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Ashes of Creation cuenta con una amplia gama de vías de progresión que ofrecen mejoras (aumentos) a las habilidades primarias de un personaje.[1][2][3][4]

Q: There are 32 augment schools, not including racial/social/religious augments, meaning a total of 8960 (280 spells * 32 augment schools) different variations of spells. How do you guys plan on tackling that, or has the augment system for the classes changed since?
A: It has not changed; and the intent is for us to design relatively templatable effects conferred by each school of augmentation; and those effects will have a lot of shared benefits that get conferred to a particular ability when the augment gets applied.[10]Steven Sharif

Los aumentos se aplican individualmente a las habilidades activas del arquetipo principal de un personaje .[1][2]

  • Los aumentos están pensados para que se puedan aplicar a una amplia gama de habilidades..[10]
  • Un personaje puede tener un aumento activo en una habilidad en cualquier momento.[1]
  • Los aumentos no cuestan puntos de habilidad.[11]
    • Anteriormente se dijo que ciertos aumentos requerirán más gasto en puntos de habilidad.[12]
  • 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.[1]
  • El sistema de progressión de los aumentos es muy similar al sistema de progresión de clases.[13]

Los aumentos pueden modificar multitud de aspectos y pueden (en algunos casos) crear habilidades completamente nuevas.[14]

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.[14]Steven Sharif

Aumentos de clase

A player may choose a secondary archetype when they reach level 25.[15][5] Each secondary archetype offers four different schools of augmentation.[1][2][5][6] Each augment school affects a primary archetype's skills in different ways.[16]

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.[15]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.[17]Steven Sharif
  • Each augmentation has a level requirement.[12]
  • 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.[20]
  • Augments do not cost skill points.[11] It was previously stated that certain augments will have more expense required on the skill point side.[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
  • Choosing the same primary and secondary archetype increases focus on that archetype.[21]
  • Secondary archetype augments allow different aesthetics to apply to primary abilities that reflect the secondary archetype selection.[15]
    • Some spell colors and general FX change based on augments.[22]
    • Active skills could look totally different after an augment gets applied.[23]
  • Changing skill augmentations will require visiting a NPC in a Aldea node or higher.[24]

Aumentos de bardo

info-orange.pngEsta sección se actualizará tan pronto como los desarrolladores pongan a disposición la información.

Aumentos del clérigo

Las clases que tengan el clérigo como arquetipo secundario podrán elegir los aumentos de vida o de muerte.[25][26]

  • Elegir aumentos de vida proporcionará beneficios de auto-curación, así como beneficios limitados de dar vida a otros jugadores.[27][28][25]
  • Algunos aumentos de clérigo aplicados a ciertas habilidades proporcionarán indirectamente la capacidad de curar a otros. Esto no sustituirá la necesidad de un arquetipo de clérigo.[29]
  • Los aumentos del clérigo cambiarán radicalmente el tipo de invocaciones disponibles del arquetipo primario de invocador.[30]
    • Esqueletos, zombis y otras invocaciones de muertos vivientes serán posibles con aumentos basados en la muerte.[30][31]

Any class that's going to choose Cleric as a secondary class will have the ability to pick from those augments to influence their skills to affect the life of others around you.[25]Steven Sharif

Aumentos del guerrero (Fighter)

info-orange.pngEsta sección se actualizará tan pronto como los desarrolladores pongan a disposición la información.

Aumentos del mago

Los magos dispondrán de cuatro escuelas elementales de aumentos, como Teleportación, Fuego, Escarcha y Rayo (eléctrico).[5][32][33]

Say for instance, I am a Ranger that has a Charge bolt ability as my primary active skill and I've chosen Mago as my secondary and applied the elemental to it. I now have a Frost charge bolt, and if I fire that frostbolt and hit a target, they may be freezing for a period of time as a debuff and that might slow their speed. If a wizard applies a nuke on a target and that nuke is a frost-based nuke, those two stacking elements might then either further snare (slow the target) or paralyze and freeze the target. So, there are combination out effects that build up: A primary, secondary and some ancillary effect occurs when those are combined.[33]Steven Sharif

There's going to be four schools of augmentation for each archetype. One of the schools for the mage is the teleport school. You can take that teleport augment, apply it to your charge skill: now instead of charging x distance over time you're going to immediately teleport to the target dealing x damage and a condition modifier. If you were to apply the elemental school to your class ability you would then instead you would charge x distance; upon reaching target you would set the target ablaze if it's fire or you would electrocute them and deal with damage over time.[5]Steven Sharif

Aumentos del ranger

info-orange.pngEsta sección se actualizará tan pronto como los desarrolladores pongan a disposición la información.

Aumentos del invocador

  • Las clases con invocador como clase secundaría podría ofrecer habilidades aumentadas que invoquen armas. Estas armas invocadas no se pueden equipar.[34]
    • La palabra "equipar" solo se utiliza para los objetos. Actualmente no hay planes para incluir objetos de invocación en el inventario de un jugador o en sus ranuras de personaje. Sin embargo, podría ser posible cambiar la apariencia y el tipo de daño de un arma mediante el uso de un hechizo.[35]
    • Hay armas invocadas que aparecen como un hechizo VFX para dañar a los oponentes durante un periodo de tiempo.[36] No se podrán empuñar, ya que su uso implica tener un objeto en la ranura de equipo del personaje.[37]

Aumentos del pícaro

Los aumentos de sigilo del arquetípo secundario de pícaro añadirán modificadores de sigilo a las habilidades primarias de una clase .[38][39]

  • El verdadero sigilo queda únicamente dentro del arquetipo (primario) pícaro.[38]
There will be counter-stealth mechanics for sure. That's just a natural balancing act of stealth. But additionally with regards to secondary classes, one of those aspects is augments represent the secondary class and some of the- one of the most fundamental aspects of a rogue is stealth whether it be actual invisibility or the ability to sneak around in the shadows or something. So you can almost certainly count on the fact that should you go a secondary class of rogue that there will be the ability to influence your action items from your primary class with the stealth modifier.[39]Steven Sharif

Aumentos del tanque

info-orange.pngEsta sección se actualizará tan pronto como los desarrolladores pongan a disposición la información.

