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
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]
- 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
Evasion moves such as dodging and weaving will be present in Ashes of Creation combat.[10][11][12]
- The developers are considering the inclusion of dodging in a subset of universal skills that apply to all classes.[2]
- Dodging will not use I-frames (invincibility frames), but it may affect accuracy and mitigation stats when used.[10]
- Previously it was stated that hybrid combat will likely have true evasion skills relating to action-oriented combat and also have I-frames that apply to tab targeting.[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]
- Passive skills can be levelled up by allocating skill points on the skills UI.[14]
- Passive skills enable players to work toward mastery of a weapon.[15]
- Passive skills are based on the player's choice of primary archetype.[16]
- Some passives may be introduced with the choice of secondary archetype, but this hasn't been finalized yet.[17]
- 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
В 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 | Mage | Increases attack damage by 5.[18] | |
Block Chance | Tank | Increase chance to block attacks by 20% (Blocked attacks deal 20% reduced damage).[19] | |
Caravan Trail Speed Bonus | Minor speed boost for travelling on a simple trail.[20] | ||
Cooldown Reduction | Cleric Mage Tank | Reduce all ability cooldowns by 5%.[18] | |
Critical Hit Damage | Mage | Increase the damage and healing bonus from critical hits by 20%.[18] | |
Critical Hit Rate | Cleric Mage Tank | Increase the chance for damage and healing abilities to critically hit by 5%.[18] | |
Defense Mitigation | Cleric Mage Tank | Increase defense mitigation by 4.[18] | |
Disable Chance | Mage | Increase chance to disable by 15%.[18] | |
Disable Defense | Cleric | Reduce chance of being disabled by crowd control effects by 10%.[21] | |
Healing Received | Tank | Increase the amount of healing received by 10%.[22] | |
Health Regeneration | Cleric Mage Tank | Generate an additional 1.5% of your maximum health per second.[18] | |
Increased Healing | Cleric | Increase healing done by 10%.[23] | |
Mana Regeneration | Cleric Mage Tank | Generate an additional 1% of your maximum mana per second.[18] | |
Maximum Health | Cleric Mage Tank | Increase maximum health by 75.[18] | |
Maximum Mana | Cleric | Increase maximum mana by 100.[24] | |
Movement Speed | Cleric Mage Tank | Increase movement speed by 5%.[18] | |
Physical Evasion Bonus | Tank | Increase physical evasion bonus by 5.[25] |
Mobility
- The revamped combat system features split-body animations, where the character's upper body can be locked by weapon attack animations while the lower body is free to continue moving.[28][29][30][31][32]
- 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]
- Movement speed can decrease significantly depending on the type of ability.[28]
- Weapon weight can also affect mobility.[29]
- Skills with the greatest power may require the caster to remain stationary while channeling them. This is a risk vs. reward mechanic.[28][33][34][35]
- 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]
- 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
- Melee archetypes will offer various mobility and CC counters against ranged archetypes, such as the Ranger.[42][43]
- 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
Skill | Icon | Base skill |
---|---|---|
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.[44] The root effect is nature based.[45] | |
Blink | Instantly teleport a set distance in the direction you are moving.[46][47] | |
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.[48] | |
Caravan Trail Speed Bonus | Minor speed boost for travelling on a simple trail.[20] | |
Rush | Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[49] | |
Speed Boost | Gives the caravan a temporary speed boost.[50] | |
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.[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]
- 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]
- Double-jumping has been considered as an option for player mounts.[60]
- Unreal Engine 5 mantling was demonstrated by the developers.[36][61]
Weapon weights
Weapon weight refers to how the mass of a weapon affects its performance during combat.[29]
- Light weapons have fewer restrictions on player agency and motion.[63]
- Medium weapons exist on a spectrum between light and heavy weapons.[63]
- Heavy weapons will increasingly lock the player in place during portions of the combat animation.[63]
- 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
- ↑ 1.0 1.1 1.2 Прямая трансляция, 2023-12-19 (1:49:56).
- ↑ 2.0 2.1 2.2 2.3 2.4 Прямая трансляция, 2021-11-19 (50:38).
- ↑ 3.0 3.1 3.2 Прямая трансляция, 2022-12-02 (1:05:08).
