Healing

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Overhealing indicated by a blue temporary health bar overlay on a player's health bar.[1][2]
No one is going to fill the role of a primary healer other than the healer archetype; but there will be secondary class options that you can select, which will provide you with some level of sustainability under restoration, most of that will be centralized to yourself, especially in the case of a Paladin.[3]Steven Sharif
Q: Will AoE and action heals also heal raid and alliance members?
A: Depending on the type, if it's a templated AoE, yes it would heal any non-combatants essentially.[7]Steven Sharif
You cannot heal enemy mobs. There's just really not a a relevant use-case for that when it comes to the design mechanics of such a thing, other than its primary use, which would be to grief other players.[8]Steven Sharif
  • Certain healing abilities, such as Communal Restoration, can overheal. This is indicated by a blue temporary health bar overlay on top of a player's health bar.[1][2] If the temporary health points expire without being consumed they do not count as effective heals.[1]
Q: Do you plan to add any sort of counters for healing? For example, a debuff that applies a reduced healing effect or maybe even cause damage upon healing?
A: Ashes aims to be a more difficult leveling experience than perhaps we have been accustomed to over the past decade of MMO gameplay. And with that in mind, when it comes to balancing during Alpha-2 and thereafter, there is not going to be an overage of healing that's available. We will tune those things. We'll have an opportunity to balance those things... Some of the debuff options that the fighter class has within their class kit are debuffs that can reduce received healing on the target.[9]Steven Sharif
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
Barrier Barrier.png Sacrifice 25% of your maximum health to place a health shield on target ally for 10 seconds. Does not stack.[10][11]
Blood Fusion Blood Fusion.png Return 100% of damage dealt as health and 50% of damage dealt as mana over the next 6 seconds. If activated while below 50% health, gain 25% increased damage mitigation and healing received over the duration.[12]
Castigation CastigationIcon.jpg Lashes your target with holy energy whip, dealing direct damage and restoring health and mana to yourself over time.[13][14][15][16] Heals you instantly for an additional amount upon hit.[13] Restores health and mana to nearby party members for the duration.[13]
Communal Restoration Communal Restoration Icon2.png Restore health to all party members in range instantly, plus additional healing over time. Allies under the HoT also receive +10% maximum health for its duration.[1][17] This can overheal.[1]
Consecrating Wave Consecrating Wave.png Send forth a cone of radiance that deals radiant damage to all enemies while healing the ten nearest allies.[18][19]
Defiant Light Defiant Light.png Heal target ally for 50% of their maximum health over 10 seconds. If that target would receive fatal damage while under this effect, this effect is consumed and prevents that target's death, healing them for 25% of their maximum health instead.[20][21]
Deliverance Deliverance.png Held ability: Charges up healing energy that heals a target ally upon release, scaling in power the longer it is charged and the more % missing health of the target.[22][23]
Devotion DevotionIcon.jpg Launch an orb of energy into the air that will fall upon your target, healing them.[24][14][25][16] The energy orb will travel faster and heal for more.[24] The target will be infused with a slow, long-lasting healing effect.[24]
Divine Censure DivineCensureIcon.jpg Hurls a radiant spear at the target, dealing damage.[26][14][27][16] Further attacks upon the target have a chance to heal the attacker.[26] The target has a chance to deal damage to itself when it attacks.[26]
Divine Flare Divine Flare.png Place a targeted area heal on the ground that heals all targets within after several seconds. Total healing is split between all targets hit.[28][29]
Divine Infusion Divine Infusion.png Consume Divine Power to instantly complete the remaining cast time of any healing spell currently being cast. The amount of Divine Power consumed is proportional to the amount of cast time remaining upon activation.[30][31][32][33]
Divine Light DivineLightIcon.jpg Heals your target with a flash of light. Reduces the cooldown of Devotion and Radiant Burst.[34][14] Increased healing.[34] Reduced mana cost.[34]
Flash Cure Flash Cure.png Instantly heal target ally. This may be used during other ability activations.[35][36]
Healing Aura Healing Aura.png Provides healing to nearby defenders over time.[37]
Healing Touch Healing Touch.png Heal target ally in melee range for a large amount of health.[38][39]
Indomitable Spirit Indomitable Spirit.png 30% increased max HP and 30% increased healing received.[40]
Judgment Judgment Icon2.png Cast a heal on target ally for a large amount of health. If this is cast on an enemy, it instead deals radiant damage to the target and applies 2 stacks of Burning.[41][42]
Mend Mend.png Instantly launch a healing projectile toward target ally. Each charge of this ability consumed after the first has no mana cost, and restores an increasing amount of mana to the caster based on the number of missing charges. Consecutive uses of the ability will gain bonus healing.[43][44]
Radiant Burst RadiantBurstIcon.jpg Heals allies around you in a wide area for a large amount.[45] Stacks up to 3 times.[14] Heals for a greater amount.[45] Cooldown removed.[45]
Regeneration RegenerationIcon.jpg Bathe your target with restorative energy that heals them over time.[46][14] Reduced mana cost.[46] Applies a 5% healing received bonus to the target.[46]
Resplendent Beam Resplendent Beam.png Held ability: Fire a beam of healing energy toward a target ally. Charging this spell allows the beam to bounce to up to 5 additional friendly targets closest to the original target, based on how long it was charged. The amount of healing is reduced for each subsequent target.[47][48]
Shake It Off Shake It Off.png Activate to instantly restore 50% of all damage taken in the past 4 seconds. Always heals for at least 10% of your maximum HP.[49]
Soothing Glow Soothing Glow.png Apply a healing over time effect to target ally. Reapplying this effect extends its duration on the target by its base duration value.[50][51]
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.[52][53] An ally is defined as any non-combatant player or non-mob NPC.[54]

