Habilidades activas

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Los jugadores pueden peronalizar su personaje con las habilidades activas que prefieran en su barra de acción (hotbar).[2][3][4]

Some people like to have a very minimalistic number of hot bars. They don't need necessarily to have three, four, five hot bars that are available; but some people do like that: They want to have all their items listed on their hotbar as well as their abilities, as well as as their mounts, as well as anything that they can essentially interact with as an icon.[8]Steven Sharif
  • Los jugadores no obtienen habilidades conforme suben de nivel, deben elegir que habilidades quieren adquirir.[9]
  • No hay libros de hechizos que requieran memorizar.[10]

There will be multiple hot-bars that you obviously have available, because you're going to have consumables, you're going to have active skills and whatnot. But the number of active skills are not going to overwhelm necessarily the character and be irrelevant especially at certain stages.[2]Steven Sharif

Habilidades primarias

Preview de las hablidades principales en el Alpha-1.[11]

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.[12]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..[13]Steven Sharif

Las habilidades primarias (habilidades de clase) están basadas en el arquetipo del jugador.[14] Los jugadores pueden personalizar sus habilidades primarias con el aumento de un arquetipo secundario[15][14][16]

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.[17]Steven Sharif
  • Cada arquetipo secundario ofrece cuatro escuelas de aumento diferentes.[18][19][15][20] Cada escuela de aumentos afecta a las habilidades primarias de un arquetipo de forma distinta.[21]
    • 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.[15][21]
    • Cada aumento tiene un requisito de nivel.[22]
      • Los aumentos no tienen un coste en puntos de habilidad.[23] Anteriormente se había afirmado que ciertos aumentos requerirán más puntos de habilidad que otros.[22]
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.[22]Steven Sharif
  • Elegir el mismo arquetipo primario y secundario aumenta el enfoque en ese arquetipo.[24]
  • 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.[25]
  • Para cambiar los aumentos de tus habilidades, deberás ir a un NPC en un nodo de nivel Aldea o mayor.[27]
  • Algunos colores y efectos especiales|FX pueden cambiar dependiendo de los aumentos elegidos.[28]
    • Las habilidades activas pueden verse completamente diferentes después de que se les ha aplicado un aumento.[29]

Se espera que las habilidades primarias en el Alpha-2 sean muy diferentes a las del Alpha-1.[31]

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.[31]Steven Sharif

Aumentos de clase

A player may choose a secondary archetype when they reach level 25.[32][15] Each secondary archetype offers four different schools of augmentation.[18][19][15][20] Each augment school affects a primary archetype's skills in different ways.[21]

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.[32]Steven Sharif
The intent behind the augment system is not to provide new active abilities. They're intended to augment existing active abilities that are provided through your primary archetype; and so your secondary archetype selection completes your class selection, of which there's 64 types and you get augment skills that can apply certain attributes and mechanics to your existing active skills. So, if you have certain abilities, like a backstab as a Rogue primary archetype, and you take that healer secondary archetype selection, now the properties of your backstab will still remain the same as an active ability, however it might include things like life steal, or it might include things like susceptible weakness to the target, and reduces their healing because the definition of what those augments are intended to provide based on the archetype selected for the augments is within the schools of magic that live for that archetype: so a Cleric is about balancing life and death and the control of those types of hit points.[33]Steven Sharif
  • Each augmentation has a level requirement.[22]
  • 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.[25]
  • Augments do not cost skill points.[23] It was previously stated that certain augments will have more expense required on the skill point side.[22]
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.[22]Steven Sharif
  • Choosing the same primary and secondary archetype increases focus on that archetype.[24]
  • Secondary archetype augments allow different aesthetics to apply to primary abilities that reflect the secondary archetype selection.[32]
    • Some spell colors and general FX change based on augments.[28]
    • Active skills could look totally different after an augment gets applied.[29]
  • Changing skill augmentations will require visiting a NPC in a Aldea node or higher.[27]

Puntos de habilidades

Alpha-1 preview skills user interface.[35]

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.[36]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.[37][38][39][40]

  • No será posible subir al máximo todas las habilidades de árbol.[40]
  • 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.[9]
  • Los jugadores pueden resetear y reasignar sus puntos de habilidad.[41]
  • Los aumentos no cuestan Puntos de habilidad.[23] Anteriormente se había dicho que algunos aumentos requerirán más gasto en puntos de habilidad.[22]
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.[42]Steven Sharif

