Habilidades universales
Además de las habilidades específicas de cada clase, puede haber un subconjunto de habilidades universales, como el bloqueo activo y la esquiva.[1]
- Los desarrolladores probarán el uso de mecánicas de energía independientes para las habilidades universales en el Alpha-2.[2]
- La progresión de las habilidades universales puede alinearse con el árbol de habilidades pasivas del jugador.[1]
- 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.[1] – Steven Sharif
Bloqueo activo
El bloqueo activo es una habilidad universal que pueden utilizar todas las clases.[6][7][4][1]
- 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.[7] – Steven Sharif
- Los escudos on mejores para el bloqueo activo, pero cualquier arma cuerpo a cuerpo también se puede utilizar para bloquear con una mitigación menor.[6][4]
- 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.[9] – 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.[10][11]
- El escudo del Paladin's Might en Ashes of Creation Apocalypse tenía su propia casilla de impacto y puntos de vida (PV), que podían bloquear proyectiles de forma activa.[12]
Esquivando
Los movimientos de evasión como esquivar y moverse, estarán presentes en el combate de Ashes of Creation combat.[6][14][15]
- Los desarrolladores están considerando incluir la esquiva en un subconjunto de habilidades universales que se apliquen a todas las clases.[1]
- Anteriormente, las habilidades de esquiva como rodar se incluían en los conjuntos de habilidades de acción de classes ágiles como el pícaro o el Guerrero.[13][16]
- Los desarrolladores probarán el uso de mecánicas de energía independientes para las habilidades universales en el Alpha-2.[2]
- La esquiva no empleará I-frames (invincibility frames), pero puede afectar a las estadísticas de precisión y mitigación cuando se utilice.[6]
- Anteriormente se afirmó que el combate híbrido podría contar con auténticas habilidades de evasión relacionadas con el combate orientado a la acción y también con I-frames que se aplicarían en el "tab target".[15]
- 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.[14] – Steven Sharif
Habilidades pasivas
Las habilidades pasivas se usan para aumentar el uso de armas, armaduras, regeneración de salud, y estadísticas pasivas.[17]
- Las habilidades pasivas se pueden subir de nivel asignando puntos de habilidad en la interfaz de habilidades .[17]
- Las habilidades pasivas permiten a los jugadores perfeccionar el dominio de un arma.[18]
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.[19] – Steven Sharif
Passive skill | Icon | Archetype(s) | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|---|
Blade Twist | Adds Wound to Greatsword Combo finishers and Extended Finishers.[20] | ||||
Burning Blade | Add Burning to Greatsword Combo finishers and Extended Finishers.[21] | ||||
Caravan Trail Speed Bonus | Minor speed boost for travelling on a simple trail.[22] | ||||
Greatsword Hit 3+ | Weapon Combo Finisher. Greatsword Hit 3+ Unlocked. Has 25% chance to proc. Increased damage.[23] | ||||
Greatsword Hit 4 | Weapon Combo Extended Finisher. Greatsword Hit 4 Unlocked. Increased damage.[24] | ||||
Greatsword Hit 4+ | Weapon Combo Extended Finisher. Greatsword Hit 4+ Unlocked. 25% chance to proc. Increased damage.[25] | ||||
Guard | Your abilities have a 30% chance to proc Guard. Guard: Your next weapon combo finisher grants 6 seconds of temporary health equal to 1-3% of your maximum health.[26] | ||||
Keen Edge | Your abilities have a 30% chance to proc Keen Edge. Keen Edge: Your next weapon combo finisher has +100% chance to critically hit.[27] | ||||
Perfect Timing | Adds the Perfect Timing proc to Greatsword Combo Finisher Procs & Extended Finisher Procs: Perfect Timing Reduces the Cooldown of the next ability you cast by 5 seconds.[28] | ||||
Refreshing Followthrough | Your abilities have a 30% chance to proc Refreshing Followthrough. Refreshing Followthrough: Your next weapon combo finisher restores 3-5% of your maximum mana.[29] | ||||
Second Strike | Adds Second Strike proc to Greatsword Combo Finisher Procs & Extended Finisher Procs: Second Strike When you strike a target for physical damage with an ability, it gets struck again.[30] | ||||
Swordmaster: Endurance | Adds Swordmaster: Endurance proc to Greatsword Combo Finisher Procs & Extended Finisher Procs: 25% chance to recover 2-4% of your maximum health.[31] | ||||
Swordmaster: Swiftness | Adds Swordmaster: Swiftness proc to Greatsword Combo Finisher Procs & Extended Finisher Procs: 25% chance to gain 25% attack speed for 1.5 seconds. Stack up to 2 times.[32] | ||||
Weapon Training: Deflection | Increases your Evasion by 0.5%.[33] | ||||
Weapon Training: Followthrough | Increases your Mitigation Penetration by 0.5%.[34] | ||||
