Glorious Wiki readers. We are adding the Midnight Magic video and livestream to the wiki. We appreciate your patience as we process the new and updated information! |
Hybrid combat
El combate híbrido hace referencia a la elección entre el combate "tab target" y el "action combat" en Ashes of Creation.[3][4][5][6]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.[7][8][9][10]
- La cámara en el action combat está vinculada a la retícula del jugador.[11][12]
- Las habilidades tab target requieren un objetivo bien con fijado suave o duro.[11]
- 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.[11]
- 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.[14][11]
- 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.[15][16][11]
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.[17] – Steven Sharif
Las versiones de las habilidades orientadas al action combat y al tab target tendrán características diferentes.[2][7][18][19][20]
- 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.[19] – 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..[21]
- Diferentes rangos de la misma habilidad pueden cambiar la habilidad de tab target a action combat o viceversa.[22]
- Las variables cambiarán en función de la versión elegida de una habilidad.[20]
- 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.[19]
- En pos del equilibrio, ciertos tipos de habilidades estarán orientadas al tab target o al action combat.[23]
- 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.[20] – Steven Sharif
Targeted skills
Targeted skills require either a soft or hard locked target.[21][11]
- Soft locking is when the reticle moves over a valid target while in action mode. The targeting plate will appear slightly grayed out to indicate that this is a soft-lock target. If the reticle moves away from the target or the target moves away from the reticle, the target is lost.[11].
- Hard locking is when the player uses right-mouse on a soft-locked target in action mode, or when the player selects a valid target in tab mode. The targeting plate will not be grayed-out to indicate that a hard-lock target is selected. Unlike soft locking, if the target moves out of the reticle, the target is not lost. Tab will still cycle between hard-locked targets in action mode based on proximity priority.[14][11]
- Targeted skills will be greyed out if the target is not within a valid range.[21]
- The developers will be testing additional targeting methods, such as target-of-target as well as separate friendly and enemy targets, most likely during Alpha-2.[25]
Skill | Icon | Origin | Description |
---|---|---|---|
Arcane Volley | Mago | Fires a volley of 7 arcane missiles at your target, dealing (35%🢆) arcane damage each.[26][27] | |
Barrage | Ranger | Fires a continual barrage of arrows at your target for 1.5 seconds, dealing 12% physical damage per arrow.[28] | |
Barrier | Clérigo | Sacrifice 25% of your maximum health to place a health shield on target ally for 10 seconds. Does not stack.[29][30] | |
Bear Trap | Ranger | Spawn a Trap at the target location, which arms after 1 second. When an enemy triggers the Trap, they take damage and become Rooted for 2 seconds.[31] | |
Bless Weapon | Clérigo | Imbues your target's weapon with radiant light, causing each of their weapon combo attacks to deal additional radiant damage and applies a mana regeneration buff to the caster. Each hit extends the duration of the mana regeneration buff, up to a maximum of 15 seconds. Has a 10% chance to proc bonus radiant damage and apply a stack of Burning to the target.[32][33] | |
Blitz | Luchador | Charge directly toward target enemy, dealing Physical damage to the target on arrival.[34] | |
Chain Lightning | Mago | Release a powerful streak of lightning that hits your primary target and then chains outward to up to 5 nearby enemies from that target, dealing (175%🢆) lightning damage to each. Applies 20 stacks of Shocked to targets with Volatile.[35][36][37] | |
Condemn | Clérigo | Stun target enemy for 3 seconds.[38][39] | |
Crippling Blow | Luchador | Deal Physical damage and apply Snare to target enemy for 6 seconds.[40] | |
Defiant Light | Clérigo | 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.[41][42] | |
Deliverance | Clérigo | 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.[43][44] | |
Devotion | Clérigo | Launch an orb of energy into the air that will fall upon your target, healing them.[45][46][47][48] | |
Divine Censure | Clérigo | Hurls a radiant spear at the target, dealing damage.[49][46][50][48] | |
Expeditious Barrage | Ranger | Reduce Barrage's movement penalty while channeled.[51] | |
Fireball | Mago | Hurl a ball of fire toward your target, dealing (100%🢆) fire damage and applying Burning for (75%🢆) fire damage. 3 charges.[52] | |
Flash Cure | Clérigo | Instantly heal target ally. This may be used during other ability activations.[53][54] | |
Frostbolt | Mago | Launch a bolt of frost towards your target, dealing (225%🢆) ice damage. Applies Frozen if the target is Chilled.[55][56] | |
Hatred | Tanque | Single target that adds hate.[57] | |
Headshot | Ranger | Deals 175% physical damage to target enemy.[58] | |
Healing Touch | Clérigo | Heal target ally in melee range for a large amount of health.[59][60] | |
Judgment | Clérigo | 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.[61][62] | |
Knock Out | Luchador | Knock out target enemy, putting them to sleep for 10 seconds. Any damage breaks the effect.[63] | |
Lethal Blow | Luchador | Perform a powerful descending strike upon target enemy, dealing additional physical damage based on the amount of % missing health, up to 300% base damage.[64] | |
Lightning Strike | Mago | Held ability: Charge up a bolt of lightning to unleash upon your target, dealing (275%🢆) lightning damage based on how long it was charged. Also applies 20 stacks of Shocked to targets.[65][66] | |
Longbow basic attack | 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.[67][68][69] | |
Mend | Clérigo | 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.[70][71] | |