Aumentos del clérigo

Las clases que tengan el clérigo como arquetipo secundario podrán elegir los aumentos de vida o de muerte.[5][6]

  • Elegir aumentos de vida proporcionará beneficios de auto-curación, así como beneficios limitados de dar vida a otros jugadores.[3][4][5]
  • 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.[55]
  • Los aumentos del clérigo cambiarán radicalmente el tipo de invocaciones disponibles del arquetipo primario de invocador.[56]
    • Esqueletos, zombis y otras invocaciones de muertos vivientes serán posibles con aumentos basados en la muerte.[56][57]

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.[5]Steven Sharif

Salud

La salud es una estadística en Ashes of Creation.[58][59]

  • Los jugadores que no estén en el mismo grupo, raid, allianza, o gremio no podrán ver los porcentajes de salud de otros jugadores ni los valores exactos de sus barras de salud.[60][58][59]

With regards to seeing another player's health: As you know their name plate will deteriorate or give you an indication of like hey they've taken damage they're significantly injured, but you're not going to get a percentage. You're not gonna get an exact bar value, unless you're in their party or in their raid.[59]Steven Sharif

Roles

Ashes of Creation utiliza el tradicional sistema de la trinidad con los roles de Tanque, DPS y Soporte.[62][63]

We have our eight base archetypes; and the trinity is a pretty strong influence with regards to the eight base classes. However the area in which we actually begin to play with that line between the trinity is in the secondary classes that you can pick. That's where we begin to blend those spaces and allow people a little bit of influence over their role and whether or not they fit perfectly within a particular category within the trinity.[64]Steven Sharif

Habilidades de clase

Preview de las hablidades principales en el Alpha-1.[14]

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.[65]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..[66]Steven Sharif

Las habilidades primarias (habilidades de clase) están basadas en el arquetipo del jugador.[67] Los jugadores pueden personalizar sus habilidades primarias con el aumento de un arquetipo secundario[68][67][69]

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.[70]Steven Sharif
  • Cada arquetipo secundario ofrece cuatro escuelas de aumento diferentes.[71][72][68][73] Cada escuela de aumentos afecta a las habilidades primarias de un arquetipo de forma distinta.[74]
    • 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.[68][74]
    • Cada aumento tiene un requisito de nivel.[75]
      • Los aumentos no tienen un coste en puntos de habilidad.[76] Anteriormente se había afirmado que ciertos aumentos requerirán más puntos de habilidad que otros.[75]
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.[75]Steven Sharif
  • Elegir el mismo arquetipo primario y secundario aumenta el enfoque en ese arquetipo.[77]
  • 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.[78]
  • Para cambiar los aumentos de tus habilidades, deberás ir a un NPC en un nodo de nivel Aldea o mayor.[80]
  • Algunos colores y efectos especiales|FX pueden cambiar dependiendo de los aumentos elegidos.[81]
    • Las habilidades activas pueden verse completamente diferentes después de que se les ha aplicado un aumento.[82]

Se espera que las habilidades primarias en el Alpha-2 sean muy diferentes a las del Alpha-1.[84]

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.[84]Steven Sharif

Puntos de habilidades

Alpha-1 preview skills user interface.[85]

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.[86]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.[87][88][89][90]

  • No será posible subir al máximo todas las habilidades de árbol.[90]
  • 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.[91]
  • Los jugadores pueden resetear y reasignar sus puntos de habilidad.[92]
  • Los aumentos no cuestan Puntos de habilidad.[76] Anteriormente se había dicho que algunos aumentos requerirán más gasto en puntos de habilidad.[75]
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.[93]Steven Sharif

