Control de masas (CC)

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Las habilidades de control de masas (CC/mezzing) incluyen enraizar, atrapar, aturdir, dormir y ralentizar.[1][2]

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.[2]Steven Sharif

  • Estos ataques no serán como las habilidades tab-target. Esto es así para evitar combos desequilibrados con habilidades de apuntado (action combat).[5]

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.[2]Jeffrey Bard

  • Los CCs suaves están incluídos en los hablidades tab-target.[8]
  • 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.[9]
  • 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.[10]
    • Durante la Alpha-1 las monturas no se separaban del jugador.[10]

There's also going to be effects that just stun the mount or stun you on the mount.[10]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.[12] The root effect is nature based.[13]
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.[14]
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.[15][16][17]
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.[18][19]
Condemn Condemn.png Stun target enemy for 3 seconds.[20][21]
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.[22]
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.[23][24]
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.[25]
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.[26]
Slam Slam.png Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[27]
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.[28][29][30]
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.[31]

Apuntando en el combate

Ranger hybrid combat in Alpha-2.[32]

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.[33]Steven Sharif

El combate híbrido hace referencia a la elección entre el combate "tab target" y el "action combat" en Ashes of Creation.[34][35][36][37]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.[38][39][40][41]

  • La cámara en el action combat está vinculada a la retícula del jugador.[42][43]
    • Es probable que haya una tecla de acceso rápido que, al mantenerla pulsada, permita mover libremente la cámara en el modo de acción.[43]
    • En el futuro, el usuario podrá elegir entre diferentes apariencias de retícula.[44]
  • Las habilidades tab target requieren un objetivo bien con fijado suave o duro.[42]
    • 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.[42]
    • 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.[45][42]
  • 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.[46][47][42]

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.[48]Steven Sharif

Las versiones de las habilidades orientadas al action combat y al tab target tendrán características diferentes.[33][38][49][5][50]

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.[5]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..[51]
  • Diferentes rangos de la misma habilidad pueden cambiar la habilidad de tab target a action combat o viceversa.[52]
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.[5]
  • En pos del equilibrio, ciertos tipos de habilidades estarán orientadas al tab target o al action combat.[7]
    • Los CCs duros pueden ser configurados dentro de las habilidades orientadas al action combat ya que son ataques más complicados de acertar.[7][5]
    • Los CCs suaves se configurarán dentro del sistema de tab target.[7]
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.[50]Steven Sharif

Cajas de impacto (Hitboxes)

Los desarrolladores están probando diferentes enfoques para dar cabida a diferentes hitboxes entre las razas.[54]

  • Puede que haya una única hitbox común con algunas excepciones o reglas de colisión especiales, en lugar de tener hitboxes de diferentes tamaños.[54]

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.[54]Jeffrey Bard

En el MMORPG Ashes of Creation no hay categorías separadas de hitbox como en Ashes of Creation Apocalypse.[54]

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.[54]Steven Sharif

Cono de ataque

Cono de ataque in Alpha-1.[40]

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.[40]Steven Sharif

Todas las armas tienen un cono delantero de ataque, independientemente de que estén en tab target o action combat.[40]

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.[40]Steven Sharif

Se describe como un ataque de arma, no como una habilidad activa.[40]

Ataques dirigidos

Habrá ataques dirigidos (ataques por la espalda, flanqueos, frontales) que hagan daño adicionalen función de la posición del ataque.[56]

Movilidad

Revamped Alpha-1 Mago Fireball ability.[57][58]

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.[57]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.[63]Steven Sharif
  • Unreal Engine 5 ha permitido mejorar las formas de movimiento, como agacharse, inclinarse y agacharse.[66][67]
    • Agacharse puede o no estar en el juego.[68][69]
  • La habilidad de tumbarse no estará en el juego.[68][69]
  • Moverse hacia atrás probablemente no afecte al bloqueo ni a la parada .[70]
  • La velocidad de movimiento del jugador durante el combate está balanceada tanto para PvE como para Pvp.[71]
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.[71]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.[72]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.[12] The root effect is nature based.[13]
Blink Blink.png Instantly teleport a set distance in the direction you are moving.[73][74]
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.[75]
Caravan Trail Speed Bonus Trail Speed Bonus.png Minor speed boost for travelling on a simple trail.[76]
Rush rush icon.png Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[77]
Speed Boost Speed Boost.png Gives the caravan a temporary speed boost.[78]
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.[79][80] An ally is defined as any non-combatant player or non-mob NPC.[81]

