Puntos de habilidades

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Alpha-1 preview skills user interface.[1]

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.[2]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.[3][4][5][6]

  • No será posible subir al máximo todas las habilidades de árbol.[6]
  • 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.[7]
  • Los jugadores pueden resetear y reasignar sus puntos de habilidad.[8]
  • Los aumentos no cuestan Puntos de habilidad.[9] Anteriormente se había dicho que algunos aumentos requerirán más gasto en puntos de habilidad.[10]
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.[11]Steven Sharif

Habilidades primarias

Preview de las hablidades principales en el Alpha-1.[12]

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.[13]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..[14]Steven Sharif

Las habilidades primarias (habilidades de clase) están basadas en el arquetipo del jugador.[15] Los jugadores pueden personalizar sus habilidades primarias con el aumento de un arquetipo secundario[16][15][17]

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.[18]Steven Sharif
  • Cada arquetipo secundario ofrece cuatro escuelas de aumento diferentes.[19][20][16][21] Cada escuela de aumentos afecta a las habilidades primarias de un arquetipo de forma distinta.[22]
    • 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.[16][22]
    • Cada aumento tiene un requisito de nivel.[10]
      • Los aumentos no tienen un coste en puntos de habilidad.[9] Anteriormente se había afirmado que ciertos aumentos requerirán más puntos de habilidad que otros.[10]
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.[10]Steven Sharif
  • Elegir el mismo arquetipo primario y secundario aumenta el enfoque en ese arquetipo.[23]
  • 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.[24]
  • Para cambiar los aumentos de tus habilidades, deberás ir a un NPC en un nodo de nivel Aldea o mayor.[26]
  • Algunos colores y efectos especiales|FX pueden cambiar dependiendo de los aumentos elegidos.[27]
    • Las habilidades activas pueden verse completamente diferentes después de que se les ha aplicado un aumento.[28]

Se espera que las habilidades primarias en el Alpha-2 sean muy diferentes a las del Alpha-1.[30]

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.[30]Steven Sharif

Habilidades activas

Los jugadores pueden peronalizar su personaje con las habilidades activas que prefieran en su barra de acción (hotbar).[32][33][34]

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.[38]Steven Sharif
  • Los jugadores no obtienen habilidades conforme suben de nivel, deben elegir que habilidades quieren adquirir.[7]
  • No hay libros de hechizos que requieran memorizar.[39]

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.[32]Steven Sharif

Respeccing skills

Respeccing (resetting and reallocating) adventuring skills may require travelling to a specific location rather than being able to be done on-the-fly.[40][8]

I am still conflicted on whether or not I want to allow respecs on-the-fly. I believe that respecing should be done at a particular location that requires a bit of transit and some strategic thinking ahead of time about the encounters that you're expecting, but respecing your class should be relatively easier obviously with that constraint of being at a particular location.[40]Steven Sharif
  • Swapping between multiple saved specs may be able to be done after a suitable cooldown period.[41][42]
  • Respeccing artisan skills is going to be more difficult than respeccing adventuring skills.[40]

Progresión de clases

Si un luchador eligiese ser mago como arquetipo secundario, el luchador se convertiría en "Spellsword". Ésta combinación crea aumentos que pueden ser aplicados en habilidades de su árbol de habilidades primario. Los luchadores tienen la habilidad Embestida que les permite embestir a sus objetivos; y una vez los alcanzan, infligirles una cierta cantidad de daño con una posibilidad de derribarlos. Un aumento en destello puede ser aplicado a la habilidad embestida, lo que teleportará al jugador al objetivo; eliminando así el tiempo de la carga de la habilidad.[15]

La progresión de clase no tiene nada que ver con la progresión de artesanía del jugador.[47]

Los eventos del mundo no afectan directamente a la eficacioa de la clase pero puede haber efectos secundarios en términos de disponibilidad de equipo, encantamientos o tatuajes.[48]

Habilidades universales

Además de las habilidades específicas de cada clase, puede haber un subconjunto de habilidades universales, como el bloqueo activo y la esquiva.[29]

  • Los desarrolladores probarán el uso de mecánicas de energía independientes para las habilidades universales en el Alpha-2.[49]
  • La progresión de las habilidades universales puede alinearse con el árbol de habilidades pasivas del jugador.[29]
Outside of your class-specific skill tree, there's going to be a subsection of a few skills that are universal, like active block, like dodge; and I think what we're going to do- or at least what we're going to be discussing here- is those universal skills will have progressions that might align with your passive tree; and you can spec skill points into progressing additional features of those universal abilities that you will have access to. So I think that's probably going to be the direction that we're going to take.[29]Steven Sharif