Habilidades de combate

La idea para el combate es que las habilidades tengan su correspondiente contrapartida.[43]

  • El objetivo es que haya animaciones especiales para parar, bloquear y esquivar..[44]

They can be a challenge to implement sort of really reliably so you might not see them on every evasion or every block, but we do want that stuff to show up.[44]Jeffrey Bard

Control de masas (CC)

Las habilidades de control de masas (CC/mezzing) incluyen enraizar, atrapar, aturdir, dormir y ralentizar.[45][43]

Diminishing returns in regards to crowd control and conditions like stun and sleep and slows and that thing: Yes we will have absolutely diminishing returns. I think it's a necessary component to balance out classes that have high control ability.[43]Steven Sharif

  • Estos ataques no serán como las habilidades tab-target. Esto es así para evitar combos desequilibrados con habilidades de apuntado (action combat).[48]

We're trying to stay away from hard locks as much as we possibly can. We want to have the system be very play, counter-play, counter-counter-play feel.[43]Jeffrey Bard

  • Los CCs suaves están incluídos en los hablidades tab-target.[51]
  • Los efectos de CC no se aplican a los jugadores no combatientes(verdes). El objetivo de una habilidad de CC debe estar marcado (flagged) para sufrir los efectos de CC. Esto impide, por ejemplo, que los jugadores que inicien el combate PVP con ataques que aturden a jugadores no combatienes durante un pull.[52]
  • Algunas habilidades de CC pueden desmontar un jugador que vaya en una montura. En estos casos la montura permanecerá con su propia reserva de salud y otras estadísticas.[53]
    • Durante la Alpha-1 las monturas no se separaban del jugador.[53]

There's also going to be effects that just stun the mount or stun you on the mount.[53]Steven Sharif

info-orange.pngEsta sección contiene información de las primeras fases de prueba. Se actualizará tan pronto como haya nueva información disponible.
Habilidades Icono Rango 1 Rango 2 Rango 3
Air Strike Air Strike New.png Leap a great distance forward and into the air while firing three projectiles in a line along the path, each dealing area damage and rooting targets hit for 3 seconds. Rotation control is enabled during cast.[55] The root effect is nature based.[56]
Ancestral Bolas Ancestral Bolas.png Throws a magical web of bolas at the target location. All enemies within are snared and build additional hate towards the tank every second. Enemies entering or exiting the radius will be tripped.[57]
Chain Lightning Chain Lightning Icon clean.png Release a powerful streak of lightning that hits your primary target and then chains outward to all nearby enemies from that target, dealing lightning damage and applying 3 stacks of Electrified to each target hit.[58][59][60]
Chains of Restraint Chains of Restraint Icon2.png Call forth spectral chains in a target area that stagger enemies within or stun enemies already under the staggered effect, then leave behind an area that deals radiant damage each second over 8 seconds.[61][62]
Condemn Condemn.png Stun target enemy for 3 seconds.[63][64]
Crippling Blow Crippling Blow.png Deal Physical damage and apply Snare to target enemy for 6 seconds.[65]
Fissure Mage Spell 7.png Call forth a line of jagged earth spikes in front of the[sic] you, dealing earth damage and applying 10 stacks of Stagger to each enemy hit along its path while launching them upwards.[66]
Grapple Grapple Icon.png Takes aim for a moment before hurling a hooked chain in a line, damaging the first target it contacts and immediately pulling them to the caster. The target suffers a tapering snare for 3 seconds.[67][68]
Imbue Ammo: Weighted Imbue Ammo-Weighted.png Imbues your ammunition with weight. Enemies hit by your bow attacks suffer the Snared status effect, reducing their movement speed by 50%. Each application applies 3 seconds of duration to the target, up to a maximum of 12 seconds. 10 charges.[69]
Knock Out Knock Out.png Knock out target enemy, putting them to sleep for 10 seconds. Any damage breaks the effect.[70]
Leap Strike Leap Strike.png Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[71]
Quake Quake.png Held ability: Cast a powerful earthquake that deals more damage the longer it was charged and applies 10 stacks of Staggered to all enemies around the caster. If the spell was fully charged, this applies Tripped instead of Staggered.[72]
Slam Slam.png Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[73]
Slumber Slumber (Active).png Applies the sleeping condition to targets affected within a small area around the primary target, rendering them unable to move or take any action. Any damage dealt to a sleeping target will break the effect. Duration is reduced by 20% for each additional target hit, to a minimum of 40% of base duration.[74][75][76]
Tremoring Bellow TremoringBellowIcon.png Releases a thundering shout in a forward cone, applying the staggered condition on enemy targets. Also stomps the ground dealing damage around the caster and tripping enemies affected by the snared condition.[77]

