Skill types
Les joueurs recoivent des points de compétences en gagnant des niveaux. Ceux-ci peuvent être utilisés pour augmenter les compétences (augmenter leur rang) dans leurs arbres de compétences actives, passives ou de combat/d'armes.[3][4][5][6]
- Il ne sera pas possible de maximiser toutes les compétences dans un arbre de compétences.[6]
- En ce qui concerne la progression des compétences, les joueurs pourront voir large et obtenir un certain nombre de compétences différentes, ou aller "en profondeur" dans un petit nombre de compétences spécifiques.[7]
- Les joueurs peuvent réinitialiser et redistribuer leurs points de compétences.[8]
- Les améliorations ne coûtent pas de points de compétences [9]. Il était initialement prévu que certaines améliorations requerraient plus de dépenses, en matière de points de compétences. [10]
Les compétences actives pourront se voir allouer des points de compétences supplémentaires et débloquer des fonctionnalités supplémentaires, afin que du point de vue de la distribution pour le joueur, ce sera a vous de décider si vous voulez être plus diversifié mais moins profond - plus large mais moins grand, dans certains de ces choix de compétences. Ou, si vous voulez être très très grand, ce sera quelque chose qui dépendra du joueur à cet égard.[11] – Steven Sharif
Compétences primaires
Les compétences primaires (capacités de classe) sont basées sur l’archétype du joueur.[15] Les joueurs peuvent personnaliser leurs compétences primaires avec des amélioration de compétences via leur | archétype secondaire.[16][15][17]
Le concept derrière les améliorations de compétences est non seulement de changer leur saveur afin qu'elles reflètent l'archétype secondaire, mais aussi de changer fondamentalement le cœur de leur fonctionnement.[18] – Steven Sharif
- Chaque archétype secondaire offre quatre écoles différentes d’améliorations.[19][20][16][21] Chaque école d’amélioration affecte les compétences d'un archétype primaire de différentes manières.[22]
- Par exemple: Un Mage offre la Téléportation et des écoles élémentaires d’améliorations. Ces améliorations affecteront les compétences primaires d’un Combattant différemment d’un Clerc.[16][22]
- Chaque amélioration a un niveau minimum requis.[10]
- Les améliorations de compétences ne requièrent pas de points de compétences.[9] Il était initialement prévu que certaines améliorations requerraient plus de dépenses en matière de points de compétences.[10]
- Il y aura un certain seuil à partir duquel vous ne pourrez plus améliorer vos capacités actives à cause des décisions d’améliorations de capacités précédentes, vous devrez donc choisir auxquelles vous souhaitez appliquer les améliorations.[10] – Steven Sharif
- Les améliorations de compétences primaires changeront fondamentalement la manière dont fonctionne la capacité: cela altèrera ce que faisait la capacité pour incorporer l’identité de l’archétype secondaire.[24]
- Le système de progression des améliorations est très similaire au système de progression de classe.[25]
- Changer les améliorations de vos compétences vous obligera à vous rendre auprès d’un PNJ dans un nœud Village ou supérieur.[26]
- Certaines couleurs de sorts et FX généraux changent en fonction de l’amélioration.[27]
- Les compétences actives pourraient sembler totalement différentes après l'application d'une amélioration.[28]
- En plus des compétences de classes il y existera un ensemble de compétences universelles, comme le blocage actif ou l'esquive.[29]
- les compétences de classes ne sont pas affectées par le type d'arme équipé.[30]
Les compétences primaires dans l’Alpha-2 devraient être très différentes de celles de l’Alpha-1.[31]
La liste de capacités dans l’Alpha Un est loin de ce que sera la liste de capacités, en particulier du point de vue du niveau/progression. Vous pouvez donc vous attendre à ce que ce soit incroyablement différent.[31] – Steven Sharif
Weapon skills
