Glorious Wiki readers. We are adding the Midnight Magic video and livestream to the wiki. We appreciate your patience as we process the new and updated information! |
Système de combo des armes
A weapon combo system (also referred to as Weapon use combo, Weapon attack combo, Weapon combo, and Weapon use ability) is utilized instead of a traditional auto-attack ability in Ashes of Creation.[1][3][4][5][6][7][8]
- The combo system consists of a sequence of combat animations based on the weapon type, referred to as a combat animation montage.[9]
- Combos are triggered by performing basic weapon attacks (default Q or left-mouse-click).[10]
- Let's say for example you're using a two-handed warhammer or something and you have a number of weapon combos that play animation style based on how many combos deep you go into an attack with that warhammer. So the first is going to be like a forward swing. Second is going to be a back swing. The third is going to be swing down and the fourth is going to be some twirl that you do; and that's what we call the combo animation montage.[9] – Steven Sharif
- The number of steps and passive effects that trigger during weapon combos can be customized in the weapon skill tree.[11][12]
- We wanted to have a combo length progression available to players so that certain builds could have longer weapon combos and other builds can have shorter weapon combos with more passive effects.; and this has been the result of our exploration. So, when you start out you've got a pretty quick four-hit combo, but whenever you unlock the additional hits you get the fifth and sixth hits, which are at approximately 50% to the overall combo length. But we found that that gave a pretty satisfying floor and ceiling to how long the combo can be.[11] – Brian Ferguson
- Depending on class skill choice these effects will have synergy with the combat montage.[9]
- Depending on what your class skill choice has been those are going to have synergy effects with the weapon skill tree. So my skill called spin-to-win might do 30 additional damage on a staggered target. So I see when my proc occurs with the stagger effect on my first swing, like for me as a player I might be only interested in landing that first swing, so every now and then I'm gonna swing once and then I'm gonna use a skill and then I'm gonna come back and swing again because that'll play my first swing montage, because it's been interrupted. So I won't move to the second one because I'm really just wanna hit that stagger effect. So that's going to be how my rotation lines up. However I might have some skill that on a stun target it might be an immediate cast and it's like some power you push or power hit; and that does- it knocks back a stun target. So if the target's stunned when this skill plays, it has an added effect of knock down and now they're gonna get knocked down for an additional two seconds. Now I might spec into that and as a result I want to finish through: swing, swing, and then knock down. So I get my chance at stunning that target with that weapon skill.[9] – Steven Sharif
- Weapon progression such as set bonuses may change at what level any proc effects occur and therefore enable different combo rotations.[9]
- You may have items or set bonuses that change at what level those proc occurs. So I may have a full set of battle armor that changes all third hit combo procs to second hit requirements and now I have a chance not only on my second hit to land that tapering slow but I also have a chance to land my one second stun proc because I have the full set that changes my weapon progression. So that's the way itemization works with your weapon skill tree, is you can enhance when those weapon skill trees become available in your combat montage and that can be a relevant factor in how your skill rotations come to play; and mixes with your weapon attacks.
- Weapon skill choices and rotations will vary based on whether the player is more focused on JcJ or JcE.[9]
- Right now some people might just say, "I don't care at all about my weapon attacks. I'm not going to invest a lot of points into that. And if I do, it's going to be primarily PvE focused where I'm more comfortable using just swinging my weapon, and I may not use them as much in PvP. I'm just going to be focused on skill rotations." That's okay, but the reason for those skill montages- back to your question- is they have a very relevant role in when certain procs come online from a weapons skill tree perspective.[9] – Steven Sharif
- Using a skill/ability other than a basic attack will in general reset the combo.[10]
- The developers are considering specific abilities that might be able to be used without resetting the combo system.[10]
- It acts similar in the sense of the core loop of what an auto attack is so to speak; where typically your other skills have a cooldown period, they have a rotation or whatever: Our combo system is a repeatable skill effect that you can continually attack with but it's a little bit more involved than what a traditional auto attack is; and it has components from a from an advancement standpoint when it comes to the types of procs that your weapon can have during that combo system... It's not going to have the quick time event that you guys saw early on in PAX and gave great feedback on, but it is going to have development with regards to the power of the weapon the type of weapon you're using, the additional proc effects that you can skill into: Those types of things are going to make it a little bit more complex of a system capture.[6] – Steven Sharif
Weapon use combo system status
The weapon combo system plays heavily into the weapon skill trees, which are planned for Alpha-2 and beyond.[12]
- The weapon use ability that was originally shown at PAX West 2017 was reduced to a basic form in Alpha-0.[7] The new combo system will not have the quicktime event that was seen in PAX West 2017.[6]
- A revised weapon combo system was present in Alpha-1.[6][13] This was referred to as Combo system[6], Combat skills[14], and Combat tree[15].
