Universal skills

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Universal skills, such as active blocking and dodge rolling, are able to be unlocked by all archetypes.[1][2]

Outside of your class-specific skill tree, there's going to be a subsection of a few skills that are universal, like active block, like dodge; and I think what we're going to do- or at least what we're going to be discussing here- is those universal skills will have progressions that might align with your passive tree; and you can spec skill points into progressing additional features of those universal abilities that you will have access to. So I think that's probably going to be the direction that we're going to take.[2]Steven Sharif
  • Skill points can be used to unlock universal skills at the expense of unlocking class-specific skills.[1]
Q: Will each archetype be equally efficient with universal skills, like dodging and active blocking, or will each of them have their own versions and flavors, or will some people be more powerful than others?
A: We want to provide a progression path that's shared for those universal skills across all the archetypes. So when you spend skill points, you can choose to spend them within the universal skill set and unlock particular ability types for the universal skills as well, but you will be spending them from the skill points that you would normally spend within your class-specific skill tree; and this offers again a different wheel of customization that I think is interesting.[1]Steven Sharif
  • The developers will be testing the use of separate energy mechanics for universal skills in Alpha-2.[3]
  • Universal skill progression may align with a player's passive skill tree.[2]

Active blocking

Клерик, использующий активное блокирование щитом в Alpha-2.[4]

Мы играемся с идеей дать всем универсальную механику блокирования, при которой щит, скорее всего, будет лучше всего, но игрок сможет парировать и двуручным оружием и с оружием в каждой руке.[5]Tradd Thompson

Активное блокирование присутствовало в Alpha-2.[4] Щиты лучше подходят для активного блокирования, но для парирования атак подойдёт любое оружие ближнего боя.[5]

  • Разработчики размышляют о добавлении активного блокирования в набор универсальных навыков, которыми могут пользоваться все классы.[5][2]
    • Разработчики будут тестировать использование отдельных механик энергии для универсальных навыков в Alpha-2.[3][4]
  • Ранее, когда разработчиками не были завершены механики активного блокирования, они склонялись к использованию традиционного ориентированного на баффы снижения урона как в большинстве ММО, а также рассматривали возможность взаимодействия между активным блокированием и пассивной характеристикой блокирования.[6][7][7]
  • У щита «Paladin's Might» в Ashes of Creation Apocalypse был собственный хитбокс и очки здоровья, им можно было активно блокировать снаряды.[8]

Уклонение

Уклонение in Alpha-1 early combat.[9]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[9]Steven Sharif

Evasion moves such as dodging and weaving will be present in Ashes of Creation combat.[10][11][12]

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.[11]Steven Sharif

Passive skills

Passive skills are used to augment weapon usage, armor usage, health regeneration, and passive stats.[14]

All these passive abilities: mana regen, attack damage, critical hit damage, health regeneration, defense mitigation, maximum health: A lot of different changes from the passive side of things and these are based on what archetype you've chosen.[16]Steven Sharif
info-orange.pngВ этом разделе содержится информация из тестирования Alpha-1. Он будет обновляться по мере поступления новой информации.
Passive skill Icon Archetype(s) Base skill
Attack Damage Attack Damage.png Mage Increases attack damage by 5.[18]
Block Chance Block Chance.png Tank Increase chance to block attacks by 20% (Blocked attacks deal 20% reduced damage).[19]
Caravan Trail Speed Bonus Trail Speed Bonus.png Minor speed boost for travelling on a simple trail.[20]
Cooldown Reduction Cooldown Reduction.png Cleric Mage Tank Reduce all ability cooldowns by 5%.[18]
Critical Hit Damage Critical Hit Damage.png Mage Increase the damage and healing bonus from critical hits by 20%.[18]
Critical Hit Rate Critical Hit Rate.png Cleric Mage Tank Increase the chance for damage and healing abilities to critically hit by 5%.[18]
Defense Mitigation Defense Mitigation.png Cleric Mage Tank Increase defense mitigation by 4.[18]
Disable Chance Disable Chance.png Mage Increase chance to disable by 15%.[18]
Disable Defense Disable Defense.png Cleric Reduce chance of being disabled by crowd control effects by 10%.[21]
Healing Received Healing Received.png Tank Increase the amount of healing received by 10%.[22]
Health Regeneration Health Regeneration.png Cleric Mage Tank Generate an additional 1.5% of your maximum health per second.[18]
Increased Healing Increased Healing.png Cleric Increase healing done by 10%.[23]
Mana Regeneration Mana Regeneration.png Cleric Mage Tank Generate an additional 1% of your maximum mana per second.[18]
Maximum Health Maximum Health.png Cleric Mage Tank Increase maximum health by 75.[18]
Maximum Mana Maximum Mana.png Cleric Increase maximum mana by 100.[24]
Movement Speed Movement Speed.png Cleric Mage Tank Increase movement speed by 5%.[18]
Physical Evasion Bonus Physical Evasion Bonus.png Tank Increase physical evasion bonus by 5.[25]

