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− | [[File:archetypes.png|thumb|400px|In keeping with our theme of Consequence, and unlike other games, [[Race|race]] won’t just be a matter of look, with relatively inconsequential abilities tacked on. Instead they integrate deeply into our [[Classes|class]] system, augmenting and changing the basic chassis provided by our eight core [[Archetypes|archetypes]]. Our goal here is to create a system where an [[Pyrian_Elves|Elven]] [[Fighter|fighter]] feels different, but serves the same role as a [[Dunzenkell_Dwarves|Dwarven]] [[Fighter|fighter]].<ref>[https://www.kickstarter.com/projects/1791529601/ashes-of-creation-new-mmorpg-by-intrepid-studios Ashes of | + | [[File:archetypes.png|thumb|400px|In keeping with our theme of Consequence, and unlike other games, [[Race|race]] won’t just be a matter of look, with relatively inconsequential abilities tacked on. Instead they integrate deeply into our [[Classes|class]] system, augmenting and changing the basic chassis provided by our eight core [[Archetypes|archetypes]]. Our goal here is to create a system where an [[Pyrian_Elves|Elven]] [[Fighter|fighter]] feels different, but serves the same role as a [[Dunzenkell_Dwarves|Dwarven]] [[Fighter|fighter]].<ref>[https://www.kickstarter.com/projects/1791529601/ashes-of-creation-new-mmorpg-by-intrepid-studios Ashes of Creation Kickstarter.]</ref>]] |
At the start of the game players may choose from eight [[Archetypes]]. These archetypes represent the staple fantasy [[Classes|classes]]:<ref name="progression">[[File:progression.png|350px]]</ref> | At the start of the game players may choose from eight [[Archetypes]]. These archetypes represent the staple fantasy [[Classes|classes]]:<ref name="progression">[[File:progression.png|350px]]</ref> |
Version du 28 octobre 2017 à 23:17
At the start of the game players may choose from eight Archétypes. These archetypes represent the staple fantasy classes:[2]
Bard
Le Bard est un archétype dans Ashes of Creation.[4]
Un réel multiplicateur de force, le Bard entonne des chants de gloire et conquête, inspirant ses compagnons à une grandeur toujours croissante. Il connait des secrets et mots puissants, sachant en parlant donner de terribles cauchemars, ou convaincre les ennemis de devenirs amis.
Les Bards sont les supports qui rendent le groupe meilleur en tant qu'unité.[5]
Les Bards sont prévus pour amplifier les compétences de classe des membres du groupe ou raid. Cette amplification n'est pas juste pour les DPS, mais aussi pour les supports, les soigneurs, pour encaisser les dégâts ou se mouvoir. Les Bards sont souvent dépeint comme une classe musicale et bien qu'ils puisse l'être, nombreux bardes peuvent exister juste en racontant une histoire. Raconter une histoire sera l'outil principal par lequel les bardes interagissent avec l'équipe. Et cette histoire améliorera les capacités des joueurs à donner le meilleur. Très similaire au buff d'une équipe, mais vous ne le verrez pas comme le "bot à buff" que vous auriez pu essayer dans d'autres jeux, où ils ne sont bons qu'à buffer l'équipe, puis vous les virez et ils attendent dans un coin en revenant 30 minutes plus tard. Ces buffs seront en rapport avec leur façon de faire.[6] – Steven Sharif
Cleric
Le clerc est un archétype dans Ashes of Creation.[4]
Dans un monde souvent semé d'embûches, le clerc ne manque jamais d'amis. Ils peuvent protéger leurs alliés de plusieurs façons et, si nécessaire, étouffer la vie des autres. En tant que maîtres de l'essence même de la vitalité, ils peuvent sentir ce qui est brisé et corrompu... Chaque filament de cette essence connectent toute chose et chacun d'un entre nous. Les clercs sont particulièrement sensibles aux filaments qui canalisent la vie et l'énergie vitale. En renforçant ces filaments, ils peuvent guérir et même ressusciter ceux qui ont été blessés. En les déchirant, ils peuvent voler l'énergie de leurs ennemis, retournant les pouvoirs de leurs ennemis contre eux au milieu du chaos général de la bataille.[9]
Fighter
Fighter is an archetype in Ashes of Creation.[4]
