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Ciblage lors du combat
Le combat hybride fait référence au choix entre le combat en ciblage tab et le ciblage action dans Ashes of Creation.[2][3]
- Un boutton d'activation (Z par defaut mais peut être associé à une autre touche) permet au joueur de passer du mode tab au mode action.[4][5][1][6]
- Le mode action utilise un réticule de visée et est très proche d'un jeu de tir à la troisième personne.[2][1][6][7]
- Le joueur n'a pas besoin d’être en mode réticule pour utiliser des compétences de combat d'action.[8]
- Si vous utilisez une compétence de combat d'action qui cible une direction, vous n'avez pas besoin d’être en mode réticule pour l'utiliser. Ça tirera là ou le réticule devrait être. Donc si vous jouez au feeling et que vous êtes en mode ciblage tab, vous pouvez quand même utiliser vos compétences orientées action.[8] – Steven Sharif
- Le réticule va mettre en surbrillance/changer de couleur (en rouge) pour indiquer si la cible actuelle peut être attaquée par la compétence préparée.[2][1]
- Les compétences d'action n'auront pas de fonctions de verrouillage mais appuyer sur Q en étant en mode action verrouillera sur la cible actuelle pour permettre d’utiliser des compétences orientées ciblage tab en mode action.[4][2]
- Les compétences de combat d'action n'auront pas de verrouillage à proprement parler. Certaines d'entre elles seront seulement des tirs. Cependant comme vous pouvez avoir un mélange de compétence tab qui ont besoins d'une cible, vous pourrez aussi verrouiller en mode action. Pour le moment c'est associé à la touche Q par défaut, mais vous pouvez bien sûr l'associer à la touche que vous voulez, même la souris; et quand votre réticule survole une cible et que vous la verrouillez, si vous avez des compétences orientées ciblage tab, elle seront utilisées contre cette cible.[4] – Steven Sharif
- Maintenir Tab en mode action alternera entre les cibles.[2]
- Un clic droit en mode action passera en mode tab pour la cible en surbrillance.[1]
- La camera d'action est liée au réticule du joueur. Il y aura surement une touche qui si maintenue permettra des mouvement de camera libre.[9]
- A l’avenir l'utilisateur pourra choisir entre différentes apparences de réticules.[10]
- Le mode tab (MMO mode) facilitera le combat en ciblage tab[1][6] A tab-targeted ability requires a target in order to utilize that skill.[4][7]
- Un clic gauche en mode tab attaquera la cible (avec l'arme actuellement selectionnée).[1]
- Il y aura une possibilités de fonction "cible de la cible" dans l'interface utilisateur.[11]
Le combat hybride est en cours de test dans l'Alpha-1.[2][12]
- Les modes de ciblage peuvent être atteints par le choix des compétences/capacités.[4][12][13]
- Il ne sera peut-être pas possible de se spécialiser entièrement dans les compétences ciblées ou d'action. Il peut y avoir un plafond de 75 % sur le choix des compétences de n'importe quel type.[13]
- Différents rangs de la même capacité peuvent changer le mode de visée de tab à action ou vice-versa.[14]
La progressions des compétences, l'attribution des points de compétence est déterminée par le joueur. Le joueur pourra choisir soit des compétences plus axées sur le ciblage, soit des compétences plus basées sur l'action et personnaliser son expérience de jeu en fonction de ses préférences. D'un point de vue d'équilibrage pour nous, les développeurs, nous devons nous assurer que certaines capacités hébergent certaines fonctions afin qu'il y ait un équilibre entre les tirs de compétences et les capacités de ciblage tab.[13] – Steven Sharif
Les versions de capacités orientées action et tab auront des caractéristiques différentes. Les variables changeront en fonction de la version choisie.[15]
- Dégâts.[15]
- Temps de charge.[15]
- Effets de CC (contrôles de foules).[15]
- Temps de recharge.[16]
- Consommation d’énergie.[16]
- Coût d'utilisation.[16]
- La portée d'attaque restera probablement la même; car elle dépend de la capacité ou de l'arme elle-même.[17]
Par exemple : disons que vous jouez une classe à distance. Vous pourriez avoir un tir puissant axé sur l'action dans votre arbre de compétences ou vous pourriez avoir un tir puissant à cible unique qui augmente et fait plus de dégâts.[15] – Steven Sharif
À des fins d'équilibrage, certains types de compétences seront des compétences orientées tab ou action. Par exemple :[16]
- Les hard CC peuvent être logés dans des compétences orientées vers l'action, car ce sont des coups plus difficiles à placer.[16][13]
- Des CC plus doux seraient logés dans des capacités ciblées par tab.[16]
Ashes of Creation Apocalypse combat targeting
Action combat in Ashes of Creation Apocalypse utilizes a targeting reticle.[19]
- A hot key can be used to toggle reticle mode on and off.[19]