Weapon progression
Armes have their own progression paths.[6][18]
- Each type of weapon has its own skill tree that grants passive skills and proc effects and other status conditions.[19][20][5][21][9][22][14][15][6][23][24]
- The weapon combo system determines special effects that proc based on weapon progression.[6][24]
- Ancillary effects proc based on enchantment types.[24]
- Augmentations d'équipement (power stones) can be applied to add elemental or energy types of damage.[24]
- Dual wielded weapons will have its own progression based on weapon type.[25]
- Weapon proficiency (based on length of use of a weapon) is not a planned feature.[23]
- Ashes of Creation is all about providing many progression paths... The reason why we don't like the term endgame is because with the amount of progression that's available with the amount of diversity and player agency that impacts the world... We want the weapon system [to] add an element of that as well... You can determine special effects that proc from currently the combo system; you can determine ancillary effects that proc based on enchantment types; you can power stone weapons to add different either elemental types of damage and/or energy that play rock-paper-scissor with player defenses ... and then you can skill tree out how those effects that are granted ... you can make them better you can branch them off into a different direction.[24] – Steven Sharif
Weapon skill tree
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.[27] 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.[19][20][5][21][9][22][14][15][6][23][24] Ces synergies fonctionnent aussi avec les compétences actives des autres joueurs.[28]
- La séquence d'animations d'attaque détermine l’effet spécial du proc en fonction de la progression de l’arme [6][24]
- Ces procs pourraient réduire voire réinitialiser le cooldown d’autres compétences sur la barre d’action du joueur. [10]
- 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.[29]
- La progression d’arme comme les bonus de set pourraient changer le niveau d’activation des effets de proc.[9]
- Notre approche ne sera pas de distribuer des compétences via les armes. Ce sera de distribuer des compétences via les classes.[19] – Steven Sharif
- Les joueurs peuvent se spécialiser dans les compétences de leur arbre de compétences d’armes (aussi désigné comme Compétences de Combat[14], et Arbre de Combat[15]) en fonction de leur type d’arme préféré, et de la qualité de l’arme.[20][5][21][22][15][14][6]
- Le maniement de deux armes compte comme un seul type d’arme sur l’arbre de compétences d’armes.[29][30]
- 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.[15] – 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. [14] – Steven Sharif
Classes d'armes
Les classes d'armes (également appelées "types d'armes" ou "groupes d'armes") dans Ashes of Creation.[22]
- Armes contondantes
- Armes tranchantes
- Armes Perçantes
Weapon weights
Weapon weight refers to how the mass of a weapon affects its performance during combat.[32]
- Light weapons have fewer restrictions on player agency and motion.[33]
- Medium weapons exist on a spectrum between light and heavy weapons.[33]
- Heavy weapons will increasingly lock the player in place during portions of the combat animation.[33]
- 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.[33] – Steven Sharif
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.[34]
Ranged weapons
A character may equip up to two hand weapons and also wear a ranged weapon on their back.[36][37][38]
- Characters performing ranged abilities will switch to the ranged weapon, then can switch back to the melee weapon and shield or two-handed melee weapon.[36][37]
- There will be a setting to determine if the ranged weapon or main/offhand is the primary weapon to use for Q or left-mouse-button basic attacks.[36][37]
- Rangers do not have a minimum distance requirement for using their ranged weapons.[39] Previously rangers were intended to have a minimum distance requirement.[40]
- Instead of a minimum range requirement, certain Ranger skills, such as Thundering Shot, currently have variable effects conferred at different ranges.[41]
- Some Ranger skills require a bow to be equipped.[42]
Voir également
Les références
- ↑ 1.0 1.1 Vidéo, 2024-03-29 (50:16).
