Colisiones

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En Ashes of Creation hay mecánicas de colisión tanto de jugadores como de hechizos.[1]

  • 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.[2][1]

Templated (action) skills

Templated skills allow blind firing (free aim) without a target while in action mode. If a player moves into the path of the attack they can be struck.[3][4][5][6]

One of the differences between tab and action combat mode is you can launch projectiles in action combat mode as a blind fire option, and if a target or if something moves in the way between the time of that projectile launching and impacting either its max distance, or a piece of terrain, or another target, it's possible that players might move into that projectile.[5]Steven Sharif
  • Some templated skills may have template indicators, but in general will require the player to assess the correct range for the skill.[8]
If it is a templated ability, which means it's skill-based to use, you'll need to get a feel for those distances; and that's some skill-based learning where you get an idea for what those distances are. Some of those will have template indicators but they'll be very in-world and immersive. We're not utilizing more UI-centric looking indicators, but generally the AoE templates are meant to be skill-based.[8]Steven Sharif
Q: Why did you move away from arrows being projectiles?
A: We are still using projectiles, but we are using a locking mechanism in tab-targeting for those projectiles to home to the target should you have a valid angle in that perspective. The action side of that is that you can blind-fire projectiles.[3]Steven Sharif
Skill Icon Origin Description
Air Strike Air Strike New.png Ranger 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.[10] The root effect is nature based.[11]
Ball Lightning Ball Lightning Icon.png Mago Creates a large ball of highly charged electricity that travels slowly forward, dealing rapid periodic lightning damage to enemies it overlaps with and applying 1 Electrified stack to targets with each hit.[12][13][14]
Blizzard Blizzard.png Mago Channel a massive blizzard around you, raining a barrage of hail shards upon your enemies while channeling. Each shard impact deals ice damage in a small area around it. All enemies in the blizzard also acquire 1 stack of Chilled periodically. Activate the ability again to end the channel early.[15][16][12]
Brutal Cleave Brutal Cleave.png Luchador Perform a wide sweeping attack, dealing damage to all enemies in front of you. This ability shares a cooldown with Overpower, and hitting an enemy with a weapon combo finisher reduces its cooldown by 8 seconds. +10-20 Combat Momentum (based on number of targets hit) [17]
Cataclysm Cataclysm.png Luchador Deal heavy damage and apply Shaken to all enemies in a large area in front you. Shaken enemies have a 5% chance to Trip when hit, and the effect is removed when triggered. This chance doubles when hit by Riled targets.[18]
Concentrated Scatter Shot Multi-Scatter Shot Skill Tree IconAlpha.png Ranger Scatter Shot becomes a held ability. After being fully charged, you instead fire a single projectile in a forward line that pierces through enemies and deals significantly increased damage. 30m range.[19]
Cone of Cold Cone of Ice.png Mago Blasts a cone of cold in front of the caster, dealing ice damage and applying 1 stack of Chilled to each enemy hit.[12][20][21]
Consecrating Wave Consecrating Wave.png Clérigo Send forth a cone of radiance that deals radiant damage to all enemies while healing the ten nearest allies.[22][23]
Divine Flare Divine Flare.png Clérigo Place a targeted area heal on the ground that heals all targets within after several seconds. Total healing is split between all targets hit.[24][25]
Ensnaring Vine Field Ensnaring Vine Field Icon.png Ranger Enemies are Snared while within Vine Field's area of effect.[26]
Fissure Mage Spell 7.png Mago 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.[27]
Grapple Grapple Icon.png Tanque 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.[28][29]
Greatsword basic attack Greatsword Auto Attack Icon.png Greatsword
Heartseeking Snipe Heartseeking Snipe Skill Tree IconAlpha.png Ranger Snipe has a 30% increased chance to critically hit against enemies beyond 20 meters.[30]
Hunt of the Bear Hunt of the Bear.png Ranger Call forth the spirit of the bear, imbuing yourself with increased physical mitigation.[31]