- Left mouse click is used for basic weapon attacks.[20]
- Right mouse click is used as a "focus" button. It can also be used to activate root motion attacks for melee.[20]
- Combat targeting uses hitbox registration in three separate regions: Upper body, lower body and head.[21]
- Certain weapons and skills have ADS (Aim Down Sights) functionality.[22][23]
There will be aim down sights. You may have seen it that you can aim down sights on weapons; and there will be scopes on like crossbows and stuff that - arcane scopes - that you can use.[22] – Steven Sharif
Some spells do have ADS. There's a long-range meteor blast that can be used from one of the spell books; and that has an arcane zoom in. It lets you zoom into a target.[23] – Steven Sharif
Alpha-1 will test hybrid action/tab combat.[12][24]
Durée pour tuer
Le MMORPG Ashes of Creation aura une durée pour tuer quelqu'un d'environ 30 secondes à 1 minute.[25]
- La durée pour tuer dans le mode de test Ashes of Creation Apocalypse battle royale est adapté dans le cadre de bataille royale traditionnel.[25]
- La durée pour tuer dans Ashes of Creation Apocalypse castle sieges sera légèrement plus longue que dans le battle royale.[26]
- Les développeurs ne veulent pas de one-shots dans le MMORPG final.[27]
Dans le MMORPG nous ne voulons vraiment pas de one-shots. La durée pour tuer quelqu'un doit relever de la stratégie et de la tactique.[27] – Steven Sharif
Mécanique de tir à la tête
Il n'y a pas de mécanisme de tir à la tête dans le MMORPG Ashes of Creation.[28][29][30]
- Le tir à la tête faisait partie de Ashes of Creation Apocalypse battle royale.[30]
- Auparavant il a été déclaré que des mécanismes de tir à la tête pourraient être implémentés dans le MMORPG avec une chance de critique plus élevée[31][32] et qu'ils ne seront pas des tirs mortels.[31]
- Le tir à la tête dans le action-combat est équivalent à un coup critique dans le combat à ciblage tab.[33]
- Les joueurs utilisant les compétences avec le ciblage tab auront un taux de coup critique fixe à chaque fois qu'ils utiliseront une compétence ou une arme.[33]
- Les joueurs utilisant les compétences avec le ciblage action devront compter sur un tir à la tête ou toucher un point critique de leur adversaire.[33]
Weapon and armor skills
Armes and Armure are tied to skills in Ashes of Creation Apocalypse.[34]
- Swapping between weapons will allow players to access the different skills on their hotbar.[34]
- Certain armor pieces have utility and defensive skills, such as like Camouflage, Polymorph and Battlefield wall.[34]
- Weapons are tied to one specific skill in early testing, but this may change.[35]
Weapons will have skills associated with them and they'll will rest on a hot bar and you can swap between the weapons on the hot bar and that'll allow you to access the different skills. Additionally the breastplate, the leggings: Those also have skills associated with them those are more utility and defensive abilities, such as like camouflage, polymorph, battlefield wall; that stuff. Those are on the armor pieces and then they are associated with right now the VC hotkeys for their abilities.[34] – Steven Sharif
Right now weapons are tied to one specific skill; and that's just again because we're so early in alpha 1; but well probably be changing that as we continue to iterate and test.[34] – Steven Sharif
Skills and stats on gear
Crafters will be able to assign different skills/abilities and stats on gear.[36][37]
- Crafters will be able to 'rejigger' stat blocks; and there will be a couple of other ways to move things around to create both the look and the stat block that you're looking for. It's not always going to be easy. There will be a lot of challenges involved with that. But the goal is to give you guys the option to customize your gear the way you want them to be.[36] – Jeffrey Bard
- Master crafters will be able to influence several (but not all) stats on their crafted items.[36][38]
- Statistiques on crafted items will vary based on the item's rarity.[39]
- There will also be methods of moving stat blocks around but this won't necessarily be an easy task.[40][36]
- All gear will be able to be assigned any stat.[36]
Gear is broken down into Core Stats and Additional Stats.[41]
Ashes of Creation Apocalypse weapon skills
- None -
Ashes of Creation Apocalypse armor skills
- None -
Capacités de combat
The aspiration for combat is for abilities to have corresponding counter-play abilities.[42]
- The goal is to have special animations for parrying, blocking and evading.[43]
They can be a challenge to implement sort of really reliably so you might not see them on every evasion or every block, but we do want that stuff to show up.[43] – Jeffrey Bard
Contrôle de foule
Contrôle de foule (CC/mezzing) abilities include root, snare, stun, sleep and slow.[44][42]
