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Universal skills
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]
- Уклонение is a universal skill that is able to be unlocked by all archetypes.[1][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
Skill | Icon | Origin | Description |
---|---|---|---|
Act of War | Fighter | Switching forms no longer triggers cooldowns or costs Combat Momentum.[18] | |
Beam Amplifier | Wand | Wand Hit 6+ now deals 50% more damage if the previous wand combo hit was also a beam attack.[19] | |
Blade Twist | Greatsword | Adds Wound to Greatsword Combo finishers and Extended Finishers.[20] | |
Brutality | Fighter | Weapon combo finishers and extended finishers apply 5 Wound stacks, plus an additional Wound for every 10 stacks already on the target. Each wound stack reduces target healing received by 0.5% and target damage mitigation by 0.15%, up to a maximum of 100 stacks.[21] | |
Burning Blade | Greatsword | Add Burning to Greatsword Combo finishers and Extended Finishers.[22] | |
Burning Projectiles | Wand | Every wand projectile and beam has a 10% chance to Burn the target.[ нужна цитата ] | |
Caravan Trail Speed Bonus | Caravan | Minor speed boost for travelling on a simple trail.[23] | |
Chilling Projectiles | Wand | Every wand projectile and beam has a 10% chance to Chill the target.[24] | |
Consuming Lethal Blow | Fighter | Lethal Blow returns 50% of overkill damage dealt as health and mana.[25] | |
Echo | Wand | Adds a 25% chance to gain the Echo proc upon completion of Wand Combo Finishers & Extended Finishers. This rate increases to 100% upon beam finishers. Echo - When you strike a target with direct damage, it gets struck again for magical damage.[26] | |
Electrifying Projectiles | Wand | Every wand projectile and beam has a 10% chance to Electrify the target.[ нужна цитата ] | |
Elemental Attunement I | Wand | Increases the trigger chance of Elemental status effect wand procs by 5%.[27] | |
Elemental Attunement II | Wand | Increases the trigger chance of Elemental status effect wand procs by 5%.[ нужна цитата ] | |
Elemental Attunement III | Wand | Increases the trigger chance of Elemental status effect wand procs by 5%.[ нужна цитата ] | |
Elemental Lure I | Wand | Wand damage is increased by 3% per application of Burning, Chilled, or Volatile on the target, up to 9%.[ нужна цитата ] | |
Elemental Lure II | Wand | Wand damage is increased by 3% per application of Burning, Chilled, or Volatile on the target, up to 9%.[ нужна цитата ] | |
Elemental Lure III | Wand | Wand damage is increased by 3% per application of Burning, Chilled, or Volatile on the target, up to 9%.[28] | |
Essence Harvest | Wand | Every time you trigger a wand proc, you have a 50% chance to increase magical powerby 3% by 10 seconds. Stacks up to 5 times.[29] | |
Extended Duration I | Greatsword | Extends the duration of the Second Strike and Perfect Timing proc effects by 2.5 seconds.[30] | |
Extended Duration I (Wand) | Wand | Extends the duration of the Echo and Perfect Timing proc effects by 2.5 seconds.[ нужна цитата ] | |
Extended Duration II | Greatsword | Extends the duration of the Second Strike and Perfect Timing proc effects by 2.5 seconds.[31] | |
Extended Duration II (Wand) | Wand | Extends the duration of the Echo and Perfect Timing proc effects by 2.5 seconds.[32] | |
Extended Duration III | Greatsword | Extends the duration of the Second Strike and Perfect Timing proc effects by 2.5 seconds.[33] | |
Extended Duration III (Wand) | Wand | Extends the duration of the Echo and Perfect Timing proc effects by 2.5 seconds.[ нужна цитата ] | |
Extra Stacks I | Greatsword | Second Strike and Perfect Timing now stack up to 2 times.[34] | |
Extra Stacks I (Wand) | Wand | Second Strike and Perfect Timing now stack up to 2 times.[ нужна цитата ] | |
Extra Stacks II (Wand) | Wand | Second Strike and Perfect Timing now stack up to 3 times.[35] | |
Extra Stacks III (Wand) | Wand | Second Strike and Perfect Timing now stack up to 4 times.[36] | |