Movimiento del jugador

  • Esprintar consumirá un porcentaje de la reserva de maná del personaje. No se podrá esprintar en combate.[83]
    • Se ha confirmado que una habilidad de correr/esprintar con tiempo de reutilización será parte de un kit de clase.[84]
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.[83]Steven Sharif
  • Existe la posibilidad de caminar o correr ("autorun").[85]
  • No habrá ninguna mecánica de "ir a un punto" ("auto-pathing").[86]
  • El desplazamiento hacia atrás y el avance en diagonal son más lentos que la velocidad de movimiento normal.[87]

Esquivando

Esquivando in Alpha-1 early combat.[89]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[89]Steven Sharif

Los movimientos de evasión como esquivar y moverse, estarán presentes en el combate de Ashes of Creation combat.[90][91][92]

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.[91]Steven Sharif

Bloqueo activo

Tanque active blocking with a Shield in Alpha-2.[96]

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.[97]Tradd Thompson

El bloqueo activo es una habilidad universal que pueden utilizar todas las clases.[90][99][97][93]

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.[99]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.[101]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.[102][103]

Interrupciones

Las habilidades con una barra de casteo pueden ser interrumpidas durante el casteo.[65]

  • 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.[105][106][107][108] Additional increased block chance.[105][108] The second attack knocks down enemies.[105][108]
Rush rush icon.png Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[77]

Cancelación de animaciones

La cancelación de animaciones no será una mecanica del combate en Ashes of Creation.[109][110]

Invocador

El invocador usa muchas de sus habilidades a través de sus invocaciones (también conocidas como habilidades de clase de mascotas). En esencia, el invocador juega a través de sus invocaciones.[111]

You gain your summons from your summoner class as an active skill and then skills can be further developed with points.[112]Steven Sharif
  • Los invocadores pueden realizar hasta tres invocaciones.[113]
  • Las habilidades de invocación aparecen en la barra del invocador.[111]
  • El invocador tiene control sobre su invocación, a no ser que esta se encuentra bajo algún tipo de efecto secundario.[114][111]
Summons adhere to the owner’s commands, unless otherwise under ancillary effects.[114]Steven Sharif
The Summoner archetype does not have that portion of power taken away when they summon their pet. That's part of their... power is their summon.[120]Steven Sharif
  • Una invocación permanecerá activa hasta que el invocador genere una nueva, la invocación muera o el invocador la retire.[116]
  • Los invocadores no serán capaces de fusionarse con sus invocaciones (eidolons).[121]
  • Las invocaciones pueden subir de nivel mediante el uso de puntos de habilidad en sus habilidades activas.[112]
  • Las invocaciones podrán utilizar habilidades de control de masas (CC).[11]
  • Los Invocadores serán capaces de nombrar sus invocaciones, pero no podrán cambiar el tipo de criatura, que es parte de la placa del nombre encima de la invocación.[122]
  • Las invocaciones están sujetas al mismo sistema de estado de PVP que los jugadores, y compartiran el mismo estado que el invocador..[123][124]
Summons follow the same flagging rules as players, if your summon pks someone, you gain corruption[123]Steven Sharif

Los invocadores pueden invocar distintas invocaciones, dependiendo de la clase y los aumentos que elijan.[115][125]

  • Animales.[125]
  • Espíritus.[125][126]
  • Zombies, esqueletos y otras criaturas no-muertas.[116][126]
  • Cadáveres (potencialmente).[125]
  • Algunos invocadores pueden hacer varias invocaciones a la vez.[125]
  • Otros invocadores solo podrán llamar una invocación, pero muy poderosa.[125]
  • Ciertos invocadores podrían solo invocar efectos y/o energías temporales.[125]