- CC effects do not apply to Non-combatant (green) players. The target of a CC ability must be flagged in order to suffer the CC effects. This prevents players from opening attacks that stun non-combatant players during a pull for example.[45]
- Melee archetypes will offer various mobility and CC counters against ranged archetypes, such as the Ranger.[46][47]
- Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own health pool and other stats.[48]
- There's also going to be effects that just stun the mount or stun you on the mount.[48] – Steven Sharif
- Summoner's summons will be able to use crowd control.[49]
- All archetypes will have their own versions of CC breaks.[50]
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.[51] The root effect is nature based.[52] | |
Ancestral Bolas | Tank | 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.[53] | |
Chain Lightning | Mage | Release a powerful streak of lightning that hits your primary target and then chains outward to up to 5 nearby enemies from that target, dealing (175%🢆) lightning damage to each. Applies 20 stacks of Shocked to targets with Volatile.[54][55][56] | |
Chains of Restraint | Cleric | Call forth spectral chains in a target area that stagger enemies within or stun enemies already under the staggered effect, then leave behind an area that deals radiant damage each second over 8 seconds.[57][58] | |
Condemn | Cleric | Stun target enemy for 3 seconds.[59][60] | |
Crippling Blow | Fighter | Deal Physical damage and apply Snare to target enemy for 6 seconds.[61] | |
Fissure | Mage | Call forth a line of jagged earthen spikes in a line in front of you, dealing (175%🢆) pierce damage, applying Staggered, and launching each enemy hit.[62] | |
Grapple | Tank | 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.[63][64] | |
Imbue Ammo: Weighted | Ranger | Imbues your ammunition with weight. Enemies hit by your bow attacks suffer the Snared status effect, reducing their movement speed by 50%. Each application applies 3 seconds of duration to the target, up to a maximum of 12 seconds. 10 charges.[65] | |
Knock Out | Fighter | Knock out target enemy, putting them to sleep for 10 seconds. Any damage breaks the effect.[66] | |
Leap Strike | Fighter | Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[67] | |
Quake | Mage | Held ability: Slam down, causing a powerful earthquake around your character that deals (200-500%🢆) bludgeon damage depending on how long it was charged. Additionally this ability applies Staggered to all enemies around the caster, unless fully charged, in which case it applies Tripped.[68] | |
Slam | Tank | Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[69] | |
Slumber | Mage | Applies the sleeping condition to targets affected within a small area around the primary target, rendering them unable to move or take any action. Any damage dealt to a sleeping target will break the effect. Duration is reduced by 20% for each additional target hit, to a minimum of 40% of base duration.[70][71][72] | |
Tremoring Bellow | Tank | 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.[73] |
- There will be diminishing returns on stuns, sleep and slows so as to avoid stun locking.[42][74]
- Diminishing returns on CC effects have not yet been implemented in Alpha-1 testing.[75]
- Diminishing returns in regards to crowd control and conditions like stun and sleep and slows and that thing: Yes we will have absolutely diminishing returns. I think it's a necessary component to balance out classes that have high control ability.[42] – Steven Sharif
- Hard CC's are stuns, knock downs, sleeps, paralysis, some roots, some silences.[76]
- Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[16][13]
- Lockdowns won't likely be tab-targeted skills. This is to avoid imbalanced combos with skill shot (action targeted) abilities.[13]
- We're trying to stay away from hard locks as much as we possibly can. We want to have the system be very play, counter-play, counter-counter-play feel.[42] – Jeffrey Bard
- Soft CC's are in the tab-targeted abilities.[77]
Mobilité
- 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.[80][81][82][83][84]
- 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.[80] – 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.[80][85]
- Movement speed can decrease significantly depending on the type of ability.[80]
- Weapon weight can also affect mobility.[81]
- Compétences with the greatest power may require the caster to remain stationary while channeling them. This is a risk vs. reward mechanic.[80][85][86][87]
- 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.[85] – Steven Sharif
- Ranged archetypes will have gap openers to counter gap closers from archetypes like the Fighter.[88]
- 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.[88] – Steven Sharif