Crowd control breaks

All archetypes will have their own versions of crowd control breaks.[78]

Skill Icon Origin Description
Exert Exert.png Luchador Consume your Combat Momentum rapidly, gaining 20% increased attack and movement speed and immunity to disabling effects while active. Must have at least 20 Combat Momentum to activate, and the effect ends when all Combat Momentum is fully depleted.[79]
Lunging Assault Lunging Assault.png Luchador Spend 15 Combat Momentum to lunge in a direction a short distance and perform an upward swing upon arrival, dealing damage to enemies in front of you. You are immune to hard crowd control effects while performing this ability.[80]
Unstoppable Exert Reinvigorating Exert Skill Tree IconAlpha.png Luchador Exert additionally breaks all hard control effects on the caster, and may be used any time while under a hard controlling effect.[81]
Whirlwind Whirlwind.png Luchador Channeled Ability: Deal physical damage to all enemies around the caster with each spin while channeled, increasing the spin rate the longer it is channeled. The caster is immune to hard disabling effects while spinning. Activate the ability again to end channeling early.[82]

Movilidad

Revamped Alpha-1 Mago Fireball ability.[83][84]

The general approach that we're taking based on a lot of feedback and just good combat design in general. You know philosophy is that we want to give more agency in the hands of the player and the antithesis of that is locking the player down for really long amounts of time. The sort of concept behind that is like you could make an animation effects as glorious looking as possible but if it's taking away control of the player, none of that really matters. Especially the 100th or thousandth time you're using the spell you're tired of that happening you don't feel powerful: You feel the opposite of powerful. So we're trying to like give a lot of control back to the player while they're using these abilities so they can still control their movements, they can react simultaneously while they're taking actions; and we just want to get overall more of a fluid flow, I guess, of combat. And that's the general design philosophy we're using to approach the overhaul.[83]Tradd Thompson