- ↑ 4.0 4.1 4.2 Видео, 2022-12-02 (16:55).
- ↑ 5.0 5.1 5.2 Видео, 2022-12-02 (34:41).
- ↑ Прямая трансляция, 2021-09-24 (1:22:46).
- ↑ 7.0 7.1 Прямая трансляция, 2020-06-26 (1:19:50).
- ↑
- ↑ 9.0 9.1 9.2 Прямая трансляция, 2020-08-28 (1:19:24).
- ↑ 10.0 10.1 Прямая трансляция, 2023-01-27 (1:06:02).
- ↑ 11.0 11.1 Прямая трансляция, 2022-06-30 (51:17).
- ↑ 12.0 12.1 Прямая трансляция, 2020-01-30 (1:34:12).
- ↑ Прямая трансляция, 2020-06-26 (1:24:06).
- ↑ 14.0 14.1 Прямая трансляция, 2020-08-28 (1:12:50).
- ↑ February 8, 2019 - Questions and Answers.
- ↑ 16.0 16.1 Прямая трансляция, 2021-06-25 (23:08).
- ↑ Прямая трансляция, 2023-03-31 (1:30:07).
- ↑ 18.0 18.1 18.2 18.3 18.4 18.5 18.6 18.7 18.8 18.9 Прямая трансляция, 2021-06-25 (23:08).
- ↑ Alpha-1 screenshot.
- ↑ 20.0 20.1
- ↑ Alpha-1 screenshot.
- ↑ Alpha-1 screenshot.
- ↑ Alpha-1 screenshot.
- ↑ Alpha-1 screenshot.
- ↑ Alpha-1 screenshot.
- ↑ 26.0 26.1 Прямая трансляция, 2021-02-26 (27:41).
- ↑ Видео, 2021-02-26 (6:17).
- ↑ 28.0 28.1 28.2 28.3 28.4 Прямая трансляция, 2023-07-28 (1:02:23).
- ↑ 29.0 29.1 29.2 Прямая трансляция, 2022-06-30 (46:30).
- ↑ Прямая трансляция, 2021-07-30 (31:22).
- ↑ Интервью, 2021-06-13 (4:12).
- ↑ Прямая трансляция, 2021-05-28 (1:13:05).
- ↑ 33.0 33.1 33.2 Прямая трансляция, 2022-12-02 (59:47).
- ↑ Прямая трансляция, 2020-04-30 (1:17:13).
- ↑ Прямая трансляция, 2017-05-08 (43:30).
- ↑ 36.0 36.1 Прямая трансляция, 2021-12-23 (55:32).
- ↑ Видео, 2021-12-23 (23:53).
- ↑ 38.0 38.1 Прямая трансляция, 2022-10-14 (48:45).
- ↑ 39.0 39.1
- ↑ Прямая трансляция, 2020-06-26 (1:30:40).
- ↑ 41.0 41.1 Прямая трансляция, 2022-06-30 (49:42).
- ↑ 42.0 42.1 Прямая трансляция, 2023-12-19 (1:16:19).
- ↑ 43.0 43.1 Прямая трансляция, 2022-09-30 (51:28).
- ↑
- ↑ Видео, 2022-09-30 (15:28).
- ↑
- ↑ Видео, 2023-04-28 (4:40).
- ↑
- ↑
- ↑
- ↑ Видео, 2023-07-28 (24:03).
- ↑
- ↑ Видео, 2023-07-28 (24:16).
- ↑ Видео, 2017-05-25 (0:02).
- ↑ 55.0 55.1 Прямая трансляция, 2021-07-30 (1:11:29).
- ↑ Reddit - Developer response to unique ability visuals.
- ↑
- ↑ Прямая трансляция, 2018-05-04 (51:57).
- ↑ Прямая трансляция, 2017-12-15 (1:35:38).
- ↑ Прямая трансляция, 2023-05-31 (1:10:08).
- ↑ Видео, 2021-12-23 (7:05).
- ↑ Прямая трансляция, 2022-10-28 (1:29:48).
- ↑ 63.0 63.1 63.2 63.3 Прямая трансляция, 2022-06-30 (42:29).