Fuse | Mage | Your applied Burning statuses are 50% more powerful when applied to targets with Shocked.[37] | |
Greater Brutality | Fighter | Overpower and Brutal Cleave apply 10 Wound stacks to enemies hit.[38] | |
Greatsword Hit 3+ | Greatsword | Weapon Combo Finisher. Greatsword Hit 3+ Unlocked. Has 25% chance to proc. Increased damage.[39] | |
Greatsword Hit 3+: Extra Damage I | Greatsword | Increases the damage of Greatsword Hit 3+ by 10%.[40] | |
Greatsword Hit 3+: Extra Damage II | Greatsword | Increases the damage of Greatsword Hit 3+ by 10%.[41] | |
Greatsword Hit 3+: Extra Damage III | Greatsword | Increases the damage of Greatsword Hit 3+ by 10%.[42] | |
Greatsword Hit 4 | Greatsword | Weapon Combo Extended Finisher. Greatsword Hit 4 Unlocked. Increased damage.[43] | |
Greatsword Hit 4+ | Greatsword | Weapon Combo Extended Finisher. Greatsword Hit 4+ Unlocked. 25% chance to proc. Increased damage.[44] | |
Greatsword Hit 4+: Extra Damage I | Greatsword | Increases the damage of Greatsword Hit 4 by 10%.[45] | |
Greatsword Hit 4+: Extra Damage II | Greatsword | Increases the damage of Greatsword Hit 4 by 10%.[46] | |
Greatsword Hit 4+: Extra Damage III | Greatsword | Increases the damage of Greatsword Hit 4 by 10%.[47] | |
Greatsword Hit 4: Extra Damage I | Greatsword | Increases the damage of Greatsword Hit 4 by 10%.[48] | |
Greatsword Hit 4: Extra Damage II | Greatsword | Increases the damage of Greatsword Hit 4 by 10%.[49] | |
Greatsword Hit 4: Extra Damage III | Greatsword | Increases the damage of Greatsword Hit 4 by 10%.[50] | |
Guard | Greatsword | Your abilities have a 30% chance to proc Guard. Guard: Your next weapon combo finisher grants 6 seconds of temporary health equal to 1-3% of your maximum health.[51] | |
Hit 5+ Proc Chance I | Wand | Increases the base trigger chance of Hit 5+ to 50%.[52] | |
Hit 5+ Proc Chance II | Wand | Increases the base trigger chance of Hit 5+ to 75%.[53] | |
Hit 5+ Proc Chance III | Wand | Increases the base trigger chance of Hit 5+ to 100%.[54] | |
Hit 6+ Proc Chance I | Wand | Increases the base trigger chance of Hit 6+ to 50%.[55] | |
Hit 6+ Proc Chance II | Wand | Increases the base trigger chance of Hit 6+ to 75%.[56] | |
Hit 6+ Proc Chance III | Wand | Increases the base trigger chance of Hit 6+ to 100%.[57] | |
Keen Edge | Greatsword | Your abilities have a 30% chance to proc Keen Edge. Keen Edge: Your next weapon combo finisher has +100% chance to critically hit.[58] | |
Meditative Form of the River | Fighter | Form of the River increases your mana regeneration by 0.01% of your maximum mana per point of Combat Momentum you have.[59] | |
Overdrive | Fighter | After completing the final spin, you may continue spinning at maximum speed while rapidly depleting your Momentum. Ends after Momentum is fully depleted or after stopping the channel.[60] | |
Perfect Timing | Greatsword | Adds the Perfect Timing proc to Greatsword Combo Finisher Procs & Extended Finisher Procs: Perfect Timing Reduces the Cooldown of the next ability you cast by 5 seconds.[61] | |
Perfect Timing (Wand) | Wand | Adds a 25% chance to gain the Perfect Timing proc upon completion of Weapon Combo Finishers & Extended Finishers. This rate increases to 100% upon beam finishers. Perfect Timing - Reduces the Cooldown of the next ability you cast by 5 seconds.[62] | |
Potency I | Greatsword | Second Strike - Increases the damage of the Second Strike Proc by 25%. Perfect Timing - Increases the cooldown reset by 1 second.[63] | |
Potency III | Greatsword | Second Strike - Increases the damage of the Second Strike Proc by 25%. Perfect Timing - Increases the cooldown reset by 1 second.[64] | |
Pyromania | Mage | Upon cast completion, an additional Magma Field spawns under your character. But you also become afflicted by Burning at (500%🢆) fire damage power.[65] | |
Raging Blitz | Fighter | Blitz generates 20 Combat Momentum.[66] | |
Recharging Lunging Assault | Fighter | Lunging Assault gains an additional charge and generates 5 additional Combat Momentum when dealing damage to one or more enemies.[67] | |