- The fighter is really a mobile physical DPS. So they're able to traverse the battlefield. They're able to close the gap quickly. They're able to deal damage from a physical perspective... The fighter is in your face. You try to get away from me I'm going to close that gap. I'm going to deal this burst damage to you and it really doesn't matter if I'm behind you or if you're bleeding or if I've snared you per-se. I am there. I am in your face. I'm doing this damage.[11] – Steven Sharif
- Fighters have a momentum mechanic that scales resistances and mobility proportional to damage taken and dealt.[12][13][14][15][16]
Mage
Mage is an archetype in Ashes of Creation.[21][4]
- Mages are able to combine skills from different elements, along with non-elemental spells and weapon attacks to produce powerful synergies and combos.[18]
- Players can focus exclusively on a single element, but this will reduce their ability to benefit from synergies and combos between different elements.[22]
- Passive essence is converted into useful forms and patterns under their direction, which can then take the shape of nearly anything imaginable! Mages can bend space, summon light, or set the very air ablaze – applying force in all its rawness, or in any shade of their elemental fury.[21]
- Mages tend to have the most direct relationship with The Essence compared to others.[21]
- Mages tend to have the most direct relationship with essence compared to others, and they manage that bond with a singular will... As a Mage’s connection to essence develops further, their power will continue to grow, unfold, and take shape.[21]
Ranger
Ranger is an archetype in Ashes of Creation.[4]
Death from afar is the ranger's raison d'etre. A master of the bow and ranged combat, the Ranger is more than happy to let others get their hands dirty. No one else has such a keen eye in natural environments.
- Q: Tank has resolve, Cleric has divine power, what does Ranger have?
- A: That's a very good question. It is the interaction between the Hunts and the Marks. That is something that we're going to be focusing in on a little bit more. Right now, that is still something that the combat team is working on for the Ranger class.[25] – Steven Sharif
- Q: Why was the minimum distance required removed for the Rangers ranged attacks?
- A: Originally when I was thinking about the Ranger, I had thought about introducing a minimum range requirement in order to offset its flexibility in combat and having them think a little bit more strategically about positioning on the battlefield. That became an un-fun experience when we playtested it and so we decided to remove it. Instead we may choose to play around with things like range too close affecting something maybe like accuracy. We haven't playtested with that. Or, we just might not incorporate it and instead let it live within the abilities you saw. An example of that with regards to the lightning ability having variable effects conferred at different ranges. That right now is the approach that we're taking.[26] – Steven Sharif
Rogue
Rogue is an archetype in Ashes of Creation.[4]
The rogue is more physical disable oriented: Applying bleeds or snares or having precision damage that's situational. Being stealthy. That's how I view the rogue role... The rogue's like you don't see me, I'm coming in and boom I stab you in the back and I do extra damage because of it. Now you're bleeding and you're trying to snare away and walking away, and that's a rogue in my opinion.[11] – Steven Sharif
Summoner
Summoner is an archetype in Ashes of Creation.[4]
- Summoners can shift their roles easily to fill gaps in a group's composition based on the role of the summon they are utilizing coupled with their choice of secondary archetype, which influences the role the summons perform best at.[29][5]
- Q: Summoner has been said to fill in the gaps in a party's role composition. What exactly does that mean in practice? Are they capable of speccing to be pure DPS, pure heals, or pure tank? Or instead are they supposed to be doing all three at a lesser level as needed?