Overpower | Luchador | Deal direct damage and apply Shaken to target enemy. This ability shares a cooldown with Brutal Cleave, and hitting an enemy with a weapon combo finisher refreshes the cooldown of this ability. +10 Combat Momentum.[72] | |
Proteger | Tanque | Intercept attacks that strike your friendly nearby target, redirecting half of the damage taken to you. Must be within 10ys to Protect. If this range is exceeded for more than 5 seconds, the effect ends.[73] | |
Regeneration | Clérigo | Bathe your target with restorative energy that heals them over time.[74][46] | |
Resplendent Beam | Clérigo | 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.[75][76] | |
Resurrection | Clérigo | Resurrects a dead ally with 25% health and 15% mana.[77][46][78][48] | |
Rupture | Luchador | Deal physical damage and apply a debuff to the target. While the debuff is active, the target acquires 5 wound stacks per second that they are moving. After 5 seconds, the largest takes heavy damage, plus additional damage for each stack of wound it has.[79] | |
Scatter Shot | Ranger | Fires a spread of projectiles, dealing Physical Damage to every enemy target within a 20m cone in front of the caster.[80] | |
Shortbow basic attack | Shortbow | A fast, low power, short range basic ranged attack. Holding down the basic attack button will repeatedly fire.[68][69] | |
Slam | Tanque | Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[81] | |
Slumber | Mago | 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.[82][83][84] | |
Smite | Clérigo | Smite your target, dealing instant damage and applying a stack of Burning to target enemy. Has no cast time and deals increased damage if activated within melee range of the target. This attack always critically hits on targets under the effect of Condemn.[38][85] | |
Snipe | Ranger | Charge a powerful ranged attack, dealing large damage after charging for 3 seconds. Deals 300% physical damage.[86] | |
Soothing Glow | Clérigo | Apply a healing over time effect to target ally. Reapplying this effect extends its duration on the target by its base duration value.[87][88] | |
Thundering Shot | Ranger | Fires a lightning-infused projectile at your target, dealing 200% of your physical power as Lightning damage.[89] | |
Wings of Salvation | Clérigo | Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[90][91] An ally is defined as any non-combatant player or non-mob NPC.[92] |
Indirect fire skills
Indirect fire skills are targeted skills where the projectiles may path around obstructions that are not in line-of-sight, so long as the maximum distance travelled for the skill is not exceeded.[94][93][95]
- This is a prototype concept that is subject to testing and balancing.[95]
- A limited number of these may exist throughout different class kits.[95]
- Some abilities might have indirect fire. So, if you have let's say a Archer or Ranger who has the ability to select a Mage as their secondary class; and they might want to augment a Snipe ability in order to go around a corner like an Arcane Archer might have... Some abilities might not care about that line-of-sight. They might care the distance to the target around the corner, or the path that it's taking; and if it's outside that path is too long it might not be able to reach them of course.[94] – Steven Sharif
Skill | Icon | Origin | Description |
---|---|---|---|
Chain Lightning | Mago | Release a powerful streak of lightning that hits your primary target and then chains outward to up to 5 nearby enemies from that target, dealing (175%🢆) lightning damage to each. Applies 20 stacks of Shocked to targets with Volatile.[35][36][37] | |
Headshot | Ranger | Deals 175% physical damage to target enemy.[58] |
Templated 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.[96][15][16][11]
- 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.[16] – Steven Sharif
- Not all projectiles can be body-blocked.[97]
- Some templated skills may have template indicators, but in general will require the player to assess the correct range for the skill.[21]
- 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.[21] – Steven Sharif
- Basic weapon attacks from projectile weapons are capable of blind firing without having a target.[98]
- 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.[96] – Steven Sharif
Skill | Icon | Origin | Description |
---|---|---|---|
Air Strike | 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.[99] The root effect is nature based.[100] | |
Ball Lightning | Mago | Create a large ball of charged electricity that travels slowly forward, rapidly dealing (50%🢆) lightning damage and applying Volatile to enemies it overlaps with.[101][102][103] | |
Blizzard | Mago | Channel a massive blizzard around you, raining a barrage of hail shards upon your enemies while channeling. Periodically pulses Chilled to targets within the area. Each shard impact deals (50%🢆) ice damage in a small area around it and applies Frozen to targets with Chilled.[104][105][101] | |
Brutal Cleave | 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) [106] | |
Cataclysm | 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.[107] | |
Concentrated Scatter Shot | 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.[108] | |
Cone of Cold | Mago | Blasts a cone of cold in front of the caster, dealing (125%🢆) ice damage. Applies Chilled to targets hit.[101][109][110] | |
Consecrating Wave | Clérigo | Send forth a cone of radiance that deals radiant damage to all enemies while healing the ten nearest allies.[111][112] | |
Divine Flare | 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.[113][114] | |
Ensnaring Vine Field | Ranger | Enemies are Snared while within Vine Field's area of effect.[115] | |
Fissure | Mago | Call forth a line of jagged earthen spikes in a line in front of you, dealing (175%🢆) pierce damage, applying Staggered, and launching each enemy hit.[116] | |
Grapple | 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.[117][118] | |
Greatsword basic attack | Greatsword | ||
