[46]
Ver además
Referencias
- ↑
- ↑ Transmisión en vivo, 2017-10-16 (1:00:44).
- ↑ Entrevista, 2018-08-08 (22:27).
- ↑ 4.0 4.1
- ↑ 5.0 5.1 5.2 Entrevista, 2020-07-18 (1:05:04).
- ↑
- ↑ Transmisión en vivo, 2020-07-25 (1:47:55).
- ↑ Pódcast, 2021-09-29 (30:04).
- ↑ Transmisión en vivo, 2021-06-25 (1:05:01).
- ↑ Transmisión en vivo, 2018-02-09 (41:56).
- ↑ 11.0 11.1 Transmisión en vivo, 2019-12-17 (1:13:14).
- ↑ 12.0 12.1 12.2 12.3 Entrevista, 2020-07-18 (1:07:06).
- ↑ 13.0 13.1 Forums - Livestream Q&A 2022-08-26.
- ↑
- ↑ February 8, 2019 - Questions and Answers.
- ↑ Transmisión en vivo, 2019-07-26 (1:09:22).
- ↑ Transmisión en vivo, 2018-04-8 (PM) (20:45).
- ↑
- ↑ Entrevista, 2018-05-11 (53:15).
- ↑ Transmisión en vivo, 2021-11-19 (50:38).
- ↑ 21.0 21.1 Transmisión en vivo, 2021-09-24 (1:18:06).
- ↑ Transmisión en vivo, 2021-06-25 (23:08).
- ↑ Transmisión en vivo, 2020-08-28 (1:12:50).
- ↑ Entrevista, 2020-07-29 (55:44).
- ↑ Entrevista, 2020-07-19 (53:59).
- ↑ Entrevista, 2020-07-18 (1:07:51).
- ↑ 27.0 27.1 Transmisión en vivo, 2017-07-28 (19:05).
- ↑ Transmisión en vivo, 2017-11-16 (30:02).
- ↑ Entrevista, 2020-07-29 (54:44).
- ↑ Transmisión en vivo, 2020-08-28 (1:19:24).
- ↑ Twitter - Take a look at our new basic weapon attack combos!
- ↑ 32.0 32.1 32.2 Transmisión en vivo, 2020-01-30 (1:28:40).
- ↑ Transmisión en vivo, 2018-01-18 (22:46).
- ↑ Transmisión en vivo, 2022-09-30 (43:45).
- ↑
- ↑ 36.0 36.1 36.2 36.3 36.4 36.5 36.6 36.7 Pódcast, 2021-09-29 (47:57).
- ↑ 37.0 37.1 37.2 Transmisión en vivo, 2020-02-28 (1:10:21).
- ↑ Transmisión en vivo, 2021-09-24 (1:19:17).
- ↑ Transmisión en vivo, 2017-06-30 (29:13).
- ↑ Vídeo, 2024-01-31 (4:48).
- ↑ Transmisión en vivo, 2020-07-25 (42:49).
- ↑ 42.0 42.1 Transmisión en vivo, 2023-12-19 (1:11:17).
- ↑ 43.0 43.1 43.2 Transmisión en vivo, 2023-02-24 (1:13:19).
- ↑ 44.0 44.1 44.2 Transmisión en vivo, 2023-02-24 (6:51).
- ↑ Transmisión en vivo, 2017-06-30 (30:34).
- ↑ 46.0 46.1 46.2 Transmisión en vivo, 2017-05-12 (33:10).
- ↑
- ↑ Transmisión en vivo, 2017-05-15 (15:10).
- ↑
- ↑ Transmisión en vivo, 2018-01-18 (34:56).
- ↑ Transmisión en vivo, 2019-06-28 (1:21:46).
- ↑
- ↑
- ↑ Transmisión en vivo, 2021-10-29 (1:07:11).
- ↑ Transmisión en vivo, 2017-05-24 (57:41).
- ↑ Transmisión en vivo, 2017-05-12 (18:00).