Les compétences d’armes octroient des compétences passives, des effet de procs et autres effets de status, plutôt que des compétences utilisables dans la barre d’action du joueur.[34] Plus il y aura de points de compétences alloués à un arbre de compétences d’armes, plus un joueur maîtrisera cette dernière. Cela a des influences variées comme le nombre d’attaques, la vitesse d’attaque, ou encore les chances d’effets de procs avec les attaques de base délivrées par cette arme. Ces procs pourraient entrer en synergie avec les compétences actives du joueur.[35][36][37][33][38][39][4][5][40][24][41] Ces synergies fonctionnent aussi avec les compétences actives des autres joueurs.[3]
- La séquence d'animations d'attaque détermine l’effet spécial du proc en fonction de la progression de l’arme [40][41]
- Ces procs pourraient réduire voire réinitialiser le cooldown d’autres compétences sur la barre d’action du joueur. [42]
- Certaines rotations permettent de s’assurer les meilleures chances pour déclencher un proc d’arme, mais il n’existe aucun moyen fiable de s’assurer que le proc s’active.[43]
- La progression d’arme comme les bonus de set pourraient changer le niveau d’activation des effets de proc.[38]
- Notre approche ne sera pas de distribuer des compétences via les armes. Ce sera de distribuer des compétences via les classes.[35] – Steven Sharif
- Les joueurs peuvent se spécialiser dans les compétences de leur arbre de compétences d’armes (aussi désigné comme Compétences de Combat[4], et Arbre de Combat[5]) en fonction de leur type d’arme préféré, et de la qualité de l’arme.[36][37][33][39][5][4][40]
- Le maniement de deux armes compte comme un seul type d’arme sur l’arbre de compétences d’armes.[43][44]
- Disons qu’une dague a un effet tranchant qui fait saigner ou qui estropie la cible… A chacune de vos attaques vous avez une chance de déclencher cet effet. Ensuite cet effet peut entrer en synergie avec les compétences actives que votre arbre de compétences propose. Donc imaginons que l’attaque sournoise fait 30 dégâts supplémentaires à une cible qui saigne. Si vous attaquez avec votre arme principale en premier pour déclencher l’effet de saignement, puis que vous utilisez la compétence d’attaque sournoise, alors vous avez une synergie.[5] – Steven Sharif
- Imaginons que vous pouvez utiliser une attaque sournoise pour faire des dégâts, et que cette attaque a un modificateur sur ses dégâts à condition que vous soyez derrière la cible, et qu’elle inflige 50 dégâts supplémentaires si la cible saigne. Alors vous voudrez essentiellement mettre en synergie les conditions de proc de votre arme, avec vos compétences actives, afin que vous puissiez synchroniser certaines compétences actives avec les effets de statuts infligés à la cible. [4] – Steven Sharif
Passive skills
Passive skills are used to augment weapon usage, armor usage, health regeneration, and passive stats.[2]
- Passive skills can be levelled up by allocating skill points on the skills UI.[2]
- Passive skills enable players to work toward mastery of a weapon.[24]
- Passive skills are based on the player's choice of primary archetype.[1]
- Some passives may be introduced with the choice of secondary archetype, but this hasn't been finalized yet.[45]
- 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.[1] – Steven Sharif
Skill | Icon | Origin | Description |
---|---|---|---|
Act of War | Fighter | Switching forms no longer triggers cooldowns or costs Combat Momentum.[46] | |
Blade Twist | Greatsword | Adds Wound to Greatsword Combo finishers and Extended Finishers.[47] | |
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.[48] | |
Burning Blade | Greatsword | Add Burning to Greatsword Combo finishers and Extended Finishers.[49] | |
Caravan Trail Speed Bonus | Caravan | Minor speed boost for travelling on a simple trail.[50] | |
Climactic Whirlwind | Fighter | Perform a final swing in an area in front of you after ending Whirlwind's channel, dealing heavy damage and generating 5-10 Combat Momentum based on number of targets hit.[51] | |
Consuming Lethal Blow | Fighter | Lethal Blow returns 50% of overkill damage dealt as health and mana.[52] | |
Extended Duration I | Greatsword | Extends the duration of the Second Strike and Perfect Timing proc effects by 2.5 seconds.[53] | |