Hunt of the Bear | Ranger | Call forth the spirit of the bear, imbuing yourself with increased physical mitigation.[119] | |
Hunt of the Raven | Ranger | Call forth the spirit of the raven, imbuing yourself with increased physical penetration.[120] | |
Hunt of the Tiger | Ranger | Call forth the spirit of the tiger, imbuing yourself with 10% increased critical damage.[121] | |
Inciting Strikes | Tanque | Slashes twice in a forward cone while adding additional threat.[122] | |
Leap Strike | Luchador | Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[123] | |
Longbow basic attack | 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.[67][68][69] | |
Lunging Assault | 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.[124] | |
Magma Field | Mago | Erupts the earth at target location, forming a boiling pool of lava that deals (50%🢆) fire damage and applies Burning at (50%🢆) fire damage power every 2 seconds to enemies within the area. Lasts 8.1 seconds.[125] | |
Maim | 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.[126] | |
Mark of the Bear | Ranger | Marks the target, reducing their mitigation by 25%.[127] | |
Mark of the Raven | 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.[128] | |
Mark of the Tiger | Ranger | Marks the target, increasing critical chance versus the target by 50%.[129] | |
Meteor | Mago | Conjures a massive flaming rock before sending it hurling toward target location. Upon impact, it deals (200%🢆) fire damage and applies Conflagrating to targets with Burning. After landing it continues to roll forward for its remaining distance, dealing damage to enemies along its path.[130] | |
Piercing Shot | Ranger | Fire a projectile that travels in a straight line, piercing through and damaging all enemies in its path.[131] | |
Quake | Mago | Held ability: Slam down, causing a powerful earthquake around your character that deals (200-500%🢆) bludgeon damage depending on how long it was charged. Additionally this ability applies Staggered to all enemies around the caster, unless fully charged, in which case it applies Tripped.[132] | |
Raining Death | Ranger | Fires a dense rain of arrows 20 meters ahead, dealing high damage. Deals more damage to more distant targets.[133] | |
Refreshing Headshot | Ranger | Headshot refunds 4 seconds of its cooldown when it hits a Marked target.[134] | |
Scatter Shot | Ranger | Fires a spread of projectiles, dealing Physical Damage to every enemy target within a 20m cone in front of the caster.[80] | |
Shield Assault | 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.[135] | |
Shortbow basic attack | Shortbow | A fast, low power, short range basic ranged attack. Holding down the basic attack button will repeatedly fire.[68][69] | |
Snipe | Ranger | Charge a powerful ranged attack, dealing large damage after charging for 3 seconds. Deals 300% physical damage.[86] | |
Tremoring Bellow | 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.[136] | |
Vine Field | 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.[137] | |
Whirlwind | 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.[138] |
Tiempo para matar
Ashes of Creation tendrá un "tiempo para matar" (TTK) de unos 30 segundos.[139]
- El TTK en la fase de test de Ashes of Creation Apocalypse battle royale se adaptó a las configuraciones tradicionales de los battle royale.[139]
- El TTK en los asedios a castillos en Ashes of Creation Apocalypse era superior al del battle royale.[140]
- Los desarrolladores no quieren que se pueda matar de un solo golpe en el MMORPG final.[141]
In the MMORPG we really don't want to see any one-shots. The time-to-kill needs to be strategic and tactical.[141] – Steven Sharif
Cajas de impacto (Hitboxes)
Los desarrolladores están probando diferentes enfoques para dar cabida a diferentes hitboxes entre las razas.[142]
- Puede que haya una única hitbox común con algunas excepciones o reglas de colisión especiales, en lugar de tener hitboxes de diferentes tamaños.[142]
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.[142] – Jeffrey Bard
En el MMORPG Ashes of Creation no hay categorías separadas de hitbox como en Ashes of Creation Apocalypse.[142]
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.[142] – Steven Sharif
Mecánicas de headshot
No hay mecánicas de headshot en Ashes of Creation.[142][143][144]
- Los Headshots si que eran parte de las mecánicas de Ashes of Creation Apocalypse battle royale.[144]
- Anteriormente se dijo que la mecánica de los headshots podría implementarse en el MMORPG en la forma de una mayor probabilidad de crítico[145][146] y que no serían muertes por un solo golpe.[145]
- Los disparos en la cabeza en el action combat serán equivalentes a un golpe crítico en el combate tab target.[147]
- Los jugadores que usen habilidades tab target tendrán una probabilidad de golpe crítico fija cada vez que usen una habilidad o un arma.[147]
- Los jugadores que utilicen habilidades basadas en action combat dependerán de conseguir un tiro en la cabeza o acertar en un punto crítico del oponente.[147]
Cono de ataque
Todas las armas tienen un cono delantero de ataque, independientemente de que estén en tab target o action combat.[9]
- El arco y la distancia del cono variarán en función del tipo de arma.[9]
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.[9] – Steven Sharif
Se describe como un ataque de arma, no como una habilidad activa.[9]
- Anteriormente se había afirmado que hendidura sería una habilidad de clase para algunas clases.[148]
Floating combat text
Floating combat text shows damage taken, damage dealt, cumulative damage, crits, heals, XP gained, and other important combat indicators.[149]
- Damage taken appears in red and floats to the left.[149]
- Damage dealt appears in yellow and floats to the right.[149]
- Crits appear larger and are slightly above the other numbers.[149]
- XP appears in white and is slightly lower on the UI.[149]
Floating combat text is able to be customized by the player.[149][150]
- Color composition.[149][150]
- Text size and boldness.[149]
- Damage icons to indicate the ability used.[149]
