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Tanque
El Tanque es un arquetipo en Ashes of Creation.[3]
- Ashes of Creation tank will be a pretty classic one: One that tank players are familiar with; and I think that's what people want. We don't need to necessarily redefine what the tank is, but I think we can improve it. There's some things that obviously- you'll have your expected mechanics like threat management and generation, mitigation, control, battlefield control, CC effects; but then we'd also like to see more direct ways of protecting your party members too- exploring, like Aegis, that's just scratching the surface of that thing; but being able to actually actively take damage for your allies, that isn't just manipulating the AI is another thing about tanks that I think a lot of people deal with other games, is they're they're pretty bad in PvP, like when threat is removed from the equation, what am I doing as a tank when players just ignore me? And so we want to offer more direct mechanics that cause even players- or encourage players to attack the tank to make it so that the tank can't protect their allies against you.[4] – Tradd Thompson
Todas las clases con Tanque como arquetipo primario serán capaces de tanquear contenido de high-end como raids, mazmorras y jefes de munndo.[5][6].[6]
- Los mejores tanques serán los guardianes, pero tanques con otros arquetipos secundarios también serán viables.[5]
- Q: When it comes to tanking, will it be primarily the tank archetypes that will be able to tank, or can other people tank?
- A: Other people can tank. It really depends on the setting. If we're talking high-end raiding or dungeoneering and playing in these areas that require a main tank, that role and responsibility lies to the Tank archetype. Now tank archetypes can obviously take secondary archetype selections and they can hybridize across different roles. That'll give them a bit of horizontal utility or horizontal progression to the augment system; and the best tanks are going to be the tanks that double down in that role.[5] – Steven Sharif
- Los desarrolladores están estudiando una mecánica basada en la formación que otorgue efectos como la reducción del daño en función de la posición de los miembros del grupo.[7]
- Also formation-based type effects. For example, there's a really cool skill that we just began working on for the tank, where you have a vector required for players to be within behind that tank that mitigates damage incoming from a different direction. So there's directional-based type situations that require location of players in your party to be cognizant of those locations.[7] – Steven Sharif
- Los tanques en general tendrán cierto control en los encuentros, pero es probable que no tengan un control total.[8]
- Q: Tanks need to do two things: Mitigate damage and hold aggro. How will tank weapons, shields, and armor balance these two dynamics compared to other gear sets?
- A: I think it does so in a few ways. I mean, obviously stack composition and your itemization choices are important. Making sure you're driving up your constitution-based stat allocation through selection of certain set bonuses and/or stat modifiers. But in addition, a big portion of that is not just through itemization, but also through your skill tree selections; and they don't have to be diametrically opposed. The ability to garner additional threat is predicated on your rotational selection and and how you are leveraging certain types of set bonuses that are catered towards that role specifically. So some set bonuses will have specific, very targeted benefits like additional threat generation. But in addition, if you're going to mitigate damage, you need to make sure you're focusing on your health pool: how much health pool do you have available to you? What type of damage are you mitigating- because we have different types of damage mitigation from magic to physical; and that's predicated on who your opponent is, where your adversary lives. Both of those are viable selection or viable strategies.[9] – Steven Sharif
- Dependiendo del arquetipo secundario que elijan, los tanques pueden potenciar más el daño infligido que la defensa.[10]
- Q: What steps are being taken or considered to make the tank archetype viable in PvP engagements?