- Unreal Engine 5 has enabled improved forms of locomotion, such as crouching, tilting and mantling.[89][90]
- 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.[94] – Steven Sharif
- Melee archetypes will offer various mobility and CC counters against ranged archetypes, such as the Ranger.[46][47]
- 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.[46] – 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.[47] – 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.[51] The root effect is nature based.[52] | |
Blink | Mage | Instantly teleport a set distance in the direction you are moving.[95][96] | |
Blitz | Fighter | Charge directly toward target enemy, dealing Physical damage to the target on arrival.[97] | |
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.[98] | |
Caravan Trail Speed Bonus | Caravan | Minor speed boost for travelling on a simple trail.[99] | |
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.[100] | |
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.[101] | |
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.[102] | |
Leap Strike | Fighter | Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[67] | |
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.[103] | |
Recharging Lunging Assault | Fighter | Lunging Assault gains an additional charge and generates 5 additional Combat Momentum when dealing damage to one or more enemies.[104] | |
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.[105] | |
Speed Boost | Caravan | Gives the caravan a temporary speed boost.[106] | |
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.[107] | |
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.[108] | |
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.[109][110] An ally is defined as any non-combatant player or non-mob NPC.[111] |
Déplacement du joueur
- Sprinting will consume a percentage of a character's mana pool. Sprinting will not be permitted while in combat.[113]
- 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.[113] – Steven Sharif
- There is a toggleable walk/run (autorun) capability.[115]
- There is not going to be any "go to waypoint" (auto-pathing) mechanics.[116]
- Double-jumping has been considered as an option for player mounts.[118]
- Unreal Engine 5 mantling was demonstrated by the developers.[89][119]
Collision
There are player and spell/projectile collision mechanics in Ashes of Creation.[120][121][122]
- Inertia and momentum physics will help prevent blocking doorways/access points. This is based on a character's direction and movement speed, and can be used to push people out of the way.[123][122]
- Montures and players cannot stop caravans and other vehicles from moving. Nothing can move or block ships.[124]
- Specific ranged skills will have a pushback effect but this is not inherent to all ranged abilities.[125]
- Player collision inherently limits the number of individuals that can be affected by AoE skills.[120]
- Not all projectiles can be body-blocked.[121]
- Not all projectiles can be body-blocked. Some potentially can, but there will be certain abilities and effects, like a shield wall, that can that can be brought up and that will obscure line-of-sight to the target as well; and it will restrict some of those attacks from occurring.[121] – Steven Sharif
Esquiver
Evasion moves such as dodging and weaving will be present in Ashes of Creation combat.[127][128][129]
- Esquiver is a universal skill that is able to be unlocked by all archetypes.[130][131]
- Dodging will not use I-frames (invincibility frames), but it may affect accuracy and mitigation stats when used.[127]
- 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.[129]
- 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.[128] – Steven Sharif
Blocage actif
Le bouclier Paladin's Might dans Ashes of Creation Apocalypse posséde sa propre hitbox et point de vie (PV). Il peut bloquer les projectiles.[133]
- Les développeurs n'ont pas encore décidé si le blocage actif sera intégré dans le MMO. Ils se dirigent pour le moment vers un système plus traditionnel basé sur la mitigation de dégâts à l'aide de buff mais tout en considérant l’interaction entre le positionnement du blocage avec un blocage passif provenant du système de stat en cascande
Dans APOC quand nous avions la posture active du bouclier- cela était un blocage actif du bouclier basé sur un système de combat d'action; et quand nous avons collecté les données du concept sur son efficacité et sa précision durant son utilisation par les joueurs, nous avons remarquées que cela n'était pas très élevés; et c'est préoccupant au moins quant à la mise en place d'un blocage par bouclier exclusivement actif par opposition à l'activation d'un buff qui donne un pourcentage de blocage universel aux dommages reçues- et en lien avec les stats- c'est vraiment quelque chose sur laquelle on tente d'intégrer dans le système de combat hybride[134] – Steven Sharif