Balance

El equilibrio en Ashes of Creation está enfocado en el grupo, y no en el combate 1vs1"[94][95][96]

There will be match ups in 1v1s where one class will be superior to another; and that application should be a rock-paper-scissors dynamic. We want there to be counter-play between the different classes... Instead it's going to be a group focused balance, where as long as you have the diversity of classes present, that's going to be an equal level playing field. It's going to be very dependent on skill and strategy.[96]Steven Sharif
Balance-wise, there's a number of different interactions mechanically that you have within an ability that you can adjust in order to balance its power. The most most common ones are: Cooldown, Mana consumption, Damage done, Effect status conferred, Promotion of that effect status, Range.[97]Steven Sharif
When we move into Alpha 2 and we have a lot of data that's supporting the use of these particular abilities in combat settings, how often they're used, how often they result in death, what the average damage done by this archetype is comparatively to other damage done by different archetypes: All of that data gets logged and all of that data gets queried in order for us to refine the abilities so that they live in the environment we want them to. Now, that's not to mean that we're going to have a perfect balance across the board between the archetypes. Again, we're taking a rock-paper-scissor approach to balance, which means that some archetypes will do better against other archetypes and vice versa; and we're also not creating an environment where we want to have 1v1 balance. We are focused around group balance. Group composition is important.[94]Steven Sharif

Las sesenta y cuatro (64) clases están divididas en ocho arquetipos primarios. El equilibrio de las habilidades activas solo hace referencia a estos ocho arquetipos primarios. [95][100]

  • Hay cuatro grupos primarios de aumentos asignados a cada arquetipo base. El equilibrio de estos aumentos hace referencia a los cuatro grupos de aumentos para cada uno de los ocho arquetipos.[71][72][68][100][73]
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.

Ciertos arquetipos secundarios son capaces de reducir las diferencias frente a sus "counters".[101]

Even though augments do radically change the way your active skills provide you abilities, there's still a primary focus on the base archetype itself and not the 64 whole classes.[95]Steven Sharif
Certain archetypes are capable of moving the gap between their counterpart per-se. If I am a Tank archetype and a Mage is my counter, I can take a Mage secondary and bridge the divide slightly; and then move my identity that direction ever so slightly.[101]Steven Sharif

Ashes of Creation Apocalypse: Curación

La curación en Ashes of Creation Apocalypse estará basada en retículos (action targeting).[102]

  • Las habilidades de curación también estarán basadas en proximidad: Centradas en uno mismo o centradas en el impacto de un proyectil.[103][104]
  • Habrá pociones con ráfagas de curación (granadas de curación) que otorgarán vida a los aliados.[104]
  • La curación es parte del kit de clase que llegó al juego durante las pruebas del modo asedio de castillo.[103][105]

Tenemos varias teorías de diseño en cuanto al combate de acción y la curación que comenzaron durante la fase uno. Parte de eso será la implementación de un sistema de clases en los modos asedio de castillos y horda durante la fase uno. Esos serán los kits de habilidades que se desarrollarán como habilidades disponibles desde una perspectiva del juego de acción. Los jugadores serán capaces de elegir objetivos en su proximidad, por lo que el posicionamiento será importante. Más aún, los sanadores deberán acercarse a los miembros de grupo que deseen curar. Adicionalmente, habrán métodos de curación basados en retículos. Estos serían lanzados en forma de pulsos de curación o aumentos. Así que hay muchos sistemas diferentes, de los cuales se verán más una vez estén disponibles los modos asedio de castillo y horda.[102]Steven Sharif

Ashes of Creation Apocalypse healing potions

- None -

Ashes of Creation Apocalypse: Kits de clase

Seis clases estarán presentes en los asedios de castillo y el modo horda de Ashes of Creation Apocalypse.[106]

Estas clases están relacionadas a la trinidad de clases: Tanque, Daño y Soporte.[106][107]

  • Las habilidades no están vinculadas a las armas específicas en el modo de asedio de castillos.[108]
    • Se ha mencionado anteriormente que las habilidades de arma son aplicadas para aumentar las habilidades base de una clase.[105]
  • Las habilidades base de una clase pueden ser seleccionadas de entre una serie de habilidades disponibles para esa clase, basado en la progresión de un jugador durante esa temporada.[105][109]

We had a little bit of an idea that we're going to explore with regards to each of the classes having a range of skills and abilities that players can customize that skill kit based on their progression within a season, let's say; and that progression can be gained from any of the modes and it would grant you the ability to customize that skill kit for the before the siege mode or the horde mode. But that's something that might come at a later date.[109]Steven Sharif

Las clases de Ashes of Creation Apocalypse solo aplican para los modos de asedio de castillos y horda.[110]

Ver además

Referencias

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