Weapon Training: Power | Increases your Critical Damage by 0.5%.[35] | ||||
Weapon Training: Precision | Increases your Accuracy by 0.5%.[36] |
Movilidad
- El sistema de combate renovado incluye animaciones por partes del cuerpo, en las que la parte superior del personaje puede quedar bloqueada por las animaciones de ataque con armas, mientras que la parte inferior puede seguir moviéndose libremente.[39][40][41][42]
- La mayoría de las habilidades en Ashes of Creation se pueden lanzar mientras el personaje se mueve. Algunas habilidades pueden ralentizar al personaje durante el lanzamiento, pero sólo en contadas ocasiones el jugador quedará inmovilizado..[43]
- Las habilidades con mayor poder pueden requerir que el lanzador permanezca inmóvil mientras las canaliza. Esta es una mecánica de riesgo contra recompensa.[43][44][45]
- 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.[43] – Steven Sharif
- Unreal Engine 5 ha permitido mejorar las formas de movimiento, como agacharse, inclinarse y agacharse.[46][47]
- La habilidad de tumbarse no estará en el juego.[48][49]
- Moverse hacia atrás probablemente no afecte al bloqueo ni a la parada .[50]
- La velocidad de movimiento del jugador durante el combate está balanceada tanto para PvE como para Pvp.[51]
- 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.[51] – 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.[52] – Steven Sharif
Habilidad | Icono | Rango 1 | Rango 2 | Rango 3 |
---|---|---|---|---|
Air Strike | 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.[53] The root effect is nature based.[54] | |||
Blink | Instantly teleport a set distance in the direction you are moving.[55][56] | |||
Blitz | Charge directly toward target enemy, dealing Physical damage to the target on arrival.[57] | |||
Call of the Wild | Remove all movement impairing effects and increase movement speed by 20% for 8 seconds. Snares and Roots effects applied to the caster are ignored.[58] | |||
Caravan Trail Speed Bonus | Minor speed boost for travelling on a simple trail.[22] | |||
Exert | 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.[59] | |||
Form Of Celerity | 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.[60] | |||
Form Of Fluidity | 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.[61] | |||
Leap Strike | Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[62] | |||
Lunging Assault | 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.[63] | |||
Shield Assault | 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.[64] | |||
Speed Boost | Gives the caravan a temporary speed boost.[65] | |||
Whirlwind | 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.[66] | |||
Wings of Salvation | Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[67][68] An ally is defined as any non-combatant player or non-mob NPC.[69] |
Movimiento del jugador
- Esprintar consumirá un porcentaje de la reserva de maná del personaje. No se podrá esprintar en combate.[71]
- Se ha confirmado que una habilidad de correr/esprintar con tiempo de reutilización será parte de un kit de clase.[72]
- 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.[71] – Steven Sharif
- Existe la posibilidad de caminar o correr ("autorun").[73]
- No habrá ninguna mecánica de "ir a un punto" ("auto-pathing").[74]
- El desplazamiento hacia atrás y el avance en diagonal son más lentos que la velocidad de movimiento normal.[75]
- Los desarrolladores hicieron una demostración con Unreal Engine 5.[46][76]
Weapon weights
Weapon weight refers to how the mass of a weapon affects its performance during combat.[39]
- Light weapons have fewer restrictions on player agency and motion.[78]
- Medium weapons exist on a spectrum between light and heavy weapons.[78]
- Heavy weapons will increasingly lock the player in place during portions of the combat animation.[78]
- There is a balance between player motion and agency as we call it and weapon weightedness- that almost locked-in-place rooted position- the heavier the weapon is, the more restrictions you want to place on that player agency to showcase the rooted effect: That weight- that heavyweight aspect; and so what we've done by presenting you guys with both the dual daggers and the two-handed weapon is we've shown the range between that complete player agency: a player agency in the light weapon attacks that's the dual daggers, and the maximum range of of rootedness or weightedness that's present on the two-handed weapon; and that's the spectrum in which our basic melee combat will exist within. So if there are medium weapon groups that exist in-between there, it's going to be somewhere in between that spectrum.[78] – Steven Sharif
Ver además
Referencias
- ↑ 1.0 1.1 1.2 1.3 1.4 Transmisión en vivo, 2021-11-19 (50:38).