C'est quelque chose dont nous réfléchissons de manière récurrente et que nous testons activement dans notre système hybride et vous nous connaissez quand il s'agit de quelque chose que nous prenons en considération. Bien sûr nous voulons une partie action qui puisse interagir avec le système de stat par cascade; et vous savez que ça sonne comme un oxymore d'un point de vue action et ciblé, mais ce n'est pas nécessairement le cas. Il peut y avoir une partie action- par exemple si vous utilisez votre posture de bouclier et que vous interceptez correctement un projectile ou une compétence provenant d'un arc frontal, vous allez mitiger 80% des dégâts ou appliquer 80% de la défense physique du bouclier; et s'il provient d'une zone en dehors de cet arc frontal vous allez avoir un bonus moins élevé; et c'est essentiellement ce qui se passerait si l'on prenait en compte par exemple la valeur de la défense physique de votre bouclier, vous l'appliquez comme un facteur de mitigation des dégâts reçus, mais en plus vous ajoutez les stats en cascade à ce système responsable de la mitigation des dégâts du bouclier ou du taux de blocage; et peut-être vous savez que la compétence principal indique 80% de mitigation des dégâts provenant d'un arc frontal qui peut atteindre 87% grâce à vos stats essentiellement; et si cela n'est pas dans cet arc frontal, alors il s'abaissera à une valeur de 50% d'efficacité- voire 40% ou quelque chose comme ça. Donc ça vous donne une idée de qu'est ce qui est utilisé pour déterminer ces compétences et comment ils intéragissent d'un point de vue action.[134] – Steven Sharif
Interruptions
Abilities with a cast bar can be interrupted during the cast.[87]
- There are abilities to counter interrupts.
- Some interrupts are better than others.
Skill | Icon | Origin | Description |
---|---|---|---|
Bulwark | Tank | Bash enemies in front of you twice. The second attack temporarily increases block chance. You must have a shield equipped to block.[135][136][137][138] |
Interruption d'animation
Interruption d'animation will not be a combat mechanic in Ashes of Creation.[139][140]
- Players will be able to cancel channeled abilities.[139]
Cleaving
Toutes les armes ont un Cône d'attaque frontal, que vous soyez en mode ciblage ou action.[1]
- L'angle du cône et sa longueur varieront selon le type d'arme.[1]
Les armes d'hast par exemple auront un angle bien plus important sur une plus grosse distance. Les dagues auront un angle bien plus réduit, alors il vous faudra être bien plus précis.[1] – Steven Sharif
Ceci est décrit comme une attaque d'arme et non une compétence active.[1]
- Le cleave devait être auparavant une compétence de classe pour certaines classes.[141]
Postures de combat
The use of weapon stances in game is likely.[142]
RNG
RNG elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[143]
- RNG plays a role in both JcJ or JcE.[144]
- Action combat is far less dependent on RNG.[144]
RNG is always going to play a role in Ashes of Creation whether that be in PvP or PvE, but one way to mitigate that is through the action system. The action system is going to be far less sort of dependent on those dice rolls and there'll be far more in your own hands. They won't ever completely eliminate that but it's a way for us to sort of reward skilled play versus sort of tactical strategies type play.[144] – Jeffrey Bard
Ashes of Creation Apocalypse class kits
Six classes will be present in Ashes of Creation Apocalypse castle sieges and Ashes of Creation Apocalypse horde mode.[145]
- Warrior classes
- DPS classes
- Support classes
These classes relate to the trinity of classes: Tank, DPS and Support.[145][146]
- Skills/abilities are not tied specifically to weapons in castle siege mode.[147]
- It was previously stated that weapon skills are applied to augment a class' base skills.[148]
- Base class skills may be able to be selected from a host of available skills for that class based on a player's progression within that season.[148][149]
We had a little bit of an idea that we're going to explore with regards to each of the classes having a range of skills and abilities that players can customize that skill kit based on their progression within a season, let's say; and that progression can be gained from any of the modes and it would grant you the ability to customize that skill kit for the before the siege mode or the horde mode. But that's something that might come at a later date.[149] – Steven Sharif
Ashes of Creation Apocalypse classes only apply to Ashes of Creation Apocalypse castle sieges and Ashes of Creation Apocalypse horde mode.[150]
Voir également
Les références
- ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 Direct, 2020-08-28 (1:15:39).