- Providing maximum flexibility and player customization options for these floating texts I think is super important.[149] – Steven Sharif
Renovación del combate
Durante y después de las pruebas del Alfa-1 se lanzará un sistema de combate renovado en función de los comentarios de los jugadores.[152][153][154]
- El objetivo es dar más protagonismo al jugador y conseguir un combate más fluído, con más mobilidad al usar las habilidades.[8][155]
- El sistema de combate híbrido de acción y tab target se mantendrá después de la renovación.[8]
- Esta renovación no representará la forma final del combate, sino que marcará la dirección general que tomará el combate.[156]
- La renovación será iterativa y se presentará a los testers en diferentes fases.[155]
- Los desarrolladores probarán si usar o no cooldowns globales (GCDs) en diferentes tipos de habilidad durante la Alfa-2.[157]
El sistema de combate renovado incluirá animaciones de cuerpo dividido, donde la parte superior del cuerpo del personaje puede ser bloqueada por animaciones de ataques con armas, mientras que la parte inferior del cuerpo puede seguir moviéndose libremente..[151][158][159]
- You'll be able to move forward while swinging your weapon; and this will allow you complete control over your weapon attacks for melee.[151] – Steven Sharif
El combate en la Alfa-1 se centró en la funcionalidad básica más que en el equilibrio.[159] El combate en la Alfa-2 incluirá arquetipos, un número importante de habilidades de soporte, aumentos, combate de cuerpo dividido, ataques con armas, y muchos elementos adicionales, entre otras cosas.[160]
- Los cambios que permiten que las habilidades de plantilla se apliquen a posiciones tridimensionales en el aire o en el agua serán prototipados y podrían incluirse en la Alfa-2.[161]
Alpha-1 combat
Hybrid combat was tested in Alpha-1.[5][18]
- A toggle button (default Z, but can be re-bound to another key) allows the player to switch between action and tab targeted combat modes.[7][8][9][10]
- The action mode utilizes a targeting reticle and is very close to a third-person action game.[5][9][10][162]
- The player does not have to be in reticle mode to use an action combat ability.[163]
- If you use an action combat ability that's going to be directional focused, you do not have to be in reticle mode to use that. It will fire where that reticle would be. So if you play by feel and you're in tab target camera mode, you can still utilize your action-oriented skills and abilities.[163] – Steven Sharif
- The reticle will highlight/change color (to red) to indicate if the current target is able to be hit with the currently prepared skill.[5][9]
- Action combat abilities will not have a lock-on feature but pressing Q while in action mode will lock on to the current target to enable the use of tab-oriented skills in action mode.[7][5]
- Action combat abilities will not have a lock-on feature so to speak. Some of those are going to be skill shot only. However because you can have a mix and match of tab abilities that require a target, you will be able to target lock in action mode as well. Right now that's delegated to the Q key as default, but you can obviously set that up you could put it on your left mouse button, or you could put it wherever you want; and when your reticle hovers over a target, it rapidly swaps your target ability and when you press your target lock it will then lock that target; and if you have tab-oriented skills, you can use your tab oriented skills and they will be used against that target.[7] – Steven Sharif
- The tab mode (MMO mode) facilitates tab targeted combat.[9][10] A tab-targeted ability requires a target in order to utilize that skill.[7][162]
- Pressing left-click in tab mode will attack the target (with the currently selected weapon).[9]
- There will be a "target of target" capability on the user interface.[164]
Habilidades de combate
La idea para el combate es que las habilidades tengan su correspondiente contrapartida.[165]
- El objetivo es que haya animaciones especiales para parar, bloquear y esquivar..[166]
They can be a challenge to implement sort of really reliably so you might not see them on every evasion or every block, but we do want that stuff to show up.[166] – Jeffrey Bard
Control de masas (CC)
Las habilidades de control de masas (CC/mezzing) incluyen enraizar, atrapar, aturdir, dormir y ralentizar.[167][165]
- Habrá reducción de los efectos de aturdimiento, sueño y ralentización para evitar el bloqueo por aturdimiento.[165][168]
- La reducción de los efectos de CC aún no se implementaron en las pruebas de la Alfa-1.[169]
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.[165] – Steven Sharif
- Estos ataques no serán como las habilidades tab-target. Esto es así para evitar combos desequilibrados con habilidades de apuntado (action combat).[19]
- Los CCs duros son aturdimiento, derribos, dormir, parálisis, algunos enraizamientos, algunos silencios.[170]
- Estos CCs duros pueden incluirse en las habilidades orientadas al "action combat" ya que son ataques más complicados de realizar.[23][19]
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.[165] – Jeffrey Bard
- Los CCs suaves están incluídos en los hablidades tab-target.[171]
- 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.[172]
- 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.[173]
There's also going to be effects that just stun the mount or stun you on the mount.[173] – Steven Sharif
- Las invocaciones del invocador podrán usar CCs.[174]
Habilidades | 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.[99] The root effect is nature based.[100] | |||
Ancestral Bolas | 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.[175] | |||
Chain Lightning | Release a powerful streak of lightning that hits your primary target and then chains outward to up to 5 nearby enemies from that target, dealing (175%🢆) lightning damage to each. Applies 20 stacks of Shocked to targets with Volatile.[35][36][37] | |||
Chains of Restraint | 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.[176][177] | |||
Condemn | Stun target enemy for 3 seconds.[38][39] | |||