- A: It's important to note that in a lot of MMOs that probably many of us have played. PVP can feel like a slapped on design consideration; and our approach is very holistic in the sense that we take into account the fact this is a PvX game. So when we're designing the class kits, we are making sure that mechanics and designs are targeting applicability both in PvE settings as well as PvP settings. That's very important. There are also special mechanics, like how threat is used in PvP, how taunts are used in PvP. Those things I think require testing, but we have some ideas that will make them relevant so that you don't have abilities that have no relevancy in PvE or PVP, but have some cross application.[11] – Steven Sharif
Los tanques tendrán varias opciones de juego:[12]
- Tanques de evasión
- Tanques de control
- Tanques de escudo
Antecedentes
The name Tanque was chosen because it clearly communicates the role in commonly used MMO vernacular. There are no immediate plans to rename the Tank archetype.[13][14]
- From a tank perspective, why did I name the tank "tank"? There's a few reasons: One is that there are obviously elements of the tank role that could be considered as different types of names like, Guardian or Steward or whatever. There's things that you could do that but I feel like tank as a vernacular has become embedded within MMO/fantasy players and they use it interchangeably even if the class name was like Guardian or whatever. I feel even though in that scenario players would still refer to it as a tank like in normal conversation with each other, "Oh we need a tank for this fight."[14] – Steven Sharif
Tank classes
Poderes y habilidades
Tanks will not be forced to have a shield but it will definitely be a viable option.[12] – Jeffrey Bard
Habilidades de combate del tanque
Habilidad | Icono | Rango 1 | Rango 2 | Rango 3 |
---|---|---|---|---|
Absorption Field | A field of absorption.[15] | |||
Aegis | Instantly dispels all negative effects on the caster, then creates a protective dome behind the tank for 15 seconds, transferring 50% of all damage received by targets within the area to the tank instead. All targets within the cone also receive increased status effect resistance for the duration.[16] | |||
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.[17] | |||
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.[18][19] | |||
Grit | Applies a buff to the caster, reducing incoming damage by 15%, but also reducing movement speed by 30% and outgoing damage by 20%. Each incoming hit consumes a stack of courage to reduce incoming damage by an additional 15%. Courage can not be generated while Grit is active.[20] | |||
Hatred | Single target that adds hate.[21] | Add a forced target lock.[21] | Add hate over time per tick.[21] | |
Inciting Strikes | Slashes twice in a forward cone while adding additional threat.[22] | |||
Indomitable Spirit | 30% increased max HP and 30% increased healing received.[23] | |||
Proteger | 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.[24] | |||
Rush of Courage | You feel a surge of resolve - gain 100 Courage.[25] | |||
Shake It Off | Activate to instantly restore 50% of all damage taken in the past 4 seconds. Always heals for at least 10% of your maximum HP.[26] | |||
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.[27] | |||
Slam | Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[28] | |||
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.[29] |
Habilidades pasivas del tanque
- None -
Aggro
La Amenaza (Aggro/Hate) se genera en función del daño infligido, la curación realizada, y los modificadores de ciertas habilidades.[30][31]
- En PvE, el agro contra personajes jugadores se basa en una tabla de odio.[31]
- En Pvp, el aggro puede forzar el cambio de objetivo al tanque. Durante las pruebas se pedirán opiniones al respecto.[32]
- If we think about PVP settings and the role of taunt or hate, a lot of times for tanks in the MMOs that I've played- where you have a PvE and PvP scenario- those types of hate generation abilities don't really have cross application into the PVP realm; and that can feel bad, because typically a tank build-out can be delegated around how I generate hate; and if it has no cross application into PvP then effectively you're creating a class composition that just is not relevant in half of the game, or in that area of the game. So when we talk about how we're going to apply hate to player targets or taunt to player targets, sometimes that can move into the realm of target switching, or the ability to demand that target on the tank in a PvP scenario as well. That's something that we need to get player feedback on, because there's a lot of strong emotions around that type of mechanic. I for one am a big proponent of that. I think it's interesting. I think that it plays into the role of the tank and that it it hits a class fantasy that most tank players want to feel. And I think however on the flip side of that, it is a source of control; and anytime you're under the effects of some source of control, it's going to be a feel bad moment for the target that's being controlled. So that's why I think it generates a lot of feelings on both sides of the aisle.[32] – Steven Sharif
- "Detargeting" es el acto de eliminar el odio/amenaza/aggro de un enemigo.[32]
- Habrá una habilidad de provocar disponible en niveles más altos de lo que se ha visto hasta ahora en el Alpha-2.[33]
- Q: There were a lot of concerns about threat [in the Alpha-2 Tank preview video]. A lot of people didn't understand how holding threat works, because you weren't holding threat at some point.