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 Direct, 2021-06-25 (22:34).
- ↑ Direct, 2017-11-16 (30:45).
- ↑ 4.0 4.1 4.2 4.3 4.4 Direct, 2021-06-25 (27:43).
- ↑
- ↑ 6.0 6.1 6.2 Direct, 2020-04-30 (1:09:51).
- ↑ 7.0 7.1 Entrevue, 2019-04-15 (38:03).
- ↑ 8.0 8.1 Direct, 2021-06-25 (27:10).
- ↑ Direct, 2021-03-26 (59:21).
- ↑ Direct, 2021-06-25 (26:11).
- ↑ Direct, 2020-04-30 (40:19).
- ↑ 13.0 13.1 13.2 13.3 13.4 13.5 Direct, 2018-04-8 (PM) (37:57).
- ↑ Direct, 2020-08-28 (1:12:50).
- ↑ 15.0 15.1 15.2 15.3 15.4 Podcast, 2018-08-04 (1:07:59).
- ↑ 16.0 16.1 16.2 16.3 16.4 16.5 16.6 Podcast, 2018-08-04 (1:11:05).
- ↑
- ↑ Direct, 2018-09-27 (17:52).
- ↑ 19.0 19.1 Direct, 2018-07-09 (58:26).
- ↑ 20.0 20.1 Entrevue, 2018-08-08 (27:04).
- ↑ Entrevue, 2018-08-17 (3:58).
- ↑ 22.0 22.1 Entrevue, 2018-08-17 (4:31).
- ↑ 23.0 23.1 Entrevue, 2018-08-17 (6:03).
- ↑ Direct, 2018-04-8 (PM) (41:44).
- ↑ 25.0 25.1 Entrevue, 2018-10-20 (3:25:46).
- ↑ Direct, 2019-11-22 (5:51).
- ↑ 27.0 27.1 Entrevue, 2018-10-20 (9:10).
- ↑ Direct, 2020-10-30 (1:15:59).
- ↑
- ↑ 30.0 30.1
- ↑ 31.0 31.1 Entrevue, 2018-10-21 (9:10).
- ↑ Entrevue, 2018-10-20 (3:25:31).
- ↑ 33.0 33.1 33.2 Direct, 2018-09-27 (34:49).
- ↑ 34.0 34.1 34.2 34.3 34.4 Entrevue, 2018-08-17 (6:53).
- ↑ Entrevue, 2018-08-17 (7:52).
- ↑ 36.0 36.1 36.2 36.3 36.4 Direct, 2020-11-30 (1:05:22).
- ↑ Podcast, 2018-08-04 (59:58).
- ↑
- ↑ Direct, 2020-12-22 (1:15:01).
- ↑ Podcast, 2021-09-29 (52:58).
- ↑ Direct, 2020-08-28 (1:14:54).
- ↑ 42.0 42.1 42.2 42.3 42.4 Direct, 2017-05-24 (45:12).
- ↑ 43.0 43.1 Direct, 2020-06-26 (1:50:01).
- ↑ Direct, 2017-10-16 (25:56).
- ↑
- ↑ 46.0 46.1 46.2 Direct, 2023-12-19 (1:16:19).
- ↑ 47.0 47.1 47.2 Direct, 2022-09-30 (51:28).
- ↑ 48.0 48.1 48.2 Direct, 2021-04-30 (1:08:10).
- ↑
- ↑ Vidéo, 2023-12-19 (27:14).
- ↑ 51.0 51.1
- ↑ 52.0 52.1 Vidéo, 2022-09-30 (15:28).
- ↑
- ↑
- ↑ Vidéo, 2023-05-31 (12:12).
- ↑ Vidéo, 2023-04-28 (17:50).
- ↑ Vidéo, 2023-07-28 (20:50).
- ↑
- ↑ Vidéo, 2023-07-28 (29:23).
- ↑
- ↑
- ↑
- ↑ Vidéo, 2023-03-31 (9:55).
- ↑ Vidéo, 2023-01-27 (10:27).
- ↑
- ↑
- ↑ 67.0 67.1
- ↑
- ↑
- ↑ Vidéo, 2023-04-28 (17:22).
- ↑
- ↑ Vidéo, 2023-09-29 (11:23).