Most abilities you'll find in Ashes of Creation are capable of being cast while moving. Some of those abilities might slow your movement during the cast, but you can continue to move. Very rarely, and depending on obviously the importance of the ability or the power level of that ability, you might be rooted in place. So, for example, the AoE ability [Chains of Restraint] has a lot going on. It has damage ticking over time, it is an area of effect, it also has a status condition application; and in those instances the player character gets rooted.[89]Steven Sharif
  • Unreal Engine 5 ha permitido mejorar las formas de movimiento, como agacharse, inclinarse y agacharse.[92][93]
    • Agacharse puede o no estar en el juego.[94][95]
  • La habilidad de tumbarse no estará en el juego.[94][95]
  • Moverse hacia atrás probablemente no afecte al bloqueo ni a la parada .[96]
  • La velocidad de movimiento del jugador durante el combate está balanceada tanto para PvE como para Pvp.[97]
There's a balance in the game design between your movement speed on attack and the movement speed of your opponent. When you have a game that is both PvE centric as well as PvP centric, you have to make sure that combat is blended for both approaches; and we can always run into problems where, if you're significantly hampered in your movement speed, that has an effect on how we expect player versus player engagements to interact; and we don't want to restrict a player's ability to be mobile if they're the target of an attack. And as a result of that we need to make sure that we don't restrict the movement abilities of the player who is doing the attacking as well. So we want it to be relatively free for you to stay with each other. Your opponents move around the battlefield together and if we're hampering you on the attack action, we have to then implement some type of snare, or slow, or cc effect essentially on your opposing target; and that's not the approach we want to take for for PvP.[97]Steven Sharif
Q: If a ranger is super mobile, what are the melee's options in order to catch them?
A: Different class kits will provide different gap closers. They'll provide different mobility skills. They'll have lockdowns. They'll have chains to pull back. They'll have a lot of different things in the rotation. That's part of what an MMORPG experience is. You're not just restricted to three or six skills, you have a rotational suite; and depending on the type of challenges you face is going to help determine which of those rotations you spec into from your skill tree.[98]Steven Sharif
info-orange.pngEsta sección contiene información de las primeras fases de prueba. Se actualizará tan pronto como haya nueva información disponible.
Habilidad Icono Rango 1 Rango 2 Rango 3
Air Strike Air Strike New.png Leap a great distance forward and into the air while firing three projectiles in a line along the path, each dealing area damage and rooting targets hit for 3 seconds. Rotation control is enabled during cast.[55] The root effect is nature based.[56]
Blink Blink.png Instantly teleport a set distance in the direction you are moving.[99][100]
Blitz Blitz.png Charge directly toward target enemy, dealing Physical damage to the target on arrival.[101]
Call of the Wild Call of the Wild Icon.png Remove all movement impairing effects and increase movement speed by 20% for 8 seconds. Snares and Roots effects applied to the caster are ignored.[102]
Caravan Trail Speed Bonus Trail Speed Bonus.png Minor speed boost for travelling on a simple trail.[103]
Exert Exert.png Consume your Combat Momentum rapidly, gaining 20% increased attack and movement speed and immunity to disabling effects while active. Must have at least 20 Combat Momentum to activate, and the effect ends when all Combat Momentum is fully depleted.[79]
Form Of Celerity Form of Celerity.png While in this form, the caster receives +2% Movement Speed per 10 Combat Momentum, up to a maximum of +20%. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.[104]
Form Of Fluidity Form of Fluidity.png While in this form, the caster receives +4% Disable Resistance Chance per 10 Combat Momentum, up to a maximum of +40%. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.[105]
Leap Strike Leap Strike.png Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[71]
Lunging Assault Lunging Assault.png Spend 15 Combat Momentum to lunge in a direction a short distance and perform an upward swing upon arrival, dealing damage to enemies in front of you. You are immune to hard crowd control effects while performing this ability.[80]
Shield Assault ShieldAssaultIcon.png Bashes the target with your shield, dealing damage and applying the shaken condition. If the target is already suffering from the shaken condition, stun the target instead.[106]
Speed Boost Speed Boost.png Gives the caravan a temporary speed boost.[107]
Whirlwind Whirlwind.png Channeled Ability: Deal physical damage to all enemies around the caster with each spin while channeled, increasing the spin rate the longer it is channeled. The caster is immune to hard disabling effects while spinning. Activate the ability again to end channeling early.[82]
Wings of Salvation Wings of Salvation.png Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[108][109] An ally is defined as any non-combatant player or non-mob NPC.[110]

Movimiento del jugador

  • Esprintar consumirá un porcentaje de la reserva de maná del personaje. No se podrá esprintar en combate.[112]
    • Se ha confirmado que una habilidad de correr/esprintar con tiempo de reutilización será parte de un kit de clase.[113]
I've instructed design to incorporate a mana consumption that's percentage based for sprinting. So it'll be a similar amount of time that each class, regardless of their mana values, will have in order to sprint and it will not be accessible while in a combat.[112]Steven Sharif
  • Existe la posibilidad de caminar o correr ("autorun").[114]
  • No habrá ninguna mecánica de "ir a un punto" ("auto-pathing").[115]
  • El desplazamiento hacia atrás y el avance en diagonal son más lentos que la velocidad de movimiento normal.[116]

Colisiones

En Ashes of Creation hay mecánicas de colisión tanto de jugadores como de hechizos.[118]

  • La física de la inercia y el impulso ayudará a evitar el bloqueo de puertas y puntos de acceso. Esto está basado en la dirección y velocidad de movimiento del personaje, y puede utilizarse para apartar a la gente.[119][118]

Esquivando

Esquivando in Alpha-1 early combat.[42]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[42]Steven Sharif

Los movimientos de evasión como esquivar y moverse, estarán presentes en el combate de Ashes of Creation combat.[120][121][122]

So you see an animation windup that's a telegraph on what's coming; and then you have response actions that you can take as a result of that in order to dodge, weave, move, do whatever. It is both a combination of what your rotation is but also how you have reaction abilities ready to go that you save for certain circumstances that are important.[121]Steven Sharif

Bloqueo activo

Tanque active blocking with a Shield in Alpha-2.[125]

The shield version would probably be better but you'd still be able to parry or whatnot with a two-handed weapon, or even maybe a dual wield.[126]Tradd Thompson

El bloqueo activo es una habilidad universal que pueden utilizar todas las clases.[120][128][126][30]