Refreshing Followthrough | Greatsword | Your abilities have a 30% chance to proc Refreshing Followthrough. Refreshing Followthrough: Your next weapon combo finisher restores 3-5% of your maximum mana.[68] | |
Reinvigorating Exert | Fighter | Exert additionally refreshes all ability cooldowns by 1% per point of Combat Momentum the caster has upon activation.[69] | |
Reinvigorating Lethal Blow | Fighter | Killing an enemy with Lethal Blow resets the cooldown of Blitz.[70] | |
Relentless Form of the Avalanche | Fighter | Form of the Avalanche causes your weapon combo attacks to apply 3 stacks of Staggered to enemies hit, plus 1 additional stack per 30 Combat Momentum you have. Staggered reduces physical accuracy by 0.1% per stack and physical disable reduction by 1% per stack.[71] | |
Second Strike | Greatsword | Adds Second Strike proc to Greatsword Combo Finisher Procs & Extended Finisher Procs: Second Strike When you strike a target for physical damage with an ability, it gets struck again.[72] | |
Second Strike (Wand) | Wand | Adds Second Strike proc to Wand Combo Finisher Procs & Extended Finisher Procs: Second Strike When you strike a target for physical damage with an ability, it gets struck again.[ нужна цитата ] | |
Swordmaster: Consistent I | Greatsword | Adds Swordmaster: Swiftness - Increases effect duration by 0.5s. Swordmaster: Endurance - Increases minimum possible health restored by 0.5% Max HP.[73] | |
Swordmaster: Consistent II | Greatsword | Adds Swordmaster: Swiftness - Increases effect duration by 0.5s. Swordmaster: Endurance - Increases minimum health restored by 0.5% Max HP.[74] | |
Swordmaster: Endurance | Greatsword | Adds Swordmaster: Endurance proc to Greatsword Combo Finisher Procs & Extended Finisher Procs: 25% chance to recover 2-4% of your maximum health.[75] | |
Swordmaster: Potential I | Greatsword | Adds Swordmaster: Swiftness - +5% Attack speed from effect. Swordmaster: Endurance - Increases maximum possible health restored by 1% Max HP.[76] | |
Swordmaster: Proc Rate I | Greatsword | Increases all Swordmaster effect proc rates by 25%.[77] | |
Swordmaster: Proc Rate II | Greatsword | Increases all Swordmaster effect proc rates by 25%.[78] | |
Swordmaster: Proc Rate III | Greatsword | Increases all Swordmaster effect proc rates by 25%.[79] | |
Swordmaster: Swiftness | Greatsword | Adds Swordmaster: Swiftness proc to Greatsword Combo Finisher Procs & Extended Finisher Procs: 25% chance to gain 25% attack speed for 1.5 seconds. Stack up to 2 times.[80] | |
Unstoppable Exert | Fighter | Exert additionally breaks all hard control effects on the caster, and may be used any time while under a hard controlling effect.[81] | |
Wand Damage Focus I | Wand | Increases the damage of all wand projectiles and beams by 5%.[ нужна цитата ] | |
Wand Damage Focus II | Wand | Increases the damage of all wand projectiles and beams by 5%.[ нужна цитата ] | |
Wand Damage Focus III | Wand | Increases the damage of all wand projectiles and beams by 5%.[82] | |
Wand Hit 5 Extra Damage I | Wand | Wand Hit 5 deals 15% more base damage.[ нужна цитата ] | |
Wand Hit 5 Extra Damage II | Wand | Wand Hit 5 deals 15% more base damage.[ нужна цитата ] | |
Wand Hit 5 Extra Damage III | Wand | Wand Hit 5 deals 15% more base damage.[ нужна цитата ] | |
Wand Hit 5+ | Wand | Wand Hit 5+ Unlocked. You have a 25% chance on the 5th hit to instead fire a beam at the target that triggers proc efffects. Triggers Weapon Finisher Effects.[83] | |
Wand Hit 5+ Extra Damage I | Wand | Wand Hit 5+ deals 15% more base damage.[ нужна цитата ] | |
Wand Hit 5+ Extra Damage II | Wand | Wand Hit 5+ deals 15% more base damage.[ нужна цитата ] | |
Wand Hit 5+ Extra Damage III | Wand | Wand Hit 5+ deals 15% more base damage.[ нужна цитата ] | |
Wand Hit 6 | Wand | Wand Hit 6 Unlocked. Triggers Weapon Finisher Effects.[84] | |
Wand Hit 6 Extra Damage I | Wand | Wand Hit 6 deals 15% more base damage.[ нужна цитата ] | |