Crippling Blow | Deal Physical damage and apply Snare to target enemy for 6 seconds.[40] | |||
Fissure | Call forth a line of jagged earthen spikes in a line in front of you, dealing (175%🢆) pierce damage, applying Staggered, and launching each enemy hit.[116] | |||
Grapple | 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.[117][118] | |||
Imbue Ammo: Weighted | 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.[178] | |||
Knock Out | Knock out target enemy, putting them to sleep for 10 seconds. Any damage breaks the effect.[63] | |||
Leap Strike | Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[123] | |||
Quake | Held ability: Slam down, causing a powerful earthquake around your character that deals (200-500%🢆) bludgeon damage depending on how long it was charged. Additionally this ability applies Staggered to all enemies around the caster, unless fully charged, in which case it applies Tripped.[132] | |||
Slam | Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[81] | |||
Slumber | 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.[82][83][84] | |||
Tremoring Bellow | 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.[136] |
Crowd control breaks
All archetypes will have their own versions of crowd control breaks.[179]
Skill | Icon | Origin | Description |
---|---|---|---|
Exert | Luchador | 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.[180] | |
Lunging Assault | 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.[124] | |
Unstoppable Exert | Luchador | Exert additionally breaks all hard control effects on the caster, and may be used any time while under a hard controlling effect.[181] | |
Whirlwind | 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.[138] |
Ataques dirigidos
Habrá ataques dirigidos (ataques por la espalda, flanqueos, frontales) que hagan daño adicionalen función de la posición del ataque.[182]
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.[183][151][158][159]
- 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..[184]
- Las habilidades con mayor poder pueden requerir que el lanzador permanezca inmóvil mientras las canaliza. Esta es una mecánica de riesgo contra recompensa.[184][185][186]
- 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.[184] – Steven Sharif
- Unreal Engine 5 ha permitido mejorar las formas de movimiento, como agacharse, inclinarse y agacharse.[187][188]
- La habilidad de tumbarse no estará en el juego.[189][190]
- Moverse hacia atrás probablemente no afecte al bloqueo ni a la parada .[191]
- La velocidad de movimiento del jugador durante el combate está balanceada tanto para PvE como para Pvp.[192]
- 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.[192] – 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.[193] – 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.[99] The root effect is nature based.[100] | |||
Blink | Instantly teleport a set distance in the direction you are moving.[194][195] | |||
Blitz | Charge directly toward target enemy, dealing Physical damage to the target on arrival.[34] | |||
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.[196] | |||
Caravan Trail Speed Bonus | Minor speed boost for travelling on a simple trail.[197] | |||
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.[180] | |||
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.[198] | |||
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.[199] | |||
Leap Strike | Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[123] | |||
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.[124] | |||
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.[135] | |||
Speed Boost | Gives the caravan a temporary speed boost.[200] | |||
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.[138] | |||
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.[90][91] An ally is defined as any non-combatant player or non-mob NPC.[92] |
Movimiento del jugador
- Esprintar consumirá un porcentaje de la reserva de maná del personaje. No se podrá esprintar en combate.[202]
- Se ha confirmado que una habilidad de correr/esprintar con tiempo de reutilización será parte de un kit de clase.[203]
- 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.[202] – Steven Sharif
- Existe la posibilidad de caminar o correr ("autorun").[204]
- No habrá ninguna mecánica de "ir a un punto" ("auto-pathing").[205]
- El desplazamiento hacia atrás y el avance en diagonal son más lentos que la velocidad de movimiento normal.[206]
- Los desarrolladores hicieron una demostración con Unreal Engine 5.[187][207]
Colisiones
En Ashes of Creation hay mecánicas de colisión tanto de jugadores como de hechizos.[208]
- 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.[209][208]
Esquivando
Los movimientos de evasión como esquivar y moverse, estarán presentes en el combate de Ashes of Creation combat.[211][212][213]
- Los desarrolladores están considerando incluir la esquiva en un subconjunto de habilidades universales que se apliquen a todas las clases.[214]
- 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.[210][215]
- Los desarrolladores probarán el uso de mecánicas de energía independientes para las habilidades universales en el Alpha-2.[216]
- La esquiva no empleará I-frames (invincibility frames), pero puede afectar a las estadísticas de precisión y mitigación cuando se utilice.[211]
- 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".[213]
- 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.[212] – Steven Sharif
Bloqueo activo
El bloqueo activo es una habilidad universal que pueden utilizar todas las clases.[211][220][218][214]
- 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.[220] – 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.[211][218]
- 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.[222] – 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.[223][224]
- 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.[225]
Interrupciones
Las habilidades con una barra de casteo pueden ser interrumpidas durante el casteo.[186]
- Hay habilidades para contrarrestar las interrupciones.