- A: It's important to remember that these previews are done at a very low-level, so these are low-level skills and abilities that the archetypes have available to them; and so because of that, some of the functionality from these abilities they don't necessarily perform as well as you would want them to in a later stage of the game for that role. Now also keep in mind that balance is a perspective that needs to be incorporated also. So, threat is generated based off of a few factors: It's based off of damage done, it's based off of healing done, it's based off of threat generation modifiers that are on abilities. Now the tank in this situation I believe has two abilities that are going to generate additional threat. They have the slicing- the number two ability; and then they also have the shout ability. Both of those are creating additional threat. But with that being said, we need to tune probably those abilities up a little bit to contend with the DPS that's coming both from the ranger and with the heals that are coming out of the cleric.[30] – Steven Sharif
Habilidad | Icono | Rango 1 | Rango 2 | Rango 3 |
---|---|---|---|---|
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.[17] | |||
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.[18][19] | |||
Hatred | Single target that adds hate.[21] | Add a forced target lock.[21] | Add hate over time per tick.[21] | |
Inciting Strikes | Slashes twice in a forward cone while adding additional threat.[22] | |||
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.[27] | |||
Slam | Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[28] |
Threat meters/addons
Los addons y los medidores de DPS y amenaza no se permitirán.[34][35][36][37]
- My decision is not to allow DPS meters nor add-ons. I feel we have adequate measures in place to prevent a majority of potential third party trackers. I know this subject has passionate voices on both sides and I respect the various opinions and positions many of you have expressed.[36] – Steven Sharif
- Los desarrolladores no quieren que se necesiten addons/mods para disfrutar del juego.[38]
- Los desarrolladores creen que los medidores de DPS (parsers) pueden causar toxicidad y otros comportamientos negativos[35][39][37]
- What role DPS meters provide in online communities that I've noticed in the past my experiences: they can be a bit toxic, they can be a bit exclusionary; and that's why we don't want the DPS meters.[35] – Steven Sharif
- Los medidores de amenaza tampoco estarán presentes en el juego. En su lugar, habrá indicadores visuales de amenaza.[35]
- Meters in my opinion are a removal from the game immersion; and what I mean by that isn't necessarily even the fact that having the meter takes you out of the game per-se, but it is- there's a lot of diegetic approach that you can take that doesn't rely on UI elements like a meter to indicate how you should do a thing; and when you're not utilizing those types of meters you can do different types of strategies and encounter design. You can have things that can be more subtle and aren't going to be immediately given away by a meter indicating something; and that's the type of gameplay that we think that I believe we want to emphasize; and for that reason, we're not going to be including threat meters. What we will be including however are animation indicators. We're going to be including ability indicators to show the tank "hey I might be losing aggro here." I'm observing in the world these immersive elements that are not tied to any specific type of UI, but indicate to me that this monster might be moving off to attack somebody else in a very immediate future; and now I should be using the abilities that I'm saving to regain that aggro, or to lock them down with a taunt or something. That to me is a bit more representative of the type of gameplay we want to to bring in our encounter design.[35] – Steven Sharif
- Habrá integraciones disponibles para servicios de transmisión como Twitch y algunos otros servicios, pero no es algo que se ofrecerá a través de una API por el momento.[40]
- El diseño de la API del juego aún está bajo consideración.[41]
Habilidades de asedio
Las invocaciones de grupo son activadas por un líder de grupo con esa habilidad en su kit de clase junto con componentes adicionales de otras clases que formen parte del grupo.[43]
Hasta ocho jugadores con el mismo arquetipo primario pueden unirse para crear invocaciones de asedio durante un asedio.[44]
These are the types of systems that we want to put in place where groups of a single primary archetype can come together to summon these types of effects that play off of what the identity of that archetype is.[44] – Steven Sharif
- If eight Tank archetypes each use one of their summon wall abilities it might construct a larger wall that can divide two raids in a moment; and would require damage and block skills and abilities for a momentary lapse of battle between those two raids.[44] – Steven Sharif
Aumentos del tanque
Escudos
Escudos are a type of weapon in Ashes of Creation.[47]
- Shields in the MMORPG grant a static defense/damage mitigation value.[48]
- Shields may also offer additional value/block chances on a directional basis.[48]
- Escudos cannot be dual wielded.[49][50]
Timeline
The Tanque archetype is expected to be present at the start of Alpha-2.[51]
Visuales
2023-07-30 2023-01-30 2023-01-30 2023-01-30 2023-01-30 2023-01-30 2023-01-29
Archetype list
Icono | Arquetipo | Tipo.[54] | Rol.[55] |
---|---|---|---|
Bardo | Arcano | Apoyo | |
Clérigo | Arcano | Apoyo | |
Luchador | Marcial | Daño | |
Mago | Arcano | Daño | |
Arquero | Marcial | Daño | |
Pícaro | Marcial | Daño | |
Invocador | Arcano | - | |
Tanque | Marcial | Tanque |
Ver además
Referencias
- ↑ Vídeo, 2023-01-27 (13:23).