Habilidades de arma

Basic weapon attack livestream teaser.[50]

Part of the plan with each of these weapons is they'll each have a unique skill tree associated with them to differentiate them, not only in terms of feel, but also in terms of mechanics. And an important thing that we really want to capture in Ashes is the important ability basically so the player can build their character how they want; and that extends beyond just their classkits. So for example, if I'm the ranger I can spec into my shortbow or I can spec into my longbow; and those will be two very different builds for example made specialized or have have a part of its tree that specializes and bleeds that might synergize with specific ranger abilities that the longbow might not necessarily synergize with. Their weapon choice will play into what abilities the archetype is specializing in.[51]Tradd Thompson

Las habilidades de arma otorgan habilidades pasivas y efectos de probabilidad (procs) así como otros efectos de estado en lugar de habilidades que se puedan usar en la barra de acción de un jugador.[52] Cuantos más puntos de habilidad se asignen al árbol del arma, mayor será la afinidad del jugador con ese arma. Esto influye directamente en aspectos como la cantidad de ataques, su velocidad así como el aumento de "procs" al realizar ataques básicos con ese arma. Estos "procs" pueden ofrecer cierta sinergia con las habilidades activas del jugador.[53][54][55][51][56][57][4][5][58][24][59] Esta sinergia también se aplica a las habilidades activas de otros personajes.[3]

Our approach is not going to be providing skills through weapons. It's going to be providing skills through classes.[53]Steven Sharif
Let's say a dagger has some slashing effects that bleed the target or that cripple the target... Every time you attack you have a chance to proc that effect. That effect then can synergize with what your active skills tree has available to it. So let's say your backstab deals 30 additional damage to a bleeding target. If you attack with your main weapon first and the target gets the bleed proc off and you do your backstab skill then you're synergizing your effects.[5]Steven Sharif
Let's say backstab that you can apply to deals damage to the target and it'll have a conditional modifier on that damage if you're behind the target, and it'll have a conditional modifier deal additional 50 damage if the target is under a bleed effect. So you want to synergize essentially your weapon proc conditions with your active skills so that you're timing your certain active skills appropriately with the status conditions that the target has taken.[4]Steven Sharif

Progresión de armas

In-game achievable sword and polearm 3D renders.[61]

Power creep is a balance issue... When it comes to gear progression specifically, the idea is to create an open market that is not heavily dependent on soulbound items; and having many item sinks and gold sinks within that economy that allows for the potential degradation and loss of assets within that closed economy; and not introduce items from the market that companies put in from a pay-to-win perspective or from a pay-to-convenience perspective that undermines the economy that players have built. That is a huge mistake that companies have made in the past and that lends to the imbalancing of what designers maybe have actually balanced well.[62]Steven Sharif

Las armas tienen su propio progreso.[58][63]

Q: Are weapons balanced towards a proficiency system (i.e. the longer I use a sword, the better my damage will be), or will it be a normal RPG stat system with no long-term scaling?
A: We will not be using a proficiency system as described, but players will have passives available in their skill tree that will increase effectiveness of certain weapons. Becoming a master of swords will be something that is possible, just not in that particular manner.[24]Sarah Flanagan

Ashes of Creation is all about providing many progression paths... The reason why we don't like the term endgame is because with the amount of progression that's available with the amount of diversity and player agency that impacts the world... We want the weapon system [to] add an element of that as well... You can determine special effects that proc from currently the combo system; you can determine ancillary effects that proc based on enchantment types; you can power stone weapons to add different either elemental types of damage and/or energy that play rock-paper-scissor with player defenses ... and then you can skill tree out how those effects that are granted ... you can make them better you can branch them off into a different direction.[59]Steven Sharif

Habilidades pasivas

Las habilidades pasivas se usan para aumentar el uso de armas, armaduras, regeneración de salud, y estadísticas pasivas.[2]

All these passive abilities: mana regen, attack damage, critical hit damage, health regeneration, defense mitigation, maximum health: A lot of different changes from the passive side of things and these are based on what archetype you've chosen.[1]Steven Sharif