- Algunas interrupciones son mejores que otras.
Habilidad | Icono | Rango 1 | Rango 2 | Rango 3 |
---|---|---|---|---|
Bulwark | Bash enemies in front of you twice. The second attack temporarily increases block chance. You must have a shield equipped to block.[226][46][227][228] | Additional increased block chance.[226][228] | The second attack knocks down enemies.[226][228] |
Cancelación de animaciones
La cancelación de animaciones no será una mecanica del combate en Ashes of Creation.[229][230]
- Los jugadores podrán cancelar habilidades canalizadas.[229]
Posturas de combate
Es probable que exista el uso de posturas con armas en el juego.[231]
RNG
Los elementos RNG están relacionados con el combate con estadísticas como Golpe Crítico, Evasión o Posibilidad de Bloqueo.[232]
- El RNG juega un papel tanto en Pvp como en PvE.[233]
- El action combat depende mucho menos del RNG.[233]
RNG is always going to play a role in Ashes of Creation whether that be in PvP or PvE, but one way to mitigate that is through the action system. The action system is going to be far less sort of dependent on those dice rolls and there'll be far more in your own hands. They won't ever completely eliminate that but it's a way for us to sort of reward skilled play versus sort of tactical strategies type play.[233] – Jeffrey Bard
Ver además
Referencias
- ↑ Vídeo, 2022-09-30 (17:03).
- ↑ 2.0 2.1 2.2 2.3 2.4 Transmisión en vivo, 2022-09-30 (41:06).
- ↑
- ↑ Transmisión en vivo, 2021-08-27 (1:16:04).
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 5.6 Transmisión en vivo, 2021-06-25 (22:34).
- ↑ Transmisión en vivo, 2017-11-16 (30:45).
- ↑ 7.0 7.1 7.2 7.3 7.4 7.5 Transmisión en vivo, 2021-06-25 (27:43).
- ↑ 8.0 8.1 8.2 8.3
- ↑ 9.00 9.01 9.02 9.03 9.04 9.05 9.06 9.07 9.08 9.09 9.10 9.11 9.12 9.13 Transmisión en vivo, 2020-08-28 (1:15:39).
- ↑ 10.0 10.1 10.2 10.3 Transmisión en vivo, 2020-04-30 (1:09:51).
- ↑ 11.0 11.1 11.2 11.3 11.4 11.5 11.6 11.7 11.8 Vídeo, 2022-09-30 (17:00).
- ↑ 12.0 12.1 Transmisión en vivo, 2021-03-26 (59:21).
- ↑ Transmisión en vivo, 2021-06-25 (26:11).
- ↑ 14.0 14.1 Transmisión en vivo, 2022-09-30 (49:16).
- ↑ 15.0 15.1 Transmisión en vivo, 2022-09-30 (52:33).
- ↑ 16.0 16.1 16.2 Transmisión en vivo, 2022-09-30 (48:10).
- ↑ Transmisión en vivo, 2022-09-30 (54:35).
- ↑ 19.0 19.1 19.2 19.3 19.4 19.5 Transmisión en vivo, 2018-04-8 (PM) (37:57).
- ↑ 20.0 20.1 20.2 20.3 20.4 20.5 Pódcast, 2018-08-04 (1:07:59).
- ↑ 21.0 21.1 21.2 21.3 21.4 Transmisión en vivo, 2023-01-27 (1:11:07).
- ↑ Transmisión en vivo, 2020-08-28 (1:12:50).
- ↑ 23.0 23.1 23.2 23.3 23.4 23.5 23.6 Pódcast, 2018-08-04 (1:11:05).
- ↑
- ↑ Transmisión en vivo, 2023-07-28 (59:56TpBSGYWxd38).
- ↑
- ↑ Vídeo, 2023-04-28 (22:13).
- ↑
- ↑ Vídeo, 2023-07-28 (19:50).
- ↑
- ↑
- ↑ Vídeo, 2023-07-28 (14:03).
- ↑
- ↑ 34.0 34.1
- ↑ 35.0 35.1 35.2
- ↑ 36.0 36.1 36.2 Vídeo, 2023-05-31 (12:12).
- ↑ 37.0 37.1 37.2 Vídeo, 2023-04-28 (17:50).