Active blocking might be an ability that- it's universal, of course it's universal- but it might be consuming mana; and you'll be able to adjust that mana consumption based off of your passive spec into your skill trees. In addition, it might also consume stamina, where that's something we're going to be testing as part of Alpha-2.[128]Steven Sharif
Q: How are you designing encounters around active blocking? Will it be situational use, or would I expect to be laying on my block keybind for most of the fight to prevent getting deleted by bosses?
A: It depends really on the type of adversary you're facing. Some of them are going to have indicators or tells that a big attack is coming. It's an animation wind up where you'll have an opportunity to use active block in very unique situations that are based on timing and additional mitigation for those incoming one-off attacks. In other occasions you'll be able to use it off of rotational cooldowns, or if you're waiting for a particular ability or you're during the use of your Aegis. There's different situations for when active block is a relevant use-case.[130]Steven Sharif
  • Anteriormente, los desarrolladores no habían completado los detalles de los sistemas de bloqueo activo y se decantaban por una mitigación del daño universal más tradicional orientada a los buff para el MMO, además de considerar la interacción entre el bloqueo basado en acciones y una estadística de bloqueo pasivo.[131][132]

Interrupciones

Las habilidades con una barra de casteo pueden ser interrumpidas durante el casteo.[91]

  • Hay habilidades para contrarrestar las interrupciones.
  • Algunas interrupciones son mejores que otras.
info-orange.pngEsta sección contiene información de las pruebas Alpha-1. Se actualizará cuando haya nueva información disponible.
Habilidad Icono Rango 1 Rango 2 Rango 3
Bulwark Bulwark Icon.jpg Bash enemies in front of you twice. The second attack temporarily increases block chance. You must have a shield equipped to block.[134][11][135][136] Additional increased block chance.[134][136] The second attack knocks down enemies.[134][136]

Cancelación de animaciones

La cancelación de animaciones no será una mecanica del combate en Ashes of Creation.[137][138]

Posturas de combate

Es probable que exista el uso de posturas con armas en el juego.[139]

RNG

Los elementos RNG están relacionados con el combate con estadísticas como Golpe Crítico, Evasión o Posibilidad de Bloqueo.[140]

RNG is always going to play a role in Ashes of Creation whether that be in PvP or PvE, but one way to mitigate that is through the action system. The action system is going to be far less sort of dependent on those dice rolls and there'll be far more in your own hands. They won't ever completely eliminate that but it's a way for us to sort of reward skilled play versus sort of tactical strategies type play.[141]Jeffrey Bard

Apuntando en el combate

Ranger hybrid combat in Alpha-2.[142]

Part of what we're exploring with this approach of our hybrid combat is offering the player the functionality to utilize either tab targeting or a reticle-based action camera mode; and there are benefits to each; and both of them are providing the player what they feel most comfortable with playing. All of our attacks are going to be stat opposed unless they're a templated attack, in which case there will be certain bonuses and/or stronger applied chances for certain types of CC effects to be applied or potentially evasion and accuracy aspects of it. These are all things that we plan to to test throughout alpha two to see where the player base lives in those two options of the action or tab target based attack modes. The important part here is that this is still a work-in-progress. This is meant to give you a look at where our approach has now been living over the past several months when it comes to combat based off of what we learned in alpha one, what player feedback has been along the way and how we can create a compelling system of combat between these very different classes and weapon types.[143]Steven Sharif

El combate híbrido hace referencia a la elección entre el combate "tab target" y el "action combat" en Ashes of Creation.[144][145][146][147]Un botón de selección (por defecto Z, pero se puede vincular a otra tecla) permite al jugador alternar entre los modos de action combat y tab target.[148][149][150][151]

  • La cámara en el action combat está vinculada a la retícula del jugador.[152][153]
    • Es probable que haya una tecla de acceso rápido que, al mantenerla pulsada, permita mover libremente la cámara en el modo de acción.[153]
    • En el futuro, el usuario podrá elegir entre diferentes apariencias de retícula.[154]
  • Las habilidades tab target requieren un objetivo bien con fijado suave o duro.[152]
    • El fijado suave (soft locking) se produce cuando la retícula se desplaza sobre un objetivo en modo de acción. Su placa de objetivo aparecerá ligeramente en gris para indicar que se trata de un objetivo con fijación suave (soft-lock). Si la retícula se aleja del objetivo o el objetivo se aleja de la retícula, el objetivo se pierde.[152]
    • El fijado duro (hard locking) se produce cuando el jugador utiliza el botón derecho del ratón sobre un objetivo con fijado suave. La retícula ya no aparecerá en gris para indicar que el objetivo está bloqueado. A diferencia del bloqueo suave, si el objetivo se sale de la retícula no se pierde el objetivo. En el modo de acción, la tecla Tab seguirá pasando de un objetivo a otro en función de la prioridad de proximidad.[155][152]
  • Atacar sin un objetivo (disparar a ciegas) es posible en el modo acción para las habilidades con plantillas. Si un jugador se mueve en la trayectoria del proyectil puede ser golpeado.[156][157][152]