Extended Duration II | Greatsword | Extends the duration of the Second Strike and Perfect Timing proc effects by 2.5 seconds.[54] | |
Extended Duration III | Greatsword | Extends the duration of the Second Strike and Perfect Timing proc effects by 2.5 seconds.[55] | |
Extra Stacks I | Greatsword | Second Strike and Perfect Timing now stack up to 2 times.[56] | |
Greater Brutality | Fighter | Overpower and Brutal Cleave apply 10 Wound stacks to enemies hit.[57] | |
Greatsword Hit 3+ | Greatsword | Weapon Combo Finisher. Greatsword Hit 3+ Unlocked. Has 25% chance to proc. Increased damage.[58] | |
Greatsword Hit 3+: Extra Damage I | Greatsword | Increases the damage of Greatsword Hit 3+ by 10%.[59] | |
Greatsword Hit 3+: Extra Damage II | Greatsword | Increases the damage of Greatsword Hit 3+ by 10%.[60] | |
Greatsword Hit 3+: Extra Damage III | Greatsword | Increases the damage of Greatsword Hit 3+ by 10%.[61] | |
Greatsword Hit 4 | Greatsword | Weapon Combo Extended Finisher. Greatsword Hit 4 Unlocked. Increased damage.[62] | |
Greatsword Hit 4+ | Greatsword | Weapon Combo Extended Finisher. Greatsword Hit 4+ Unlocked. 25% chance to proc. Increased damage.[63] | |
Greatsword Hit 4+: Extra Damage I | Greatsword | Increases the damage of Greatsword Hit 4 by 10%.[64] | |
Greatsword Hit 4+: Extra Damage II | Greatsword | Increases the damage of Greatsword Hit 4 by 10%.[65] | |
Greatsword Hit 4+: Extra Damage III | Greatsword | Increases the damage of Greatsword Hit 4 by 10%.[66] | |
Greatsword Hit 4: Extra Damage I | Greatsword | Increases the damage of Greatsword Hit 4 by 10%.[67] | |
Greatsword Hit 4: Extra Damage II | Greatsword | Increases the damage of Greatsword Hit 4 by 10%.[68] | |
Greatsword Hit 4: Extra Damage III | Greatsword | Increases the damage of Greatsword Hit 4 by 10%.[69] | |
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.[70] | |
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.[71] | |
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.[72] | |
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.[73] | |
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.[74] | |
Potency I | Greatsword | Second Strike - Increases the damage of the Second Strike Proc by 25%. Perfect Timing - Increases the cooldown reset by 1 second.[75] | |
Potency III | Greatsword | Second Strike - Increases the damage of the Second Strike Proc by 25%. Perfect Timing - Increases the cooldown reset by 1 second.[76] | |
Raging Blitz | Fighter | Blitz generates 20 Combat Momentum.[77] | |
Recharging Lunging Assault | Fighter | Lunging Assault gains an additional charge and generates 5 additional Combat Momentum when dealing damage to one or more enemies.[78] | |
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.[79] | |
Reinvigorating Exert | Fighter | Exert additionally refreshes all ability cooldowns by 1% per point of Combat Momentum the caster has upon activation.[80] | |
Reinvigorating Lethal Blow | Fighter | Killing an enemy with Lethal Blow resets the cooldown of Blitz.[81] | |
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.[82] | |
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.[83] | |
Slicing Maim | Fighter | Maim launches a piercing projectile that deals damage to enemies in its path.[84] | |
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.[85] | |
Swordmaster: Consistent II | Greatsword | Adds Swordmaster: Swiftness - Increases effect duration by 0.5s. Swordmaster: Endurance - Increases minimum health restored by 0.5% Max HP.[86] | |
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.[87] | |
Swordmaster: Potential I | Greatsword | Adds Swordmaster: Swiftness - +5% Attack speed from effect. Swordmaster: Endurance - Increases maximum possible health restored by 1% Max HP.[88] | |
Swordmaster: Proc Rate I | Greatsword | Increases all Swordmaster effect proc rates by 25%.[89] | |
Swordmaster: Proc Rate II | Greatsword | Increases all Swordmaster effect proc rates by 25%.[90] | |
Swordmaster: Proc Rate III | Greatsword | Increases all Swordmaster effect proc rates by 25%.[91] | |
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.[92] | |
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.[93] | |