Wand Hit 6 Extra Damage II | Wand | Wand Hit 6 deals 15% more base damage.[85] | |
Wand Hit 6 Extra Damage III | Wand | Wand Hit 6 deals 15% more base damage.[86] | |
Wand Hit 6+ | Wand | Wand Hit 6+ Unlocked. Wand Hit 6+ Unlocked. You have a 25% chance on the 6th hit to instead fire a beam at the target that triggers proc effects. Deals 50% more damage if the previous wand combo hit was also a beam attack. Triggers Weapon Finisher Effects.[87] | |
Wand Hit 6+ Extra Damage I | Wand | Wand Hit 6+ deals 15% more base damage.[88] | |
Wand Hit 6+ Extra Damage II | Wand | Wand Hit 6+ deals 15% more base damage.[89] | |
Wand Hit 6+ Extra Damage III | Wand | Wand Hit 6+ deals 15% more base damage.[ нужна цитата ] | |
Wand Projectile Damage I | Wand | Increases the damage of all wand projectiles by 8%.[90] | |
Wand Projectile Damage II | Wand | Increases the damage of all wand projectiles by 8%.[ нужна цитата ] | |
Wand Projectile Damage III | Wand | Increases the damage of all wand projectiles by 8%.[ нужна цитата ] | |
Weapon Mastery: Bows | Bow | Lowers the Cooldown of Barrage and Scatter Shot by 3s upon: Completion of a bow weapon combo; Firing a fully charged Longbow.[91] | |
Weapon Proficiency I (Wand) | Wand | Increased Accuracy by 0.5%.[92] | |
Weapon Proficiency II (Wand) | Wand | Increased Accuracy by 0.5%.[93] | |
Weapon Proficiency III (Wand) | Wand | Increased Accuracy by 0.5%.[94] | |
Weapon Proficiency IV (Wand) | Wand | Increased Accuracy by 0.5%.[95] | |
Weapon Proficiency IX (Greatsword) | Greatsword | Increased Attack Speed by 1%.[96] | |
Weapon Proficiency V (Wand) | Wand | Increased Accuracy by 0.5%.[97] | |
Weapon Training: Deflection | Greatsword | Increases your Evasion by 0.5%.[98] | |
Weapon Training: Followthrough | Greatsword | Increases your Mitigation Penetration by 0.5%.[99] | |
Weapon Training: Power | Greatsword | Increases your Critical Damage by 0.5%.[100] | |
Weapon Training: Power (Wand) | Wand | Increases your Critical Damage by 2%.[101] | |
Weapon Training: Precision | Greatsword | Increases your Accuracy by 0.5%.[102] |
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.[105][106][107][108][109]
- 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.[105] – 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.[105][110]
- Movement speed can decrease significantly depending on the type of ability.[105]
- Weapon weight can also affect mobility.[106]
- Skills with the greatest power may require the caster to remain stationary while channeling them. This is a risk vs. reward mechanic.[105][110][111][112]
- 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.[110] – Steven Sharif
- Ranged archetypes will have gap openers to counter gap closers from archetypes like the Fighter.[113]
- That's the cat-and-mouse of these abilities. Like we've seen with the Ranger, they have a backflip, they have their Airdrop [sic] ability. The Mage has teleportation. There are going to be abilities that are tit-for-tat; and managing the resource of those abilities and the timing of when you use them to either correlate to your opponent's use of those things, or to save them for yourself when you want to get away, that's part of what makes the engagements dynamic and different each time.[113] – Steven Sharif
- Unreal Engine 5 has enabled improved forms of locomotion, such as crouching, tilting and mantling.[114][115]
- 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.[119] – Steven Sharif
- Melee archetypes will offer various mobility and CC counters against ranged archetypes, such as the Ranger.[120][121]
- 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.[120] – 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.[121] – 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.[122] The root effect is nature based.[123] | |
Blink | Mage | Instantly teleport a set distance in the direction you are moving.[124][125] | |
Blitz | Fighter | Charge directly toward target enemy, dealing Physical damage to the target on arrival.[126] | |