Q: What the benefits are for tab versus action. I feel like a lot of people feel like tab is just easier so why would I use action?

A: If you're in a massive brawl, the ability to pick and choose targets that are far in the back line that might might be more advantageous towards tab target users because they're able to click, but the reaction time to acquire a target for a cursor versus acquiring a target for a reticle is much faster and less cumbersome because it doesn't require as many actions on behalf of the user.[158]Steven Sharif

Las versiones de las habilidades orientadas al action combat y al tab target tendrán características diferentes.[143][148][159][48][160]

Skill progressions, skill point allocation is determined by the player. The player will be able to choose either more tab-target oriented skills or more action-based skills and customize their playable experience to what accommodates their preference. From a balancing standpoint for us developers, we need to make sure that certain abilities house certain functions so that there's a balance between skill shots and tab-target abilities.[48]Steven Sharif
  • Las habilidades de tab target aparecerán sombreadas si el objetivo no está dentro de un rango válido, pero las habilidades de plantilla generalmente requerirán que el jugador evalúe el rango correcto para la misma..[161]
  • Diferentes rangos de la misma habilidad pueden cambiar la habilidad de tab target a action combat o viceversa.[36]
info-orange.pngParte de la siguiente información no ha sido confirmada recientemente por los desarrolladores y es posible que no esté en la hoja de ruta de desarrollo actual.
  • Puede que no sea posible especificar una configuración sólo con habilidades orientadas a la acción o al tab target. Podría haber un límite del 75% en la elección de habilidades del mismo tipo.[48]
  • En pos del equilibrio, ciertos tipos de habilidades estarán orientadas al tab target o al action combat.[50]
    • Los CCs duros pueden ser configurados dentro de las habilidades orientadas al action combat ya que son ataques más complicados de acertar.[50][48]
    • Los CCs suaves se configurarán dentro del sistema de tab target.[50]
As an example: Let's say you're playing a ranged class. You could have an action-oriented power shot in your skill tree or you could have a single target power shot that ramps up and does more damage.[160]Steven Sharif

Cajas de impacto (Hitboxes)

Los desarrolladores están probando diferentes enfoques para dar cabida a diferentes hitboxes entre las razas.[163]

  • Puede que haya una única hitbox común con algunas excepciones o reglas de colisión especiales, en lugar de tener hitboxes de diferentes tamaños.[163]

More than likely we'll have some sort of unified or unified-ish hitbox. But again it's going to probably have a unified hitbox with some exceptions or some special sort of collision rules based on them as opposed to just making it smaller for one and not the other.[163]Jeffrey Bard

En el MMORPG Ashes of Creation no hay categorías separadas de hitbox como en Ashes of Creation Apocalypse.[163]

We don't have separate types of hitbox categories, for example. There's no head hit box in the MMORPG like there was in APOC. So from a critical standpoint you're not going to see a greater risk of critting for a larger hitbox.[163]Steven Sharif

Ataques dirigidos

Habrá ataques dirigidos (ataques por la espalda, flanqueos, frontales) que hagan daño adicionalen función de la posición del ataque.[164]

Cleaving

Cono de ataque in Alpha-1.[150]

As I attack I am hitting multiple numbers of these opponents; and that's important because all weapons, regardless of whether you are in reticle mode or tab-targeting mode will be able to have a action-based type weapon attack. Not active skill, but weapon attack.[150]Steven Sharif

Todas las armas tienen un cono delantero de ataque, independientemente de que estén en tab target o action combat.[150]

Polearms for example will have a much wider arc and much further out. Daggers will have a more fine-tuned arc, so you have to be more precise in that regard.[150]Steven Sharif

Se describe como un ataque de arma, no como una habilidad activa.[150]

Mecánicas de headshot

No hay mecánicas de headshot en Ashes of Creation.[163][166][167]

Ver además

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