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.[94] | |
Weapon Proficiency IX | Greatsword | Increased Attack Speed by 1%.[95] | |
Weapon Training: Deflection | Greatsword | Increases your Evasion by 0.5%.[96] | |
Weapon Training: Followthrough | Greatsword | Increases your Mitigation Penetration by 0.5%.[97] | |
Weapon Training: Power | Greatsword | Increases your Critical Damage by 0.5%.[98] | |
Weapon Training: Precision | Greatsword | Increases your Accuracy by 0.5%.[99] |
Compétences universelles
Compétences universelles, such as active blocking and dodge rolling, are able to be unlocked by all archetypes.[100][29]
- 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.[29] – Steven Sharif
- Points de compétences can be used to unlock universal skills at the expense of unlocking class-specific skills.[100]
- 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.[100] – Steven Sharif
- The developers will be testing the use of separate energy mechanics for universal skills in Alpha-2.[101]
- Universal skill progression may align with a player's passive skill tree.[29]
Compétence ultime
Ultimate skills are very powerful skills that can be used when enough focus has been accumulated from using the Système de combo des armes.[102]
Compétence utilitaire
A utility skill is a typically non-combat skill that interacts with the environment and offers counters and horizontal progression against other archetype abilities.[105][106][107][108] Utility skills lend themselves toward how classes navigate and deal with hazards in the world.[109]
- When we think about utilities, some of the examples of those utilities might be a Rogue has invisibility. How do you address invisibility? Well, a Ranger might have a utility ability that spawns a Hound that trails invisible targets within an AoE radius of the Ranger and you get that location. Whereas, a Mage might have an Arcane Eye that actually reveals them to the party of the raid. Those are the types of utility skills that we want to create. They offer counters and horizontal progression against the other archetype abilities.[105] – Steven Sharif
- Classes will have different utility abilities, such as detecting traps and other hazards.[106][107][109] For example: The Mage's detection spell casts light and reveals magical explosive hazards.[110]
- Q: What kind and how many special or unique activities can we expect classes to perform outside of combat, such as rogue's opening locks, tracking enemies as a ranger, or removing corruption from the ground as a cleric?
- A: Just thirty minutes ago I was talking about those utility abilities like finding tracks, or cleansing poisons, arcane eye to reveal secret passages. The idea is how do we blend the traditional tabletop RPG role of utility and/or skill checks into the setting of a graphical MMORPG; and I think that it's both a complement of the skill kit that's available and how it interacts with the world for those curated or special designs within these locations. So to answer that question: that is intended- we've shown a little bit of that in the past and it is something that we want to make feel compelling and rewarding and viable as a use-case scenario in many different settings that you might find yourself in within the world.[106] – Steven Sharif
- All classes will have maneuverability/traversal utility abilities.[116]
- Utility skills exist that can help players discover hidden paths and entrances and may lead to discovering hidden quests while exploring.[107]
- Certain objects exist in the world (such as ladders and slides) that aid player mobility.[117]
- We don't just have the approach of your class being reflected in your combat abilities but also there are utility abilities that certain classes have that other classes don't have.[118] – Steven Sharif
- There will be a grappling hook utility skill or item.[119]
- Rogues may also have a spyglass utility skill.[109]
Voir également
Les références
- ↑ 1.0 1.1 1.2 Direct, 2021-06-25 (23:08).
- ↑ 2.0 2.1 2.2 Direct, 2020-08-28 (1:12:50).
- ↑ 3.0 3.1 Entrevue, 2020-07-29 (55:44).
- ↑ 4.0 4.1 4.2 4.3 4.4 Entrevue, 2020-07-19 (53:59).