- ↑ 38.0 38.1 38.2 Vídeo, 2023-07-28 (29:23).
- ↑ 39.0 39.1
- ↑ 40.0 40.1
- ↑ Vídeo, 2023-07-28 (22:12).
- ↑
- ↑ Vídeo, 2023-07-28 (7:34).
- ↑
- ↑
- ↑ 46.0 46.1 46.2 46.3 46.4
- ↑ Vídeo, 2020-11-01 (1:09).
- ↑ 48.0 48.1 48.2
- ↑
- ↑ Vídeo, 2020-11-01 (0:51).
- ↑
- ↑
- ↑ Vídeo, 2023-07-28 (10:03).
- ↑
- ↑
- ↑ Vídeo, 2023-04-28 (15:35).
- ↑ Transmisión en vivo, 2017-10-16 (21:48).
- ↑ 58.0 58.1
- ↑ Vídeo, 2023-07-28 (23:28).
- ↑
- ↑ Vídeo, 2023-07-28 (15:15).
- ↑
- ↑ 63.0 63.1
- ↑
- ↑
- ↑ Vídeo, 2023-04-28 (13:40).
- ↑ 67.0 67.1 Transmisión en vivo, 2022-09-30 (26:42).
- ↑ 68.0 68.1 68.2 68.3 Vídeo, 2022-09-30 (19:32).
- ↑ 69.0 69.1 69.2 69.3 Vídeo, 2022-09-30 (10:44).
- ↑ Vídeo, 2023-07-28 (5:16).
- ↑
- ↑
- ↑
- ↑
- ↑ Vídeo, 2023-07-28 (12:04).
- ↑
- ↑
- ↑ Vídeo, 2020-11-01 (0:55).
- ↑
- ↑ 80.0 80.1
- ↑ 81.0 81.1
- ↑ 82.0 82.1 Vídeo, 2023-04-28 (17:22).
- ↑ 83.0 83.1
- ↑ 84.0 84.1 Vídeo, 2023-09-29 (11:23).
- ↑
- ↑ 86.0 86.1
- ↑ Vídeo, 2023-07-28 (9:22).
- ↑
- ↑
- ↑ 90.0 90.1 Vídeo, 2023-07-28 (24:03).
- ↑ 91.0 91.1
- ↑ 92.0 92.1 Vídeo, 2023-07-28 (24:16).
- ↑ 93.0 93.1 Vídeo, 2023-04-28 (20:57).
- ↑ 94.0 94.1 Transmisión en vivo, 2023-04-28 (59:52).
- ↑ 95.0 95.1 95.2
- ↑ 96.0 96.1 Transmisión en vivo, 2023-12-19 (1:18:49).
- ↑ Transmisión en vivo, 2023-12-19 (1:20:09).
- ↑ Transmisión en vivo, 2023-04-28 (55:55).
- ↑ 99.0 99.1 99.2
- ↑ 100.0 100.1 100.2 Vídeo, 2022-09-30 (15:28).
- ↑ 101.0 101.1 101.2 Vídeo, 2023-09-29 (11:29).
- ↑
- ↑ Vídeo, 2023-04-28 (7:15).
- ↑ Vídeo, 2023-04-28 (9:22).
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ Vídeo, 2023-04-28 (11:22).
- ↑ Vídeo, 2023-07-28 (17:32).
- ↑
- ↑ Vídeo, 2023-07-28 (18:26).
- ↑
- ↑
- ↑ 116.0 116.1
- ↑ 117.0 117.1 Vídeo, 2023-03-31 (9:55).
- ↑ 118.0 118.1 Vídeo, 2023-01-27 (10:27).
- ↑
- ↑
- ↑
- ↑ Vídeo, 2023-01-27 (6:41).
- ↑ 123.0 123.1 123.2
- ↑ 124.0 124.1 124.2
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ 132.0 132.1
- ↑
- ↑
- ↑ 135.0 135.1 Vídeo, 2023-01-27 (5:07).
- ↑ 136.0 136.1 Vídeo, 2023-01-27 (7:28).
- ↑
- ↑ 138.0 138.1 138.2
- ↑ 139.0 139.1 Entrevista, 2018-10-20 (3:25:46).
- ↑ Transmisión en vivo, 2019-11-22 (5:51).
- ↑ 141.0 141.1 Entrevista, 2018-10-20 (9:10).
- ↑ 142.0 142.1 142.2 142.3 142.4 142.5 Transmisión en vivo, 2020-10-30 (1:15:59).
- ↑
- ↑ 144.0 144.1
- ↑ 145.0 145.1 Entrevista, 2018-10-21 (9:10).
- ↑ Entrevista, 2018-10-20 (3:25:31).
- ↑ 147.0 147.1 147.2 Transmisión en vivo, 2018-09-27 (34:49).
- ↑
- ↑ 149.00 149.01 149.02 149.03 149.04 149.05 149.06 149.07 149.08 149.09 149.10 149.11 Vídeo, 2022-06-30 (16:39).
- ↑ 150.0 150.1 Transmisión en vivo, 2021-06-25 (29:09).