- A: It depends on the summon that they bring out. They will have a variety of summon options and they will have supporting abilities that enhance the role of that particular summon, or that can hybridize the role of that summon based on the ability they cast on the summon or support by attacking- by casting on the target either. So is something that is flexible based on the summoner; and then when you choose a secondary archetype as your total class, that- as a primary summoner- that will influence which category your summons perform best as a role. So if you go with a secondary archetype for your class selection that's more DPS oriented this summons from a role category perspective will be a DPS summons. You'll still have the flexibility, but it won't be as strong as if you had chosen a support or a tank role and the summon benefits you would have as a result of those secondary choices.[29] – Steven Sharif
- Q: Will Summoners want to build different stats when playing as either a DPS, healer, or tank role?
- A: Yes. It is important that Summoners understand the role they're trying to hybridize into, as that decision might influence the types of stats they want to spec for.[30] – Steven Sharif
Tank
Tank is an archetype in Ashes of Creation.[4]
- 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.[33] – Tradd Thompson
All classes with Tank as primary archetype will be viable for tanking upper-end raids, dungeons and world bosses.[34][35]
- The best tanks are going to be Guardians, but tanks with other secondary archetypes will also be viable.[34]
- 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.[34] – Steven Sharif
- The developers are considering formation-based mechanics that grant effects such as damage mitigation based on positioning of party members.[36]
- 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.[36] – Steven Sharif
- Tanks in general will have some control over encounters but will likely not have total control.[37]
- 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.[38] – Steven Sharif
- Depending on their choice of secondary archetype, tanks are able to favor damage dealt over defense.[39]
- 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.[40] – Steven Sharif
Tanks will have different build options:[41]
- Tanks will not be forced to have a shield but it will definitely be a viable option.[41] – Jeffrey Bard
Les références
- ↑ Ashes of Creation Kickstarter.
- ↑
- ↑
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 Archetype breakdown.
- ↑ 5.0 5.1 Direct, 2018-01-18 (45:52).
- ↑ Direct, 2018-04-8 (PM) (46:11).
- ↑ Vidéo, 2020-11-01 (0:14).
- ↑
- ↑ Blog: The Gift of Life - Cleric Alpha One Preview.
- ↑ Vidéo, 2024-03-29 (8:05).
- ↑ 11.0 11.1 Podcast, 2021-09-29 (28:30).
- ↑ X.com - Combat Momentum is an archetype resource made specifically for the Fighter!
- ↑
- ↑ Vidéo, 2024-03-29 (3:50).
- ↑ Entrevue, 2023-09-10 (16:56).
- ↑
- ↑ Vidéo, 2023-04-28 (20:57).
- ↑ 18.0 18.1 Direct, 2023-04-28 (57:01).
- ↑ Vidéo, 2023-04-28 (34:21).
- ↑ Vidéo, 2023-04-28 (35:45).
- ↑ 21.0 21.1 21.2 21.3 Blog: Blazing the way - Mage Alpha One Preview.
- ↑ Direct, 2023-04-28 (1:01:25).
- ↑ Vidéo, 2023-12-19 (45:04).
- ↑ X.com - This Kaelar Ranger is ready to explore Verra!
- ↑ Direct, 2023-12-19 (1:14:40).
- ↑ Direct, 2023-12-19 (1:53:41L5DeC8wIcuM).
- ↑ Direct, 2017-05-17 (40:07).
- ↑
- ↑ 29.0 29.1 Direct, 2022-09-30 (1:14:20).
- ↑ Direct, 2024-02-29 (1:24:13).
- ↑ Vidéo, 2023-01-27 (13:23).
- ↑ Blog: Bulwark on the Battlefield - Tank Alpha One Preview.
- ↑ Vidéo, 2023-01-27 (19:05).
- ↑ 34.0 34.1 34.2 Direct, 2023-01-27 (1:12:20).
- ↑ Entrevue, 2018-05-11 (51:11).
- ↑ 36.0 36.1 Direct, 2022-10-14 (20:02).
- ↑ Direct, 2023-01-27 (1:24:16).
- ↑ Direct, 2023-01-27 (1:26:12).
- ↑ Direct, 2023-01-27 (1:25:32).
- ↑ Direct, 2023-01-27 (1:28:24).
- ↑ 41.0 41.1 41.2 41.3 41.4 Direct, 2017-05-26 (32:59).