- ↑ 5.0 5.1 5.2 5.3 5.4 Entrevue, 2020-07-18 (1:07:51).
- ↑ 6.0 6.1 Direct, 2017-07-28 (19:05).
- ↑ Direct, 2017-11-16 (30:02).
- ↑ Entrevue, 2020-07-29 (54:44).
- ↑ 9.0 9.1 Forums - Livestream Q&A 2022-08-26.
- ↑ 10.0 10.1 10.2 10.3 Entrevue, 2020-07-18 (1:07:06).
- ↑ Direct, 2020-08-28 (1:19:24).
- ↑
- ↑ Direct, 2017-10-16 (1:00:44).
- ↑ Entrevue, 2018-08-08 (22:27).
- ↑ 15.0 15.1
- ↑ 16.0 16.1 16.2 Entrevue, 2020-07-18 (1:05:04).
- ↑
- ↑ Direct, 2020-07-25 (1:47:55).
- ↑ Podcast, 2021-09-29 (30:04).
- ↑ Direct, 2021-06-25 (1:05:01).
- ↑ Direct, 2018-02-09 (41:56).
- ↑ 22.0 22.1 Direct, 2019-12-17 (1:13:14).
- ↑
- ↑ 24.0 24.1 24.2 February 8, 2019 - Questions and Answers.
- ↑ Direct, 2019-07-26 (1:09:22).
- ↑ Direct, 2018-04-8 (PM) (20:45).
- ↑
- ↑ Entrevue, 2018-05-11 (53:15).
- ↑ 29.0 29.1 29.2 29.3 Direct, 2021-11-19 (50:38).
- ↑ Vidéo, 2022-09-30 (17:00).
- ↑ 31.0 31.1 Direct, 2021-09-24 (1:18:06).
- ↑ Twitter - What’s your go-to weapon?
- ↑ 33.0 33.1 33.2 Vidéo, 2022-09-30 (24:49).
- ↑ Direct, 2022-10-14 (18:34).
- ↑ 35.0 35.1 Direct, 2022-06-30 (1:12:38).
- ↑ 36.0 36.1 Direct, 2022-09-30 (53:15).
- ↑ 37.0 37.1 Direct, 2022-09-30 (43:45).
- ↑ 38.0 38.1 Podcast, 2021-09-29 (47:57).
- ↑ 39.0 39.1 Entrevue, 2021-02-07 (49:18).
- ↑ 40.0 40.1 40.2 Direct, 2020-01-30 (1:28:40).
- ↑ 41.0 41.1 Direct, 2018-06-04 (1:11:19).
- ↑ Direct, 2020-02-28 (1:10:21).
- ↑ 43.0 43.1 Direct, 2023-05-31 (1:12:58).
- ↑ Direct, 2022-09-30 (1:13:23).
- ↑ Direct, 2023-03-31 (1:30:07).
- ↑
- ↑
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- ↑
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- ↑ 100.0 100.1 100.2 Direct, 2023-12-19 (1:49:56).
- ↑ Direct, 2022-12-02 (1:05:08).
- ↑ Direct, 2017-06-30 (29:13).
- ↑ Vidéo, 2024-01-31 (4:48).
- ↑ Direct, 2020-07-25 (42:49).
- ↑ 105.0 105.1 Direct, 2023-12-19 (1:11:17).
- ↑ 106.0 106.1 106.2 Direct, 2023-02-24 (1:13:19).
- ↑ 107.0 107.1 107.2 Direct, 2023-02-24 (6:51).
- ↑ Direct, 2017-06-30 (30:34).
- ↑ 109.0 109.1 109.2 Direct, 2017-05-12 (33:10).
- ↑
- ↑ Direct, 2017-05-15 (15:10).
- ↑
- ↑ Direct, 2018-01-18 (34:56).
- ↑ Direct, 2019-06-28 (1:21:46).
- ↑
- ↑
- ↑ Direct, 2021-10-29 (1:07:11).
- ↑ Direct, 2017-05-24 (57:41).
- ↑ Direct, 2017-05-12 (18:00).