Aumentos raciales

Los aumentos raciales están basados en la raza de un personaje y están disponibles para todas las clases.[9]

Manteniéndonos en el tema de "Consecuencias", y a diferencia de otros juegos, la raza no es solo un tema de aspecto con habilidades relativamente inofensivas o sin importancia. En vez de eso, se integran profundamente en nuestro sistema de clases, aumentando y cambiando el chasis básico provisto por nuestros ocho arquetipos básicos. Nuestra meta es crear un sistema donde un luchador élfico se sienta distinto, pero cumpla el mismo rol que un luchador enano.[42]

Aumentos religiosos

Las religiones más poderosas proporcionan aumentos únicos que pueden aplicarse a las habilidades principales del personaje.[43][44]

  • Los aumentos religiosos se consideran logros de alto nivel dentro de una religión.[43]
  • Estos aumentos pueden acumularse sobre los aumentos de clase. Tendrán un sistema de intercambio basado en las elecciones que haga el jugador.[43]

You're going to have advancement within the religion and within the church that you're a part of. And those advancements are going to be both reflective of the community's development of that religion out in the world: Building temples, building infrastructure for that, completing certain quests for it; and then you will benefit from the community's development of that specific religion via having certain augment abilities that you'll gain access to be able to apply on top of your secondary class augments to skills; and it's going to reflect what the nature of that religion is.[8]Steven Sharif

Aumentos de organizaciones sociales.

Organizaciones sociales unlock Up to 3 or 4 augments based on:[1][2][7][8]

  • Whether the organization is the patron of their node: Meaning it contributes the most amount of work to the node from its members.[7]
  • A player's progression within that organization.[7]
You're gonna see augments being used a lot throughout a lot of our systems. When we're talking about the guild system, when we're talking about social organizations, when we're talking about religions. A lot of those things are going to affect how and what you have available to augment your skills with.[8]Jeffrey Bard

Transferencia de habilidades

Los jugadores no podrán transferir sus habilidades a otros jugadores.[45]

Ver además

Referencias

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 Pódcast, 2021-09-29 (30:04).
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 Transmisión en vivo, 2021-06-25 (1:05:01).
  3. weapon augments.png
  4. Official Livestream - May 4th @ 3 PM PST - Q&A
  5. 5.0 5.1 5.2 5.3 5.4 5.5 5.6 Entrevista, 2020-07-18 (1:05:04).
  6. 6.0 6.1 Transmisión en vivo, 2018-02-09 (41:56).
  7. 7.0 7.1 7.2 7.3 Pódcast, 2018-04-23 (24:47).
  8. 8.0 8.1 8.2 8.3 Transmisión en vivo, 2017-06-01 (31:47).
  9. 9.0 9.1 class racials.png
  10. 10.0 10.1 Entrevista, 2023-09-10 (50:40).
  11. 11.0 11.1 Forums - Livestream Q&A 2022-08-26.
  12. 12.0 12.1 12.2 12.3 Entrevista, 2020-07-18 (1:07:06).
  13. 13.0 13.1 Transmisión en vivo, 2019-07-26 (1:09:22).
  14. 14.0 14.1 14.2 14.3 14.4 14.5 14.6 Pódcast, 2021-09-29 (46:20).
  15. 15.0 15.1 15.2 15.3 Transmisión en vivo, 2023-07-28 (1:04:27).
  16. 16.0 16.1 Transmisión en vivo, 2019-12-17 (1:13:14).
  17. 17.0 17.1 Transmisión en vivo, 2024-01-31 (5:00).
  18. Transmisión en vivo, 2023-12-19 (1:20:41).
  19. 19.0 19.1 progression.png
  20. February 8, 2019 - Questions and Answers.
  21. class same.png
  22. augmentcolors.png
  23. Entrevista, 2018-05-11 (53:15).
  24. Transmisión en vivo, 2018-04-8 (PM) (20:45).
  25. 25.0 25.1 25.2 Entrevista, 2018-05-11 (51:11).
  26. Transmisión en vivo, 2018-10-31 (47:18).
  27. Transmisión en vivo, 2022-12-02 (1:02:54).
  28. Transmisión en vivo, 2020-07-25 (58:38).
  29. steven-cleric-augments.png
  30. 30.0 30.1 Transmisión en vivo, 2020-07-25 (1:41:46).
  31. Transmisión en vivo, 2018-04-8 (PM) (11:27).
  32. Entrevista, 2020-07-19 (58:18).
  33. 33.0 33.1 Transmisión en vivo, 2018-04-8 (PM) (26:19).
  34. fightersummoner.png
  35. summoned weapons.png
  36. summoned weapons 2.png
  37. summoned weapons 3.png
  38. 38.0 38.1 steven-rogue-augments.png
  39. 39.0 39.1 Transmisión en vivo, 2019-07-26 (1:08:16).
  40. Transmisión en vivo, 2017-05-08 (43:30).
  41. Transmisión en vivo, 2019-07-26 (1:28:31).
  42. Ashes of Creation Kickstarter.
  43. 43.0 43.1 43.2 Transmisión en vivo, 2020-07-25 (57:02).
  44. Transmisión en vivo, 2017-05-08 (44:51).
  45. Transmisión en vivo, 2017-11-17 (27:35).