- ↑ 2.0 2.1 2.2 Transmisión en vivo, 2022-12-02 (1:05:08).
- ↑ 3.0 3.1 Vídeo, 2023-01-27 (35:51).
- ↑ 4.0 4.1 4.2 Vídeo, 2022-12-02 (34:41).
- ↑ 5.0 5.1 5.2 Vídeo, 2022-12-02 (16:55).
- ↑ 6.0 6.1 6.2 6.3 Transmisión en vivo, 2023-01-27 (1:06:02).
- ↑ 7.0 7.1 7.2 7.3 Vídeo, 2023-01-27 (40:24).
- ↑ Transmisión en vivo, 2023-01-27 (15:22).
- ↑ Transmisión en vivo, 2023-01-27 (1:13:29).
- ↑ Transmisión en vivo, 2021-09-24 (1:22:46).
- ↑ Transmisión en vivo, 2020-06-26 (1:19:50).
- ↑
- ↑ 13.0 13.1 13.2 Transmisión en vivo, 2020-08-28 (1:19:24).
- ↑ 14.0 14.1 Transmisión en vivo, 2022-06-30 (51:17).
- ↑ 15.0 15.1 Transmisión en vivo, 2020-01-30 (1:34:12).
- ↑ Transmisión en vivo, 2020-06-26 (1:24:06).
- ↑ 17.0 17.1 Transmisión en vivo, 2020-08-28 (1:12:50).
- ↑ February 8, 2019 - Questions and Answers.
- ↑ Transmisión en vivo, 2021-06-25 (23:08).
- ↑
- ↑
- ↑ 22.0 22.1
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ 37.0 37.1 Transmisión en vivo, 2021-02-26 (27:41).
- ↑ Vídeo, 2021-02-26 (6:17).
- ↑ 39.0 39.1 39.2 Transmisión en vivo, 2022-06-30 (46:30).
- ↑ Transmisión en vivo, 2021-07-30 (31:22).
- ↑ Entrevista, 2021-06-13 (4:12).
- ↑ Transmisión en vivo, 2021-05-28 (1:13:05).
- ↑ 43.0 43.1 43.2 Transmisión en vivo, 2022-12-02 (59:47).
- ↑ Transmisión en vivo, 2020-04-30 (1:17:13).
- ↑ Transmisión en vivo, 2017-05-08 (43:30).
- ↑ 46.0 46.1 Transmisión en vivo, 2021-12-23 (55:32).
- ↑ Vídeo, 2021-12-23 (23:53).
- ↑ 48.0 48.1 Transmisión en vivo, 2022-10-14 (48:45).
- ↑ 49.0 49.1
- ↑ Transmisión en vivo, 2020-06-26 (1:30:40).
- ↑ 51.0 51.1 Transmisión en vivo, 2022-06-30 (49:42).
- ↑ Transmisión en vivo, 2022-09-30 (51:28).
- ↑
- ↑ Vídeo, 2022-09-30 (15:28).
- ↑
- ↑ Vídeo, 2023-04-28 (4:40).
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ Vídeo, 2023-01-27 (5:07).
- ↑
- ↑
- ↑ Vídeo, 2023-07-28 (24:03).
- ↑
- ↑ Vídeo, 2023-07-28 (24:16).
- ↑ Vídeo, 2017-05-25 (0:02).
- ↑ 71.0 71.1 Transmisión en vivo, 2021-07-30 (1:11:29).
- ↑ Reddit - Developer response to unique ability visuals.
- ↑
- ↑ Transmisión en vivo, 2018-05-04 (51:57).
- ↑ Transmisión en vivo, 2017-12-15 (1:35:38).
- ↑ Vídeo, 2021-12-23 (7:05).
- ↑ Transmisión en vivo, 2022-10-28 (1:29:48).
- ↑ 78.0 78.1 78.2 78.3 Transmisión en vivo, 2022-06-30 (42:29).