- ↑ Vidéo, 2024-03-29 (57:52).
- ↑ Vidéo, 2023-12-19 (10:08).
- ↑ Vidéo, 2023-04-28 (15:35).
- ↑ 5.0 5.1 5.2 5.3 Direct, 2022-09-30 (43:45).
- ↑ 6.00 6.01 6.02 6.03 6.04 6.05 6.06 6.07 6.08 6.09 6.10 Direct, 2020-01-30 (1:28:40).
- ↑ 7.0 7.1 Direct, 2018-01-18 (22:46).
- ↑
- ↑ 9.0 9.1 9.2 9.3 9.4 9.5 9.6 9.7 9.8 9.9 Podcast, 2021-09-29 (47:57).
- ↑ 10.0 10.1 10.2 10.3 Direct, 2020-02-28 (1:10:21).
- ↑ 11.0 11.1 Vidéo, 2023-12-19 (8:37).
- ↑ 12.0 12.1 Direct, 2021-09-24 (1:19:17).
- ↑ Podcast, 2018-05-11 (57:42).
- ↑ 14.0 14.1 14.2 14.3 14.4 14.5 Entrevue, 2020-07-19 (53:59).
- ↑ 15.0 15.1 15.2 15.3 15.4 15.5 Entrevue, 2020-07-18 (1:07:51).
- ↑ 16.0 16.1 Direct, 2021-04-30 (53:08).
- ↑ Entrevue, 2018-10-20 (2:53:52).
- ↑ Direct, 2018-05-04 (45:37).
- ↑ 19.0 19.1 19.2 Direct, 2022-06-30 (1:12:38).
- ↑ 20.0 20.1 20.2 Direct, 2022-09-30 (53:15).
- ↑ 21.0 21.1 21.2 21.3 Vidéo, 2022-09-30 (24:49).
- ↑ 22.0 22.1 22.2 22.3 Entrevue, 2021-02-07 (49:18).
- ↑ 23.0 23.1 23.2 February 8, 2019 - Questions and Answers.
- ↑ 24.0 24.1 24.2 24.3 24.4 24.5 24.6 Direct, 2018-06-04 (1:11:19).
- ↑ Direct, 2021-06-25 (1:29:39).
- ↑ Twitter - What’s your go-to weapon?
- ↑ Direct, 2022-10-14 (18:34).
- ↑ Entrevue, 2020-07-29 (55:44).
- ↑ 29.0 29.1 Direct, 2023-05-31 (1:12:58).
- ↑ Direct, 2022-09-30 (1:13:23).
- ↑ Direct, 2022-10-28 (1:29:48).
- ↑ Direct, 2022-06-30 (46:30).
- ↑ 33.0 33.1 33.2 33.3 Direct, 2022-06-30 (42:29).
- ↑ Direct, 2017-06-30 (29:13).
- ↑ Direct, 2023-12-19 (1:40:53).
- ↑ 36.0 36.1 36.2 Podcast, 2021-09-29 (40:50).
- ↑ 37.0 37.1 37.2 Entrevue, 2018-05-11 (16:32).
- ↑
- ↑
- ↑ Direct, 2017-06-30 (47:14).
- ↑ Direct, 2023-12-19 (1:53:41L5DeC8wIcuM).
- ↑ Direct, 2023-12-19 (1:20:41).