- ↑ Vidéo, 2023-01-27 (7:28).
- ↑ Direct, 2018-02-09 (28:17).
- ↑ Direct, 2019-11-22 (1:06:25).
- ↑
- ↑ Podcast, 2018-08-04 (1:11:52).
- ↑ 78.0 78.1 Direct, 2021-02-26 (27:41).
- ↑ Vidéo, 2021-02-26 (6:17).
- ↑ 80.0 80.1 80.2 80.3 80.4 Direct, 2023-07-28 (1:02:23).
- ↑ 81.0 81.1 Direct, 2022-06-30 (46:30).
- ↑ Direct, 2021-07-30 (31:22).
- ↑ Entrevue, 2021-06-13 (4:12).
- ↑ Direct, 2021-05-28 (1:13:05).
- ↑ 85.0 85.1 85.2 Direct, 2022-12-02 (59:47).
- ↑ Direct, 2020-04-30 (1:17:13).
- ↑ 87.0 87.1 Direct, 2017-05-08 (43:30).
- ↑ 88.0 88.1 Direct, 2024-03-29 (2:01:57).
- ↑ 89.0 89.1 Direct, 2021-12-23 (55:32).
- ↑ Vidéo, 2021-12-23 (23:53).
- ↑ 91.0 91.1 Direct, 2022-10-14 (48:45).
- ↑ 92.0 92.1
- ↑ Direct, 2020-06-26 (1:30:40).
- ↑ 94.0 94.1 Direct, 2022-06-30 (49:42).
- ↑
- ↑ Vidéo, 2023-04-28 (4:40).
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ Vidéo, 2023-01-27 (5:07).
- ↑
- ↑
- ↑
- ↑ Vidéo, 2023-07-28 (24:03).
- ↑
- ↑ Vidéo, 2023-07-28 (24:16).
- ↑ Vidéo, 2017-05-25 (0:02).
- ↑ 113.0 113.1 Direct, 2021-07-30 (1:11:29).
- ↑ Reddit - Developer response to unique ability visuals.
- ↑
- ↑ Direct, 2018-05-04 (51:57).
- ↑ Direct, 2017-12-15 (1:35:38).
- ↑ Direct, 2023-05-31 (1:10:08).
- ↑ Vidéo, 2021-12-23 (7:05).
- ↑ 120.0 120.1 Direct, 2023-12-19 (1:52:02).
- ↑ 121.0 121.1 121.2 Direct, 2023-12-19 (1:20:09).
- ↑ 122.0 122.1
- ↑ Entrevue, 2020-03-27 (15:20).
- ↑ Direct, 2023-10-31 (1:30:52).
- ↑ Direct, 2023-12-19 (1:17:45).
- ↑ 126.0 126.1 126.2 Direct, 2020-08-28 (1:19:24).
- ↑ 127.0 127.1 Direct, 2023-01-27 (1:06:02).
- ↑ 128.0 128.1 Direct, 2022-06-30 (51:17).
- ↑ 129.0 129.1 Direct, 2020-01-30 (1:34:12).
- ↑ Direct, 2023-12-19 (1:49:56).
- ↑ Direct, 2021-11-19 (50:38).
- ↑ Direct, 2020-06-26 (1:24:06).
- ↑
- ↑ 134.0 134.1 Direct, 2020-06-26 (1:19:50).
- ↑ Alpha-1 screenshot.
- ↑
- ↑ Vidéo, 2021-02-09 (0:37).
- ↑ Direct, 2020-07-31 (1:14:26).
- ↑ 139.0 139.1 Direct, 2019-11-22 (1:09:37).
- ↑ Direct, 2017-05-17 (1:05:11).
- ↑
- ↑ Direct, 2019-06-28 (1:19:00).
- ↑ Direct, 2017-05-30 (16:25).
- ↑ 144.0 144.1 144.2 Direct, 2018-12-06 (48:52).
- ↑ 145.0 145.1 145.2 Direct, 2019-01-11 (41:20).
- ↑ Entrevue, 2018-10-20 (11:38).
- ↑ Direct, 2019-11-22 (59:37).
- ↑ 148.0 148.1 Entrevue, 2018-08-17 (8:16).
- ↑ 149.0 149.1 Direct, 2019-01-11 (58:40).
- ↑ Reddit Q&A, 2019-01-8.