Hunt of the Raven Hunt of the Raven.png Ranger Call forth the spirit of the raven, imbuing yourself with increased physical penetration.[32]
Hunt of the Tiger Hunt of the Tiger.png Ranger Call forth the spirit of the tiger, imbuing yourself with 10% increased critical damage.[33]
Inciting Strikes IncitingStrikesIcon.png Tanque Slashes twice in a forward cone while adding additional threat.[34]
Leap Strike Leap Strike.png Luchador Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[35]
Longbow basic attack Bow basic attack.png Longbow A slower, powerful, longer range basic ranged attack. Tapping the basic attack button will shoot normally. Holding the basic attack button will charge the shot (and root the player) to cause added damage.[36][37][38]
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.[39]
Magma Field (Lavastorm).png Mago Erupts the earth at target location, forming a boiling pool of lava that deals fire damage to enemies per tick while periodically applying a stack of Burning to enemies within the area.[40]
Maim Maim.png Luchador Perform a powerful melee strike in a short forward cone, dealing physical damage to all targets hit, plus 100% additional damage to recently tripped targets.[41]
Mark of the Bear Mark of the Bear.png Ranger Marks the target, reducing their mitigation by 25%.[42]
Mark of the Raven Mark of the Raven.png Ranger Marks the target, triggering bonus damage every time the target is hit. The lower the health on the target is, the higher the damage.[43]
Mark of the Tiger Mark of the Tiger Icon clean.png Ranger Marks the target, increasing critical chance versus the target by 50%.[44]
Meteor (Meteor Shower).png Mago Conjures a massive flaming rock before sending it hurling toward target location. Upon impact, it deals major fire damage while knocking foes flying, and then continues to roll forward for its remaining distance, dealing additional fire damage while applying stacks of Burning to enemies along its path.[45]
Mortal Headshot Mortal Headshot Skill Tree IconAlpha.png Ranger Headshot deals 50% additional damage to targets below 50% of their maximum health.[46]
Piercing Shot Piercing Shot.png Ranger Fire a projectile that travels in a straight line, piercing through and damaging all enemies in its path.[47]
Quake Quake.png Mago 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.[48]
Raining Death Raining Death reskin.png Ranger Fires a dense rain of arrows 20 meters ahead, dealing high damage. Deals more damage to more distant targets.[49]
Refreshing Headshot Mortal Headshot Skill Tree IconAlpha.png Ranger Headshot refunds 4 seconds of its cooldown when it hits a Marked target.[50]
Scatter Shot Scatter Shot Icon.png Ranger Fires a spread of projectiles, dealing Physical Damage to every enemy target within a 20m cone in front of the caster.[51]
Shield Assault ShieldAssaultIcon.png Tanque 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.[52]
Shortbow basic attack Copper Shortbow Icon.png Shortbow A fast, low power, short range basic ranged attack. Holding down the basic attack button will repeatedly fire.[37][38]
Snipe Snipe New.png Ranger Charge a powerful ranged attack, dealing large damage after charging for 3 seconds. Deals 300% physical damage.[53]
Tremoring Bellow TremoringBellowIcon.png Tanque 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.[54]
Vine Field Vine Field reskin.png Ranger Summons 3 fields of grabbing vines, one at the target location every .5s for 1.5s. Targets hit are damaged for 10% physical damage and snared for 3s, reducing their movement speed by 40%. Targets that have more than 10s of snare duration are rooted. This effect can only trigger once per target.[55]
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.[56]

Movimiento del jugador

  • Esprintar consumirá un porcentaje de la reserva de maná del personaje. No se podrá esprintar en combate.[58]
    • Se ha confirmado que una habilidad de correr/esprintar con tiempo de reutilización será parte de un kit de clase.[59]
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.[58]Steven Sharif
  • Existe la posibilidad de caminar o correr ("autorun").[60]
  • No habrá ninguna mecánica de "ir a un punto" ("auto-pathing").[61]
  • El desplazamiento hacia atrás y el avance en diagonal son más lentos que la velocidad de movimiento normal.[62]

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Referencias