- ↑ 151.0 151.1 151.2 151.3 151.4 Transmisión en vivo, 2021-07-30 (31:22).
- ↑ Transmisión en vivo, 2021-05-28 (1:14:50).
- ↑
- ↑ 154.0 154.1 Vídeo, 2021-02-26 (6:17).
- ↑ 155.0 155.1 155.2 155.3 Transmisión en vivo, 2021-02-26 (27:41).
- ↑ Entrevista, 2021-02-07 (49:18).
- ↑ Transmisión en vivo, 2022-07-29 (1:05:20).
- ↑ 158.0 158.1 Entrevista, 2021-06-13 (4:12).
- ↑ 159.0 159.1 159.2 Transmisión en vivo, 2021-05-28 (1:13:05).
- ↑ Transmisión en vivo, 2022-05-27 (1:11:41).
- ↑ Transmisión en vivo, 2022-05-27 (1:16:17).
- ↑ 162.0 162.1 Entrevista, 2019-04-15 (38:03).
- ↑ 163.0 163.1 Transmisión en vivo, 2021-06-25 (27:10).
- ↑ Transmisión en vivo, 2020-04-30 (40:19).
- ↑ 165.0 165.1 165.2 165.3 165.4 Transmisión en vivo, 2017-05-24 (45:12).
- ↑ 166.0 166.1 Transmisión en vivo, 2020-06-26 (1:50:01).
- ↑ Transmisión en vivo, 2017-10-16 (25:56).
- ↑ Transmisión en vivo, 2018-02-09 (28:17).
- ↑ Transmisión en vivo, 2019-11-22 (1:06:25).
- ↑
- ↑ Pódcast, 2018-08-04 (1:11:52).
- ↑
- ↑ 173.0 173.1 173.2 Transmisión en vivo, 2021-04-30 (1:08:10).
- ↑
- ↑
- ↑ Vídeo, 2023-07-28 (20:50).
- ↑
- ↑
- ↑ Vídeo, 2023-12-19 (27:14).
- ↑ 180.0 180.1
- ↑
- ↑ 182.0 182.1 Transmisión en vivo, 2021-03-26 (1:11:25).
- ↑ 183.0 183.1 Transmisión en vivo, 2022-06-30 (46:30).
- ↑ 184.0 184.1 184.2 Transmisión en vivo, 2022-12-02 (59:47).
- ↑ Transmisión en vivo, 2020-04-30 (1:17:13).
- ↑ 186.0 186.1 Transmisión en vivo, 2017-05-08 (43:30).
- ↑ 187.0 187.1 Transmisión en vivo, 2021-12-23 (55:32).
- ↑ Vídeo, 2021-12-23 (23:53).
- ↑ 189.0 189.1 Transmisión en vivo, 2022-10-14 (48:45).
- ↑ 190.0 190.1
- ↑ Transmisión en vivo, 2020-06-26 (1:30:40).
- ↑ 192.0 192.1 Transmisión en vivo, 2022-06-30 (49:42).
- ↑ Transmisión en vivo, 2022-09-30 (51:28).
- ↑
- ↑ Vídeo, 2023-04-28 (4:40).
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ Vídeo, 2017-05-25 (0:02).
- ↑ 202.0 202.1 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).
- ↑ 208.0 208.1
- ↑ Entrevista, 2020-03-27 (15:20).
- ↑ 210.0 210.1 210.2 Transmisión en vivo, 2020-08-28 (1:19:24).
- ↑ 211.0 211.1 211.2 211.3 Transmisión en vivo, 2023-01-27 (1:06:02).
- ↑ 212.0 212.1 Transmisión en vivo, 2022-06-30 (51:17).
- ↑ 213.0 213.1 Transmisión en vivo, 2020-01-30 (1:34:12).
- ↑ 214.0 214.1 Transmisión en vivo, 2021-11-19 (50:38).
- ↑ Transmisión en vivo, 2020-06-26 (1:24:06).
- ↑ 216.0 216.1 Transmisión en vivo, 2022-12-02 (1:05:08).
- ↑ 217.0 217.1 Vídeo, 2023-01-27 (35:51).
- ↑ 218.0 218.1 218.2 Vídeo, 2022-12-02 (34:41).
- ↑ 219.0 219.1 219.2 Vídeo, 2022-12-02 (16:55).
- ↑ 220.0 220.1 220.2 220.3 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).
- ↑
- ↑ 226.0 226.1 226.2 Alpha-1 screenshot.
- ↑ Vídeo, 2021-02-09 (0:37).
- ↑ 228.0 228.1 228.2 Transmisión en vivo, 2020-07-31 (1:14:26).
- ↑ 229.0 229.1 Transmisión en vivo, 2019-11-22 (1:09:37).
- ↑ Transmisión en vivo, 2017-05-17 (1:05:11).
- ↑ Transmisión en vivo, 2019-06-28 (1:19:00).
- ↑ Transmisión en vivo, 2017-05-30 (16:25).
- ↑ 233.0 233.1 233.2 Transmisión en vivo, 2018-12-06 (48:52).