Mobility

Revamped Alpha-1 Mage Fireball ability.[26][27]

The general approach that we're taking based on a lot of feedback and just good combat design in general. You know philosophy is that we want to give more agency in the hands of the player and the antithesis of that is locking the player down for really long amounts of time. The sort of concept behind that is like you could make an animation effects as glorious looking as possible but if it's taking away control of the player, none of that really matters. Especially the 100th or thousandth time you're using the spell you're tired of that happening you don't feel powerful: You feel the opposite of powerful. So we're trying to like give a lot of control back to the player while they're using these abilities so they can still control their movements, they can react simultaneously while they're taking actions; and we just want to get overall more of a fluid flow, I guess, of combat. And that's the general design philosophy we're using to approach the overhaul.[26]Tradd Thompson

A lot of abilities you have the capability of moving while casting. It's going to decrease your movement speed significantly or depending on the type of ability. We do reserve the cost- and that's really what it is when you tie ability usage to mobility- we do reserve the cost of requiring the character to remain stationary on some big effect type abilities.[28]Steven Sharif
  • Most abilities in Ashes of Creation are capable of being cast while moving. Some abilities may slow the caster down during the cast, but only rarely will the player be rooted in place.[28][33]
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.[33]Steven Sharif
  • Unreal Engine 5 has enabled improved forms of locomotion, such as crouching, tilting and mantling.[36][37]
    • Crouching may or may not be in the game.[38][39]
  • The ability to prone is not be in the game.[38][39]
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.[41]Steven Sharif
If we're talking about Fighter, they're going to have a lot of heavy gap closers. They can probably be a little bit more liberal in the use of their gap closers because they have so many of them, versus let's say a Ranger that needs to choose when to use their escape abilities, because they have fewer of them. The same would be true for a melee character like a rogue. Their approach vector is going to be more stealth-driven than it would be perhaps let's say from a gap-closer perspective.[42]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.[43]Steven Sharif
info-orange.pngВ этом разделе содержится информация с ранних этапов тестирования. Он будет обновляться по мере поступления новой информации.
Skill Icon Base skill
Air Strike Air Strike New.png 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.[44] The root effect is nature based.[45]
Blink Blink.png Instantly teleport a set distance in the direction you are moving.[46][47]
Call of the Wild Call of the Wild Icon.png Remove all movement impairing effects and increase movement speed by 20% for 8 seconds. Snares and Roots effects applied to the caster are ignored.[48]
Caravan Trail Speed Bonus Trail Speed Bonus.png Minor speed boost for travelling on a simple trail.[20]
Rush rush icon.png Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[49]
Speed Boost Speed Boost.png Gives the caravan a temporary speed boost.[50]
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.[51][52] An ally is defined as any non-combatant player or non-mob NPC.[53]

Player movement

  • Sprinting will consume a percentage of a character's mana pool. Sprinting will not be permitted while in combat.[55]
    • A sprinting/dash skill with a cooldown was confirmed to be part of a class kit.[56]
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.[55]Steven Sharif
  • There is a toggleable walk/run (autorun) capability.[57]
  • There is not going to be any "go to waypoint" (auto-pathing) mechanics.[58]

Weapon weights

Weapon weight refers to how the mass of a weapon affects its performance during combat.[29]

There is a balance between player motion and agency as we call it and weapon weightedness- that almost locked-in-place rooted position- the heavier the weapon is, the more restrictions you want to place on that player agency to showcase the rooted effect: That weight- that heavyweight aspect; and so what we've done by presenting you guys with both the dual daggers and the two-handed weapon is we've shown the range between that complete player agency: a player agency in the light weapon attacks that's the dual daggers, and the maximum range of of rootedness or weightedness that's present on the two-handed weapon; and that's the spectrum in which our basic melee combat will exist within. So if there are medium weapon groups that exist in-between there, it's going to be somewhere in between that spectrum.[63]Steven Sharif

Смотрите также

Ссылки

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  2. 2.0 2.1 2.2 2.3 2.4 Прямая трансляция, 2021-11-19 (50:38).
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  12. 12.0 12.1 Прямая трансляция, 2020-01-30 (1:34:12).
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  19. Alpha-1 screenshot.
  20. 20.0 20.1 Trail Speed Bonus Description.png
  21. Alpha-1 screenshot.
  22. Alpha-1 screenshot.
  23. Alpha-1 screenshot.
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  25. Alpha-1 screenshot.
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  44. Air Strike New Description.png
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