- ↑ Blog: Bulwark on the Battlefield - Tank Alpha One Preview.
- ↑ Archetype breakdown.
- ↑ Vídeo, 2023-01-27 (19:05).
- ↑ 5.0 5.1 5.2 Transmisión en vivo, 2023-01-27 (1:12:20).
- ↑ 6.0 6.1 Entrevista, 2018-05-11 (51:11).
- ↑ 7.0 7.1 Transmisión en vivo, 2022-10-14 (20:02).
- ↑ Transmisión en vivo, 2023-01-27 (1:24:16).
- ↑ Transmisión en vivo, 2023-01-27 (1:26:12).
- ↑ Transmisión en vivo, 2023-01-27 (1:25:32).
- ↑ Transmisión en vivo, 2023-01-27 (1:28:24).
- ↑ 12.0 12.1 Transmisión en vivo, 2017-05-26 (32:59).
- ↑ Transmisión en vivo, 2023-01-27 (1:30:50).
- ↑ 14.0 14.1 Pódcast, 2021-09-29 (24:18).
- ↑
- ↑ Vídeo, 2023-01-27 (9:54).
- ↑ 17.0 17.1
- ↑ 18.0 18.1 Vídeo, 2023-03-31 (9:55).
- ↑ 19.0 19.1 Vídeo, 2023-01-27 (10:27).
- ↑ Vídeo, 2023-01-27 (5:21).
- ↑ 21.0 21.1 21.2 21.3 21.4 21.5 21.6 Transmisión en vivo, 2017-10-16 (21:48).
- ↑ 22.0 22.1 Vídeo, 2023-01-27 (6:41).
- ↑
- ↑
- ↑
- ↑
- ↑ 27.0 27.1 Vídeo, 2023-01-27 (5:07).
- ↑ 28.0 28.1
- ↑ Vídeo, 2023-01-27 (7:28).
- ↑ 30.0 30.1 Transmisión en vivo, 2023-01-27 (1:04:34).
- ↑ 31.0 31.1
- ↑ 32.0 32.1 32.2 Transmisión en vivo, 2023-02-24 (1:25:11).
- ↑
- ↑ Entrevista, 2023-09-10 (34:51).
- ↑ 35.0 35.1 35.2 35.3 35.4 Transmisión en vivo, 2023-02-24 (1:19:29).
- ↑ 36.0 36.1 Ashes of Creation Forums - No Damage Meter?
- ↑ 37.0 37.1 Transmisión en vivo, 2017-05-10 (20:02).
- ↑ Entrevista, 2018-10-20 (6:29).
- ↑ Transmisión en vivo, 2020-04-30 (1:28:19).
- ↑ Entrevista, 2018-05-11 (49:03).
- ↑ Transmisión en vivo, 2017-05-10 (21:41).
- ↑ Transmisión en vivo, 2019-11-22 (41:02).
- ↑ Transmisión en vivo, 2023-01-27 (1:33:42).
- ↑ 44.0 44.1 44.2 44.3 Pódcast, 2018-05-11 (49:20).
- ↑
- ↑ Twitter - Carphin Shield.
- ↑
- ↑ 48.0 48.1
- ↑
- ↑ Transmisión en vivo, 2017-06-16 (40:06).
- ↑ Entrevista, 2023-07-09 (1:11:29).
- ↑ Entrevista, 2020-10-17 (53:50).
- ↑ Entrevista, 2020-07-29 (49:53).
- ↑ Group dynamics blog.