Call of the Wild | Ranger | Remove all movement impairing effects and increase movement speed by 20% for 8 seconds. Snares and Roots effects applied to the caster are ignored.[127] | |
Caravan Trail Speed Bonus | Caravan | Minor speed boost for travelling on a simple trail.[23] | |
Exert | Fighter | 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.[128] | |
Form Of Celerity | Fighter | 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.[129] | |
Form Of Fluidity | Fighter | 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.[130] | |
Leap Strike | Fighter | Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[131] | |
Lunging Assault | Fighter | 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.[132] | |
Recharging Lunging Assault | Fighter | Lunging Assault gains an additional charge and generates 5 additional Combat Momentum when dealing damage to one or more enemies.[67] | |
Shield Assault | Tank | 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.[133] | |
Speed Boost | Caravan | Gives the caravan a temporary speed boost.[134] | |
Unstoppable Exert | Fighter | Exert additionally breaks all hard control effects on the caster, and may be used any time while under a hard controlling effect.[81] | |
Whirlwind | Fighter | 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.[135] | |
Wings of Salvation | Cleric | Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[136][137] An ally is defined as any non-combatant player or non-mob NPC.[138] |
Player movement
- Sprinting will consume a percentage of a character's mana pool. Sprinting will not be permitted while in combat.[140]
- 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.[140] – Steven Sharif
- There is a toggleable walk/run (autorun) capability.[142]
- There is not going to be any "go to waypoint" (auto-pathing) mechanics.[143]
- Double-jumping has been considered as an option for player mounts.[145]
- Unreal Engine 5 mantling was demonstrated by the developers.[114][146]
Weapon weights
Weapon weight refers to how the mass of a weapon affects its performance during combat.[106]
- Light weapons have fewer restrictions on player agency and motion.[148]
- Medium weapons exist on a spectrum between light and heavy weapons.[148]
- Heavy weapons will increasingly lock the player in place during portions of the combat animation.[148]
- 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.[148] – Steven Sharif
Смотрите также
Ссылки
- ↑ 1.0 1.1 1.2 1.3 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 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).
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- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ 67.0 67.1
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ 81.0 81.1
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ 103.0 103.1 Прямая трансляция, 2021-02-26 (27:41).
- ↑ Видео, 2021-02-26 (6:17).
- ↑ 105.0 105.1 105.2 105.3 105.4 Прямая трансляция, 2023-07-28 (1:02:23).
- ↑ 106.0 106.1 106.2 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).
- ↑ 110.0 110.1 110.2 Прямая трансляция, 2022-12-02 (59:47).
- ↑ Прямая трансляция, 2020-04-30 (1:17:13).
- ↑ Прямая трансляция, 2017-05-08 (43:30).
- ↑ 113.0 113.1 Прямая трансляция, 2024-03-29 (2:01:57).
- ↑ 114.0 114.1 Прямая трансляция, 2021-12-23 (55:32).
- ↑ Видео, 2021-12-23 (23:53).
- ↑ 116.0 116.1 Прямая трансляция, 2022-10-14 (48:45).
- ↑ 117.0 117.1
- ↑ Прямая трансляция, 2020-06-26 (1:30:40).
- ↑ 119.0 119.1 Прямая трансляция, 2022-06-30 (49:42).
- ↑ 120.0 120.1 Прямая трансляция, 2023-12-19 (1:16:19).
- ↑ 121.0 121.1 Прямая трансляция, 2022-09-30 (51:28).
- ↑
- ↑ Видео, 2022-09-30 (15:28).
- ↑
- ↑ Видео, 2023-04-28 (4:40).
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ Видео, 2023-01-27 (5:07).
- ↑
- ↑
- ↑ Видео, 2023-07-28 (24:03).
- ↑
- ↑ Видео, 2023-07-28 (24:16).
- ↑ Видео, 2017-05-25 (0:02).
- ↑ 140.0 140.1 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).
- ↑ 148.0 148.1 148.2 148.3 Прямая трансляция, 2022-06-30 (42:29).