info-orange.pngEsta sección contiene información de las pruebas Alpha-1. Se actualizará cuando haya nueva información disponible.
Passive skill Icon Archetype(s) Rank 1 Rank 2 Rank 3
Attack Damage Attack Damage.png Mago Increases attack damage by 5.[65]
Block Chance Block Chance.png Tanque Increase chance to block attacks by 20% (Blocked attacks deal 20% reduced damage).[66]
Caravan Trail Speed Bonus Trail Speed Bonus.png Minor speed boost for travelling on a simple trail.[67]
Cooldown Reduction Cooldown Reduction.png Clérigo Mago Tanque Reduce all ability cooldowns by 5%.[65]
Critical Hit Damage Critical Hit Damage.png Mago Increase the damage and healing bonus from critical hits by 20%.[65]
Critical Hit Rate Critical Hit Rate.png Clérigo Mago Tanque Increase the chance for damage and healing abilities to critically hit by 5%.[65]
Defense Mitigation Defense Mitigation.png Clérigo Mago Tanque Increase defense mitigation by 4.[65]
Disable Chance Disable Chance.png Mago Increase chance to disable by 15%.[65]
Disable Defense Disable Defense.png Clérigo Reduce chance of being disabled by crowd control effects by 10%.[68]
Healing Received Healing Received.png Tanque Increase the amount of healing received by 10%.[69]
Health Regeneration Health Regeneration.png Clérigo Mago Tanque Generate an additional 1.5% of your maximum health per second.[65]
Increased Healing Increased Healing.png Clérigo Increase healing done by 10%.[70]
Mana Regeneration Mana Regeneration.png Clérigo Mago Tanque Generate an additional 1% of your maximum mana per second.[65]
Maximum Health Maximum Health.png Clérigo Mago Tanque Increase maximum health by 75.[65]
Maximum Mana Maximum Mana.png Clérigo Increase maximum mana by 100.[71]
Movement Speed Movement Speed.png Clérigo Mago Tanque Increase movement speed by 5%.[65]
Physical Evasion Bonus Physical Evasion Bonus.png Tanque Increase physical evasion bonus by 5.[72]

Ver además

Referencias

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  2. 2.0 2.1 2.2 Transmisión en vivo, 2020-08-28 (1:12:50).
  3. 3.0 3.1 Entrevista, 2020-07-29 (55:44).
  4. 4.0 4.1 4.2 4.3 4.4 4.5 Entrevista, 2020-07-19 (53:59).
  5. 5.0 5.1 5.2 5.3 5.4 5.5 Entrevista, 2020-07-18 (1:07:51).
  6. 6.0 6.1 6.2 6.3 Transmisión en vivo, 2017-07-28 (19:05).
  7. 7.0 7.1 Transmisión en vivo, 2017-11-16 (30:02).
  8. 8.0 8.1 8.2 8.3 Entrevista, 2020-07-29 (54:44).
  9. 9.0 9.1 Forums - Livestream Q&A 2022-08-26.
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  12. toast-keybinds-skills.png
  13. Transmisión en vivo, 2017-10-16 (1:00:44).
  14. Entrevista, 2018-08-08 (22:27).
  15. 15.0 15.1 15.2 15.3 15.4 15.5 progression.png
  16. 16.0 16.1 16.2 16.3 16.4 16.5 16.6 Entrevista, 2020-07-18 (1:05:04).
  17. class secondary.png
  18. Transmisión en vivo, 2020-07-25 (1:47:55).
  19. Pódcast, 2021-09-29 (30:04).
  20. Transmisión en vivo, 2021-06-25 (1:05:01).
  21. Transmisión en vivo, 2018-02-09 (41:56).
  22. 22.0 22.1 Transmisión en vivo, 2019-12-17 (1:13:14).
  23. class same.png
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  25. Transmisión en vivo, 2019-07-26 (1:09:22).
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  27. augmentcolors.png
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  30. 30.0 30.1 Transmisión en vivo, 2021-09-24 (1:18:06).
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  33. Transmisión en vivo, 2017-05-03 (15:15).
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  35. Transmisión en vivo, 2022-10-14 (57:45).
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  37. Transmisión en vivo, 2022-10-14 (9:02).
  38. 38.0 38.1 Transmisión en vivo, 2023-02-24 (53:48).
  39. Transmisión en vivo, 2017-05-19 (43:09).
  40. 40.0 40.1 40.2 Transmisión en vivo, 2023-12-19 (1:46:12).
  41. Transmisión en vivo, 2022-09-30 (1:20:46).
  42. Transmisión en vivo, 2020-10-30 (1:06:53).
  43. 43.0 43.1 Ashes of Creation class list.
  44. archetypeclass.png
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  48. Pódcast, 2021-04-11 (54:35).
  49. Transmisión en vivo, 2022-12-02 (1:05:08).
  50. Twitter - What’s your go-to weapon?
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  66. Alpha-1 screenshot.
  67. Trail Speed Bonus Description.png
  68. Alpha-1 screenshot.
  69. Alpha-1 screenshot.
  70. Alpha-1 screenshot.
  71. Alpha-1 screenshot.
  72. Alpha-1 screenshot.