Los aumentos de un arquetipo secundario pueden ser aplicados a las invocaciones.[127]

For example: If your summon had a sweeping attack with a claw, or had the ability to bite an opponent, or rush an opponent; and you took teleportation, you could rush them similar to how I've given an example with the tank: Teleporting to a target instead. Or, its claws could combust on impact on a target dealing some burn damage that persists. Or... let's say your summon traditionally was some type of bear or bear cat, you could apply an elemental augment and now it could be a transparent flaming bioluminescent cat; and its damage would be fire based. So, that's how we want to influence the active skills with how augments apply; and that's how it would apply with Summoners.[127]Steven Sharif

Ver además

Referencias

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  86. Transmisión en vivo, 2017-12-15 (1:35:38).
  87. Vídeo, 2021-12-23 (7:05).
  88. 89.0 89.1 89.2 Transmisión en vivo, 2020-08-28 (1:19:24).
  89. 90.0 90.1 90.2 90.3 Transmisión en vivo, 2023-01-27 (1:06:02).
  90. 91.0 91.1 Transmisión en vivo, 2022-06-30 (51:17).
  91. 92.0 92.1 Transmisión en vivo, 2020-01-30 (1:34:12).
  92. 93.0 93.1 Transmisión en vivo, 2021-11-19 (50:38).
  93. Transmisión en vivo, 2020-06-26 (1:24:06).
  94. 95.0 95.1 Transmisión en vivo, 2022-12-02 (1:05:08).
  95. 96.0 96.1 Vídeo, 2023-01-27 (35:51).
  96. 97.0 97.1 97.2 Vídeo, 2022-12-02 (34:41).
  97. 98.0 98.1 98.2 Vídeo, 2022-12-02 (16:55).
  98. 99.0 99.1 99.2 99.3 Vídeo, 2023-01-27 (40:24).
  99. Transmisión en vivo, 2023-01-27 (15:22).
  100. Transmisión en vivo, 2023-01-27 (1:13:29).
  101. Transmisión en vivo, 2021-09-24 (1:22:46).
  102. Transmisión en vivo, 2020-06-26 (1:19:50).
  103. shieldactiveblockA1.png
  104. 105.0 105.1 105.2 Alpha-1 screenshot.
  105. toast-keybinds-skills.png
  106. Vídeo, 2021-02-09 (0:37).
  107. 108.0 108.1 108.2 Transmisión en vivo, 2020-07-31 (1:14:26).
  108. 109.0 109.1 Transmisión en vivo, 2019-11-22 (1:09:37).
  109. Transmisión en vivo, 2017-05-17 (1:05:11).
  110. 111.0 111.1 111.2 Transmisión en vivo, 2017-05-19 (10:06).
  111. 112.0 112.1 Entrevista, 2018-08-08 (22:27).
  112. steven-summoners.png
  113. 114.0 114.1 steven-summon-control.png
  114. 115.0 115.1 Entrevista, 2021-06-13 (13:11).
  115. 116.0 116.1 116.2 Transmisión en vivo, 2020-07-25 (1:41:46).
  116. Transmisión en vivo, 2022-09-30 (1:14:20).
  117. Transmisión en vivo, 2018-01-18 (45:52).
  118. Transmisión en vivo, 2020-10-30 (1:21:14).
  119. 120.0 120.1 Entrevista, 2022-01-14 (42:18).
  120. Transmisión en vivo, 2017-05-26 (43:20).
  121. Transmisión en vivo, 2021-01-29 (1:21:01).
  122. 123.0 123.1 steven-summons-pvp-1.png
  123. steven-summons-pvp-2.png
  124. 125.0 125.1 125.2 125.3 125.4 125.5 125.6 Transmisión en vivo, 2018-04-8 (AM) (0:58).
  125. 126.0 126.1 Transmisión en vivo, 2018-04-8 (PM) (11:27).
  126. 127.0 127.1 Transmisión en vivo, 2018-04-8 (PM) (24:11).